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	<id>http://wiki.cleftofdimensions.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Slurmp</id>
	<title>Cleft of Dimensions Wiki - User contributions [en]</title>
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	<updated>2026-04-25T19:34:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Atlas_picture.png&amp;diff=4946</id>
		<title>File:Atlas picture.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Atlas_picture.png&amp;diff=4946"/>
		<updated>2026-02-22T01:09:20Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: Slurmp uploaded a new version of File:Atlas picture.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Atlas_picture.png&amp;diff=4945</id>
		<title>File:Atlas picture.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Atlas_picture.png&amp;diff=4945"/>
		<updated>2026-02-22T00:45:09Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: Slurmp uploaded a new version of File:Atlas picture.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Keelhaulkeybkg.jpg&amp;diff=4940</id>
		<title>File:Keelhaulkeybkg.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Keelhaulkeybkg.jpg&amp;diff=4940"/>
		<updated>2025-11-12T12:11:36Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: Slurmp uploaded a new version of File:Keelhaulkeybkg.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Keelhaulkeybkg.jpg&amp;diff=4939</id>
		<title>File:Keelhaulkeybkg.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Keelhaulkeybkg.jpg&amp;diff=4939"/>
		<updated>2025-11-12T12:07:58Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Keelhaul_Key&amp;diff=4938</id>
		<title>Keelhaul Key</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Keelhaul_Key&amp;diff=4938"/>
		<updated>2025-11-12T12:01:17Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: Created page with &amp;quot;{{AreaStats | color = #33F | picture = keelhaulkeybkg.jpg | name = Keelhaul Key | source = Paper Mario: the Thousand Year Door | builder = Eightfold | level range = 45-55 | linked = Yes | caption = Island paradise for arsonist ghosts}}  Keelhaul Key is an island off the coast of Shadmire, located between the mainland (in sight of Vanilla Dome) and Sunsnug Isle, east of Kakkara. It&amp;#039;s renowned, and hated by merchants, as the lair of the the notorious ghost-pirate Corte...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaStats | color = #33F | picture = keelhaulkeybkg.jpg | name = Keelhaul Key | source = Paper Mario: the Thousand Year Door | builder = Eightfold | level range = 45-55 | linked = Yes | caption = Island paradise for arsonist ghosts}}&lt;br /&gt;
&lt;br /&gt;
Keelhaul Key is an island off the coast of [[Shadmire]], located between the mainland (in sight of Vanilla Dome) and Sunsnug Isle, east of Kakkara. It&#039;s renowned, and hated by merchants, as the lair of the the notorious ghost-pirate Cortez and his crew.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;120-140?&#039;&#039;&#039; - The early settlement of the Key is uncertain, but warnings begin to circulate in Rogueport about travel and trade through the region south of Vanilla Dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;154&#039;&#039;&#039; - The first credible, detailed reports of &amp;quot;vicious Attacks &amp;amp;tc by a Lich or Pirate-Ghoste&amp;quot; are reported by the family of the merchant Flavio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;161&#039;&#039;&#039; - Near the year&#039;s end, Flavio embarks on a journey to the Key at the head of an small armada, promising to put down the threat posed to the early Rogueport merchants by force. The armada arrives at Keelhaul Key and is promptly burned to ash by Cortez&#039; small army of Embers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;335&#039;&#039;&#039; - A Koopa Kingdom ship, on its way to attack Matango, mutinies and causes an international incident when it slips away through Rogueport waterways. Being hunted by the Koopa navy, the ship&#039;s crew, an entire platoon of trained Bomb-Omb soldiers, flee to Keelhaul and join Cortez.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;338&#039;&#039;&#039; - A small Matango fleet engages in an altercation with the Black Flag, Cortez&#039; ship, and its crew. In the midst of combat, the admiral and Cortez are seen striking up an extended conversation, with each eventually signaling their followers to cease hostilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;339+&#039;&#039;&#039; - Matango press spend the next several years speculating about said widowed admiral&#039;s regular disappearances from his home in Rogueport. Who could he be visiting?, they ask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;344&#039;&#039;&#039; - A ship washes up near Keelhaul and, like others, is attacked by Embers; however, the crew and passengers survive and make it onto the island. Some of the survivors escape the island, or join Cortez&#039; crew, but the remainder form a small settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sights==&lt;br /&gt;
The Key is all beautiful beaches and lush forests, arranged in a horseshoe shape around a central cove; unfortunately, even if there weren&#039;t ghosts, a treacherous shell of coral reefs and sandbars makes the surrounding waters nigh-unnavigable for most ships. A small settlement is located on the southern side of the island (as far as they could get from the pirates). Adventurers from Rogueport report a set of jeweled statues on the northern edge of the island, to unknown purpose.&lt;br /&gt;
&lt;br /&gt;
The northwest side of the island is more mountainous, riddled with an extensive cave system, which has been co-opted for pirate use. When he&#039;s not out raiding merchants or attacking coastal towns, Cortez keeps his flagship, the dreaded Black Flag, deep in the caves. Rumor also has it (at least among shadier sorts) that a fighting ring has been established somewhere in the caves.&lt;br /&gt;
&lt;br /&gt;
==Travel==&lt;br /&gt;
Being a den of pirates, ghosts, and rabid wildlife, Keelhaul Key lacks a ferry or similar formal transport -- all the moreso because its pirates will attack any large ships that get close. It is well known, however, that if one were to take a ferry from Alfador or Sunsnug Isles to the nearby settlement of Scuttle Town, then one may be able to find a chobin who could provide one-way travel to the Key.&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Besides Cortez himself, Cortez&#039; crew is most infamous for its Embers, spirits of the dead arisen to wreak firey vengeance (by burning down every ship they come across). However, his followers also include living sailors: a large contingent of former Koopa Kingdom soldiers, mostly Bomb-Ombs, plus various other individual unsavory sorts (including dry bones, matangui, squid -- reports vary).&lt;br /&gt;
&lt;br /&gt;
Outside the pirate caves, most of the island is full of dangerous wildlife: beware of several species of Fuzzies (not the fun kind), Piranha Plants, and fire spirits. A small group of castaways are doing their best to live off the land on the southern side.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
A crazed Forest Fuzzy rolls around and gibbers nonsense at a nearby Ember:  (outer Keelhaul Key, lv. 45-50)&lt;br /&gt;
*Delivered refreshments?&lt;br /&gt;
*Recovered a record?&lt;br /&gt;
*Got into the hideout?&lt;br /&gt;
&lt;br /&gt;
The Ember muses back, in a language of campfire pops and flashes of light:   (within Pirate&#039;s Grotto, lv. 50-55)&lt;br /&gt;
*Grappled with a gathering of ghosts?&lt;br /&gt;
*Fought a looooot of pirates?&lt;br /&gt;
*Unlocked a puzzling chest?&lt;br /&gt;
*Beat the Pirate Lord once and for all?&lt;br /&gt;
&lt;br /&gt;
==The Great Explorer Luigi Says==&lt;br /&gt;
[[file:luigi.jpg]]&lt;br /&gt;
&amp;quot;Getting ganged up on is dangerous, so Luigi keeps-a many staffs and wands on him, for group attacks or hitting elemental weaknesses. After a fight, a nice-a healing potion gets Luigi back on his feet -- and an adventurer&#039;s toolkit helps to keep exploring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Geography&amp;diff=4937</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Geography&amp;diff=4937"/>
		<updated>2025-11-12T10:07:28Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Atlas_picture.png|900x450px||right|By Ageataii and Cooper]]&lt;br /&gt;
&lt;br /&gt;
 * Not linked&lt;br /&gt;
 ** Not built&lt;br /&gt;
&lt;br /&gt;
==[[Guardia]]==&lt;br /&gt;
&lt;br /&gt;
On the northwest side of the world is the continent of Guardia, probably the most mountainous continent in the Cleft. It features the largest and tallest mountain range ([[Loftarasa]]) as well as a few other minor groups of mountains. Most of the population exists within flatlands and valleys between these peaks.&lt;br /&gt;
&lt;br /&gt;
The continent is almost entirely ruled by Guardia, hence the name. Guardia is run by a coalition of elected individuals from the major towns whom meet in Guardia Castle to administer law to the states. It used to be a Kingdom, hence the castle, but the King and Queen are now figureheads. The leader of Guardia goes by the title of Chancellor.&lt;br /&gt;
&lt;br /&gt;
See Article for more info.&lt;br /&gt;
&lt;br /&gt;
==[[Fa&#039;Diel]]==&lt;br /&gt;
&lt;br /&gt;
To the southwest is the continent of Fa&#039;Diel, the area most untouched by civilization and therefore the greenest. Its terrain is varied, though most of it is close to sea level.&lt;br /&gt;
&lt;br /&gt;
The continent has no clear ruling entity, and is maintained mostly by isolated communities and an alliance of soldiers whose duties are primarily to aid the locals. Fa&#039;Diel is divided into provinces defined by their geologic properties and common populations.&lt;br /&gt;
&lt;br /&gt;
See article for more information.&lt;br /&gt;
&lt;br /&gt;
==[[Shadmire]]==&lt;br /&gt;
&lt;br /&gt;
Shadmire was one of the first places in the Cleft with any [[Matangui|intelligent life]].&lt;br /&gt;
&lt;br /&gt;
Population centers of note:&lt;br /&gt;
*Rogueport**&lt;br /&gt;
*Matango Monarchy**&lt;br /&gt;
*[[Koopa Kingdom]]**:&lt;br /&gt;
&lt;br /&gt;
Landmarks or Monuments in Shadmire:&lt;br /&gt;
*[[Keelhaul Key]]&lt;br /&gt;
*Isle of the Demon King&lt;br /&gt;
*Chalk Zone&lt;br /&gt;
&lt;br /&gt;
===Kakkara===&lt;br /&gt;
&lt;br /&gt;
It contains the [[Sea of Wonders]], which used to be the [[Mana Holyland]].&lt;br /&gt;
&lt;br /&gt;
Population centers of note in Kakkara:&lt;br /&gt;
*Coastal Sanctuary, [[Caspia]]&lt;br /&gt;
*Destiny Island*&lt;br /&gt;
*The Land of Dreams, Magicant&lt;br /&gt;
&lt;br /&gt;
Landmarks or Monuments in Kakkara:&lt;br /&gt;
*[[Pillars of Nosgoth]] (Kakkara Desert)&lt;br /&gt;
*[[Gobi&#039;s Valley]] (Kakkara Desert)&lt;br /&gt;
*Moon Palace/Monheim (Sea of Wonders: Ruins)&lt;br /&gt;
*Tower of Leires (Sea of Wonders)&lt;br /&gt;
&lt;br /&gt;
*Isle of Oblivion** (Sea of Wonders)&lt;br /&gt;
*Star Belt Archipelago*&lt;br /&gt;
*The Junkyard*&lt;br /&gt;
&lt;br /&gt;
==[[Hyrule]]==&lt;br /&gt;
&lt;br /&gt;
Population centers of note in Hyrule:&lt;br /&gt;
*Hyrule Castle**&lt;br /&gt;
*Kakkariko Village*&lt;br /&gt;
*[[Gigan Hold]]&lt;br /&gt;
*[[Gerudo Hideout]]&lt;br /&gt;
&lt;br /&gt;
Landmarks or Monuments in Hyrule:&lt;br /&gt;
*[[Spirit Temple]]&lt;br /&gt;
&lt;br /&gt;
==[[Vandole]]==&lt;br /&gt;
&lt;br /&gt;
Population centers of note in Vandole:&lt;br /&gt;
*Gilded Enterprise, [[Gold City]]&lt;br /&gt;
&lt;br /&gt;
Landmarks or Monuments in Vandole:&lt;br /&gt;
*Gold Tower*&lt;br /&gt;
&lt;br /&gt;
==[[Goa]]==&lt;br /&gt;
&lt;br /&gt;
Population centers of note in Goa:&lt;br /&gt;
&lt;br /&gt;
*[[Joel Island]]&lt;br /&gt;
*Other unknown places&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Landmarks or Monuments in Goa:&lt;br /&gt;
*Palace of Fire (Hydra Mountains)**&lt;br /&gt;
&lt;br /&gt;
==Independent Areas==&lt;br /&gt;
&lt;br /&gt;
*[[Shrike]]:&lt;br /&gt;
**[[Monotoli Building]]&lt;br /&gt;
**[[Dr. Wily&#039;s Lab]]&lt;br /&gt;
**Nakajima Robotics&lt;br /&gt;
**Engineer&#039;s Guild&lt;br /&gt;
&lt;br /&gt;
*[[Final Weapon]]:&lt;br /&gt;
&lt;br /&gt;
*[[Bubbly Clouds]]:&lt;br /&gt;
&lt;br /&gt;
*[[Zebes]]*:&lt;br /&gt;
&lt;br /&gt;
*Zeal**:&lt;br /&gt;
&lt;br /&gt;
==Oceans==&lt;br /&gt;
&lt;br /&gt;
===Manawydan Ocean===&lt;br /&gt;
&lt;br /&gt;
This is the smallest ocean, existing to the far north of the Cleft. The waters here are extremely cold and full of icebergs. It borders the northern coast of Guardia (mainly the Madra Ice Fields and Loftarasa Mountain Range), and the north coast of Hyrule and the Haunted Wastelands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inhabitants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are an extremely small amount of intelligent creatures that live off of the Manawydan Ocean. A few small settlements exist on the northern beaches consisting mainly of Walrus, Lobstermen, and Penguins, but nothing to write home about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because of its isolation and dangerous waters, the sea life here thrives more than in other regions of the Cleft. The fish can grow to very large, trecherous sizes.&lt;br /&gt;
&lt;br /&gt;
*Gyarados&lt;br /&gt;
*Giant Bloopers&lt;br /&gt;
*Sea-witches (think Ursula)&lt;br /&gt;
*Electric eels&lt;br /&gt;
*others&lt;br /&gt;
&lt;br /&gt;
===Aegiran Ocean===&lt;br /&gt;
&lt;br /&gt;
These warm waters exist between the east coast of Guardia, the west coast of Hyrule, and the north waters of the Shadmire Archipelago. Because of the large amount of port cities around these continents, the Aegiran Ocean contains the highest volume of boat traffic. The center of the Aegiran Ocean is marked by the [[El Nido Triangle]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inhabitants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Coming Soon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The aquatic life around the Aegiran Ocean consists of many tropical fish of medium size. Very rarely are there any large threatening fish in these waters, and if they are, they mainly exist around the El Nido region. Rarely a Gyarados has been spotted in these waters.&lt;br /&gt;
&lt;br /&gt;
*Iffish&lt;br /&gt;
*Corsola&lt;br /&gt;
*Tentacool&lt;br /&gt;
*others&lt;br /&gt;
&lt;br /&gt;
===Gliese Ocean===&lt;br /&gt;
&lt;br /&gt;
Also known as the dead waters, the Gliese Ocean is a very still and dead section of the Cleft that exists at the southern edge of the Cleft. Little light reaches these waters and the only land nearby is the southern tip of Fa&#039;Diel, a few small islands from Shadmire, and the south coast of Goa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inhabitants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No one lives here. (obviously this means someone secret special probably lives here)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Little to no aquatic life in these waters.&lt;br /&gt;
&lt;br /&gt;
===Noctog Ocean===&lt;br /&gt;
&lt;br /&gt;
These warm waters exist between the west coast of Fa&#039;Diel and the east coasts of Hyrule, Vandole, and Goa. This is the largest ocean in the Cleft of Dimensions. The water here is also the deepest and the darkest, giving the ocean it&#039;s name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inhabitants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Coming Soon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While many fish exist in the Aegiran Ocean, they are often further below the surface to avoid the constant contact with the ferries and trade ships. The primary spot for fishing in the Cleft exists in the Noctog Ocean, which is vaster and provides more security for the ocean life.&lt;br /&gt;
&lt;br /&gt;
*Lots of fishes&lt;br /&gt;
*Whales!&lt;br /&gt;
*Krabbys&lt;br /&gt;
&lt;br /&gt;
== [[Public Transportation]] ==&lt;br /&gt;
&lt;br /&gt;
Several methods of transportation exist in the Cleft of Dimensions, including an ad-hoc series of [[ferries]] between major ports and nearby islands.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;See the main article at [[Public Transportation]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas| ]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4935</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4935"/>
		<updated>2025-07-05T03:01:54Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. &amp;lt;del&amp;gt;Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Edit: this is seemingly incorrect -- see mobprog 3271, associated with eventitem 3236.)&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Eightfold&#039;s annoying details:&#039;&#039; the values of variables in a mob force command may be from the &amp;quot;perspective&amp;quot; of either the &#039;&#039;forcing&#039;&#039; mob or the &#039;&#039;forced&#039;&#039; mob. &lt;br /&gt;
For instance, if a roly does &amp;quot;force imp say $I&amp;quot;, then the imp will say &amp;quot;roly&amp;quot;: for the command &amp;quot;say,&amp;quot; $i is determined by the forc*ing* mob (the roly).&lt;br /&gt;
However, if a roly does &amp;quot;force imp mob remember $i&amp;quot; and then the imp does &amp;quot;say $Q&amp;quot;, the imp will say &amp;quot;imp&amp;quot;: for the command &amp;quot;mob remember,&amp;quot; $i is determined by the forc*ed* mob (the imp). An incomplete list of each type:&lt;br /&gt;
&lt;br /&gt;
* Variables determined by forc*ing* mob: say, mob echo, mob face, mob cast&lt;br /&gt;
* Variables determined by forc*ed* mob: mob remember, mob call&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Eightfold)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4934</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4934"/>
		<updated>2025-07-05T02:58:31Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. &amp;lt;del&amp;gt;Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Edit: this is seemingly incorrect -- see mobprog 3271, associated with eventitem 3236.)&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
(Details: the values of variables in a mob force command may be from the &amp;quot;perspective&amp;quot; of either the &#039;&#039;forcing&#039;&#039; mob or the &#039;&#039;forced&#039;&#039; mob. &lt;br /&gt;
For instance, if a roly does &amp;quot;force imp say $I&amp;quot;, then the imp will say &amp;quot;roly&amp;quot;: for the command &amp;quot;say,&amp;quot; $i is determined by the forc*ing* mob (the roly).&lt;br /&gt;
However, if a roly does &amp;quot;force imp mob remember $i&amp;quot; and then the imp does &amp;quot;say $Q&amp;quot;, the imp will say &amp;quot;imp&amp;quot;: for the command &amp;quot;mob remember,&amp;quot; $i is determined by the forc*ed* mob (the imp). An incomplete list of each type:&lt;br /&gt;
&lt;br /&gt;
* Variables determined by forc*ing* mob: say, mob echo, mob face, mob cast&lt;br /&gt;
* Variables determined by forc*ed* mob: mob remember, mob call&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Slurmp)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4933</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4933"/>
		<updated>2025-07-05T02:57:25Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. &amp;lt;del&amp;gt;Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Edit: this is seemingly incorrect -- see mobprog 3271, associated with eventitem 3236.)&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
(Details: the values of variables in a mob force command may be from the &amp;quot;perspective&amp;quot; of either the &#039;&#039;forcing&#039;&#039; mob or the &#039;&#039;forced&#039;&#039; mob. &lt;br /&gt;
For instance, if a roly does &amp;quot;force imp say $I&amp;quot;, then the imp will say &amp;quot;roly&amp;quot;: for the command &amp;quot;say,&amp;quot; $i is determined by the forc*ing* mob (the roly).&lt;br /&gt;
However, if a roly does &amp;quot;force imp mob remember $i&amp;quot; and then the imp does &amp;quot;say $Q&amp;quot;, the imp will say &amp;quot;imp&amp;quot;: for the command &amp;quot;mob remember,&amp;quot; $i is determined by the forc*ed* mob (the imp). An incomplete list of each type:&lt;br /&gt;
&lt;br /&gt;
* Variables determined by forc*er*: say, mob echo, mob face, mob cast&lt;br /&gt;
* Variables determined by forc*ee*: mob remember, mob call&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Slurmp)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4932</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4932"/>
		<updated>2025-07-05T01:41:28Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. &amp;lt;del&amp;gt;Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Edit: this is seemingly incorrect -- see mobprog 3271, associated with eventitem 3236.)&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes for nerds: at least my testing suggests that, when mob force&#039;ing something to &amp;quot;say,&amp;quot; &amp;quot;mob echo,&amp;quot; &amp;quot;mob face,&amp;quot; etc, it seems to use a value of &#039;$i&#039; determined by the forc*ing* mob; when mob forcing to &amp;quot;mob remember&amp;quot; or &amp;quot;mob call,&amp;quot; it seems to use values of &#039;$i&#039; or &#039;$n&#039; determined by the forc*ed* mob. This may be related to when a variable is/is not abstracted to a name when passed. Further testing probably recommended. --Slurmp)&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Slurmp)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4931</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4931"/>
		<updated>2025-04-29T01:25:56Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes for nerds: at least my testing suggests that, when mob force&#039;ing something to &amp;quot;say,&amp;quot; &amp;quot;mob echo,&amp;quot; &amp;quot;mob face,&amp;quot; etc, it seems to use a value of &#039;$i&#039; determined by the forc*ing* mob; when mob forcing to &amp;quot;mob remember&amp;quot; or &amp;quot;mob call,&amp;quot; it seems to use values of &#039;$i&#039; or &#039;$n&#039; determined by the forc*ed* mob. This may be related to when a variable is/is not abstracted to a name when passed. Further testing probably recommended. --Slurmp)&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Slurmp)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4930</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4930"/>
		<updated>2025-04-29T01:25:34Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
By default, mob echo (and echoat, etc) capitalize the first letter of the echoed text (including if it&#039;s a variable, eg &#039;mob echo $I&#039;). Beginning the echoed text with the &amp;quot;{x&amp;quot; character, which normally cancels color codes, will prevent this automatic capitalization (but won&#039;t force it lowercase). (eg &#039;mob echo {xhello&#039; or &#039;mob echo {x$I&#039;)&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes for nerds: at least my testing suggests that, when mob force&#039;ing something to &amp;quot;say,&amp;quot; &amp;quot;mob echo,&amp;quot; &amp;quot;mob face,&amp;quot; etc, it seems to use a value of &#039;$i&#039; determined by the forc*ing* mob; when mob forcing to &amp;quot;mob remember&amp;quot; or &amp;quot;mob call,&amp;quot; it seems to use values of &#039;$i&#039; or &#039;$n&#039; determined by the forc*ed* mob. This may be related to when a variable is/is not abstracted to a name when passed. Further testing probably recommended. --Slurmp)&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Slurmp)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4910</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4910"/>
		<updated>2024-12-20T13:34:20Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes for nerds: at least my testing suggests that, when mob force&#039;ing something to &amp;quot;say,&amp;quot; &amp;quot;mob echo,&amp;quot; &amp;quot;mob face,&amp;quot; etc, it seems to use a value of &#039;$i&#039; determined by the forc*ing* mob; when mob forcing to &amp;quot;mob remember&amp;quot; or &amp;quot;mob call,&amp;quot; it seems to use values of &#039;$i&#039; or &#039;$n&#039; determined by the forc*ed* mob. This may be related to when a variable is/is not abstracted to a name when passed. Further testing probably recommended. --Slurmp)&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution. --Slurmp)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4909</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4909"/>
		<updated>2024-12-20T05:23:14Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes for nerds: at least my testing suggests that, when mob force&#039;ing something to &amp;quot;say,&amp;quot; &amp;quot;mob echo,&amp;quot; &amp;quot;mob face,&amp;quot; etc, it seems to use a value of &#039;$i&#039; determined by the forc*ing* mob; when mob forcing to &amp;quot;mob remember&amp;quot; or &amp;quot;mob call,&amp;quot; it seems to use values of &#039;$i&#039; or &#039;$n&#039; determined by the forc*ed* mob. This may be related to when a variable is/is not abstracted to a name when passed. Further testing probably recommended. )&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4908</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4908"/>
		<updated>2024-12-20T05:21:30Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes for nerds: at least my testing suggests that, when mob force&#039;ing something to &amp;quot;say,&amp;quot; &amp;quot;mob echo,&amp;quot; &amp;quot;mob face,&amp;quot; etc, it seems to use a value of &#039;$i&#039; determined by the forc*ing* mob; when mob forcing to &amp;quot;mob remember&amp;quot; or &amp;quot;mob call,&amp;quot; it seems to use values of &#039;$i&#039; or &#039;$n&#039; determined by the forc*ed* mob. Further testing probably recommended.)&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4907</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=4907"/>
		<updated>2024-12-20T05:10:22Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===Optimizing Mobprogs===&lt;br /&gt;
Mobprogs are the biggest use of CPU time for the Cleft of Dimensions. Because of this, builders are encouraged to design and write progs with efficiency in mind. Below are some guidelines to follow:&lt;br /&gt;
&lt;br /&gt;
* Random progs attempt to execute on every game tick. Because of this, they should be small and efficient.&lt;br /&gt;
** It is vastly more efficient to give a mob a &#039;random 50&#039; prog, than a &#039;random 100&#039; prog that begins with &#039;if rand 50&#039;.&lt;br /&gt;
*** The same is true of any prog trigger with a percentile parameter!&lt;br /&gt;
** A &#039;schedule all&#039; prog will only attempt to execute every minute instead, if that&#039;s acceptable.&lt;br /&gt;
** A delay prog that re-sets the acting mob&#039;s delay, can also be used instead of a random prog, as long as the initial delay amount is set by a spawn prog or some other method.&lt;br /&gt;
&lt;br /&gt;
* The &#039;break&#039; command will end prog execution immediately.&lt;br /&gt;
** In a vnum-stacked prog, put the most frequent users first, and end those blocks with a &#039;break&#039;. Without a break, the rest of the prog will still be parsed!!&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Vnum Stacking&amp;quot; is a method of using one mprog vnum on multiple mobs by making blocks of code within &#039;if vnum $i == ####&#039; checks.&lt;br /&gt;
** This can conserve vnums within an area, but in exchange makes each vnum-stacked prog less efficient to process.&lt;br /&gt;
** Avoid vnum stacking random progs, or other progs that are called frequently, like delay or schedule.&lt;br /&gt;
&lt;br /&gt;
* The &#039;mobexists&#039; and &#039;objexists&#039; ifchecks with words are the least efficient in the entire mobprog language, despite efforts to speed them up.&lt;br /&gt;
** This is because they must compare their input string to every single name component of every single mob/obj in the entire world.&lt;br /&gt;
** Both of these ifchecks can be used with a vnum instead. This is &#039;&#039;MUCH, MUCH&#039;&#039; faster, because it doesn&#039;t actually count anything; mob and object index data keep track of what&#039;s been loaded and unloaded!&lt;br /&gt;
** This doesn&#039;t mean these ifchecks are off limits! Just avoid using them on progs that run frequently.&lt;br /&gt;
&lt;br /&gt;
* Update_always mobs will execute all their progs even when a player is not in the area.&lt;br /&gt;
** However, when a player leaves an area, it stays active for several minutes anyway.&lt;br /&gt;
** Areas are also active for several minutes when the game first boots up.&lt;br /&gt;
** Because of this, you probably don&#039;t need update_always on your mob unless it&#039;s running schedule progs.&lt;br /&gt;
** Update_always and random progs are a bad mix that I will scold you for.&lt;br /&gt;
&lt;br /&gt;
* Schedule, delay, and random progs WILL NOT execute if the mobile is fighting, UNLESS the mob is also flagged as update_always&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand 		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere &#039;&#039;&#039;This check is for use with variables, not names&#039;&#039;&#039;&lt;br /&gt;
    ishere   		if ishere $q            - is $q in this room?&lt;br /&gt;
    mobexists		if mobexists 1233	- is there mob vnum 1233 somewhere&lt;br /&gt;
    			if mobexists fido	- is there a fido mob somewhere     &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; this is cpu-intensive. use a vnum instead if possible!&lt;br /&gt;
    			if mobexists 5.2839	- are there at least 5 mobs of vnum 2839 anywhere&lt;br /&gt;
    objexists		if objexists 1233	- is there obj vnum 1233 somewhere&lt;br /&gt;
    			if objexists sword	- is there a sword obj somewhere    &#039;&#039;&#039;!!! WARNING !!!&#039;&#039;&#039; avoid this too, for the same reasons&lt;br /&gt;
    			if objexists 500.sword	- are there at least 500 swords in the entire world? &#039;&#039;&#039;!!!&#039;&#039;&#039; and this&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; mob in this room?&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 in this room?&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; obj in this room?&lt;br /&gt;
 	-can&#039;t see in	if objhere 1233		- is there obj vnum 1233 in this room?&lt;br /&gt;
 	 containers&lt;br /&gt;
    isself		if isself $n            - evaluate equivalence between a character and the acting mob&lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs *in event obj progs the player doesn&#039;t count in if players checks&lt;br /&gt;
    mobs   		if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of $n&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
 &lt;br /&gt;
    hour 		if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky  		if sky &amp;gt; 2     		- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind 		if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    sector		if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void        22 - lava&lt;br /&gt;
 &lt;br /&gt;
    ispc   		if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i currently have a delay counter&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    isfighting		if isfighting $n        - fighting check&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid remembered target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s remember target&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    affected2		if affected2 $n frenzy  - &#039;&#039;&#039;(second set of affects, see mob template for list)&#039;&#039;&#039;&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    act2 		if act2 $i noattack	- is $i flagged noattack&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    vuln    		if vuln $i electricity  - is $i vulnerable to electricity&lt;br /&gt;
    res        		if res $i cold          - is $i resistant to cold&lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
                                                - (doesn&#039;t check to see if wearing, ONLY if in inventory)&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon      		if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
              		if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses  		if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    name  		if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    clan 		if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race 		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n wizard	- is $n&#039;s class &#039;wizard&#039;&lt;br /&gt;
    subclass		if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skill		if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
    skillchk		if skillchk $n &#039;fire&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
    objtype		if objtype $o scroll	- is $o a scroll type obj&lt;br /&gt;
    quest		if quest $n nerb1	- is quest flag nerb1 toggled for $n&lt;br /&gt;
    remort		if remort $n &amp;gt; 1        - has $n remorted at least once?&lt;br /&gt;
                                                  (New characters start at &amp;quot;if remort == 1&amp;quot;;&lt;br /&gt;
                                                   first remort is at &amp;quot;if remort == 2&amp;quot;)&lt;br /&gt;
    screenreader if isscreenreader $n 		- does $n have &#039;screenreader&#039; toggled? *only works for players&lt;br /&gt;
 &lt;br /&gt;
    vnum 		if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    room 		if room $i == 1233	- room virtual number&lt;br /&gt;
    roomaff		if roomaff sandstorm    - room affect check (&#039;? roomaff&#039; in editor to see valid flags)&lt;br /&gt;
    roomflag		if roomflag dark	- room flag check (&#039;? room&#039; in editor to see valid flags)&lt;br /&gt;
    area                if area $i == 1         - is $i in the immortal area?&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
         		if level $o == 0        - works on objects too&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
 	3 - (unused)&lt;br /&gt;
 	4 - plural&lt;br /&gt;
 	5 - spivak&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
 &lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    objval0		if objval0 $o &amp;gt; 1000 	- object value[] checks 0-4 (check object type in oedit for relevant variables)&lt;br /&gt;
    objval1						-for money in bribe triggers use objval0 for silver and objval1 for gold&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    objcost		if objcost $o &amp;gt;= 50 	- cost of the obj in silver&lt;br /&gt;
    objweight		if objweight $o &amp;lt; 100 	- weight of the obj in 1/10lbs&lt;br /&gt;
    objextra		if objextra $o glow 	- does $o have glow&lt;br /&gt;
    objextra2		if objextra2 $o unique 	- is $o unique&lt;br /&gt;
    objextra3		if objextra3 $o owned 	- is $o owned&lt;br /&gt;
    objcond 		if objcond $o &amp;gt; 50 	- object condition value check&lt;br /&gt;
 &lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
 							-a solo player is a group size of 0&lt;br /&gt;
 							 -all pets and charmies count toward group size&lt;br /&gt;
 							  -they don&#039;t count if they aren&#039;t in the room with the target&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    mvchk 		if mvchk $i &amp;gt; 25 	- movement point check&lt;br /&gt;
    drunk		if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    khcount		if khcount $n &amp;gt; 30	- did $n kill more than 30 things?&lt;br /&gt;
    khexists		if khexists $n 1234	- did $n kill a mob of vnum 1234? &lt;br /&gt;
    enchant		if enchant $o &amp;gt; 10	- does $o have a total enchantment modifier of more than 10? NOTE: armor enchants are negative&lt;br /&gt;
    recentdam		if recentdam $i &amp;gt; 4	- is my recent_dam variable (aka $a) greater than 4?&lt;br /&gt;
    area        if area $n truce.are - is character in Truce?&lt;br /&gt;
    localx              if localx $i = 3           - is the current room at the localx 3 position?&lt;br /&gt;
    localy              if localy $i = 10          - is the current room at the localy 10 position? Note that these are the variables for the protuna minimap, and they&#039;ll be zero in every room if the builder hasn&#039;t created a map and set them&lt;br /&gt;
    islagged    if islagged $q      - is $q experiencing spell/skill lag? only PCs have this&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
 IFCHKS can be used with &#039;or&#039;, &#039;and&#039;, and &#039;else&#039;. Ex:&lt;br /&gt;
  	-NOTE: &#039;else&#039; can be combined with &#039;or&#039; and &#039;and&#039; ifchks.&lt;br /&gt;
 		if room $i &amp;gt;= 500 		- is the room vnum both greater than or equal to 500 and less than or equal to 1000?&lt;br /&gt;
 		and room $i &amp;lt;= 1000 			i.e. between 500 and 1000, including both 500 and 1000.&lt;br /&gt;
 &lt;br /&gt;
  		if dex $n &amp;gt; 12 			- are $n&#039;s dex AND str both greater than 12?&lt;br /&gt;
  		and str $n &amp;gt; 12&lt;br /&gt;
 &lt;br /&gt;
 		if hour &amp;gt;= 18 			- is the hour later than 6pm or earlier than 6am?&lt;br /&gt;
 		or hour &amp;lt;= 6 				i.e. is it between 6pm and 6am, including both 6pm and 6am.&lt;br /&gt;
 								*&#039;or&#039; must be used for this type of &#039;evening&#039; check because&lt;br /&gt;
 								the numbers don&#039;t circle like a real clock - it can&#039;t be both&lt;br /&gt;
 								greater than 18 and less than 6.&lt;br /&gt;
 		if class $n thief 		- is $n a thief OR a warrior?&lt;br /&gt;
 		or class $n warrior&lt;br /&gt;
 &lt;br /&gt;
 		if uses $n weapon 		- does $n have an object type of &#039;weapon&#039; equipped?&lt;br /&gt;
 		 mob exitpermit 			yes: they may pass through.&lt;br /&gt;
 		else&lt;br /&gt;
 		 say You need a weapon first! 		no: mob says You need a weapon first!&lt;br /&gt;
  		endif&lt;br /&gt;
 &lt;br /&gt;
       -If you want to get REALLY in-depth, you can use both &#039;and&#039; &amp;amp; &#039;or&#039; in a prog, too!&lt;br /&gt;
 &lt;br /&gt;
                 if affected $i haste&lt;br /&gt;
                 or affected $i slow&lt;br /&gt;
                 and shielded $i zombie&lt;br /&gt;
                 say I have either haste or slow, and I definitely have zombie!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I might have any one of haste, slow, or zombie, I might have haste AND slow without zombie...&lt;br /&gt;
                 say Or I might just have none of the above!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
                 if carries $i apple&lt;br /&gt;
                 and carries $i sword&lt;br /&gt;
                 or carries $i dagger&lt;br /&gt;
                 say I have an apple for sure, and either a sword or a dagger!&lt;br /&gt;
                 else&lt;br /&gt;
                 say I have neither an apple and a sword, nor an apple and a dagger.&lt;br /&gt;
                 say But I might have an apple and no weapon, or both weapons... or nothing!&lt;br /&gt;
                 endif&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
        Just be sure to watch the order of your ifchecks, it can make the difference between a working prog and a malfunctioning one!&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 Every if needs an endif. &#039;Or&#039;, &#039;and&#039;, and &#039;else&#039; do not require additional endifs.&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $c     the current combat target of the remember target&lt;br /&gt;
 $d	random player-targetable entity&lt;br /&gt;
 $D     random charmie or pet&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $h     random player or charmie or pet&lt;br /&gt;
 $i	the acting mob itself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $u     the mob remember target of the mob remember target&lt;br /&gt;
 $y     the original actor in a chain of event progs&lt;br /&gt;
&lt;br /&gt;
 These codes return numbers instead of a mob or object target:&lt;br /&gt;
 &lt;br /&gt;
 $a     the amount of last successful mob damage OR mob award exp&lt;br /&gt;
 $B     the level of the mob remember target&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
 For use in event mprogs:&lt;br /&gt;
 &lt;br /&gt;
 $n	is the targetted mob or player&lt;br /&gt;
 $o	is the targetted object&lt;br /&gt;
 $i	is the acting player&lt;br /&gt;
 $p	is the actual event item being activated&lt;br /&gt;
 $y	will always refer to the person using the event item&lt;br /&gt;
     (useful when the event forces other mobs)&lt;br /&gt;
 $n and $o cannot exist at the same time in an event mprog&lt;br /&gt;
 players are considered to be vnum 0 when using a &#039;vnum $i&#039; check.&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage&lt;br /&gt;
 	$A	the name of the mob&#039;s object target, without quotes  &lt;br /&gt;
 	$b	the race (for PCs) or shortdesc (for mobs) of the mob&#039;s remember target&lt;br /&gt;
 	$B	the level of the mob&#039;s remember target&lt;br /&gt;
 	$c	the name of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$C	the short desc of the current combat target of the mob&#039;s remember target&lt;br /&gt;
 	$d	the name of a random player-aligned mobile (i.e. pet or charmie) in the room&lt;br /&gt;
 	$D	the name of a random player-targetable mobile or PKable player in the room&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$h	the name of a random player OR player-aligned mobile in the room&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$u	the name of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$U	the short desc of the mob&#039;s remember target&#039;s remember target&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$y	the name of the original user of an event item, because $i can change in different force/call contexts&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
 	$$	an actual dollar sign symbol, in case you needed that&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Remember Target|| $u || $U&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;BREAK:break&lt;br /&gt;
This command will immediately stop the mobprog. Nothing else below a &#039;break&#039; statement will be processed. This is often used to stop a prog short when one thing happens, so that later events in the same prog will not happen. It&#039;s commonly used in vnum-stacking.&lt;br /&gt;
&lt;br /&gt;
Examples: 451, 456&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;DECHO:mob decho &amp;lt;string&amp;gt;&lt;br /&gt;
As mob echo, but will not show the echo to the user.&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. In this case, only exact keywords are allowed, partials are not accepted. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single *exact* keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob gtransfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. The [level] and [R] or [W] parameters are not necessary to use mob oload, but in order to load something into the room or equipped onto the mob using R or W, the level parameter has to be defined, as well. However, the function of altering the level of the loaded object is defunct, so it&#039;s typical to simply use &#039;0 R&#039; or &#039;0 W&#039; to load objects in these ways. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;MCLONE:mob mclone &amp;lt;target&amp;gt;&lt;br /&gt;
This command creates a perfect duplicate of a target mobile, including any modifications to it, such as restring/face fields, equipment, inventory, affects, etc. It cannot clone PCs.&lt;br /&gt;
&lt;br /&gt;
;OCLONE:mob oclone &amp;lt;target&amp;gt; [I]&lt;br /&gt;
This command creates a perfect duplicate of a target object, including any modifications to it, such as restringed fields, affects, etc. By default, it will load the cloned object into the room, regardless of where the original object was. &amp;quot;I&amp;quot; can be added to the command to force the new object to appear in the mob&#039;s inventory instead.&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an *exact* argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible. For extra security, always place &#039;break&#039; right after a mob purge self command.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk &#039;all something&#039;, or just junk a specific item. It works just like the get command in this regard. It also takes variables such as $o. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum/name&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will only remove one object each time it is used, even if the player is carrying multiple of that object vnum. Mob remove can also take a name argument, but be incredibly diligent when using this as it could potentially remove a different object that shares a name keyword. (For example, do not &#039;mob remove $n sword&#039; because it will almost certainly not remove the item you intend!) Alternately, all can be used instead of a vnum - this will remove every object the target has. (Don&#039;t do this to players!) Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. Do not &#039;mob remove&#039; things from players&#039; inventories without good reason.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting (simply use &#039;flee&#039; for this). The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). It will cause a normal &#039;leaves east&#039; type echo. The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs. Please note that this command does NOT work when used with the &#039;DAMTYPE&#039; trigger - the player will not cease combat due to the mechanic priority between the two.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. This will work when the mob is not in combat and will not initiate combat. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. Note that healing this way ignores zombie status, distribute, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532&lt;br /&gt;
&lt;br /&gt;
;DAMECHO:mob damecho &amp;quot;message to target&amp;quot; &amp;quot;message to room&amp;quot; &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command is extremely similar to &#039;mob damage&#039; but allows echoes to the target and the room the target is in, with a number on the end for damage. This command will initiate combat, unlike mob damage. &lt;br /&gt;
:Because the message strings are parsed by the mprog interpreter BEFORE being passed to the damage_next() function, $ variables will not work as expected when using the &#039;all&#039; parameter. To show each actual victim&#039;s short desc in the &amp;quot;message to room&amp;quot;, use the unintuitive &#039;&#039;&#039;$$N&#039;&#039;&#039; (with two dollarsigns) instead of &#039;&#039;&#039;$n&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples: 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, they are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt; [scaled]&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		prac	10	-10		exp	-10000	10000&lt;br /&gt;
 silver	-10000	10000		train	5	-5 		align   -100    100&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experience, practices, or trains.&lt;br /&gt;
&lt;br /&gt;
The &#039;scaled&#039; argument is optional, which causes awarded experience to scale by 0-200% based on the level difference between target and mob, like XP gained from kills. Please keep in mind to level lock large experience rewards to keep quests relevant to the actual level of their area when not using scaled.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to use &#039;mob award $i&#039; but ONLY do this in event progs, where $i is the player.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;ADVANCE:mob advance &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command will advance the target to the specified level. This command MUST be used carefully, as it can reduce the target&#039;s level as well. The target can only be a player and not a mob. This command should also be used SPARINGLY as we should not be providing multiple level skips in the game and is mostly intended for use in RARE, PROMO-TYPE event objects and event content. To properly use this command without accidentally over- or under-leveling the player, the following set-up should be used, where the final &#039;mob counter&#039; is the amount of levels you wish to grant the player:&lt;br /&gt;
&lt;br /&gt;
 mob remember $n&lt;br /&gt;
 mob counter $B&lt;br /&gt;
 mob counter 1&lt;br /&gt;
 mob advance $n $z&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quest flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Each area automatically comes with 16 quest flags, regardless of the total vnums of the area, that will use the syntax of [area name]1-16 (without .are) ex. &#039;truce1&#039;. &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUESTALT:mob questalt &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
As mob quest, but for the now-defunct hardcoded quest flags.&lt;br /&gt;
&lt;br /&gt;
;SET:mob set &amp;lt;target&amp;gt; &amp;lt;skill&amp;gt; &amp;lt;percent&amp;gt;&lt;br /&gt;
This command will set a player&#039;s skill% in the specified skill or spell. This is usually used to award quest skills at 1%.&lt;br /&gt;
&lt;br /&gt;
Skills that are in a player&#039;s class list, but not learned yet, are actually already learned at 1% and will be unlocked for use when the player also meets the level requirement. Mob set&#039;ing them to 2% or higher will make them practicable/usable immediately.&lt;br /&gt;
&lt;br /&gt;
Examples: 823, 8947&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; $i&lt;br /&gt;
This command makes the mob using the command the pet of the target. It works almost exactly like the staff command of the same name. Mob petify will not work if the target already has a pet. Mobs can only petify themselves, this command only works with &#039;self&#039; (variable $i) as the victim.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Notes: gforce appears to not function under certain circumstances not listed here. Sometimes getting a third mob to gforce a separate group leader-follower pair seems to fail; other times, it seems certain mobs can&#039;t be gforced(? unclear). Testing has not fully elucidated what&#039;s causing this issue, but making one member of a leader-follower pair gforce the other seems to be the most consistent solution.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MFORCE: mob mforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command is similar to force, but it allows a mob to force a player to perform commands that players cannot normally perform, i.e. mob commands. It can only target a single player and not the player&#039;s group. It is very useful for a variety of things, as mob commands behave differently than player commands and can allow for interesting mechanics. For example, use mforce to have a player use &#039;mob oload&#039; for a quest reward, as this bypasses item and weight carry limits, so there won&#039;t be any issues having them receive the item. &lt;br /&gt;
&lt;br /&gt;
Examples: None (for now).&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or an *exat* keyword for a mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works (one pulse is about 4 seconds). When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here. Note that &lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. Mobs will remember players through player deaths, but will forget a player when that player logs out. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls. IMPORTANT: Even if there is a break inside of a called prog, this only breaks the called prog. The original prog will still continue afterwards. Do not add a &#039;mob purge self&#039; or any other potentially crashy command in a called prog unless there is an additional break within the main prog right after the called prog.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;GCALL:mob gcall &amp;lt;vnum&amp;gt; [victim|&#039;null&#039;] [object1|&#039;null&#039;] [object2|&#039;null&#039;]&lt;br /&gt;
This command functions exactly like &#039;mob call&#039;, but will execute the called program once for every member of &amp;quot;victim&amp;quot;&#039;s group, with $n iterating over groupmates across the loops. This includes NPC groupmates. The order of execution is based on the arrangement of the group members in the room; the original &amp;quot;victim&amp;quot; will not necessarily be first.&lt;br /&gt;
&lt;br /&gt;
Groupmates who are no longer in the room when it&#039;s &amp;quot;their turn&amp;quot; will not have the prog executed on them, so be careful when combining this with commands like gforce and gtransfer.&lt;br /&gt;
&lt;br /&gt;
If there is no victim specified, or the victim isn&#039;t in the same room, then the program will execute exactly once. In this case, $n in the called prog will be null.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
For gcall-based quest exp, first make a dedicated mprog, e.g. mpdump 17375:&lt;br /&gt;
 * Called by prog 1001. Booster statue in Truce. Grants lv10 XP then returns to original level.&lt;br /&gt;
 if ispc $n&lt;br /&gt;
  if quest $n truce6&lt;br /&gt;
  else&lt;br /&gt;
   mob mset $i level 10&lt;br /&gt;
   mob award $n exp 500 scaled&lt;br /&gt;
   mob mset $i level 5&lt;br /&gt;
   mob echoat $n {WYou have completed a quest and gain $a experience!{x&lt;br /&gt;
  endif&lt;br /&gt;
  mob quest $n + truce6&lt;br /&gt;
 endif&lt;br /&gt;
&lt;br /&gt;
Then, call that prog in the main mobprog, e.g. mpdump 1001:&lt;br /&gt;
 mob echo Something clatters within the statue&#039;s head, and an LED spits out of&lt;br /&gt;
 its mouth.&lt;br /&gt;
 mob gcall 17375 $n&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short/name&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc, or name, to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the &#039;&#039;&#039;act&#039;&#039;&#039;, &#039;&#039;&#039;act2&#039;&#039;&#039;, &#039;&#039;&#039;aff&#039;&#039;&#039;, &#039;&#039;&#039;aff2&#039;&#039;&#039;, &#039;&#039;&#039;shield&#039;&#039;&#039;, &#039;&#039;&#039;imm&#039;&#039;&#039;, &#039;&#039;&#039;res&#039;&#039;&#039;, &#039;&#039;&#039;vuln&#039;&#039;&#039;, &#039;&#039;&#039;off&#039;&#039;&#039;, or &#039;&#039;&#039;behav&#039;&#039;&#039; flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; [duration in beats]&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
;OSET: mob oset &amp;lt;object name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: name(a), short(a), long(a), level(#), wear(a), extra(a), extra2(a), extra3(a), condition(#)****, weight(#), cost(#), timer(#), value0(#), value1(#), value2(#), value3(#), value4(#) or v0-v4&lt;br /&gt;
*condition is not oset into a true value but adjusted ex: mob oset $o condition -20 will reduce its condition by 20 regardless of its previous condition.&lt;br /&gt;
More fields: ed(keyword &amp;quot;new extra desc&amp;quot;), add (affect #modifier), apply(flag bitvector), delaffect(#)&lt;br /&gt;
&lt;br /&gt;
Value:&lt;br /&gt;
(a) = requires a string or bit/flag name in place of value&lt;br /&gt;
(#) = requires a numerical value&lt;br /&gt;
&lt;br /&gt;
Mob oset will only target objects in the mob&#039;s inventory or in the same room as the mob. This command is very powerful, and can have complex syntax.&lt;br /&gt;
&lt;br /&gt;
;MSET: mob mset &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
Fields: str(#), dex(#), sex(a/#), level(#), maxhp(#), hp(#), maxmana(#), mana(#), maxmove(#), move(#), alignment(#), damtype(a), hitroll(#), damroll(#), magroll(#), saves(#), dicecount(#), dicetype(#), acbash(#), acslash(#), acpierce(#), acexotic(#)&lt;br /&gt;
&lt;br /&gt;
This command seems to be incompletely implemented. Mobs can currently only mset themselves, but can be mob forced by other mobs to mset themselves.&lt;br /&gt;
&lt;br /&gt;
* See [[Oset_and_mset_tips_and_tricks]] for more information&lt;br /&gt;
&lt;br /&gt;
;RSET: mob rset &amp;lt;field/affect/command&amp;gt; &amp;lt;string/value/duration&amp;gt;&lt;br /&gt;
This allows a mob to temporarily edit the room they are standing in. These changes should not save through copyovers or crashes.&lt;br /&gt;
&lt;br /&gt;
*Available fields: name &amp;lt;string&amp;gt;, desc &amp;lt;string&amp;gt;, heal &amp;lt;value&amp;gt;, mana &amp;lt;value&amp;gt;, xpos &amp;lt;value&amp;gt;, ypos &amp;lt;value&amp;gt;&lt;br /&gt;
*Available affects: sandstorm , blizzard , frostveil, darkness, flash, firetrap, brainstorm, consecrate_neutral, consecrate_good, consecrate_evil, quicksand, hprain, sunstroke, timewarp, timestop, meteo, grease, skylight&lt;br /&gt;
*Available commands: save, reset &amp;lt;&amp;quot;area&amp;quot;/&amp;quot;room&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
**There is a 500-ish character limit to &#039;mob rset desc &amp;lt;string&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
;ADDLAG: mob addlag &amp;lt;target&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command adds [[Time#Beats|beats]] of lag to a player (in which they can not act or move at all).  Allowed value is anywhere from 1 to 999.  Useful for keeping players still during a story scene or if mobs need to perform their actions without player interruption.&lt;br /&gt;
&lt;br /&gt;
;CLAN: mob clan &amp;lt;target&amp;gt; &amp;lt;clan&amp;gt;&lt;br /&gt;
This command allows a mob to add a player to a clan instead of requiring an Immortal&#039;s assistance. The clan must already be created, however.&lt;br /&gt;
&lt;br /&gt;
;PRETITLE: mob mforce &amp;lt;target&amp;gt; mob pretitle self &amp;lt;pretitle&amp;gt;&lt;br /&gt;
This command allows a mob to set a player&#039;s pretitle instead of requiring an Immortal&#039;s assistance. Technically a mob can only set their own pretitle to avoid setting someone else&#039;s pretitle by mistake, so this syntax causes the mob to force the player to set their own pretitle.&lt;br /&gt;
&lt;br /&gt;
;ANCIENTCAVE: mob ancientcave&lt;br /&gt;
This command re-randomizes the ancient cave area. Don&#039;t use this unless you know exactly what you&#039;re doing, as the ancient cave receptionist mob already does this periodically.&lt;br /&gt;
&lt;br /&gt;
Examples: 13275&lt;br /&gt;
&lt;br /&gt;
;ADDLOG: mob addlog&lt;br /&gt;
This command allows a mob to write to the mud&#039;s log, for debug purposes. It will write the short desc and vnum of the mob, followed by the argument. It may be useful for debugging mprogs that have a lot of moving parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. If an act trigger includes color codes, as with a color coded object being opened, the act trigger &amp;lt;phrase&amp;gt; itself will require the color codes in order to trigger correctly. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;all&amp;quot; can be also specified to trigger on any damage&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer or mob exitpermit commands. The exit trigger will only activate if the mob can see the target character. Exit triggers will activate for mobiles as well, so exceptions will have to be made within the prog to avoid this if desired.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger activates for mobiles as well as players, so exceptions must be made within the prog to ignore them if desired. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone initiates combat with the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening. Random triggers can activate while a mobile is fighting, but sometimes it will not, so it is not reliable.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour/&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
*By using the &amp;quot;all&amp;quot; keyword instead of a numerical hour, this trigger can also be set to execute every in-game hour, which is about once per minute. This is similar to a Random 100 trigger, but somewhat less frequent and therefore using less of the server&#039;s CPU time.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area or loaded, either with a mob mload command or an immortal load mob command. When the mob is loaded or reset into the area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset, but there are a wide variety of uses.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mobprog Troubleshooting===&lt;br /&gt;
&lt;br /&gt;
Aside from improperly coding mobprogs, they sometimes don&#039;t work for less obvious reasons. Below is a basic guide to help troubleshoot mobprogs that appear like they should be working. You can also always ask other Builders for help.&lt;br /&gt;
&lt;br /&gt;
=====Inside Progs=====&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing much more to say about checking for typos other than, checking for them. Assuming nothing is simply misspelled, there are other typo-like errors to look for.&lt;br /&gt;
&lt;br /&gt;
:*Ensure placement of the variable(s) in the right place in the command, i.e. &amp;quot;give $n $o&amp;quot; is backward.&lt;br /&gt;
:*A common error is to accidentally type things like, &amp;quot;mob get item&amp;quot; instead of simply &amp;quot;get item&amp;quot;. Mobs can perform basic tasks without a &#039;mob&#039; signifier.&lt;br /&gt;
:*A space at the end of a mob command will cause it to not fire. Spaces at the beginning of lines are allowed and do not interfere with the command firing, but at the end, e.g. &amp;quot;mob peace &amp;quot;, they will cause the command to not work. Highlight your mobprog and check for accidental spaces at the end of commands where it seems to be breaking.&lt;br /&gt;
:*If the mobprog is shared with other mobprogs in the same vnum, ensure a previous mprog is not breaking the ones after it. Missing or extra endifs in previous mobprogs can also cause these errors, so a perfectly written mobprog may not execute if it&#039;s stacked with another incorrectly written prog ahead of it in the stack.&lt;br /&gt;
:*Double check things like &amp;quot;if vnum $i&amp;quot; checks to make sure the mob that is supposed to perform the action is properly written. &lt;br /&gt;
&lt;br /&gt;
=====Trigger Errors=====&lt;br /&gt;
&lt;br /&gt;
:*An act trigger for a mob that requires a social needs syntax as the mob sees it. This will be the same as seeing the social used on yourself, so forcing a mob to use the social on you will show you what the mob being acted upon will see.&lt;br /&gt;
:*It is unadvised to use any part of the social echo that includes a pronoun, as there are many pronouns and you would have to add an additional trigger for each pronoun possible. This may still wind up breaking in the future if we add more genders.&lt;br /&gt;
:*Act triggers that involve an item with color codes require the actual typed characters in perfect sync with the short of the item. This means if you color code your item like so, &amp;quot;a {Ggreen{R snapple{X&amp;quot; but write your act trigger like so, &amp;quot;a {Ggreen {Rsnapple{X&amp;quot;, the act trigger will not fire. Remember: The game doesn&#039;t &amp;quot;see&amp;quot; colors, it sees the color codes as characters.&lt;br /&gt;
:*If mobprogs do not appear to be triggering at all, please double check the wiki to ensure they do not interfere with other mobprogs, for example schedule triggers override simultaneous delay and random triggers. Two different mobprogs with the same trigger can&#039;t both activate at once, either.&lt;br /&gt;
:*Ensure you are using the proper variant of GREET vs. GRALL and EXIT vs. EXALL if these appear to be improperly firing. Only use greet and exit if you do not want the mob to react to sneaking, hiding, or otherwise invisible players. &lt;br /&gt;
&lt;br /&gt;
=====Further Testing Tips=====&lt;br /&gt;
&lt;br /&gt;
:*A good method for troubleshooting a mobprog that otherwise appears to be properly written is to have the mob &#039;say&#039; or otherwise announce each step of the mobprog. Adding the variables being used into the says can help ensure that other parts are happening correctly as well. When you do not see the expected extra says, you can assume the error is somewhere close by. &lt;br /&gt;
:*Utilizing &amp;quot;mpstat [mobname]&amp;quot; will also help ensure that expected behaviors are occurring in the background, as far as counters, remember target, and delay timers.&lt;br /&gt;
:*While testing a prog that involves a quest flag, you can force mobs to quest you and unquest you to ensure each step of the prog is reacting properly to the quest flags.&lt;br /&gt;
:*Immortals cannot be forced by mobs, so it&#039;s common practice to make a test character to bring in and test such mobprogs for accuracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Dancer&amp;diff=4521</id>
		<title>Dancer</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Dancer&amp;diff=4521"/>
		<updated>2023-05-10T15:55:25Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:Dancer.png]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Master of affects and emotions&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Style: Type A Overloader&lt;br /&gt;
|-&lt;br /&gt;
|Primary Stat: [[Statistics#Dexterity|Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|HP Gain per Level: 7-10&lt;br /&gt;
|-&lt;br /&gt;
|MP Gain per Level: 2-4&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Skills: 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Dancer&#039;&#039;&#039;=&lt;br /&gt;
The dancers of the Cleft have evolved skills which distract and subvert their opponents. By controlling not only harmful status affects but also the emotions of their foes and allies, the dancer is a cruel mistress. To manipulate their foes successfully, dancers must choreograph their steps in a particular order and be ever-mindful of the beat of battle.&lt;br /&gt;
&lt;br /&gt;
At level 30, a Dancer may evolve into either a [[Dancer#Gambler|Gambler]] or a [[Dancer#Diva/Impresario|Diva/Impresario]].&lt;br /&gt;
Dancers may choose two weapon types in which to be proficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Skills&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;&#039;Dance&#039;&#039;&#039; - &#039;&#039;Level: 1&#039;&#039; - Lag: 16&lt;br /&gt;
:Dance is the signature skill of Dancers, and it can be used in various ways. In combat, dancing deals damage, with the type of damage based on the dancer&#039;s weapon. Out of combat, dancing slightly heals everyone in the room. Dancing, being physically exhausting, costs movement points.&lt;br /&gt;
:The power and cost of dancing vary greatly, but they are not random. Instead, they are based on how the user dances and who they are dancing with.&lt;br /&gt;
*&#039;&#039;&#039;Dodge&#039;&#039;&#039; - &#039;&#039;Level: 2&#039;&#039; - Lag: ---&lt;br /&gt;
:Dodge is a passive skill that allows a character to deftly avoid attacks. Unlike similar defensive skills, dodge is not at all affected by what sort of equipment the user wears. Dodge has a skill/4% chance to work, halved when you can&#039;t see the attacker.&lt;br /&gt;
*&#039;&#039;&#039;Beguile&#039;&#039;&#039; - &#039;&#039;Level: 5&#039;&#039; - Lag: 12&lt;br /&gt;
:When using this skill, the dancer becomes more friendly toward the target. They suffer a Saves penalty. If a Dance power is used on them while they are beguiled, the savespenalty will turn into a damroll penalty. The damroll penalty from multiple Beguiles stacks. Beguile will not trigger itself. This skill is not considered aggressive. Save attempts against being Beguiled will ignore both the caster&#039;s and victim&#039;s level.&lt;br /&gt;
:Beguile is considered Melancholic.&lt;br /&gt;
*&#039;&#039;&#039;Provoke&#039;&#039;&#039; - &#039;&#039;Level: 10&#039;&#039; - Lag: 12&lt;br /&gt;
:Provoking your target enrages them, upping their Damroll. However, their furor will lower their armor rating. This skill also inflicts the Faerie Fire affect, which negates(but does not remove) Invisibility. You can provoke your own allies as well.&lt;br /&gt;
:Provoke costs 10 Move to use.&lt;br /&gt;
:Provoke is considered Energizing.&lt;br /&gt;
*&#039;&#039;&#039;Volta&#039;&#039;&#039; - &#039;&#039;Level: 20&#039;&#039; - Lag: ---&lt;br /&gt;
:The Volta is a style of dance which can be seamlessly blended into others. This basically involves adding extra leaps, hops and jumps into the original dance. While you dance the volta, you will cease to attack automatically every round, and your chance to dodge will double.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Spells&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;&#039;Polka Polka&#039;&#039;&#039; - &#039;&#039;Level: 3&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:By performing a really... well, confusing dance, a Dancer can cloud the enemy&#039;s thoughts. This spell inflicts confusion on the victim. It also automatically triggers one free hit as soon as it is applied.&lt;br /&gt;
:Polka Polka is considered Energizing.&lt;br /&gt;
*&#039;&#039;&#039;Dazzle&#039;&#039;&#039; - &#039;&#039;Level: 15&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:A dancer can perform something so fantastically dazzling that anyone who sees it will be completely at a loss for words. Being dazzled will cause blindness (with a light-element type for resistance purposes). If the target has an affect that was applied by a dancing-type affect, it also causes them to be dazed and knocked down for two rounds.&lt;br /&gt;
:Dazzle is considered Impressive.&lt;br /&gt;
*&#039;&#039;&#039;Heartache Rumba&#039;&#039;&#039; - &#039;&#039;Level: 20&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:By tempting someone and then breaking their heart, the dancer can strategically damage their enemy... until they move on. Someone who is lovesick will take the caster&#039;s level in damage over several rounds, with the damage steadily lowering. When your broken heart heals, most of the HP is healed back.&lt;br /&gt;
:This spell has a higher chance of working against targets who are of the opposite sex. It has a lower chance of working against the same sex.&lt;br /&gt;
:Heartache Rumba is considered Melancholic.&lt;br /&gt;
*&#039;&#039;&#039;Analyze&#039;&#039;&#039; - &#039;&#039;Level: 20&#039;&#039; - Lag: 4 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:The Analyze spell reveals the immunities, resistances, and vulnerabilities of the target. If cast without a target, it reveals your own weaknesses. The knowledge of an enemy&#039;s weakpoints and strengths can be a critical boost in planning a course of action for fighting your foe! This spell also reveals affects, but with less information than Read Magic.&lt;br /&gt;
*&#039;&#039;&#039;Change Sex&#039;&#039;&#039; - &#039;&#039;Level: 23&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 15&#039;&#039;&lt;br /&gt;
:This spell randomly changes the victim&#039;s sex and is not considered aggressive. Casting it again on the same target can reverse the spell.&lt;br /&gt;
*&#039;&#039;&#039;Finale&#039;&#039;&#039; - &#039;&#039;Level: 25&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:The dancer draws a privacy curtain down, giving a private show to their victim. Based on the number of Dance affects they are suffering, Finale consumes them and deals damage. Because of the pure darkness inside the Dancer&#039;s private show, even just the sounds of this attack can be terrifying. It does sound-type damage.&lt;br /&gt;
:Finale is considered impressive.&lt;br /&gt;
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=&#039;&#039;&#039;Gambler&#039;&#039;&#039;=&lt;br /&gt;
The Gambler is one of two classes a [[Dancer#Dancer|Dancer]] can evolve into at level 30.&lt;br /&gt;
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The Gambler is a wild, uncontrollable dancer who uses her wiles and manipulative nature to keep everyone in the dark. Gamblers are able to judge the acceptable level of risk associated with their abilities, and spin fortune&#039;s wheel to see what happens. The higher the risk they are willing to take, the more powerful their random and fateful abilities are.&lt;br /&gt;
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==&#039;&#039;&#039;Skills&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;&#039;Risk&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:Do you feel lucky, punk? Well set your Risk level to Most! Gamblers control the randomization of their abilities by modifying the acceptable level of Risk associated with them. Risk without an argument sets your risk to Neutral (in between More and Less).&lt;br /&gt;
:Higher risk polarizes your dice rolls. With Risk Most, you are most likely to get Very High Damage or Very Low Damage rolls. With Risk Least, you will be most likely to roll dead average.&lt;br /&gt;
:Syntax: risk [Most/More//Neutral/Less/Least]&lt;br /&gt;
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==&#039;&#039;&#039;Spells&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;&#039;Wonder&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Wonder does random things. It can be used on allies or enemies. Effects are:&lt;br /&gt;
:1) Cast &#039;Magic Missile&#039; at level*6&lt;br /&gt;
:2) Cast &#039;Calm&#039;&lt;br /&gt;
:3) Cast &#039;Rejuvenation&#039;&lt;br /&gt;
:4) Cast &#039;Darkness&#039; - If the room is successfully darkened, deals area Dark damage.&lt;br /&gt;
:5) Cast &#039;Flash&#039; - If the room is successfully brightened, deals area Light damage.&lt;br /&gt;
:6) Target is now vulnerable to Mental.&lt;br /&gt;
:7) Victim&#039;s Max HP is lowered to the same as their Current HP.&lt;br /&gt;
:8) Target is Hasted. If target was already hasted, all mobs in the room attack the caster.&lt;br /&gt;
:9) Target is now Invincible (Imm: Weapon Magic, 2 pulses)&lt;br /&gt;
:Wonder is considered Impressive.&lt;br /&gt;
*&#039;&#039;&#039;Masochism Tango&#039;&#039;&#039; - &#039;&#039;Level:35&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 32&#039;&#039;&lt;br /&gt;
:By entering into a temporary love-hate relationship, the victim of this spell can be made to attack themselves. They will suffer damage over time, of the damtype that they themselves normally use. This is not synonymous with the Confusion affect.&lt;br /&gt;
:This spell has a higher chance of working against targets who are of the opposite sex. It has a lower chance of working against the same sex.&lt;br /&gt;
:Masochism Tango is considered Melancholic.&lt;br /&gt;
*&#039;&#039;&#039;Roulette&#039;&#039;&#039; - &#039;&#039;Level:45&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Wooooo, spin that wheel! This spell deals heavy Slash-type damage to a random target in the room. That includes the caster. It has a small delay. Casting Roulette a second time before it has dealt damage does nothing.&lt;br /&gt;
*&#039;&#039;&#039;Read Magic&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:The Read Magic spell allows the dancer to observe the current affects on a target, whether they are innate, granted by equipment, or the result of a spell.&lt;br /&gt;
:[Current affects readout]&lt;br /&gt;
:[Affect flags]&lt;br /&gt;
:[Shield flags]&lt;br /&gt;
:Because the spell displays these things, sometimes information will seem superfluous (Hastes modifies dexterity by 4 for 26 pulses, 106; then the next line will say Affected by Haste, as it&#039;s a flag.)&lt;br /&gt;
*&#039;&#039;&#039;Esuna&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 100&#039;&#039;&lt;br /&gt;
:Casting Esuna will purge negative spell effects from the target. It checks caster level against the affect level, and will not remove buffs as it did in the past. Esuna can only be cast on group members.&lt;br /&gt;
*&#039;&#039;&#039;Dispel&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 100&#039;&#039;&lt;br /&gt;
:Casting Dispel on a target will remove all positive spell effects, such as Barrier and Haste. However, this is treated as an aggressive action and will trigger combat.&lt;br /&gt;
*&#039;&#039;&#039;Seance&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 32&#039;&#039;&lt;br /&gt;
:By communing with the spirits, a Gambler may channel them into a powerful spell. However, some spirits are tricky, and may lie to appear friendly... This spell has a 33% chance of Healing, and a 66% chance of dealing Damage, both over time. It deals random damage, and is as good as Poison on average (better when your Risk is higher).&lt;br /&gt;
*&#039;&#039;&#039;Metronome&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 48&#039;&#039;&lt;br /&gt;
:Metronome attempts to cast a completely random offensive spell. It will try up to 3 times, if the first attempts are failures (for example, trying to cast Bramble without any overgrowth or Dazzle without any pre-existing dance affects).&lt;br /&gt;
*&#039;&#039;&#039;Wandering Eye&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 32&#039;&#039;&lt;br /&gt;
:By being terribly distracting, enemies will have trouble focusing. Any spells cast on someone who is making eyes wander away from them will also make spells wander away. Any spell targeting them rebounds to a random target.&lt;br /&gt;
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=&#039;&#039;&#039;Diva/Impresario&#039;&#039;&#039;=&lt;br /&gt;
The Diva is one of two classes a [[Dancer#Dancer|Dancer]] can evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
The Diva is a fierce and commanding presence. She demands attention and praise for her beautiful art form. The Diva can impress, woo, or sadden her audience at her whim. Grateful audiences may throw the Diva flowers, wine, and lavish her with other gifts. The Diva is also firmly in command of what happens on the battlefield, dictating who is affected by what and when.&lt;br /&gt;
A female dancer choosing this path becomes a Diva. A male dancer choosing this path becomes an Impresario.&lt;br /&gt;
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==&#039;&#039;&#039;Skills&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;&#039;Upstage&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12&lt;br /&gt;
:By using upstage, a Diva will completely steal her victim&#039;s most recently applied effect. Upstage will steal both beneficial and harmful effects, and it can be used on both enemies and allies. &lt;br /&gt;
:This skill costs 10 moevment to use.&lt;br /&gt;
:Upstage is considered Impressive.&lt;br /&gt;
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==&#039;&#039;&#039;Spells&#039;&#039;&#039;==&lt;br /&gt;
*&#039;&#039;&#039;Rally Audience&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:A Diva&#039;s strength is that she knows exactly how to play to her audience. She is a force to be reckoned with because of how she ruthlessly manipulates others. This spell summons a &amp;quot;Size 1&amp;quot; crowd. As you entertain your audience more, it will grow in size, up to &amp;quot;Size 3.&amp;quot;&lt;br /&gt;
:Energizing ..... Impressive .... Melancholic. These are the three moods a Diva&#039;s spells can evoke. You keep the audience&#039;s attention by changing their mood in order. &#039;&#039;&#039;Energizing-&amp;gt;Impressive-&amp;gt;Melancholic-&amp;gt;Energizing.&#039;&#039;&#039; Each time your audience is energized, they react favorably. You do not need to open with an Energizing ability, but you do need to progress in this order.&lt;br /&gt;
:&#039;&#039;Impressive&#039;&#039;: Dazzle, Finale, Theatrics, Upstage, Wonder, Metronome.&lt;br /&gt;
:&#039;&#039;Energizing&#039;&#039;: Polka Polka, Provoke, Encore, Boogie Fever, Wandering Eye, Roulette.&lt;br /&gt;
:&#039;&#039;Melancholic&#039;&#039;: Beguile, Heartache Rumba, Sabotage, Seance, Masochism Tango.&lt;br /&gt;
*&#039;&#039;&#039;Theatrics&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:With this ability, the Diva attempts to be SO over the top that viewers become absolutely captivated. Anyone who is captivated by your theatrics will take damage whenever they lose an affect.&lt;br /&gt;
:Theatrics is considered Impressive.&lt;br /&gt;
*&#039;&#039;&#039;Encore&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:By persuading an affect to perform an encore, or by performing one herself, the Diva modifies the most recent affect applied to the target. The Level of the affect will double, as well as the modifier (&amp;quot;modifies X by Y&amp;quot;, where Y is what gets doubled).&lt;br /&gt;
:Encore is considered Energizing.&lt;br /&gt;
*&#039;&#039;&#039;Read Magic&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:The Read Magic spell allows the dancer to observe the current affects on a target, whether they are innate, granted by equipment, or the result of a spell.&lt;br /&gt;
:[Current affects readout]&lt;br /&gt;
:[Affect flags]&lt;br /&gt;
:[Shield flags]&lt;br /&gt;
:Because the spell displays these things, sometimes information will seem superfluous (Hastes modifies dexterity by 4 for 26 pulses, 106; then the next line will say Affected by Haste, as it&#039;s a flag.)&lt;br /&gt;
*&#039;&#039;&#039;Extension&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 80&#039;&#039;&lt;br /&gt;
:The Extension spell is a powerful item in the dancer&#039;s arsenal. Casting extension on a target will lengthen the duration of all effects on the target, good and bad, by 50%. However, the Extension spell cannot be cast again on the target until the sum amount of extended effects time granted to the target has expired.&lt;br /&gt;
*&#039;&#039;&#039;Boogie Fever&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 48&#039;&#039;&lt;br /&gt;
:By spontaneously bursting into dance, a Diva can inspire others to get close and personal. The victim begins to dance and spreads their affects. If you use this on an ally, it copies to all allies. If you use this on a mob, it copies to all mobs.&lt;br /&gt;
:Boogie Fever is considered Energizing.&lt;br /&gt;
*&#039;&#039;&#039;Esuna&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 100&#039;&#039;&lt;br /&gt;
:Casting Esuna will purge negative spell effects from the target. It checks caster level against the affect level, and will not remove buffs as it did in the past. Esuna can only be cast on group members.&lt;br /&gt;
*&#039;&#039;&#039;Dispel&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 100&#039;&#039;&lt;br /&gt;
:Casting Dispel on a target will remove all positive spell effects, such as Barrier and Haste. However, this is treated as an aggressive action and will trigger combat.&lt;br /&gt;
*&#039;&#039;&#039;Sabotage&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:Setting the stage for failure, a Diva can ensure that the competition just can&#039;t get ahead. Every time they try to use a skill or spell, they will take damage from the sheer humiliation.&lt;br /&gt;
:Sabotage is considered Melancholic.&lt;br /&gt;
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{{Classes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4482</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4482"/>
		<updated>2023-02-24T07:53:02Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#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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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with the more negative comments: I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
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* I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
* In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
* I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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Miscellaneous, unrelated side notes: 1) it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.) 2) For the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
* Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
* I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
* One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either &#039;&#039;&#039;add a corpsecatcher&#039;&#039;&#039; or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
* The Imp Armor is a neat idea&lt;br /&gt;
* The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
* Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level (and, while I must have done it at some point since I have the reward on my main character, I don&#039;t remember it). But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
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tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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This is an odd case. I have absolutely no complaints about connections in the sense of not having enough the ferry rides provide access to Cactuar Island (a useful and moderately difficult-to-reach place), Isle of the Demon King via Seaside Town (for now, possibly). If anything, my complaint is that the connections are *too much*: looking at the atlas, a ferry from Alfador to Cactuar seems particularly distant; and Seaside Town will be an eminently reasonable destination (geographically speaking) in the future once it&#039;s a real place, but for now it feels odd that Alfador, of all places, should be getting sole (to my knowledge) access to the new zone Demon Isle. Also, I don&#039;t understand why the portal exits where it does at all -- is there some thematic connection, or just raising player awareness of that place in particular? And the exit to Wutai makes the least sense of all, geographically, unless you assume some ocean-currents or something went unmentioned -- I was initially very confused by that.  &lt;br /&gt;
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tl;dr Well-connected, but maybe too much so? Feels odd, at times, for such a supposedly-isolated place. Meh. It&#039;s fine &lt;br /&gt;
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(Note: the &#039;connections&#039; in the sense of the outside quest connections, on the other hand, seem great, and appropriate to their respective plots.) &lt;br /&gt;
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&#039;&#039;&#039;Conclusion:&#039;&#039;&#039;&lt;br /&gt;
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This area grew on me greatly while I went about this review; there&#039;s a lot to like, from the descs to the mobs to the items and the quest(s). I feel there&#039;s parts of it that still feel unnecessarily rough -- the seams between the different authors seem apparent. I&#039;ve reported a half-dozen typos, and I never found anything meaningfully problematic here, but there&#039;s lots of little things, in both the writing (10-line room! no descs except where there are!) and progs/items (no corpsecatcher! etc, see above) Still, the writing in many places can be moody, witty, bracing, or absolutely hilarious, and while the mob drops could imo be boosted the slightest hair, I also think it&#039;s a zone that has a lot to offer players who take some time to poke around -- which, to me, is the biggest criterion of success for a zone in the Cleft. &lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4481</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4481"/>
		<updated>2023-02-24T07:50:15Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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---&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#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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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with the more negative comments: I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
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* I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
* In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
* I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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Miscellaneous, unrelated side notes: 1) it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.) 2) For the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
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* Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
* I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
* One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either &#039;&#039;&#039;add a corpsecatcher&#039;&#039;&#039; or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
* The Imp Armor is a neat idea&lt;br /&gt;
* The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
* Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
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tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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This is an odd case. I have absolutely no complaints about connections in the sense of not having enough the ferry rides provide access to Cactuar Island (a useful and moderately difficult-to-reach place), Isle of the Demon King via Seaside Town (for now, possibly). If anything, my complaint is that the connections are *too much*: looking at the atlas, a ferry from Alfador to Cactuar seems particularly distant; and Seaside Town will be an eminently reasonable destination (geographically speaking) in the future once it&#039;s a real place, but for now it feels odd that Alfador, of all places, should be getting sole (to my knowledge) access to the new zone Demon Isle. Also, I don&#039;t understand why the portal exits where it does at all -- is there some thematic connection, or just raising player awareness of that place in particular? And the exit to Wutai makes the least sense of all, geographically, unless you assume some ocean-currents or something went unmentioned -- I was initially very confused by that.  &lt;br /&gt;
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tl;dr Well-connected, but maybe too much so? Feels odd, at times, for such a supposedly-isolated place. Meh. It&#039;s fine &lt;br /&gt;
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(Note: the &#039;connections&#039; in the sense of the outside quest connections, on the other hand, seem great, and appropriate to their respective plots.) &lt;br /&gt;
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&#039;&#039;&#039;Conclusion:&#039;&#039;&#039;&lt;br /&gt;
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This area grew on me greatly while I went about this review; there&#039;s a lot to like, from the descs to the mobs to the items and the quest(s). I feel there&#039;s parts of it that still feel unnecessarily rough -- the seams between the different authors seem apparent. I&#039;ve reported a half-dozen typos, and I never found anything meaningfully problematic here, but there&#039;s lots of little things, in both the writing (10-line room! no descs except where there are!) and progs/items (no corpsecatcher! etc, see above) Still, the writing in many places can be moody, witty, bracing, or absolutely hilarious, and while the mob drops could imo be boosted the slightest hair, I also think it&#039;s a zone that has a lot to offer players who take some time to poke around -- which, to me, is the biggest criterion of success for a zone in the Cleft. &lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4480</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4480"/>
		<updated>2023-02-24T07:44:56Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#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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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
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I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
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- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
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- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
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- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
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- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
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- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
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- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
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- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
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* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
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- The Imp Armor is a neat idea&lt;br /&gt;
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- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
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- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
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tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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This is an odd case. I have absolutely no complaints about connections in the sense of not having enough the ferry rides provide access to Cactuar Island (a useful and moderately difficult-to-reach place), Isle of the Demon King via Seaside Town (for now, possibly). If anything, my complaint is that the connections are *too much*: looking at the atlas, a ferry from Alfador to Cactuar seems particularly distant; and Seaside Town will be an eminently reasonable destination (geographically speaking) in the future once it&#039;s a real place, but for now it feels odd that Alfador, of all places, should be getting sole (to my knowledge) access to the new zone Demon Isle. Also, I don&#039;t understand why the portal exits where it does at all -- is there some thematic connection, or just raising player awareness of that place in particular? And the exit to Wutai makes the least sense of all, geographically, unless you assume some ocean-currents or something went unmentioned -- I was initially very confused by that.  &lt;br /&gt;
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tl;dr Well-connected, but maybe too much so? Feels odd, at times, for such a supposedly-isolated place. Meh. It&#039;s fine &lt;br /&gt;
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(Note: the &#039;connections&#039; in the sense of the outside quest connections, on the other hand, seem great, and appropriate to their respective plots.) &lt;br /&gt;
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&#039;&#039;&#039;Conclusion:&#039;&#039;&#039;&lt;br /&gt;
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This area grew on me greatly while I went about this review; there&#039;s a lot to like, from the descs to the mobs to the items and the quest(s). I feel there&#039;s parts of it that still feel unnecessarily rough -- the seams between the different authors seem apparent. I&#039;ve reported a half-dozen typos, and I never found anything meaningfully problematic here, but there&#039;s lots of little things, in both the writing (10-line room! no descs except where there are!) and progs/items (no corpsecatcher! etc, see above) Still, the writing in many places can be moody, witty, bracing, or absolutely hilarious, and while the mob drops could imo be boosted the slightest hair, I also think it&#039;s a zone that has a lot to offer players who take some time to poke around -- which, to me, is the biggest criterion of success for a zone in the Cleft. &lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4479</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4479"/>
		<updated>2023-02-24T07:44:18Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date: 2/23/23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
&lt;br /&gt;
On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
&lt;br /&gt;
- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
&lt;br /&gt;
I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
&lt;br /&gt;
Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
&lt;br /&gt;
To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
&lt;br /&gt;
Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
&lt;br /&gt;
tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not having enough the ferry rides provide access to Cactuar Island (a useful and moderately difficult-to-reach place), Isle of the Demon King via Seaside Town (for now, possibly). If anything, my complaint is that the connections are *too much*: looking at the atlas, a ferry from Alfador to Cactuar seems particularly distant; and Seaside Town will be an eminently reasonable destination (geographically speaking) in the future once it&#039;s a real place, but for now it feels odd that Alfador, of all places, should be getting sole (to my knowledge) access to the new zone Demon Isle. Also, I don&#039;t understand why the portal exits where it does at all -- is there some thematic connection, or just raising player awareness of that place in particular? And the exit to Wutai makes the least sense of all, geographically, unless you assume some ocean-currents or something went unmentioned -- I was initially very confused by that.  tl;dr Well-connected, but maybe too much so? Feels odd, at times, for such a supposedly-isolated place. Meh. It&#039;s fine (Note: the &#039;connections&#039; in the sense of the outside quest connections, on the other hand, seem great, and appropriate to their respective plots.) This area grew on me greatly while I went about this review; there&#039;s a lot to like, from the descs to the mobs to the items and the quest(s). I feel there&#039;s parts of it that still feel unnecessarily rough -- the seams between the different authors seem apparent. I&#039;ve reported a half-dozen typos, and I never found anything meaningfully problematic here, but there&#039;s lots of little things, in both the writing (10-line room! no descs except where there are!) and progs/items (no corpsecatcher! etc, see above) Still, the writing in many places can be moody, witty, bracing, or absolutely hilarious, and while the mob drops could imo be boosted the slightest hair, I also think it&#039;s a zone that has a lot to offer players who take some time to poke around -- which, to me, is the biggest criterion of success for a zone in the Cleft. &lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4478</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4478"/>
		<updated>2023-02-24T07:44:07Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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---&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
&lt;br /&gt;
For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
&lt;br /&gt;
Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#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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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
&lt;br /&gt;
- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
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- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
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- The Imp Armor is a neat idea&lt;br /&gt;
&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
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- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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Lorem &amp;lt;nowiki&amp;gt;This is an odd case. I have absolutely no complaints about connections in the sense of not having enough the ferry rides provide access to Cactuar Island (a useful and moderately difficult-to-reach place), Isle of the Demon King via Seaside Town (for now, possibly). If anything, my complaint is that the connections are *too much*: looking at the atlas, a ferry from Alfador to Cactuar seems particularly distant; and Seaside Town will be an eminently reasonable destination (geographically speaking) in the future once it&#039;s a real place, but for now it feels odd that Alfador, of all places, should be getting sole (to my knowledge) access to the new zone Demon Isle. Also, I don&#039;t understand why the portal exits where it does at all -- is there some thematic connection, or just raising player awareness of that place in particular? And the exit to Wutai makes the least sense of all, geographically, unless you assume some ocean-currents or something went unmentioned -- I was initially very confused by that.  tl;dr Well-connected, but maybe too much so? Feels odd, at times, for such a supposedly-isolated place. Meh. It&#039;s fine (Note: the &#039;connections&#039; in the sense of the outside quest connections, on the other hand, seem great, and appropriate to their respective plots.) This area grew on me greatly while I went about this review; there&#039;s a lot to like, from the descs to the mobs to the items and the quest(s). I feel there&#039;s parts of it that still feel unnecessarily rough -- the seams between the different authors seem apparent. I&#039;ve reported a half-dozen typos, and I never found anything meaningfully problematic here, but there&#039;s lots of little things, in both the writing (10-line room! no descs except where there are!) and progs/items (no corpsecatcher! etc, see above) Still, the writing in many places can be moody, witty, bracing, or absolutely hilarious, and while the mob drops could imo be boosted the slightest hair, I also think it&#039;s a zone that has a lot to offer players who take some time to poke around -- which, to me, is the biggest criterion of success for a zone in the Cleft. &lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4477</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4477"/>
		<updated>2023-02-24T07:42:24Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
&lt;br /&gt;
Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
&lt;br /&gt;
Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
&lt;br /&gt;
Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
&lt;br /&gt;
On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
&lt;br /&gt;
Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
&lt;br /&gt;
There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
&lt;br /&gt;
OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
&lt;br /&gt;
As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
&lt;br /&gt;
Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
&lt;br /&gt;
For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
&lt;br /&gt;
And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
&lt;br /&gt;
Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
&lt;br /&gt;
Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
&lt;br /&gt;
An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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----&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
&lt;br /&gt;
On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
&lt;br /&gt;
- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
&lt;br /&gt;
Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
&lt;br /&gt;
To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
&lt;br /&gt;
Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
&lt;br /&gt;
tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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Lorem &amp;lt;nowiki&amp;gt;This is an odd case. I have absolutely no complaints about connections in the sense of not having enough ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. the ferry rides provide access to Cactuar Island (a useful and moderately difficult-to-reach place), Isle of the Demon King via Seaside Town (for now, possibly). Ut enim ad minim veniam, If anything, my complaint is that the connections are *too much*: looking at the atlas, a ferry from Alfador to Cactuar seems particularly distant; and Seaside Town will be an eminently reasonable destination (geographically speaking) in the future once it&#039;s a real place, but for now it feels odd that Alfador, of all places, should be getting sole (to my knowledge) access to the new zone Demon Isle. quis nostrud exercitation ullamco Also, I don&#039;t understand why the portal exits where it does at all -- is there some thematic connection, or just raising player awareness of that place in particular? And the exit to Wutai makes the least sense of all, geographically, unless you assume some ocean-currents or something went unmentioned -- I was initially very confused by that. laboris nisi ut tl;dr Well-connected, but maybe too much so? Feels odd, at times, for such a supposedly-isolated place. Meh. It&#039;s fine aliquip ex ea commodo (Note: the &#039;connections&#039; in the sense of the outside quest connections, on the other hand, seem great, and appropriate to their respective plots.) consequat. Duis This area grew on me greatlly while I went about this review; there&#039;s a lot to like, from the descs to the mobs to the items and the quest(s). I feel there&#039;s parts of it that still feel unnecessarily rough -- the seams between the different authors seem apparent. aute irure dolor in reprehenderit in voluptate velit esse cillum I&#039;ve reported a half-dozen typos, and I never found anything meaningfully problematic here, but there&#039;s lots of little things, in both the writing (10-line room! no descs except where there are!) and progs/items (no corpsecatcher! etc, see above). dolore eu fugiat nulla pariatur. Excepteur Conclusion: Still, the writing in many places can be moody, witty, bracing, or absolutely hilarious, and while the mob drops could imo be boosted the slightest hair, I also think it&#039;s a zone that has a lot to offer players who take some time to poke around -- which, to me, is the biggest criterion of success for a zone in the Cleft. sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4476</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4476"/>
		<updated>2023-02-24T07:38:16Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#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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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
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I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
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- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
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- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
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- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
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- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
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- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
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- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
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- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
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* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
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- The Imp Armor is a neat idea&lt;br /&gt;
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- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
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- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
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tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4475</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4475"/>
		<updated>2023-02-24T07:34:44Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
&lt;br /&gt;
On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
&lt;br /&gt;
- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
&lt;br /&gt;
I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
&lt;br /&gt;
Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
&lt;br /&gt;
To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
&lt;br /&gt;
Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
&lt;br /&gt;
tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not having enough&lt;br /&gt;
&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not havin&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4474</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4474"/>
		<updated>2023-02-24T07:29:44Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
&lt;br /&gt;
Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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---&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
&lt;br /&gt;
Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
&lt;br /&gt;
Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
&lt;br /&gt;
On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
&lt;br /&gt;
Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
&lt;br /&gt;
OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
&lt;br /&gt;
Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
&lt;br /&gt;
Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
&lt;br /&gt;
An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date: 2/23/23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
&lt;br /&gt;
On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
&lt;br /&gt;
- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
&lt;br /&gt;
I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
&lt;br /&gt;
Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
&lt;br /&gt;
To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
&lt;br /&gt;
Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
&lt;br /&gt;
tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not having &lt;br /&gt;
&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not havin&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4473</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4473"/>
		<updated>2023-02-24T07:29:25Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#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;
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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;
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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;
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&#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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
&lt;br /&gt;
Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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---&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
&lt;br /&gt;
Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
&lt;br /&gt;
Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#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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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
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I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
&lt;br /&gt;
- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
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- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
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- The Imp Armor is a neat idea&lt;br /&gt;
&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
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- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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This is an odd case. I have absolutely no complaints about connections in the sense of not havin&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4472</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4472"/>
		<updated>2023-02-24T07:27:41Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
&lt;br /&gt;
Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
&lt;br /&gt;
On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
&lt;br /&gt;
Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
&lt;br /&gt;
There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
&lt;br /&gt;
OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
&lt;br /&gt;
For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
&lt;br /&gt;
Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
&lt;br /&gt;
An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- Miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
&lt;br /&gt;
- Another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
&lt;br /&gt;
Some miscellaneous comments:&lt;br /&gt;
&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
&lt;br /&gt;
To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
&lt;br /&gt;
Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
&lt;br /&gt;
tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not havin&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4471</id>
		<title>January 2023: Alfador Isle</title>
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		<updated>2023-02-24T07:26:25Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#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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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
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I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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- miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
- another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
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* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
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- The Imp Armor is a neat idea&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
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tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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This is an odd case. I have absolutely no complaints about connections in the sense of not havin&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4470</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4470"/>
		<updated>2023-02-24T07:25:52Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
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I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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- miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
- another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
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* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
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- The Imp Armor is a neat idea&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
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tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not havin&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4469</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4469"/>
		<updated>2023-02-24T07:25:12Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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Player: Slurmp (Geomancer/30 to Time Mage/34)&lt;br /&gt;
Review Date: 2/23/23&lt;br /&gt;
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Descriptions: 7/10&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
&lt;br /&gt;
On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
- another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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Balance: 9/10&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
Attractions: 8/10&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
&lt;br /&gt;
To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
&lt;br /&gt;
tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of not havin&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4468</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4468"/>
		<updated>2023-02-24T07:24:15Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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Player: Slurmp (Geomancer/30 to Time Mage/34)&lt;br /&gt;
Review Date: 2/23/23&lt;br /&gt;
&lt;br /&gt;
Descriptions: 7/10&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
&lt;br /&gt;
On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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- miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
- another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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Balance: 9/10&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
Attractions: 8/10&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
This is an odd case. I have absolutely no complaints about connections in the sense of&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4467</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4467"/>
		<updated>2023-02-24T07:23:15Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
&lt;br /&gt;
There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
&lt;br /&gt;
OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
&lt;br /&gt;
As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
&lt;br /&gt;
Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
&lt;br /&gt;
For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
&lt;br /&gt;
And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
&lt;br /&gt;
Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
&lt;br /&gt;
Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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Player: Slurmp (Geomancer/30 to Time Mage/34)&lt;br /&gt;
Review Date: 2/23/23&lt;br /&gt;
&lt;br /&gt;
Descriptions: 7/10&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
&lt;br /&gt;
On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
- another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Balance: 9/10&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
&lt;br /&gt;
Some miscellaneous comments:&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
Attractions: 8/10&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
&lt;br /&gt;
To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
&lt;br /&gt;
Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
&lt;br /&gt;
tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4466</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4466"/>
		<updated>2023-02-24T07:21:41Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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Player: Slurmp (Geomancer/30 to Time Mage/34)&lt;br /&gt;
Review Date: 2/23/23&lt;br /&gt;
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Descriptions: 7/10&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
- another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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Balance: 9/10&lt;br /&gt;
I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
- Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
- I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
- One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either add a corpsecatcher or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
&lt;br /&gt;
- The Imp Armor is a neat idea&lt;br /&gt;
- The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
- Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level. But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
&lt;br /&gt;
tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
&lt;br /&gt;
Attractions: 8/10&lt;br /&gt;
This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
&lt;br /&gt;
If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4465</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4465"/>
		<updated>2023-02-24T07:21:12Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#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;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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---&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
&lt;br /&gt;
Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
&lt;br /&gt;
There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
&lt;br /&gt;
OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
&lt;br /&gt;
For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
&lt;br /&gt;
Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
&lt;br /&gt;
Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
&lt;br /&gt;
An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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Player: Slurmp (Geomancer/30 to Time Mage/34)&lt;br /&gt;
Review Date: 2/23/23&lt;br /&gt;
&lt;br /&gt;
Descriptions: 7/10&lt;br /&gt;
I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with my negative comments: &lt;br /&gt;
&lt;br /&gt;
I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
- I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
- In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
- I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
&lt;br /&gt;
...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of lookdescs, because there the inconsistency *matters*. There are five or so fairly important lookdescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a lookdesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extra descs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extra descs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
&lt;br /&gt;
- miscellaneous, unrelated side note: it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.)&lt;br /&gt;
- another misc note that didn&#039;t really fit in any section: for the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
&lt;br /&gt;
tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4464</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4464"/>
		<updated>2023-02-24T07:20:06Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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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----&lt;br /&gt;
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&#039;&#039;&#039;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
&lt;br /&gt;
Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
&lt;br /&gt;
Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
&lt;br /&gt;
Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
&lt;br /&gt;
On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
&lt;br /&gt;
Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
&lt;br /&gt;
There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
&lt;br /&gt;
OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
&lt;br /&gt;
As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
&lt;br /&gt;
Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
&lt;br /&gt;
For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
&lt;br /&gt;
And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
&lt;br /&gt;
Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
&lt;br /&gt;
Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
&lt;br /&gt;
An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
testing 123&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4372</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4372"/>
		<updated>2022-06-11T19:11:55Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: KNIGHT REVAMP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2022 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 17 May 22 ==&lt;br /&gt;
* a non-private playerhouse with &amp;quot;everyone&amp;quot; as a secondary owner, can be edited by anyone&lt;br /&gt;
* the cooldown on Halo was half what it should be for most characters&lt;br /&gt;
* lobsterman eskrima practicioners can now use riposte bare-handed (bare-clawed?)&lt;br /&gt;
* trance no longer creates an extra line in &#039;affects&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE KNIGHT REVAMP:&#039;&#039;&#039;&lt;br /&gt;
* Non-Giganto Knights now receive a warning about two-handed weapon types during the weapon selection part of character creation &lt;br /&gt;
* the Courage spell can now be refreshed/&amp;quot;topped off&amp;quot; before it expires&lt;br /&gt;
* the Courage spell can now be charged for 1.5x the effect&lt;br /&gt;
* the Courage spell no longer has a cooldown&lt;br /&gt;
* new AFF2 flag: whirlwind&lt;br /&gt;
* new skill: whirlwind (knights receive at level 15)&lt;br /&gt;
* new spell: Heroics (knights receive at level 20)&lt;br /&gt;
* knights receive the shield slam skill at level 1 instead of 3&lt;br /&gt;
* knights receive the retort skill at level 3 instead of 10&lt;br /&gt;
* knights receive the rescue skill at level 5 instead of 10&lt;br /&gt;
* knights receive the vigilance skill at level 7 instead of 5&lt;br /&gt;
* knights receive the Courage spell at level 10 instead of 15&lt;br /&gt;
* knights receive the sizeup skill at level 12 instead of 20&lt;br /&gt;
* knights receive the ration skill at level 20 instead of 10&lt;br /&gt;
* knights no longer receive the bash skill&lt;br /&gt;
&lt;br /&gt;
a couple tweaks to how Courage and Heroics behave when Charge&#039;d will take effect after the next copyover&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 08 Apr 22 ==&lt;br /&gt;
* maybe finally fixed a crash bug involving Fling&#039;d weapons&lt;br /&gt;
* The following spells can be now charged for some kind of greater effect:&lt;br /&gt;
Create Booze, Create Rose, Create Spring, Create Water, Create Food, Illuminate,&lt;br /&gt;
Create Instrument, Midas Glow, Phantom Cloak, Abundance&lt;br /&gt;
* the &#039;critical&#039; weapon flag now appears in Scan/examine/info&lt;br /&gt;
* when consuming food and beverages, you will receive a warning that you are starting to feel full when you hit 30 (the &amp;quot;you are full&amp;quot; message still appears at 40 as usual)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;critical&#039; weapon flag (3x critical chance) can now be set in oedit and not only by Scathe Saber&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 17 Mar 22 ==&lt;br /&gt;
&lt;br /&gt;
* info &amp;lt;item&amp;gt; in a shop now shows you the extra desc also&lt;br /&gt;
* you can now choose &amp;quot;random&amp;quot; during most steps of character creation&lt;br /&gt;
* you can no longer choose defunct classes during remort&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 04 Feb 22 ==&lt;br /&gt;
&lt;br /&gt;
* fixed the crit rate of the Gem Missile spell (was WAY too high)&lt;br /&gt;
* casting leeches on yourself as a desperate way to remove poison will now only deal negligible damage&lt;br /&gt;
* Chocobo Forest is linked (thanks Ademisk!!!!!!!!)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
= 2021 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 08 Dec 21 ==&lt;br /&gt;
&lt;br /&gt;
* the mogdance skill now works in &amp;quot;mount2&amp;quot; sector rooms (same effect as regular mountain)&lt;br /&gt;
* magitek factory is marginally less brutal overall&lt;br /&gt;
* the &amp;quot;ring&amp;quot; wands in crysta have triple the charges but are slightly more expensive&lt;br /&gt;
* faerie fog aka faerie fire reveals hidden entities too now&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* a { at the beginning of a mobprog line shouldn&#039;t make the MUD crash at boot time anymore&lt;br /&gt;
&lt;br /&gt;
... plus other things we&#039;ve probably forgotten&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 12 Oct 21 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a broken exit from freeza&#039;s ship&#039;s engine room&lt;br /&gt;
* the imp captain is no longer attackable&lt;br /&gt;
* &#039;page&#039; is now a synonym for the &#039;scroll&#039; command&lt;br /&gt;
* &#039;suplex&#039; has more varied output messages depending where it is used (functions the same)&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* the discordutil, questquery, rename, vape, pload, punload, copyover, and pwreset commands have in-game helpfiles now&lt;br /&gt;
* &amp;quot;force gods&amp;quot; has been removed&lt;br /&gt;
* &amp;quot;force players&amp;quot; now includes level 100 characters&lt;br /&gt;
* the &#039;video&#039; command has been removed (was a duplicate of &#039;snoop&#039;)&lt;br /&gt;
* the &#039;prefix&#039; command has been removed (why did it exist)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 18 Sep 21 ==&lt;br /&gt;
&lt;br /&gt;
* Steal now tells you if the item you tried to steal can&#039;t be stolen, so you try to steal coins or items instead&lt;br /&gt;
* Attempting to open a locked door will also tell you if you are able to unlock it&lt;br /&gt;
* You can no longer pick already-unlocked portals&lt;br /&gt;
* Attempting to pick a portal, container, or exit, when you have the key or the door doesn&#039;t need one, tells you that, if you fail&lt;br /&gt;
* Various typos fixed&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 22 Aug 21 ==&lt;br /&gt;
&lt;br /&gt;
* mushroomize and zombie should no longer color-bleed when they wear off&lt;br /&gt;
* &#039;pet&#039; option removed from necromancer NPCs &lt;br /&gt;
* the normal &#039;corpse&#039; necromancer option will now also grab pet corpses&lt;br /&gt;
* more typos fixed&lt;br /&gt;
* the wutai bank now has lockers&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 7/15/21 ==&lt;br /&gt;
&lt;br /&gt;
* notes posted in the game get reposted on Discord&lt;br /&gt;
* &#039;typo&#039; command added for quickly reporting typos&lt;br /&gt;
* Syphon now has a 2-pulse cooldown and has better output for immune targets&lt;br /&gt;
* &#039;risk&#039; now affects autoattack accuracy and damage in combat&lt;br /&gt;
&lt;br /&gt;
MUDLET-RELATED:&lt;br /&gt;
* a &#039;mudlet&#039; configuration command has been added&lt;br /&gt;
* sound can be globally (i.e., not just chat) disabled with &#039;mudlet sound&#039;&lt;br /&gt;
* secondary (chat) panel height can be specified, e.g. &#039;mudlet height 13&#039;&lt;br /&gt;
* tertiary panel font size shrinks to fit desired secondary panel height&lt;br /&gt;
* panels should resize themselves more reliably&lt;br /&gt;
* screen layout preferences save on exit&lt;br /&gt;
* updated CoD&#039;s icon and desc for Mudlet&#039;s brand new package manager&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 02 Jul 21 ==&lt;br /&gt;
&lt;br /&gt;
* fixed erroneous output when attempting to cast Extension on someone whose affects have already been extended&lt;br /&gt;
* if you are fighting multiple mobs and your current target dies, you no longer &amp;quot;lose&amp;quot; a round of combat before auto-retargeting occurs&lt;br /&gt;
* putting a corpse in a locker should no longer corrupt your inventory and crash the game when it decays, because now it won&#039;t fully decay while in the locker&lt;br /&gt;
* getting money from a corpse/chest should no longer give glitch output&lt;br /&gt;
* fixed MANY typos and color bleeds and stuff in areas (thanks ryrol)&lt;br /&gt;
* fixed color bleeds after turning grats or ooc off/on (also thanks ryrol)&lt;br /&gt;
* &amp;quot;niceguy&amp;quot; was implemented backwards actually, and afraid mobs might now actually flee again&lt;br /&gt;
* life support is actually better when charged, now&lt;br /&gt;
* bedit will now ACTUALLY save your changes when you exit the editor, instead of lying that it tried&lt;br /&gt;
* new sector: Organic&lt;br /&gt;
* player inventory items &amp;quot;stuck&amp;quot; inside non-containers somehow, will become automagically un-stuck at login&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 6/14/2021 ==&lt;br /&gt;
&lt;br /&gt;
* Transfer and gtransfer now handle vehicles that players are riding&lt;br /&gt;
&lt;br /&gt;
* New set of vulnerability spells&lt;br /&gt;
&lt;br /&gt;
* New skill: Refashion&lt;br /&gt;
&lt;br /&gt;
* We now how the proper dark green color on the tertiary window of our mudlet plugin, with the latest verion of mudlet&lt;br /&gt;
&lt;br /&gt;
* Fixed a weird output message when typing &amp;quot;info&amp;quot; in a closed shop&lt;br /&gt;
&lt;br /&gt;
For Builders&lt;br /&gt;
&lt;br /&gt;
* Clones, people, duplicates, mobhere if checks do not require that the mob can see the things being checked.&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug where objhere vnum and objhere name worked differently&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7-2021 ==&lt;br /&gt;
&lt;br /&gt;
* ninjas no longer have a lower chance to flee than other classes, but instead are slightly better as intended&lt;br /&gt;
* when Fling sticks a weapon into a foe, the line will be highlighted in yellow now&lt;br /&gt;
* weight limitations to wielding weapons is correct again; ALL weapons were calculated as if they had featherweight applied, and featherweight weapons were calculated as if they did not&lt;br /&gt;
* create instrument cast by immortals will now only create maximum level 100 instruments&lt;br /&gt;
* &amp;quot;foe&amp;quot; and &amp;quot;enemy&amp;quot; are now keywords to unerringly target whatever you&#039;re fighting, like how &amp;quot;self&amp;quot; is always... yourself&lt;br /&gt;
* the &amp;quot;pet&amp;quot; keyword now works with the &#039;look&#039; command too&lt;br /&gt;
* new spells &#039;drunkify&#039; and &#039;soberify&#039;, increase/decrease drunkenness by spell level/2 (within the 0-48 range)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob flag&#039; now accepts &#039;behav&#039; as a keyword&lt;br /&gt;
* $B fixed... maybe???&lt;br /&gt;
* setting an exit, portal, or container&#039;s &amp;quot;key&amp;quot; to -1 allows it to be&lt;br /&gt;
locked/unlocked freely&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-6-2021 ==&lt;br /&gt;
&lt;br /&gt;
The following skills are now affected by damroll:&lt;br /&gt;
&lt;br /&gt;
For warriors:&lt;br /&gt;
*iaido&lt;br /&gt;
*hylian fencing&#039;s extra attacks&lt;br /&gt;
*lunge&lt;br /&gt;
*overpower&lt;br /&gt;
*smash&lt;br /&gt;
*hammerhand&lt;br /&gt;
*riposte&lt;br /&gt;
*ultra jump&lt;br /&gt;
&lt;br /&gt;
For Thieves:&lt;br /&gt;
*fling&lt;br /&gt;
*(circle and backstab already got damroll benefits)&lt;br /&gt;
&lt;br /&gt;
For Knights:&lt;br /&gt;
*soulblade (both versions)&lt;br /&gt;
*retort&lt;br /&gt;
&lt;br /&gt;
For Dancers:&lt;br /&gt;
*dance (when used offensively)&lt;br /&gt;
*Self-hits from polka polka, masochism tango, or other sources of confusion, will now factor in the victim&#039;s own damroll, which generally makes these status affects more dangerous!&lt;br /&gt;
&lt;br /&gt;
For people hanging on to weird skills:&lt;br /&gt;
*aurablast&lt;br /&gt;
*cadenza&lt;br /&gt;
&lt;br /&gt;
Since the damage from these skills is nominally based on your weapon attacks, this will bring them more in line with expectations at high levels.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-5-2021 ==&lt;br /&gt;
&lt;br /&gt;
*mystic weapons were not working correctly&lt;br /&gt;
*attempting to send a tell while &#039;deaf&#039; gives a more sensical error message&lt;br /&gt;
*&#039;moreviolence&#039; is now a synonym for &#039;lessviolence&#039;&lt;br /&gt;
*your pets&#039; kills will no longer ignore your lessviolence preference&lt;br /&gt;
*healing spells wielded against the undead were double-dipping in magroll -- these will now generally do less damage if you have high magroll&lt;br /&gt;
*healing spells&#039; relationship with magroll was not subject to the normalization formula -- these will now generally do less healing if you have high magroll&lt;br /&gt;
*rejuvenate and sarcosis healing were not affected by magroll at all; now they are!&lt;br /&gt;
*flare star&#039;s afterdamage should no longer hit otherwise-unattackable mobs&lt;br /&gt;
*fixed a bug where items would stop decaying... maybe&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
* New rset field &amp;quot;reset&amp;quot;&lt;br /&gt;
   Takes one of two arguments &amp;quot;room&amp;quot; and &amp;quot;area&amp;quot;&lt;br /&gt;
   &#039;mob rset reset room&#039; resets the room that the mob is currently in.&lt;br /&gt;
   &#039;mob rset reset area&#039; resets the area of the room the mob is currently in.&lt;br /&gt;
&lt;br /&gt;
-Ozlynn&lt;br /&gt;
&lt;br /&gt;
==Changes 5-3-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Comet Punch Fluff&lt;br /&gt;
Comet punch now factors in strength, dexterity, hitroll and damroll. This is gated by a requirement that strength and dexterity are at 16 or higher.&lt;br /&gt;
   * Hitroll slightly boosts the chance for the first punch&lt;br /&gt;
   * Dexterity and hitroll slightly boosts the chance for additional hits&lt;br /&gt;
   * Strength and damroll have a chance to give bonuses to damage&lt;br /&gt;
   * Dexterity and hitroll determines the chances of the strength/damroll damage bonus.&lt;br /&gt;
   * Successful bonuses are indicated by an all-caps message.&lt;br /&gt;
 &lt;br /&gt;
*Double Image Fluff &lt;br /&gt;
Double now factors in dexterity and speed(EG haste, slow, fast, frenzy).&lt;br /&gt;
   * Skill success slightly increases with a dexterity of 16 or higher (higher dexterity = higher chance bonus)&lt;br /&gt;
   * Skill success slightly increases with speed affects (and they stack) (Fast, Frenzy, Haste)&lt;br /&gt;
   * Skill success slightly diminishes with Slow (still offset by other speed affects and dexterity)&lt;br /&gt;
    * Chance of the double being the target is slightly boosted by dexterity, if it&#039;s 16 or higher&lt;br /&gt;
   * Chance of double remaining after having been the target is slightly boosted by dexterity, if its 16 or higher&lt;br /&gt;
&lt;br /&gt;
*Bloodsuck doesn&#039;t work on players for now because it&#039;s crashy.&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-1-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Area if check&lt;br /&gt;
 EG if area $i == 1 // is $i in the immortal area? &lt;br /&gt;
*New rset arguments!&lt;br /&gt;
* Affects:&lt;br /&gt;
    brainstorm&lt;br /&gt;
    consecrate or consecrate_neutral&lt;br /&gt;
    consecrate_good&lt;br /&gt;
    consecrate_evil&lt;br /&gt;
    quicksand&lt;br /&gt;
    hprain&lt;br /&gt;
    sunstroke&lt;br /&gt;
    timewarp&lt;br /&gt;
    timestop&lt;br /&gt;
    meteo&lt;br /&gt;
    grease&lt;br /&gt;
    skylight&lt;br /&gt;
* save&lt;br /&gt;
    EG mob rset save&lt;br /&gt;
    flags the area of the mobs room as changed and then runs &#039;asave changed&#039;&lt;br /&gt;
    useful for saving rset room descs etc&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-25-21 ==&lt;br /&gt;
&lt;br /&gt;
*objects which are not necessarily flagged decaying but still under 100 condition somehow, will reveal this information when Scan/examined now&lt;br /&gt;
*certain sociable mobs will no longer force the player to do socials, instead of doing the social themselves as originally intended (i.e. catching runaway dogs will no longer make YOU lick THEM)&lt;br /&gt;
*the Courage spell now has a lower cost, less lag, and attempts to dispel Fear&lt;br /&gt;
*fixed an issue with event items not cooling down (probably)&lt;br /&gt;
*the mogdance skill was not usable due to targeting issues&lt;br /&gt;
*&#039;Train&#039; has much less rigid syntax now&lt;br /&gt;
*oozaru will only warn you once when it&#039;s 4 pulses from wearing off&lt;br /&gt;
*removed glitch output when using bedit show in a non-housing room&lt;br /&gt;
*scrolls can be &#039;recite&#039;d from an equipment slot, if you ended up holding one somehow&lt;br /&gt;
*picking up coins from the ground no longer gives glitch output&lt;br /&gt;
*act_passive mobs&#039; hp, mana, and mv are no longer visible in combat via the tertiary window&lt;br /&gt;
*disrupting weapons (like earthy) now do slightly more damage than comparable weapon flags, to account for the lack of an associated status effect&lt;br /&gt;
*portal objects reveal their charges and flags (if any) when identified&lt;br /&gt;
*entering a portal to a player house you live in, now works when the house is private&lt;br /&gt;
*mobs with AI that are affected by Ink Blast will often take longer to find a target (effectively a 50% chance each pulse to act like they are blind)&lt;br /&gt;
*mushroomize now sometimes scrambles targeting of mobs with ai and/or assist flags (50% chance to hit a random character or mob in the room, which may be the &#039;correct&#039; target anyway, each time they try to  assist or retarget)&lt;br /&gt;
*the Pick skill will not get &#039;stuck&#039; on non-portal/container objects (e.g. &amp;quot;pick east&amp;quot; attempting to unlock an easter egg instead of the exit to the east)&lt;br /&gt;
*new mobprog ifcheck recentdam, e.g. if recentdam $n &amp;gt; 4 (returns true if $a is greater than 4, whether set by awarded xp or mob damage)&lt;br /&gt;
*turning the OOC channel off now also suppresses discord ooc messages, as intended&lt;br /&gt;
*new Bedit command &#039;sector&#039; changes roomsector for 100 gold&lt;br /&gt;
*new Bedit command &#039;indoors&#039; allows toggling of indoors room flag for 50 gold&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 4-4-21 ==&lt;br /&gt;
&lt;br /&gt;
*the Halo spell can now start or finish a combo (light)&lt;br /&gt;
*fixed a crash bug involving gmcp&lt;br /&gt;
**probably&lt;br /&gt;
*weapon flags and procs of offhand weapons will fire now! this makes dual wield generally better&lt;br /&gt;
*the chance of screwing up a Scroll when intelligence is under 9 now DECREASES with higher wisdom instead of increasing&lt;br /&gt;
*Black Wind no longer makes Sentinel mobs flee&lt;br /&gt;
&lt;br /&gt;
*project tuna has been updated to version 1.4b!&lt;br /&gt;
**now connects to cleftofdimensions.net by default&lt;br /&gt;
**that&#039;s it, thats all that&#039;s changed&lt;br /&gt;
**get it: http://www.cleftofdimensions.net/ProjTuna_1_4b.zip&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 3-24-21 ==&lt;br /&gt;
&lt;br /&gt;
*MSSP information no longer points to mudmagic&lt;br /&gt;
*new thief characters were not getting their second weapon type selection&lt;br /&gt;
*deleting a reset now flags an area as changed (so that it &#039;asave&#039;s properly)&lt;br /&gt;
*fixed a crash bug when selling furniture in bedit&lt;br /&gt;
*the following spells can now start or finish a combospell: fire, fira, firaga, blizzard, blizzara, blizzaga, thunder, thundara, thundaga, magic missile (as energy), heat metal (fire), aura blast (as innate), star rain (randomly earth, fire, or energy to finish a combo. as the element of the last hit to begin a combo)&lt;br /&gt;
*none-innate Jutsu&#039;s chance to blind is now based on the victim&#039;s Saves, not the user&#039;s (?!)&lt;br /&gt;
*Ancient Power was applying extra combo targeting spuriously&lt;br /&gt;
*Heat Metal now uses log2 instead of log10 for its damage potential, so it will generally deal much more&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 2-15-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit now flags the &#039;source&#039; area as changed too; this was causing some houses to mysteriously disappear!&lt;br /&gt;
*fix to the spell echoes from Infravision&lt;br /&gt;
*cleared some compiler warnings&lt;br /&gt;
*improvement to Rescue AI for armor golems with Junction Health&lt;br /&gt;
*Dispel can now remove Titans/Alexanders/Alraunes Favour affects&lt;br /&gt;
*the Geomance spell has a 10% damage bonus if used with a Terraform terrain&lt;br /&gt;
*a Charged Maneater has a marginally greater chance of eating larger foes&lt;br /&gt;
*a Charged Burst, Lucent Beam, Ray, Ray of Truth, Viro Plasm, Gyro Ball, Bubblebeam, Firebreath, Gastro Acid, or Thunderbolt has a slightly higher chance to apply its status effect&lt;br /&gt;
*the Debilitate spell has been disabled until it can be bugfixed&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit will automatically save your changes to area files; houses shouldn&#039;t be lost in crashes anymore&lt;br /&gt;
*fixed a crash bug when attempting to log in when you are already logged in&lt;br /&gt;
*website now shows the nearly current wholist again&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS: &lt;br /&gt;
*MAX_CALL_LEVEL errors now reveal mob and prog vnums in the log&lt;br /&gt;
*several html files that the game creates should be created in the correct directories again&lt;br /&gt;
*core dumps are back...?&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-1-21 ==&lt;br /&gt;
&lt;br /&gt;
* updated borg for compatibility with Discord Gateway v8 API&lt;br /&gt;
* salient characters eventually see the MOTD when they log in&lt;br /&gt;
* on character creation, Protuna users get shown art when choosing weapons&lt;br /&gt;
* %d in prompts interacts correctly with commands like &amp;quot;climb tree&amp;quot;&lt;br /&gt;
* fixed an area reset timing bug&lt;br /&gt;
* fixed a rare game-freezing bug involving Discord&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* fixed incorrect interpretation of flags on &#039;mob asset&#039; and &#039;mob award&#039;&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2020 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 11-7-20 ==&lt;br /&gt;
&lt;br /&gt;
* the five remort races are now available to new characters&lt;br /&gt;
* linkdead players should no longer interfere with area repop&lt;br /&gt;
* dancers can now &#039;dance&#039;&lt;br /&gt;
* Polka Polka moved from level 1 to level 3&lt;br /&gt;
* moogle qspell &#039;dance&#039; renamed &#039;mogdance&#039;&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* some sociable non-humanoids respond to socials based on race&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 11-4-20 ==&lt;br /&gt;
&lt;br /&gt;
*  fixed a quest bug in faron woods&lt;br /&gt;
*  the %r prompt option should work correctly in dark rooms if you have infrared or darkvision now&lt;br /&gt;
*  more bugfixes in bedit&lt;br /&gt;
*  armcannons won&#039;t get WORSE at levelup anymore&lt;br /&gt;
*  google analytics added to the wiki... we are watching u :)&lt;br /&gt;
*  bugfix to the &#039;delete&#039; command&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
*  new behav flag &#039;broke&#039; wipes a mob&#039;s gold and silver when it spawns&lt;br /&gt;
&lt;br /&gt;
SIDENOTE: As with most other MUDs, data to or from this game may be sent&lt;br /&gt;
unencrypted or &#039;in the clear&#039;, and would be visible to anyone inclined to snoop &lt;br /&gt;
on your network traffic. This includes your password! As a general security &lt;br /&gt;
practice, don&#039;t use the same password for your Cleft of Dimensions character as &lt;br /&gt;
you use for other accounts or websites, as the connection is not inherently very &lt;br /&gt;
secure.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* you can now group with players of any level&lt;br /&gt;
* for XP gain, a group&#039;s effective level is based on its highest member&lt;br /&gt;
* increased the XP bonuses for the first 10 levels&lt;br /&gt;
* three attempts are given to input password before disconnect&lt;br /&gt;
* a player&#039;s scroll setting persists on remort&lt;br /&gt;
* Discord chat sync experiences fewer interruptions&lt;br /&gt;
* Gem Missile has more extreme variation in damage&lt;br /&gt;
* slight reskin to Darkside&lt;br /&gt;
* fixed a bug that prevented lessviolent treasure chests from decaying&lt;br /&gt;
* fixed a bug where pageless mode broke the replay command&lt;br /&gt;
&lt;br /&gt;
For Mudlet-Protuna:&lt;br /&gt;
* new characters get a different prompt and also autosort&lt;br /&gt;
* it is no longer necessary to input your character name twice&lt;br /&gt;
* non-compact mode works&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* gcall command for executing call progs on groups of targets&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 9-21-20 ==&lt;br /&gt;
&lt;br /&gt;
* the &#039;delete&#039; command now requires your password to confirm deletion&lt;br /&gt;
* LOTS of tweaks and fixes to bedit&lt;br /&gt;
* new area flag &#039;no_housing&#039; disables housing in that area&lt;br /&gt;
* BUILDERS: please apply this to areas you don&#039;t want houses in!&lt;br /&gt;
* new area flag &#039;restricted_housing&#039;... does nothing yet&lt;br /&gt;
* MANY areas have had their security raised to 9... as a practical effect for players, this will make cleft rift both more spicy and more reliable&lt;br /&gt;
* brains once again decay properly&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-20 ==&lt;br /&gt;
&lt;br /&gt;
* weapons will reveal their type even if unidentified when &#039;examine&#039;d&lt;br /&gt;
* fixed an issue where MUD output would be sent to the tertiary protuna window during character creation&lt;br /&gt;
* new spell for use in the ancient cave (not for players or normal mobs really)&lt;br /&gt;
* autosorted items are sorted by type alphabetically instead of basically random&lt;br /&gt;
* formatting for an autosorted inventory is a little prettier&lt;br /&gt;
* fixed bad output when failing to loot unique items from a container&lt;br /&gt;
* new &#039;BEdit&#039; olc mode added; access limited while in testing&lt;br /&gt;
* you can enter a room with an owner set, as long as it&#039;s not also flagged private&lt;br /&gt;
* but, you can no longer enter a room set to private unless you&#039;re on the owner list&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* players get more base MV but gain less MV/level. Same final MV at lvl 100.&lt;br /&gt;
* added festival channel for communication during festivals&lt;br /&gt;
* XP is gained by both parties when a presence activates&lt;br /&gt;
* the message replay buffer persists even if you logout&lt;br /&gt;
* a wider range of actions appear in the message backlog&lt;br /&gt;
* various fixes to Mudlet-Protuna&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* &#039;dance&#039; is a context-dependent synonym for &#039;cast&#039; or &#039;emote&#039; for dancers&lt;br /&gt;
* fixed a Discord desync issue&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-29-20 ==&lt;br /&gt;
&lt;br /&gt;
* a &#039;Project Tuna&#039; package has been written for Mudlet. Connect to CoD via Mudlet to get it automatically.&lt;br /&gt;
* presence command added, allowing custom scripts to be run when you&#039;re AFK or linkdead. &#039;Help presence&#039; for details. &#039;Talk&#039; to any players you meet!&lt;br /&gt;
* autoreplay mode added: toggle it to replay tells on return from AFK&lt;br /&gt;
* notification of missed tells is shown on return from linkdead, not just afk&lt;br /&gt;
* players of &#039;salient&#039; users stay present in the world indefinitely&lt;br /&gt;
* every player on the wholist is now physically present in the Cleft&lt;br /&gt;
* linkdead players in combat will attempt to flee if recall fails&lt;br /&gt;
* lessviolence mode added: toggle it to alter gibs and corpses&lt;br /&gt;
* physical skills such as dirt kicking no longer trigger runic&lt;br /&gt;
* logging off while affectted by Zombify probably no longer crashes the game&lt;br /&gt;
* Gastro Acid no longer make Reploids infinitely hungry&lt;br /&gt;
* forced actions no longer break afk (e.g., forced saves before copyovers)&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil salience&#039; to specify salient users&lt;br /&gt;
* mpedit reports when an edited mobprog affects an event item&lt;br /&gt;
* &#039;if enchant $o &amp;gt; 0&#039; ifcheck works&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-18-20 ==&lt;br /&gt;
&lt;br /&gt;
* Grapevine webclient now shows hp/mp/mv gauges&lt;br /&gt;
* auto-logout timer reduced from 7 days to 3 days&lt;br /&gt;
* fixed a bug where NPC groupmates in vehicles could cause crashes&lt;br /&gt;
* fixed a bug where logging off while mushroomized crashed the game&lt;br /&gt;
* fixed a bug where Discord usernames got affixed with strings of numbers&lt;br /&gt;
* fixed a bug where counterattacking area attacks could crash the game&lt;br /&gt;
* power surge now affects only only offensive and defensive spells&lt;br /&gt;
* the &amp;quot;you are here&amp;quot; map indicator no longer ignores brief mode&lt;br /&gt;
* new commands for desc editor: .sc, .la, &amp;amp; .lz. See .h for details&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* rooms and furniture with 0% regeneration entirely prevent regeneration&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* added festival channel&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2019 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord usernames containing spaces translate to correct CoD playernames&lt;br /&gt;
* nochan and quiet affect yell and shout&lt;br /&gt;
* auto-quit timeout length is prorated by character level&lt;br /&gt;
* fixed a bug where multiple effects elapsing all at once caused weird output&lt;br /&gt;
* music channels are now synchronized between CoD and Discord&lt;br /&gt;
* nofollow now requires confirmation&lt;br /&gt;
* nofollow no longer stops ungrouped NPCs from following you&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* New Areas:&lt;br /&gt;
* Gringey City, 16-20 is now linked and available. It is technically the first link to Shadmire&#039;s mainland. Hooray! You&#039;ll need to find a boat there. Look for passage from some of the islands near to it. (check the atlas!)&lt;br /&gt;
* Milky Well, 16-20 is now linked and available. It should be pretty straight forward to find once you find Gringey City.&lt;br /&gt;
* we know the links to these areas outlevel the intended area range for the areas. Shadmire is highly a work in progress, please bear with us :)!&lt;br /&gt;
 &lt;br /&gt;
* Area changes:&lt;br /&gt;
* Pinata Grove: Drop rates for gems has increased (exchange rates are the same).&lt;br /&gt;
* There is now a more interesting reward available for turn in after completing all three reward tiers in the Pinata and Friends Reward Program, including a small change to the original rewards tiers.&lt;br /&gt;
* Goreomemu Swamp: The Bog Witch&#039;s rotting lair of frustrating maze-death has seena significant overhaul, including but not limited to, increased amounts of and more interesting item drops, wealthier mobs, more experience gains, more fantastic attractions and quests, more interactive NPCs, more locations to find, more environmental consistency, and more straightforward hints about how to handle the wasteland. &lt;br /&gt;
* The area was also increased in level range entirely from 61-70 to 71-75, and all mobs and bosses were made MUCH more difficult to balance out all these pleasant-sounding additions. Bring plenty of potions and come on by!&lt;br /&gt;
&lt;br /&gt;
* World:&lt;br /&gt;
* Pinata Grove is no longer accessible via Oreyndur Forest. Its location has been moved more appropriately to Shadmire.&lt;br /&gt;
 &lt;br /&gt;
* Item changes:&lt;br /&gt;
* Piece of Heart, Piece of Mind, and (new!) Piece of Velocity items are all automated and limited to four exchanges per type, per life (16 pieces of each). Some older pieces may not work correctly. Please ask for an Immortal&#039;s assistance if this comes up. If you&#039;ve already made exchanges this life and intend to cap out, please let an Immortal know so we can properly qflag you. (I already wrote a note about this, it&#039;s just a recap, thanks.)&lt;br /&gt;
&lt;br /&gt;
* !!! Weapons en masse have been tweaked.&lt;br /&gt;
* Weapons will now more be more predictable in whether or not they will be good and more consistent in their damage based on their level. Shop weapons in regular towns are all more or less slightly worse than similarly leveled weapons  from quests or drops. Weapons increase in their overall average damage as levels increase in a more reliable fashion. Some weapons that were meant to be terrible are still terrible.&lt;br /&gt;
 &lt;br /&gt;
* A very large amount of weapons have been added to the game in low level ranges. There are plans to continue to add weapons where there are gaps in all level ranges but it takes awhile so I&#039;m taking a small break.&lt;br /&gt;
 &lt;br /&gt;
* Not proficient in short slashing? There are now (LEGENDARY) level 1 weapons for each weapon class! The mobs that are capable of dropping them have broadened. The drop rate was slightly increased to accommodate the fact that  there is now a roulette of weapon types to roll through before you&#039;re able to get one you can actually use.&lt;br /&gt;
 &lt;br /&gt;
* All weapons are candidates for having been altered. This includes increases or reductions in their damdice as well as alterations of stats. Many weapons in the level 30-40ish range were buffed significantly, this was one of the largest problem areas. Of particular note, the Truce Army Knife was very substantially buffed.&lt;br /&gt;
&lt;br /&gt;
* Some weapon shop changes have occurred:&lt;br /&gt;
*  - Alfador Isle weapons were increased from level 30 to 35 and buffed accordingly&lt;br /&gt;
*  - Tonoe weapons are now the &#039;level 30&#039; weapons and were buffed because they were far too weak, even for shop weapons(this is reflected on the wiki so feel free to continue to send newbies over there for this information)&lt;br /&gt;
 &lt;br /&gt;
Note enchanted weapons would not have rolled over to the new stats. If you have very hard or impossible to get enchanted weapons that haven&#039;t updated, it would not be unreasonable to ask for me (cooper) to help you out. &lt;br /&gt;
However, please restrict it to your items that can no longer be obtained, are highly altered, or are restrung or otherwise not as simple to replace as finding and enchanting a new one. &lt;br /&gt;
I understand it is inconvenient to feel like you need to replace your weapons because now their damage is (MIGHT BE) higher, but I don&#039;t think I have the patience to help set 30 people&#039;s 30 different weapons each.&lt;br /&gt;
&lt;br /&gt;
- Cooper&lt;br /&gt;
&lt;br /&gt;
== Changes 12-2-19 ==&lt;br /&gt;
&lt;br /&gt;
* the wholist on cleftofdimensions.net works over HTTPS&lt;br /&gt;
* &#039;exits&#039; no longer reveals room titles for certain mazelike rooms&lt;br /&gt;
* when max HP/MP/MV mods wear off, current stats immediately adjust&lt;br /&gt;
* fixed a bug where pets could sometimes go into trance&lt;br /&gt;
* Lava Wave&#039;s smolder DoT is applied correctly&lt;br /&gt;
* on Discord, certain important messages are augmented with chickens&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* questquery is able to show more output&lt;br /&gt;
* &#039;mob skill&#039; no longer works with passive skills&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* typing &#039;areas&#039; below level 6 shouldn&#039;t show you ALL the areas (unless you want it to, then do &#039;areas all&#039;)&lt;br /&gt;
* translated a few more OLC error messages still in spanish&lt;br /&gt;
* Earthquake now actually increases base damage when charged, and it has the cooldown it was always meant to have&lt;br /&gt;
* Belfry pets are now act2 carrynone and can carry no objects at all&lt;br /&gt;
* bugfix: Darkmatter won&#039;t cause bleeding if the caster has no blood (was: if the TARGET didn&#039;t have blood????)&lt;br /&gt;
* a few spells of other classes can now be used to set up or complete a combospell: &lt;br /&gt;
  Ray/Ray of Truth (moon), Bramble (wood), Earthquake&lt;br /&gt;
  (earth), Firebreath (fire), Tsunami (water), Blam Gush (wind),&lt;br /&gt;
  Dins Fire (fire), Solarbeam (moon), Tornado (wind), Laser Beam&lt;br /&gt;
  (moon), Darkmatter (moon), Ink Blast (moon), Pearl (moon), Orb&lt;br /&gt;
  User (fire or wind), and Jutsu (any), &lt;br /&gt;
* Some other spells would make sense to be comboable but will be harder to do... stand by&lt;br /&gt;
* Retargeting Mobs affected by Sleep should no longer scream and attack&lt;br /&gt;
* Bloodsucking mobs will not change your alignment anymore&lt;br /&gt;
* moon-innate Jutsu now deals Light damage, not Energy&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a and $B work as numerical arguments for even more ifchecks&lt;br /&gt;
* $a, $B, $i, $n, $q, and $z work as STRING arguments for some checks&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 11-13-2019 ==&lt;br /&gt;
&lt;br /&gt;
Areas:&lt;br /&gt;
* Orbs of Escher - this area is available. The descs were written by AI and it was CoD&#039;s submission to NaMuBuMo. Enjoy!&lt;br /&gt;
 &lt;br /&gt;
Changes:&lt;br /&gt;
* It is now no longer possible for your favorite randomly appearing mobs to be found inside player houses, the atlas, the Hikari no Matsuri festival, and most inaccessible places. This includes existing ones and any future ones for all events and purposes.&lt;br /&gt;
* The undead/zombie/vampire status of mobs has been tinkered with. Any previously damageable-by-healing mobs that lack the &amp;quot;zombie&amp;quot; tag are HIGHLY LIKELY still damage-with-healing-able so don&#039;t worry, it is all an aesthetic change. HOWEVER many not-previously-zombies will become damage-with-healing-able if they appear undead (skeletons, ghosts). additionally, vampires should typically not be damage-with-healing-able.&lt;br /&gt;
* Probably other stuff has happened I don&#039;t remember&lt;br /&gt;
 &lt;br /&gt;
love, cooper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* new skill: rebuke - applies Fear to an undead enemy with a high chance may also apply confuse or burn at high skill levels&lt;br /&gt;
* Priests get rebuke at level 15&lt;br /&gt;
* new toggle command &#039;niceguy&#039; -- while niceguy mode is on, mobs affected by Fear will not attempt to run away from you (off by default)&lt;br /&gt;
* new spell Belfry - summons a flock of doves, flock of pigeons, or cloud of bats, based on the caster&#039;s alignment. the conjured flock can dodge, block, and even phalanx, but has mediocre hit points&lt;br /&gt;
* Priests get Belfry at level 17&lt;br /&gt;
* new spell Miracle Saber - applies Holy or Unholy to a weapon based on caster&#039;s alignment&lt;br /&gt;
  ** i realized after the fact that this is just a better Crusader Saber so stand by for this to get changed lmfao&lt;br /&gt;
* Priests get Miracle Saber at level 20&lt;br /&gt;
* new skill anoint - use liquid in a container to apply a Saves and Magroll buff to a target. using certain alignment-dependend liquids quintruples the duration of the buff&lt;br /&gt;
* priests get anoint at level 23&lt;br /&gt;
* Sacrificing in Consecrated rooms is massively simplified&lt;br /&gt;
* Mend and Vitalize restore 33% more HP to other characters if they have similar alignments&lt;br /&gt;
* Priests (and only priests) can choose their alignment at creation now (blank line bug fixed next copyover - just hit enter an extra time)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-9-2019 ==&lt;br /&gt;
&lt;br /&gt;
* %a prompt option gives numerical alignment below level 10, not just good/neutral/evil&lt;br /&gt;
* new prompt option %E to spam yourself with your affects list&lt;br /&gt;
* priests get Attack Up at level 2&lt;br /&gt;
* priests get Smite at level 3&lt;br /&gt;
** Smite&#039;s damage adjusted significantly: ranges from 37.5 to 187.5% of a first-tier spell depending on caster HP (+/-50%, inverse correlation) and enemy HP (+/-25%, normal correlation)&lt;br /&gt;
* priests get Bless at level 4&lt;br /&gt;
* mana cost increased to 10&lt;br /&gt;
* priests get Purify at level 5&lt;br /&gt;
* Purify mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Curse at level 6&lt;br /&gt;
* Curse no longer worsens skills - AFF_CURSE *flag* still worsens skills.. but is no longer applied by this spell&lt;br /&gt;
* Curse armor penalty now scales with level  (30 + level/3)&lt;br /&gt;
* priests get Barrier at level 7&lt;br /&gt;
* Barrier&#039;s duration enhanced dramatically, mana cost increased a LOT&lt;br /&gt;
* priests get Heal Blind at level 9&lt;br /&gt;
* Heal Blind mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Ray at level 10&lt;br /&gt;
* Attack Up, Curse, and Barrier can be charged to improve their duration. Bless can be charged to improve its duration AND its ability to uncurse equipment. Heal Blind and Purify can be charged to improve their chance to dispel the negative affect. Smite and Ray can be charged to improve their damage by 50%.&lt;br /&gt;
* ALL form: undead mobs are vulnerable to healing spells, even if they don&#039;t have a (Zombie) tag. For reasons of lore and balance, vampires do not count as undead&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mobs csv dump includes aff, shield, and form data&lt;br /&gt;
* Please update your vampire NPCs to not have the Undead form flag&lt;br /&gt;
&lt;br /&gt;
Priest from levels 11-30 is wonky at the moment. Pardon our dust!&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 10-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
* esuna now works on dirt kick, miasma, and dazzle&lt;br /&gt;
* the smash skill now ignores the defend status :0&lt;br /&gt;
* blind, dazzle, and dirt kick improved to -25 hitroll (abt 50% to hit)&lt;br /&gt;
* ration now grants a net improvement to foods&#039; spell levels, with high skill% in ration (i.e. @ 100%, lv100 -&amp;gt; 83 + 83!!!)&lt;br /&gt;
* lunge lag improved to 24&lt;br /&gt;
* counterspell should no longer attempt to fire at invalid targets&lt;br /&gt;
* comet punch damage improved 25%&lt;br /&gt;
* geomancers now get Overgrowth and Bramble at level 1&lt;br /&gt;
* instead, they don&#039;t get Banana Bomb until level 4&lt;br /&gt;
* earthy/Stone Saber&#039;d weapons do 33% more extra damage than the other elemental sabers, to compensate for the lack of a status affect&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mob goto, at, transfer, gtransfer, and otransfer will now work on object targets if the object is in an inventory or container&lt;br /&gt;
* area flag &#039;norandoport&#039; which prevents &#039;random&#039; or &#039;buggy&#039; portals from sending mobs or players to the entire area&lt;br /&gt;
&lt;br /&gt;
Opaaaaaaaaaaa&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 10-27-2019 ==&lt;br /&gt;
&lt;br /&gt;
* syphon should no longer &amp;quot;drain&amp;quot; &amp;quot;negative&amp;quot; amounts&lt;br /&gt;
* blue magic + bloodsuck should no longer mess up killcount&lt;br /&gt;
* fixed a crash bug with the $h variable&lt;br /&gt;
* lag on cultivate skill reduced to 16&lt;br /&gt;
* fixed typo when extension is cast on others but fails&lt;br /&gt;
* phalanx-blocked hits will set up the blocker for retort (and hylian fencing specials), instead of the person being protected&lt;br /&gt;
* vigilance should actually work now - it&#039;s done the opposite of what its supposed to, the entire time?...oops&lt;br /&gt;
* retort should skill up much easier now&lt;br /&gt;
* renewed the domain registration for cleftofdimensions.net sorry i let that lapse, it was supposed to be on autopay but my credit card expired since the last charge lmfao&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 10-5-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving showing a world map to a char not actually in a room&lt;br /&gt;
* boogie fever will no longer spread certain affects that have a &#039;secondary type&#039;, like counterspell or blue magic&lt;br /&gt;
* Glowing items are now visible on the floor of dark rooms&lt;br /&gt;
* vehicles with headlight capability are always visible, both in rooms and in inventories&lt;br /&gt;
* anti-wizard items are correctly forbidden to 4th gen wizards&lt;br /&gt;
* %G prompt option shows group information as numbers (like &#039;group&#039;)&lt;br /&gt;
* %1 prompt option like %G but shows enemy info also (like &#039;group2&#039;)&lt;br /&gt;
* auxillaryalt mode shows enemy data (like %1 or group2)&lt;br /&gt;
** neither of the ones that show enemy data, will show MP, if you haven&#039;t got detect magic (like normal tuna mode)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Cleaned up a couple OLC error messages&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-14-2019 ==&lt;br /&gt;
&lt;br /&gt;
* players automatically go AFK when idle instead of going to the void&lt;br /&gt;
* players who have been AFK for more than a week are disconnected&lt;br /&gt;
* players who have not logged in for more than a week are delisted from the wholist, even if they&#039;re active on Discord&lt;br /&gt;
* when a player logs on or reconnects, that player&#039;s alts disconnect&lt;br /&gt;
* pose command added for long-term emoting&lt;br /&gt;
* &#039;look self&#039; shows your pose, if applicable&lt;br /&gt;
* area list sorted (thanks Ademisk)&lt;br /&gt;
* when abbreviating commands, most communication commands (e.g., reply) outprioritze info commands (e.g., resist) &amp;amp; config commands (e.g., remove)&lt;br /&gt;
* trance duration no longer easily stacked, but base duration slightly longer&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil cleanup&#039; to unlink invalid (e.g., deleted) players from users&lt;br /&gt;
* AFK shows up on mstat&lt;br /&gt;
* we&#039;re finally subject to the same afk/idle rules as everybody else!&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
== Changes 9-7-2019 ==&lt;br /&gt;
&lt;br /&gt;
* wholist incorporates linkdead and Discord-based players&lt;br /&gt;
* wholist formatting changes (races colored by innate not sex, idle indicator)&lt;br /&gt;
* in CoD chat, Discord users have their names synced with their CoD playernames&lt;br /&gt;
* Jinx interacts with Esuna and outputs appropriately when it wears off&lt;br /&gt;
* power surge now only affects offensive or defensive spells, but not spells that are neither (looking at you, Cleft Rift and etc).&lt;br /&gt;
* Tier 4 wizard spells interact correctly with runic, Sabotage, and magroll&lt;br /&gt;
* burn&#039;s attack down brought in-line with the Attack Down spell&lt;br /&gt;
* fixed leaking color from Osmosis&lt;br /&gt;
* fixed leaking absence of color from disarm&lt;br /&gt;
* pbust can no longer be used by NPCs&lt;br /&gt;
* the prompt argument %t, which showed your pet&#039;s race, has been removed&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* discordutil command to manage Discord integration&lt;br /&gt;
* {@ and {# have been discontinued (use {$ if you require flashing colors)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-22-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving update_always mobs with ai_retargeting getting extra combat rounds when bashed/tripped&lt;br /&gt;
* you can&#039;t Sneak past the wind stone&#039;s barrier anymore&lt;br /&gt;
* updated elemental colors in &#039;score&#039; to match new wiz spells&lt;br /&gt;
* added color codes to damage in: earthquake, magic missile, halo, solarbeam, tsunami, bramble, dins fire, quezacotl&#039;s wrath, fumes, tornado, darkmatter, pearl, ink blast, cadenza, fulgor burst, laser beam, blam gush, surf, firebreath, and also anything that goes through damage_next()!!!! as these skills/spells are in fact also polarity-reversible.&lt;br /&gt;
  * I couldn&#039;t do star rain yet as spako_msg does not get the spell&#039;s actual damtype, just the skill# and dam amount&lt;br /&gt;
* hp drain uses {rdark red now, mp drain uses {bdark blue&lt;br /&gt;
* quartz guard deals earth damage now, not slash&lt;br /&gt;
* thorn aegis deals wood damage, not piercing anymore&lt;br /&gt;
  * hailstone barrier already dealt cold and not bash lmao&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* at your convenience, please update $a damage colors in your areas to comply with the updated &#039;help damage colors&#039;.  or, if you switch these progs to use damechos instead, you won&#039;t have to worry if the colors change, as &#039;mob damecho&#039; has been forcibly made compliant on the back end!!! :)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-21-2019 ==&lt;br /&gt;
&lt;br /&gt;
* the wizard class has been superseded. New characters choosing wizard will create 4th-generation wizards instead of 3rd-generation wizards and will be able to evolve into Archmages or Elementalists. Check helpfiles for details.&lt;br /&gt;
* Existing wizards should be minimally affected by this change.&lt;br /&gt;
* Jumi cores have been reverted to occupy the neck slot. This change is retroactive to existing Jumis.&lt;br /&gt;
* the Jumi core now provides a full heal, esuna, and increases max HP by 33%&lt;br /&gt;
* %d option added for prompts to report most recent direction moved&lt;br /&gt;
 &lt;br /&gt;
For builders&lt;br /&gt;
* the &#039;class&#039; ifcheck now accepts partial matches. Importantly: &#039;if class $n wizard&#039; matches all of Wizard, S_Wizard, and N_Wizard.&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
* undid that %G change, it&#039;s back now if you want it&lt;br /&gt;
* fixed a typo in piledriver&lt;br /&gt;
* &#039;scan&#039; has less misleading echo when scanning into closed doors&lt;br /&gt;
* pass door now works on hidden closed doors now&lt;br /&gt;
&lt;br /&gt;
SKILL IMPROVEMENTS:&lt;br /&gt;
* Shadow Step does the same damage u took and heals on hit now&lt;br /&gt;
* Restore Movement can be cast in combat now&lt;br /&gt;
* Jumi Aikido&#039;s super is actually usable while defending (aka sitting) now&lt;br /&gt;
* Repent only drains MOST (down to 80%) of your mv now, dependent on skill%&lt;br /&gt;
* Rabite Rainstorm&#039;s lag reduced 50%&lt;br /&gt;
* when Entangle trips, it reliably does 3 pulses of Daze now instead of 1-4&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-15-2019 ==&lt;br /&gt;
&lt;br /&gt;
* unholy weapons deal evil damage now, not dark&lt;br /&gt;
* the log no longer throws errors when players with items in their locker quit the game... maybe?&lt;br /&gt;
* the bug report about &#039;prev&#039; obj missing is back though! because i need to track down what causes/caused this&lt;br /&gt;
* more blue magic useless skills&lt;br /&gt;
* Deliver can no longer send unique items to someone if they already have one in their locker!&lt;br /&gt;
* ai_retargeting mobs now correctly aim at act2_priority mobs, not act_passive ones&lt;br /&gt;
* Saiyans become &#039;large&#039; size when transformed into an oozaru!&lt;br /&gt;
* bankers should no longer keep your exchanged money if you&#039;re over your weight limit somehow&lt;br /&gt;
* %G in prompts will no longer spam the crap out of old chars who still have it&lt;br /&gt;
* the &#039;auxillaryalt&#039; option, on by default, can be turned off to see hp numbers etc in the protuna tertiary display&lt;br /&gt;
  * if you were actually using the old style [*****] bars...  let me know please... you madman!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new &#039;size&#039; affect modifier... having a size less than 0 (tiny) or over 5 (giant) may have undefined behavior right now, so please be careful with this&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-12-2019 ==&lt;br /&gt;
&lt;br /&gt;
* glitz pit modified to use less cpu when players are in the area&lt;br /&gt;
* fixed small memory leak involving pc corpses&lt;br /&gt;
* fixed small memory leak involving pet corpses&lt;br /&gt;
* Bash and Trip no longer knock down targets that are immune to bashing damage&lt;br /&gt;
* fixed a bug involving non-swimming mobs attempting (and failing) to enter sector noswim rooms -- now they just dont try&lt;br /&gt;
* &#039;buy&#039; with no argument redirects to &#039;list&lt;br /&gt;
* added missing drops to hu lao gate mobs&lt;br /&gt;
* Gastro Acid strips inhale and bloodsuck effects... oops! lol!!&lt;br /&gt;
* &#039;order&#039; now passes any applicable lag to the mob&#039;s commander, but this also means that many &#039;order&#039; applications are now faster for the commander!&lt;br /&gt;
* &#039;order all&#039; will accumulate lag harmonically for each mob that gets ordered ex: ordering 5 mobs to &#039;zap&#039; a wand will now give you 12/1 + 12/2 + 12/3 + 12/4 + 12/5 = 27 beats of lag&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* Attack Down tells you when it failed to be cast on you&lt;br /&gt;
* area attacking mobs will area-attack every round as expected&lt;br /&gt;
* fixed a memory leak involving room and area affects!!!&lt;br /&gt;
* Flying Men disappear outside magicant again&lt;br /&gt;
* visdeath madra ice field mobs no longer cast frost veil constantly, its just permanent room affects now&lt;br /&gt;
* More CPU usage streamlining&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;dump&#039; command shows memory data to you, and dumps the obj and mob files in a much more accessible location, as  almost-correct html (104+ imm ability)&lt;br /&gt;
* &#039;mem&#039; command reports accurate number of actual affects (previously was just number of obj template affects!!) also might report accurate number of alloacated strings..?&lt;br /&gt;
* relatedly, memcheck accurately reports string creation now&lt;br /&gt;
* mobexists vnum, mobexists #.vnum, objexists vnum, and objexists #.vnum are now LIGHTNING fast to execute&lt;br /&gt;
* I have accordingly replaced most examples of mobexists (name) and objexists (name)! The remainders will be changed soon (?)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-8-2019==&lt;br /&gt;
* Gastro Acid in the inhale/blue magic list has been switched out for Acid Rain&lt;br /&gt;
* the Bleed spell, Darkmatter, and the grizzly style super will no longer cause bleeding on characters without blood&lt;br /&gt;
* new skill &#039;retort&#039; for knights at level 10 -- see helpfile&lt;br /&gt;
* riposte doesn&#039;t apply skill% penalty twice anymore and should do more damage now if you have it at less than 100%&lt;br /&gt;
* all characters can now rescue and fallback as if they had both skills at 60%. knights and summoners will benefit from having the actual skills by performing rescues/fallbacks *reliably*.&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* IMPORTANT!!! good work yall, keep it up&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-7-2019 ==&lt;br /&gt;
More CPU usage slimming...&lt;br /&gt;
&lt;br /&gt;
* get_obj_world() doesn&#039;t do pointless extra work&lt;br /&gt;
* new funcs get_obj_world_faster() and get_char_world_faster()&lt;br /&gt;
* new find_location_faster() calls the above&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* in an effort to curb CPU usage, the mob commands transfer, spawn, goto, and at, and the ifchecks mobexists and objexists, now require exact keywords!! -- police your areas if you&#039;re worried&lt;br /&gt;
* act flag AGGRESSIVE works now - should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
* objexists works with #.vnum syntax though!!!&lt;br /&gt;
* mobexists works with #.vnum syntax now too!!!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m, of course, building stuff to but that&#039;s too banal to note here&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-6-2019 ==&lt;br /&gt;
* Lasacul has a bar now (thanks abaril)&lt;br /&gt;
* Threshold for drunk speech lowered, because that&#039;s fun&lt;br /&gt;
* Level 108 immortals will show up in &#039;who&#039; again (nobody uses this level, you havent been missing anyone)&lt;br /&gt;
* Trimmed memory a little and cpu usage a lot&lt;br /&gt;
* Masochism Tango no longer applies pass door&lt;br /&gt;
* Dying should no longer strip affect flags applied by equipment&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new variable $d, for random mob grouped with a player (charmie)&lt;br /&gt;
* new variable $D, for random player-attackable mob or PKable player&lt;br /&gt;
 * use this one for pets or offensive event items&lt;br /&gt;
* new variable $h, for random player or charmie! like $r but broader&lt;br /&gt;
* removed unused (but settable??) &#039;gravity&#039; from areas&lt;br /&gt;
* REMINDER: avoid using ordinal words like &#039;first&#039;, &#039;third&#039;, or the word &#039;other&#039; in obj names, as this fouls targeting.&lt;br /&gt;
  * OLC will try to warn you if you do this&lt;br /&gt;
* ANOTHER REMINDER: avoid using a name with the &#039;mobexists&#039; ifcheck, as it is very CPU-intensive. vnums are strongly preferred, especially in frequently-called progs like fight or random!!!&lt;br /&gt;
  * wiznet&#039;s memcheck now pings when this happens&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-4-2019 ==&lt;br /&gt;
* Laser Beam now costs 48mp to cast&lt;br /&gt;
* For safety, Inhale no longer works on mobiles immune to Summon&lt;br /&gt;
* OK, the %e prompt thing should actually be fixed now...&lt;br /&gt;
* %e in a prompt will show closed doors now too (ugly tho)&lt;br /&gt;
* Weightless and uncounted items can be picked up, received, bought, and retrieved from lockers even at max capacity&lt;br /&gt;
* Lasacul now has a local map&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;stat&#039; command reveals secondary types of affects when applicable&lt;br /&gt;
* FYSA: uncounted items are treated as 0 weight for most purposes. this has been the case since 2011ish, so i won&#039;t change it now, just please be aware...&lt;br /&gt;
* as requested, area exflag COLD_WEATHER, changes weather messagest&lt;br /&gt;
* after mob award exp scaled, $a can be used to echo actual xp awarded&lt;br /&gt;
* added race and damtype to the mobs csv dump&lt;br /&gt;
* added applies to the objs csv dump&lt;br /&gt;
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-Bea&lt;br /&gt;
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== Changes 8-3-19 ==&lt;br /&gt;
* the &#039;group&#039; command will not get intercepted by the tertiary window in project tuna anymore, so you can see your charmies&#039; exact hp and such&lt;br /&gt;
* Consecrate (any align) will prevent Haunt from manifesting lil&#039; boos&lt;br /&gt;
* Aurora, Darkmatter, and Pearl will respect always_night and always_day &lt;br /&gt;
* Warriors no longer get Defend if they don&#039;t evolve&lt;br /&gt;
* Priests get Consecrate at level 28 instead of 30&lt;br /&gt;
* Summoners get Gather at level 29 instead of 30&lt;br /&gt;
* Summoners don&#039;t get Summon, Deliver, Cleft Rift, or Guardian Force if they don&#039;t evolve&lt;br /&gt;
* Dancers won&#039;t get Read Magic, Esuna, or Dispel unless they evolve&lt;br /&gt;
* Blind mobs will not &amp;quot;scream and attacks!&amp;quot; (assist/re-engage AI) unless flagged omnisight. blind mobs should aggro less often otherwise too&lt;br /&gt;
* Heat Metal, Death Pact, Death Coil, Intimidate, Inflame, Detect Alignment, Transfusion, Abundance, Smite, Nurse, Regen, Evil Eye, Jutsu&#039;s blind, and Skeleton Crew and Resurrect&#039;s HP bonus, respect the spell&#039;s actual cast level and not the caster&#039;s character level&lt;br /&gt;
* Event-using potions, pills, and scrolls, will no longer show fake info about their nonexistent spells&#039; level&lt;br /&gt;
* the %e prompt variable now says &#039;none&#039; in rooms with no visible exits, like it was always supposed to&lt;br /&gt;
* You should no longer get &amp;quot;wears on head&amp;quot; type messages if equipment didn&#039;t actually get worn!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob damecho&#039; works again&lt;br /&gt;
* greet progs will not trigger for blind mobs unless omnisight! you could already &#039;sneak&#039; past these progs so this shouldnt break anything tbh&lt;br /&gt;
* scrolls can be &#039;event objs&#039; now&lt;br /&gt;
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-Bea&lt;br /&gt;
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== Changes 7-29-19 ==&lt;br /&gt;
* damroll has been reduced on some items. Details available: https://drive.google.com/open?id=1F9cqb25-ZagLjzB0vIpyYCd1Mfj0Xj0Q4MU2YQPqZ4M&lt;br /&gt;
* tier 3 (AoE) wizard spells have had their lag doubled&lt;br /&gt;
* Snowy and Nebula cost the correct amount of mana&lt;br /&gt;
* combomagic spells apply cooldown properly&lt;br /&gt;
* combomagic spells can chain into additional combomagic spells&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* string allocation limit increased from 22 MB to 34 MB&lt;br /&gt;
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- MTS&lt;br /&gt;
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== Changes 7-25-19 ==&lt;br /&gt;
* ALL twohanded weapons have been improved by about 25%&lt;br /&gt;
* Tweaks to the Inhale skill&lt;br /&gt;
* Kirbys receive the Inhale skill at level 25&lt;br /&gt;
* Pumpkin reduces the victim&#039;s current HP too (but isnt lethal)&lt;br /&gt;
* Pumpkin no longer works on things otherwise immune to damage&lt;br /&gt;
&lt;br /&gt;
for builders: &lt;br /&gt;
* Farore&#039;s Wind spell, like Exit but can teleport between areas&lt;br /&gt;
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-Bea&lt;br /&gt;
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==Changes 7-23-19==&lt;br /&gt;
* the Confuse spell is no longer a synonym for Charm, but rather for Confusion (the one that makes u hit urself)&lt;br /&gt;
* Confusion not induced by Polka Polka has a protuna status tag&lt;br /&gt;
* scarecrows may no longer enter portals&lt;br /&gt;
* sneaking through a portal shows &amp;quot;you enter suchandsuch&amp;quot; again&lt;br /&gt;
* helpfiles exist for every spell you may find on an item now&lt;br /&gt;
* jumi cores no longer fill a neck slot, but use a new &#039;core&#039; slot&lt;br /&gt;
** jumi players: contact an immortal for help fixing yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new portal flag &amp;quot;send_vehicle&amp;quot;, which does what you expect&lt;br /&gt;
* portal flag normal_exit works again (only affects echoes)&lt;br /&gt;
* jumi NPCs can also wear jumi cores with a little effort: they must &#039;mob oload 24 0 w&#039; and then oset its short desc.&lt;br /&gt;
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-Bea&lt;br /&gt;
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==Changes 7-19-19==&lt;br /&gt;
* MORE tweaks to blue magic/vampire&lt;br /&gt;
* to reduce spam, blue magic affects won&#039;t show up in &#039;report affects&#039;&lt;br /&gt;
* As requested, curse will no longer affect nodestroy items&lt;br /&gt;
* Fixed a typo when none-innate Jutsu blinds the target&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* Exit and Exall triggers can take the &#039;all&#039; argument to check all 10 directions simultaneously.&lt;br /&gt;
* Hour triggers can take the &#039;all&#039; argument to execute every in-game hour, or about every minute. This may be useful for less CPU-intensive mobprogs.&lt;br /&gt;
* putting the &#039;norecharge&#039; flag on a light will make it unable to be recharged with the Phlogiston spell&lt;br /&gt;
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-Bea&lt;br /&gt;
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== Changes 7-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* after combat, gained XP and gained money show up on the same line&lt;br /&gt;
* auto corpse sacrificing is hidden for new players. Unhide with &#039;silentsac&#039;&lt;br /&gt;
* runic, double, shell, and sabotage now work against multi-hit skills&lt;br /&gt;
* fixed a bug that could cause drunken groupmates to crash the game&lt;br /&gt;
* fixed a bug involving certain decayable objects never decaying&lt;br /&gt;
* when someone locks or unlocks a door, their name is capitalized correctly&lt;br /&gt;
* manashield buffed to take 150% damage instead of 200% damage&lt;br /&gt;
* manashield breaking now causes lag instead of HP damage&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* further Discord synchronization&lt;br /&gt;
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- MTS&lt;br /&gt;
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== Changes 7-14-19 ==&lt;br /&gt;
&lt;br /&gt;
* extra attacks do somewhat more damage&lt;br /&gt;
* Attack Down removes 3-7 DR instead of 8-11 DR&lt;br /&gt;
* more comprehensive Discord chat synchronization&lt;br /&gt;
* the world is now round (as far as the atlas is concerned)&lt;br /&gt;
* maximum prompt length has been doubled&lt;br /&gt;
* fixed a bug where glitches sometimes appeared within ASCII art&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* rewrote code that awarded XP (this has no observable effects)&lt;br /&gt;
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- MTS&lt;br /&gt;
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== Changes 7-11-19 ==&lt;br /&gt;
&lt;br /&gt;
* damroll and magroll scaling starts at 40 DR instead of 20 DR&lt;br /&gt;
   If you want to visualize what this does, transfer functions are plotted&lt;br /&gt;
   at https://www.cleftofdimensions.net/hahaha_secret/damroll20190711.png&lt;br /&gt;
   (from top to bottom, funcs are pre-6/28/19, today, and 6/28/19-7/11/19)&lt;br /&gt;
* DR, once again, no longer applies to skills &lt;br /&gt;
* Attack Up provides 3-7 DR instead of 6-11 DR&lt;br /&gt;
* %C in prompt now shows room&#039;s sector type&lt;br /&gt;
* %j, %J, %k, %K in prompt now show pet&#039;s current/max mana/moves&lt;br /&gt;
* undoubled cooldown for AoE spells if and only if user is currently a wizard&lt;br /&gt;
   (i.e., cooldowns will still be doubled for revamped wizards, once available)&lt;br /&gt;
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- MTS&lt;br /&gt;
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== Area Changes 7-8-19 ==&lt;br /&gt;
&lt;br /&gt;
-AREAS-&lt;br /&gt;
*Fossil Roo is now available.&lt;br /&gt;
*McNeil Woods has had enough tweaks that I put it under this category instead of merely tweaks - including a local map.&lt;br /&gt;
 &lt;br /&gt;
-WORLD-&lt;br /&gt;
*The Warp Zone! Travel easily to places you&#039;ve already been. Check &#039;news&#039; for more info!&lt;br /&gt;
*Expellian&#039;s LONG AWAITED move has been made and it is no longer connected via a Humbolt Island pipe.&lt;br /&gt;
*Sunsnug has sent out palico scouts, highly specialized palicos that are purrfect at exploring dangerous areas and avoiding dying! Three of them are exploring the Cleft, collecting information to return to the Prowler&#039;s Association.&lt;br /&gt;
*Zigolis Swamp has current location indicators (more or less) on its local map (when using ProjTuna)!&lt;br /&gt;
*There are more dumpsters around the Cleft in towns with a small chance at a pointless easter egg when you actually use them to put junk into.&lt;br /&gt;
 &lt;br /&gt;
-TWEAKS-&lt;br /&gt;
EXP&lt;br /&gt;
*Exp gain from mobs (in regards to which mobs are halfxp, standard, xpandahalf, doublexp, and triplexp) has been tweaked in several areas and will continue to be tweaked.&lt;br /&gt;
 ** Mist Cave trash mobs have had their exp lowered to standard.&lt;br /&gt;
 ** Bosses in expellian have had their exp increased (and give additional exp on first kill.)&lt;br /&gt;
 ** Jiufen Valley has seen exp increases.&lt;br /&gt;
 ** Certain, otherwordly parts of Kakariko Village have seen exp increases.&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
 ** Some Safari Zone mobs had accidentally been left in a weakened state and have since been put on proper health and fitness regiments.&lt;br /&gt;
 ** The physical fitness hiring standards for ShinRa guards have been SLIGHTLY reduced.&lt;br /&gt;
 ** Malakian Monks and Rafalian Priestesses will no longer stand idly by while you murder their brethren (sometimes?).&lt;br /&gt;
   *** They are also both ever so slightly more dangerous in general.&lt;br /&gt;
 ** War Witches have been tweaked in a way that may cause them to be more or less dangerous, maybe.&lt;br /&gt;
REWARDS/QUESTS&lt;br /&gt;
 ** The Veldt has more to do and has been tweaked minorly.&lt;br /&gt;
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== Changes 7-7-19 ==&lt;br /&gt;
&lt;br /&gt;
* All evolved summoners get Guardian Force at level 55&lt;br /&gt;
* Warrior styles&#039; hit/dam changes apply AFTER equipment/affects&lt;br /&gt;
* New prompt variable %I for current day of the week&lt;br /&gt;
* You have to type &#039;nofollow&#039; competely to turn it on &lt;br /&gt;
* &amp;quot;players today&amp;quot; should reset every 24hrs(ish)&lt;br /&gt;
* continued tweaks to Vampire and blue magic&lt;br /&gt;
* trip does a minimum of 1 damage&lt;br /&gt;
* overpower does a minimum of 1 damage&lt;br /&gt;
* esuna and dispel no longer refer to your character in the third person if you cast them on yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Putting ^^ at the beginning of a &#039;quests&#039; list will make that quest invisible instead of dark while it&#039;s incomplete&lt;br /&gt;
* Helpfiles are created with the name &#039;temphelp&#039; by default now&lt;br /&gt;
* mob rset now accepts &#039;xpos&#039; and &#039;ypos&#039; commands&lt;br /&gt;
* mob mset no longer accepts &#039;wealth&#039; command&lt;br /&gt;
* mobs have innate that can be set in medit&lt;br /&gt;
** this will affect spells like conjure elemental, cadenza, jutsu, give bonuses to wizard spells, etc.&lt;br /&gt;
*** it will NOT automatically set any resists/vulns&lt;br /&gt;
*** the random_innate behavior will overwrite this on the mob&#039;s template AND set appropriate resist/vulns like it&#039;s always done&lt;br /&gt;
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-Bea&lt;br /&gt;
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== Changes 7-5-19 ==&lt;br /&gt;
&lt;br /&gt;
* wily&#039;s lab has been revisited and the non-boss mobs are a bit harder&lt;br /&gt;
** there is also a wider selection of mobs now&lt;br /&gt;
* melt_drop items in a dropped container will melt appropriately&lt;br /&gt;
* melt_drop containers will no longer nuke everything in them when dropped&lt;br /&gt;
* the Guardian Force spell finds a target more reliably&lt;br /&gt;
* &#039;blue magic&#039; skill added for vampires -- currently a bit buggy&lt;br /&gt;
* Inflame will hurt people not in the same room as the caster&lt;br /&gt;
* mobs can no longer flee, mob flee, nor doppelganger through NO_MOB exits&lt;br /&gt;
* mobs can no longer be compelled through NO_MOB exits with gravity well,   maelstrom, or brainbuster&lt;br /&gt;
* mobs can no longer Blink through NO_MOB exits&lt;br /&gt;
* the &#039;evolve&#039; command uses witch/warlock and diva/impresario correctly&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
* the &#039;damtype&#039; mobprog trigger should now accept &#039;all&#039;&lt;br /&gt;
* the &#039;draining&#039; damtype was erroneously still called &#039;disease&#039; in medit&lt;br /&gt;
* new mobprog variables $c and $C for the character $q is fighting&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 7-3-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord chat integration handles pictures and mentions better&lt;br /&gt;
* DoTs and delayed attacks only provoke aggression when victim sees player&lt;br /&gt;
* DoTs and delayed attacks don&#039;t inappropriately break invisibility&lt;br /&gt;
* Protuna tertiary panel draws a fork and spoon when you&#039;re hungry/thirsty&lt;br /&gt;
* minor cosmetic updates to Protuna tertiary panel time and weather display&lt;br /&gt;
* counterspell works differently&lt;br /&gt;
* doubled cooldown on Wizard AoE spells&lt;br /&gt;
* slightly weakened Tractor Beam&lt;br /&gt;
* manashield, goldshield, and roadblock skill% can increase, impact efficacy&lt;br /&gt;
* new spells and skills for revamped Wizards: &lt;br /&gt;
    Blink, Chrysalis, combomagic, and six combomagic-based spells: Flare Star,&lt;br /&gt;
    Catastrophe, Ancient Power, Black Wind, Grand Dream, and Southern Cross.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* questquery command. Verifies in-use questflags per area&lt;br /&gt;
* Discord chat integration for staff stuff&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* fixed a bug pertaining to lava sectors&lt;br /&gt;
* reduced memory footprint for rooms&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 6-30-19 ==&lt;br /&gt;
&lt;br /&gt;
To: all&lt;br /&gt;
* fixed a weird bug involving lights when reconnecting&lt;br /&gt;
* &#039;screenreader&#039; is a handy built-in alias for &#039;brief&#039;&lt;br /&gt;
* that whole damroll thing that i&#039;m sure you&#039;ve heard about - still working out some remaining damroll kinks here and there&lt;br /&gt;
* fireball/lava wave&#039;s smoldering effect has a debuff indicator&lt;br /&gt;
* fireball/lava wave won&#039;t kill a player twice anymore&lt;br /&gt;
* sizeup no longer misgenders spivak and plural pronoun characters&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;eventitem&#039; works on potions, pills, AND food... please be careful&lt;br /&gt;
* new method to hide properly tagged asciiart from brief mode using players&lt;br /&gt;
* new method to hide alternate descriptions from NON-brief mode using players&lt;br /&gt;
* new method to strip color codes from a block of text&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* new command &#039;pwreset&#039; to change a player&#039;s password (106+ ONLY)&lt;br /&gt;
* xp bonus spell added - please use very sparingly and fairly&lt;br /&gt;
* &#039;wizhelp&#039; is a lot less ugly, and sorted by level now&lt;br /&gt;
&lt;br /&gt;
I don&#039;t THINK i forgot anything in this note...&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-23-19 ==&lt;br /&gt;
&lt;br /&gt;
* Polka Polka, Dazzle, Heartache Rumba, Masochism Tango, Dispel, Esuna, Seance, Theatrics, Boogie Fever, and Sabotage can be charged to dramatically increase their chance of success.&lt;br /&gt;
* Finale can be charged to increase its damage by 1.5x&lt;br /&gt;
* Wandering Eye can be charged to increase its duration by 2x&lt;br /&gt;
* Rally Audience can be charged to double the HP of the audience&lt;br /&gt;
* shadow stalk can improve, but can fail&lt;br /&gt;
* Fixed Bug where Bless was improving chances of saving vs effects too much&lt;br /&gt;
* Added protuna tertiary window tag for bramble&#039;s debuff&lt;br /&gt;
* Max group size of 6 can no longer be circumvented&lt;br /&gt;
* Earthtap and Dancing Weapon should no longer reset weapons to default&lt;br /&gt;
* Fixed some missing color codes in &#039;report&#039;&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a can be used in any mobprog line, not just echos&lt;br /&gt;
* new weapon flag Mystic, makes weapon use magroll instead of damroll&lt;br /&gt;
* noecho now functions on portals&lt;br /&gt;
* &amp;quot;if khexists&amp;quot; and &amp;quot;if khcount&amp;quot; ifchecks work&lt;br /&gt;
* new mob race &amp;quot;zombie&amp;quot;&lt;br /&gt;
* new furniture flag &amp;quot;furn_light&amp;quot; -- makes the item cast light in the room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-22-19 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;Whowas&#039; will show information (level, hours, playtime) of online players&lt;br /&gt;
* behav_travelingpet works every pulse instead of every tick&lt;br /&gt;
* &#039;mob asset&#039; ascii art bug fixed in final weapon&#039;s exit pod?&lt;br /&gt;
* Create Booze tables shuffled in line with new liquids table&lt;br /&gt;
* &#039;steal item&#039; had bread replaced with booze in its loot table&lt;br /&gt;
* &#039;steal item&#039; will only give materia if the enemy had max MP &amp;gt; 0&lt;br /&gt;
* if affected with both Sleep and Influenza, could get weird messages&lt;br /&gt;
* &#039;report inv&#039; won&#039;t show a PC&#039;s inventory to their group leader&lt;br /&gt;
* Ageatii&#039;s Favour spell renamed to Alraune&#039;s Favour&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* TAR_OBJ_INV spells are listed in OLC now, plus other tweaks to &#039;? spell&#039;&lt;br /&gt;
* new wiznet option &#039;memcheck&#039; to show increases of strings and perms&lt;br /&gt;
  - be advised it will go off a lot for benign reasons&lt;br /&gt;
* &#039;mob mforce all&#039; is more efficient AND works as expected now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-19-19 ==&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug with wildfire &#039;following&#039; the caster&lt;br /&gt;
* New command &#039;PBUST&#039; - shows a one-off prompt with the specified parameters, &lt;br /&gt;
  &amp;quot;pbust Align: %a&amp;quot; will display the player&#039;s alignment. This is designed for &lt;br /&gt;
  use with aliases or macros to get information quicker than one can by &lt;br /&gt;
  reading an entire promptor using the &#039;score&#039; command. Currently does not &lt;br /&gt;
  work with Project Tuna. Uses the same switches as those used for a prompt,&lt;br /&gt;
  see HELP PROMPT&lt;br /&gt;
* Swindle and Powersurge can level up past 60% now.&lt;br /&gt;
* Selan and other mages&#039; &#039;clarity&#039; now costs just 25 silver per item to be IDd&lt;br /&gt;
* Parry will now use your offhand weapon if you haven&#039;t got a mainhand one&lt;br /&gt;
* Lobsterman Eskrima now applies its parry bonus correctly&lt;br /&gt;
* Drunkenness has been reworked and can do much more&lt;br /&gt;
  - including something actually good&lt;br /&gt;
* Scuppered now reduces the skill penalty from drunkenness&lt;br /&gt;
* Many liquids have had their values tweaked. To summarize&lt;br /&gt;
  - Nothing quenches quite like pure, clean water&lt;br /&gt;
  - Hard liquors generally no longer quench any thirst at all&lt;br /&gt;
  - Most liquids are not very satiating, except e.g. broth, milk&lt;br /&gt;
  - Salt water and blood are much nastier about worsening thirst&lt;br /&gt;
  - Alcoholic beverage proofs adjusted; it&#039;s much easier to get drunk&lt;br /&gt;
* Laying down framework for the upcoming (secret) subclass&#039;s (secret) ability&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes and Note 6-16-19 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS:&lt;br /&gt;
 - Pinata Grove is available, visit at any level!&lt;br /&gt;
 - The town of Onrac and its Sunken Shrine are accessible to those who obtained an Aquamarine Scale during the Easter 2019 event.  For those who haven&#039;t, it will become available again in the future.&lt;br /&gt;
 &lt;br /&gt;
WORLD:&lt;br /&gt;
 - Battlefields are springing up around the Cleft.  Two are currently available, one in Truce Canyon and one in Alfador Isle.&lt;br /&gt;
 - Kupimo can be found as a roaming world mob, randomly appearing in any location. He is a Materia Merchant who sells both common and exclusive Materia to those who can find him.&lt;br /&gt;
 - The Feymarch has been relocated from its previous, temporary home to its new, probably-permanent home.&lt;br /&gt;
 - A hidden place has had a small expansion.&lt;br /&gt;
 - Several newbie areas outside of Truce have had small additions.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS:&lt;br /&gt;
 - Some busted mobprogs were fixed in McNeil woods, and some new loot can be obtained both there and in the Veldt.&lt;br /&gt;
 - A couple mobs drop a few new things of low consenquence.&lt;br /&gt;
 - Sectors have been tinkered with all around the world and will continue to, most likely not affecting anyone except geomancers.&lt;br /&gt;
 &lt;br /&gt;
A full scale, colored version of the atlas as it appears in game has been uploaded onto our Wiki and is publicly available. Feel free to use it as you wish!&lt;br /&gt;
There is an &amp;quot;Atlas&amp;quot; page on the Wiki where the picture is featured. Anyone who feels like there could be more information on the &amp;quot;Atlas&amp;quot; page can feel free to contribute to it.&lt;br /&gt;
This is intentionally as accessible as possible as a resource for our players. Please note that not everything featured on Shadmire is built yet.&lt;br /&gt;
&lt;br /&gt;
Please note there may be various signs around the world pointing out new paths that are currently unavailable. These are not secret quest hints, but literally paths that are not yet ready for release.&lt;br /&gt;
Feel free to take note of their locations for easier finding of new features and areas in the future!&lt;br /&gt;
 &lt;br /&gt;
Finally, the staff intends to correct power creep that has been manifesting in various ways in the game.&lt;br /&gt;
Over the coming months, expect various changes that make the game easy to start, gradually become more difficult, and require some amount of determination to reach max level.&lt;br /&gt;
We want to reward questing and exploring. Our puzzles, detailed areas, interactivity, and quests will remain our focus.&lt;br /&gt;
 &lt;br /&gt;
LOVE, YOUR PAL COOPER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7/8/15-19 ==&lt;br /&gt;
&lt;br /&gt;
*Sealed Cave has been returned to a different location.&lt;br /&gt;
*The Faymarch has been relocated.&lt;br /&gt;
*Warp Whistles have been disabled for now.&lt;br /&gt;
&lt;br /&gt;
- Ageatii&lt;br /&gt;
&lt;br /&gt;
This note summarizes changes made since around February:&lt;br /&gt;
 + OOC chat is synchronized with our Discord server&lt;br /&gt;
 + elemental damage from weapons and many spells is now colored&lt;br /&gt;
 + new characters start with fewer practices but more default artifice skill&lt;br /&gt;
 + XP is no longer lost for players fleeing at level 10 or below&lt;br /&gt;
 + decreased memory footprint for objects&lt;br /&gt;
 + reformatted alignment of mnay Project Tuna affect tags&lt;br /&gt;
 + DoT effects should no longer start fights with targets not in the room&lt;br /&gt;
 + improved parsing for Scan when target obj shares keyword with bystander mob&lt;br /&gt;
 + LOUD WEAPONS WEREN&#039;T LOUD ENOUGH&lt;br /&gt;
 + various Wizard spells have been tweaked. Check helpfiles on:&lt;br /&gt;
    Fireball, Rhizome Lance, Air Blast, Gem Missile, Darkside, Ice Smash,&lt;br /&gt;
    Burst, Viro Plasm, Thunderstorm, Gyro Ball, Lucent Beam, &amp;amp; Bubble Beam&lt;br /&gt;
 + behind-the-scenes, new spells and skills for revamped Wizards: &lt;br /&gt;
    Maneater, Wind Blade, Void Ray, Absolute Zero, Nebula, Snowy,&lt;br /&gt;
    Reverse Polarity, feedback, &amp;amp; trance&lt;br /&gt;
 + many of wildcasting&#039;s effects are now different&lt;br /&gt;
 + karma works against Confusion, Osmosis, Burn, and Daze, among others&lt;br /&gt;
 + entangle no longer spuriously triggers mobprogs. entangle now inflicts daze&lt;br /&gt;
 + Tsunami won&#039;t push mobs into forbidden rooms, for reals&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + new command &amp;quot;findtriggermismatch&amp;quot; to audit risky mprog combos (lvl 107 only)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
 + fixed a bug where killing mobs &amp;gt;10 levels stronger would break the XP cap&lt;br /&gt;
 + shuffled damage colors for some wizard spells&lt;br /&gt;
 + changed how recoil is displayed for Darkside and Soulblade&lt;br /&gt;
 + changed aesthetics on Ink Blast, Megamagic, and Rainbow&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + there are now 31 quest flags per area&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-1-2019 ==&lt;br /&gt;
&lt;br /&gt;
*New rset fields&lt;br /&gt;
&lt;br /&gt;
    mob rset flag &amp;lt;flag value&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset flag no_recall&amp;quot; toggles no_recall&lt;br /&gt;
    mob rset &amp;lt;room affect&amp;gt; &amp;lt;duration&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset sandstorm -1&amp;quot; sets sandstorm permanently&lt;br /&gt;
      NOTE:Room affects are being implemented one at a time, so far there&#039;s:&lt;br /&gt;
      sandstorm&lt;br /&gt;
      blizzard&lt;br /&gt;
      frostveil&lt;br /&gt;
      darkness&lt;br /&gt;
      flash&lt;br /&gt;
      firetrap&lt;br /&gt;
&lt;br /&gt;
*New mob commands &amp;quot;oclone&amp;quot; and &amp;quot;mclone&amp;quot;&lt;br /&gt;
   mob mclone &amp;lt;target to clone&amp;gt;&lt;br /&gt;
      Works exactly as the imm command&lt;br /&gt;
   mob oclone &amp;lt;object to clone&amp;gt; &amp;lt;target location&amp;gt;&lt;br /&gt;
      Works exactly like the imm command except it can load into the room or inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple I&amp;quot; will duplicate the object into inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple R&amp;quot; will duplicate the object into the room&lt;br /&gt;
&lt;br /&gt;
== Changes 2-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Tsunami, Suplex and Blam Gush will no longer push mobs into rooms where they aren&#039;t allowed.&lt;br /&gt;
&lt;br /&gt;
*Using Boogie Fever in coordination with Tame will no longer break up the group.&lt;br /&gt;
&lt;br /&gt;
*Pets can no longer be ordered to purchase unique items.&lt;br /&gt;
&lt;br /&gt;
*Read Magic/Analyze will now show more affects (if applicable).&lt;br /&gt;
&lt;br /&gt;
*Mobs will now echo back if they can&#039;t wear something that is Antimob.&lt;br /&gt;
&lt;br /&gt;
*Decaying objects will no longer announce their destruction if they have the &#039;noecho&#039; flag applied.&lt;br /&gt;
&lt;br /&gt;
*Unique objects can no longer be purchased if one is in the player&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
*The word &#039;pet&#039; will now reference the player&#039;s pet in the same way that &#039;me&#039; or &#039;self&#039; references the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;Autosort&#039; will now automatically sort your inventory (and locker!) into item types.  Try it and see how it works!.&lt;br /&gt;
&lt;br /&gt;
*Din&#039;s Fire now targets all enemies in the room and has been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
*Items that are flagged &#039;melt_drop&#039; no longer showcase a red aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Mobs can now award themselves (&#039;mob award $i&#039;) instead of needing a convoluted chain of mob-manipulation to provide the same effect, please be careful with its use, probably sticking to event items so that the player is $i.&lt;br /&gt;
&lt;br /&gt;
*New behavior &#039;travelingpet&#039; that makes a charmed mob consistently return to its owner, this will eliminate the need to create a RANDOM trigger prog to manually provide the same effect.&lt;br /&gt;
&lt;br /&gt;
*Rand_phys_vuln and rand_misc_vuln behavior flags added.&lt;br /&gt;
&lt;br /&gt;
== Changes 2-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
Mostly just builder changes here.&lt;br /&gt;
&lt;br /&gt;
*sneak applies to portals.&lt;br /&gt;
*exhaulted etc should vanish only at appropriate remorts (again?).&lt;br /&gt;
*mob addlag is back in, capped at 1000 but you should never need to go even that high, I hope.&lt;br /&gt;
*hammerhand has fail message when no target is found.&lt;br /&gt;
*resets now flags the area as &amp;quot;changed&amp;quot;, so it can be saved without further edits.&lt;br /&gt;
*damroll added as a field for mset.&lt;br /&gt;
*various readout changes.&lt;br /&gt;
*Curse on non-object targets now has a chance to cause short-term negative affects:&lt;br /&gt;
   Chances are based on wisdom.&lt;br /&gt;
   Chances are higher when the caster is evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-8-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Using offensive abilities on yourself no longer triggers the Gilgame Heart skill.&lt;br /&gt;
&lt;br /&gt;
*Offensive skills can no longer gain learned-skill percentage when used on oneself.&lt;br /&gt;
&lt;br /&gt;
*&#039;Whowas&#039; now shows new things, such as the player&#039;s current level and remort #.&lt;br /&gt;
&lt;br /&gt;
*Logging into a dark room with an active light source no longer acts as though your light doesn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;Plural&#039; and &#039;Spivak&#039; genders now show appropriate coloration on the &#039;Who&#039; list.&lt;br /&gt;
&lt;br /&gt;
*Aurora and Din&#039;s Fire spells now echo to the room when the caster is the target.&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th of an undead enemy&#039;s current HP instead of their maximum HP.&lt;br /&gt;
&lt;br /&gt;
*Scan/Examine now shows the condition of a decaying-flagged object.&lt;br /&gt;
&lt;br /&gt;
*Encore will now boost Attack Up to a maximum of 50 Damroll, no matter how many times for the former spell is cast.&lt;br /&gt;
&lt;br /&gt;
*Unique items can now only be bought one at a time.&lt;br /&gt;
&lt;br /&gt;
*Phlogiston has been reworked and now has better overall chances for success, maxing out at level 150.&lt;br /&gt;
&lt;br /&gt;
*Intimidate now successfully stacks Damroll detriments.&lt;br /&gt;
&lt;br /&gt;
*Misc grammar and text fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
=== First pass on Priest rework ===&lt;br /&gt;
&lt;br /&gt;
*Detect Alignment is back in, working as you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
*Mend and Vitalize tweaked; spell targets of same alignment and NOT the caster grant a chance to return mana or heal for more(Vitalize also has a chance to reduce cooldown). Chances&lt;br /&gt;
based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Mend no longer has a blackhole for practices.&lt;br /&gt;
&lt;br /&gt;
*Ray of Truth tweaked; damage has a chance to scale when targeting opposite align from the caster, with another chance for half cooldown. Both chances based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Judgment tweaked; Chances(still based on Wisdom) that when used on opposite align from the caster that there may be a mana return, cooldown halved, and/or extra buff pulses.&lt;br /&gt;
&lt;br /&gt;
*Bless tweaked when cast on objects; Chances(Wisdom AND good align based) to apply more diverse bonuses dependent on object&#039;s wear location(eg feet).&lt;br /&gt;
&lt;br /&gt;
*Curse massively tweaked:&lt;br /&gt;
*Curse can now be cast on objects, casting curse on weapons or armor will cause the following:&lt;br /&gt;
   1) Perishable, cursed, nouncurse&lt;br /&gt;
   2) Cost/value of the object will be reduced to 0&lt;br /&gt;
   3.A) Condition of the object will be reduced by 2/3rds&lt;br /&gt;
   3.B) Condition cuts can be negated some, determined by wisdom&lt;br /&gt;
*Cursed weapons will receive the following:&lt;br /&gt;
   1) The first die on the weapons damage dice gets a 50% boost&lt;br /&gt;
   2) If there are enchantments, the enchant count gets a 33% boost&lt;br /&gt;
*Cursed armor will receive the following:&lt;br /&gt;
   1) The armor stats get a 50% boost across the board&lt;br /&gt;
   2) The armor gets a saves boost, the amount is determined by wisdom&lt;br /&gt;
*Curse casted on any other object just adds 1 magroll or damroll for now&lt;br /&gt;
*Curse casted on a non-object-target no longer has a set 30 armor penalty&lt;br /&gt;
*Curse armor penalty is determined by wisdom&lt;br /&gt;
&lt;br /&gt;
*Smite reworked; Casting Smite while BLESSED causes it to work in reverse of normal, Casting Smite while the target is CURSED does more damage the closer you are to their hp %.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Legacy Spells have been adjusted:&lt;br /&gt;
 Fira, Bizzara, and Thundara have increased mana costs.&lt;br /&gt;
 Firaga, Blizzaga, and Thundaga have increased mana costs AND a cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-2019 ==&lt;br /&gt;
&lt;br /&gt;
*When given a unique item you already own or already have in your locker, it will tell you the item specifically, instead of just &amp;quot;you already own that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th damage to undead&#039;s CURRENT health instead of their max health&lt;br /&gt;
&lt;br /&gt;
*The Koi Pond in Hikari no Matsuri is now community-friendly!  Everyone can now fish from one pond!  Talk to the stall tenant for a small update on the mechanics change involved!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
&lt;br /&gt;
*&#039;khcount&#039; and &#039;khexist&#039; ifchecks are in, use them to check for killcounts of a specific mob and if the player has any killcount of a mob (see obj vnum 7249 for examples)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2018 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 10-21-2018 ==&lt;br /&gt;
&lt;br /&gt;
*Items flagged &#039;noexplode&#039; will no longer prevent charges being used with WIS scores of 20+.&lt;br /&gt;
&lt;br /&gt;
*Decaying items no longer corrupt lockers, instead going down to 1 Condition and then stopping until they are removed, whereupon they will resume decaying.&lt;br /&gt;
&lt;br /&gt;
*Unique items are now unique between a player and their locker (no more doubling up!).&lt;br /&gt;
&lt;br /&gt;
*The random &amp;quot;your  weakens&amp;quot; message for some effects when casting Esuna has been fixed.&lt;br /&gt;
&lt;br /&gt;
*The &#039;Angel Whisper&#039; spell is longer staffify-able.&lt;br /&gt;
&lt;br /&gt;
*CHARMIES (not permanent pets) can no longer interact (pick up, give, etc.) with Unique items.&lt;br /&gt;
&lt;br /&gt;
*The echoes for a scroll going off twice has been given a space, so it looks less crammed.&lt;br /&gt;
&lt;br /&gt;
*Odd bug (&#039;lololo 2568 lol5&#039;) in the log has been fixed.&lt;br /&gt;
&lt;br /&gt;
We apologize if some of these fixes/changes/updates hamper the difficulty of certain playstyles going forward, but please understand that they were considered at length and administered to combat exploits and unintended practices.  You guys are awesome though, you&#039;ll figure out a way to keep going at full speed!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 9-27-2018 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS&lt;br /&gt;
*Jam Wasteland is now available. Has some pre-requisites - alchemy related!&lt;br /&gt;
*The Feymarch is now available, linked (for now) at the end of the Mist Cave.&lt;br /&gt;
 &lt;br /&gt;
NEW WORLD FEATURES&lt;br /&gt;
*There are now secret treasure spots (referred to sometimes as &amp;quot;hidey holes&amp;quot;) all around the Cleft. Be on the lookout for a weird, old guy in various Cleft cities for more information.&lt;br /&gt;
*See chobins and palicos getting drunk together at the Rat Cantina, located in the ocean somewhere. Maybe a friendly merchant will let you ride their ship there! If not, maybe you can bother a not-so-friendly merchant until they give in.&lt;br /&gt;
*There is now a publically available Mana Treant. It has some interesting &amp;quot;features&amp;quot;, see note regarding it for more information.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS/CHANGES&lt;br /&gt;
*Booster Tower has been given a face lift, remort-only fight, minor tweaks, new drops, fixes, and new quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-2018 ==&lt;br /&gt;
STAT UPDATES!&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
*DEX:&lt;br /&gt;
      If &amp;gt;= 25, chance for a movement to cost 1/2 MV, and to avoid being Disarmed.&lt;br /&gt;
      If &amp;lt;= 9, chance for a movement to cost 1.5x MV.&lt;br /&gt;
      Higher Dex scores now also increase MV regeneration.&lt;br /&gt;
&lt;br /&gt;
*WIS: &lt;br /&gt;
      If &amp;gt;= 25, when using a Rod item there is a chance based on INT for halved cooldown or halved lag.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance based on INT to increase Rod-used cooldown by 25%.&lt;br /&gt;
      If &amp;gt;= 25, when using a Wand or Staff item there is a chance based on INT to withhold using a charge, or boost the spell&#039;s effectiveness by 1.5x.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to weaken the Wand/Staff&#039;s effectiveness by 25%&lt;br /&gt;
&lt;br /&gt;
*INT:&lt;br /&gt;
      Higher Int now positively affects Mana regeneration and negatively affects cast failure.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS to gain spell damage bonuses.&lt;br /&gt;
      If &amp;lt;= 8, there is a chance to accidentally perform drunk speech.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS that Scrolls will have halved lag or doublecast one of the spells.&lt;br /&gt;
      If &amp;gt;= 40, there is a chance to doublecast two spells on the scroll.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to fail one of the spells on a scroll or lose 25% of the spell&#039;s effectiveness/power.&lt;br /&gt;
&lt;br /&gt;
*New Gender Types: &#039;They (Plural)&#039; and &#039;Spivak (e/em)&#039;&lt;br /&gt;
&lt;br /&gt;
*New Spell: Reraise - Instantly revives the caster and restores them completely (EXP penalty for dying is still applied, though!)&lt;br /&gt;
&lt;br /&gt;
*&#039;Idle Hands&#039; spell has been adjusted, now giving Level/2 increases to both Weight and Item capacity, maxing out at +50/+50 at Lv100.&lt;br /&gt;
&lt;br /&gt;
*&#039;Enchant&#039; spell has been renamed &#039;Enchantment&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
*Mob Variable Additions: &#039;sex&#039; ifcheck now can use &#039;5&#039; for the Spivak gender (E.g. &#039;if sex $i == 5&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 5-1-2018 ==&lt;br /&gt;
*Kakariko Village is accessible&lt;br /&gt;
*The Pillars of Nosgoth are accessible&lt;br /&gt;
*The Ancient Library is accessible&lt;br /&gt;
*Viorar has some updates to descriptions and interactions&lt;br /&gt;
*Chocobo Forest has updated descriptions, item drops and spawn rates&lt;br /&gt;
*The world around the town of Todo has been expanded&lt;br /&gt;
*You now receive a class-specific reward for completing Truce&#039;s community service&lt;br /&gt;
*It&#039;s easier to get back the &amp;quot;mysterious map&amp;quot; item &lt;br /&gt;
*Oopsie Dayzees have joined the Dayzee Family&lt;br /&gt;
 &lt;br /&gt;
*For Builders:&lt;br /&gt;
*Fishing, Phone, Bomb Database added to the immortal hub&lt;br /&gt;
*Bambino Bombs have universal directional triggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-19-2018 ==&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
 &lt;br /&gt;
*New mob command: &#039;Addlag&#039; (Adds lag to a player, disallowing them any activity until it wears off)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-16-2018 ==&lt;br /&gt;
*Some fixes for cross-room battle issues&lt;br /&gt;
*Players and mobs can no longer flee while grappled&lt;br /&gt;
*Items with the &#039;Melt_Drop&#039; flag can now be stolen&lt;br /&gt;
*Items now have custom disintegration (when Condition reaches 0 through Decay) messages based in item&#039;s innate&lt;br /&gt;
*Various skills will now enjoy damroll bonuses applied to their damage calculations&lt;br /&gt;
*&#039;Crash&#039; is less random, does a bit more damage and also boosts the damage and lessens the damage variance depending on the &#039;Capacity&#039; amount of the vehicle&lt;br /&gt;
*Spells with mob-moving effects (eg, Gravity Well) no longer require the mob to have Mov for the effect to function&lt;br /&gt;
*Dispel now has more effects that it can remove&lt;br /&gt;
*Esuna now has more ailments that it can remove&lt;br /&gt;
*&#039;Charge&#039; affects more Geomancer spells than before&lt;br /&gt;
*&#039;Judgment&#039; now does Holy/Negative damage based on alignment (instead of Light/Dark)&lt;br /&gt;
*Knight spells that have damage dependant on alignment have been updated with specific pairings (light/dark and holy/negative)&lt;br /&gt;
*&#039;Encore&#039; no longer affects Dodge, Parry or Shield Block&lt;br /&gt;
*New Spell: Debilitate (Lowers a target&#039;s level, prevents experience gain while in effect)&lt;br /&gt;
*New Spell: Enchant (Enchant Weapon &amp;amp; Enchant Armor rolled into one spell, affects both types)&lt;br /&gt;
*New skill: Ceremony (Toggled, forced resting position, autoattack off, sacrifice things for bonus mana and slightly adjusts alignment if sacrificing evil or blessed items)&lt;br /&gt;
*Merchants no longer get Enchant Weapon or Enchant Armor, replaced with &#039;Enchant&#039;&lt;br /&gt;
*Magroll scaling is officially in place: Each point is 1% bonus effectiveness up to 20, and after 20 it scales to more-or-less needing 2 points for every 1% efficiency (with slight variance here and there)&lt;br /&gt;
*Remort Tokens are in the process of undergoing an upgrade; eventually, they will be automated and allow a player to auto-remort themselves, including the coverage of remort cost&lt;br /&gt;
*Various readout changes to give the Cleft&#039;s damtypes, elements and overall display a more consistent appearance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
*Oset&#039;ing an item with the Decay flag and Oset&#039;ing condition to 0 will cause an item to disintegrate immediately&lt;br /&gt;
*New ifchecks: Objcost, objweight, objextra, objextra2, and objextra3&lt;br /&gt;
*Ageatii has a new (or fixed, anyway) custom message when using the &#039;slay&#039; command&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-22/3-23-2018 ==&lt;br /&gt;
*Cure has a slightly lower rate of healing than before&lt;br /&gt;
*Cure&#039;s mana cost has been lowered from 10 to 8&lt;br /&gt;
*Charge will now function with Vitalize&lt;br /&gt;
*A few spells have been excluded from the Metronome list&lt;br /&gt;
*Ninjas can now hide better, generally, and even more so in dark rooms&lt;br /&gt;
*Ninjas now know when they have or have not become hidden.&lt;br /&gt;
*Ninjas now sneak more successfully in dark rooms or while hidden, even more so when both conditions are met&lt;br /&gt;
*Ninjas now know when they have or have not started sneaking&lt;br /&gt;
*New spell: Debilitate (WORK IN PROGRESS)&lt;br /&gt;
*Wording: &#039;Exotic&#039; has replaced &#039;Magic&#039; in a few areas&lt;br /&gt;
*The room affects, sandstorm and flurry, should not do damage if you&#039;re resistant to their respective elements.&lt;br /&gt;
*Alias max has been increased to 32.&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
*Added a move if check&lt;br /&gt;
**mvchk &#039;if mvchk $i &amp;gt;= 50&#039;&lt;br /&gt;
*Added object condition check&lt;br /&gt;
**objcond &#039;if objcond &amp;gt;= 20&#039;&lt;br /&gt;
*Added condition as an oset field&lt;br /&gt;
**&#039;mob oset $o condition -20&#039; Adjust current condition by -20&lt;br /&gt;
*Added brief mode check&lt;br /&gt;
**isbrief &#039;if isbrief $n&#039;&lt;br /&gt;
*Oset usage is now limited to the actor&#039;s inventory and in the current room the actor is standing in.&lt;br /&gt;
**Note: If you need to get around this and manipulate an object in another mob/player inventory, use force and mforce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-8/3-10-2018 ==&lt;br /&gt;
*Jumi and Matango now have independent, separate health regeneration rates that is not the &#039;Regen&#039; affect (and thus no longer have the latter in constant effect).&lt;br /&gt;
*CON and WIS now add a slight regeneration bonus to HP and Mana, respectively.  This is especially noticeable in conditions that are not ideal.&lt;br /&gt;
*&#039;Psyke Up&#039; and &#039;Psyke Down&#039; spells added, effects are equivalent to their &#039;Attack Up&#039; and &#039;Attack Down&#039; counterparts except that it influences Magroll instead of Damroll.&lt;br /&gt;
*BUILDERS: Please be careful with using Psyke Down for now, as negative Magroll will prevent both players and mobs from dealing ANY spell damage!&lt;br /&gt;
*&#039;Enchant Armor&#039; no longer increases the target item&#039;s level by 1.&lt;br /&gt;
*Priests now receive slightly more mana when sacrificing gold coins.&lt;br /&gt;
*Choke and Powersurge now work with counterspell. &lt;br /&gt;
*Wisdom helps with failure to cast spells&lt;br /&gt;
*Magroll has been fleshed out for player usage and works as intended.&lt;br /&gt;
*Wall change can be charged to better penetrate saves.&lt;br /&gt;
*Enchant spell has been added, which combines both enchant armor and enchant weapon&lt;br /&gt;
*enchanting with the new enchant spell has slight chance to add -1 saves or +1 hitroll  to armor or weapons, respectively.&lt;br /&gt;
*higher wisdom increases those odds even more.&lt;br /&gt;
*psyke down has been adjusted to be more likely to bypass saves.&lt;br /&gt;
*armor golems are no longer affected by slow naturally.&lt;br /&gt;
*various read out changes, most importantly, lockers and containers.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*mob award exp works in flat value. Use &#039;mob award $n exp 1234 noscale&#039;&lt;br /&gt;
*mob preitle is a command. for safety reasons, its usage is &#039;mob mforce $n mob pretitle self lolmypretitle &#039; to remove pretitles, just use {x.&lt;br /&gt;
*mobs currently are locked out of magroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-2-2018 ==&lt;br /&gt;
*[[Cynbel_Sea|Cynbel Sea]] is now linked!&lt;br /&gt;
*The following areas have been removed from the &amp;quot;areas&amp;quot; command list: Magmoor Caverns, River City, Zanarkand, Magitek Factory.&lt;br /&gt;
*MiniMedals have been added to: Gold City, Gobi&#039;s Valley, Frosty Forest, Tonoe, Jungle of Illusion, Goreomemu Swamp.&lt;br /&gt;
*Level locks have been removed from: Orbonne Monastery, Guardia Castle, Dr Wily&#039;s Lab, Leires.&lt;br /&gt;
*Item re-balances: Mana Spirit Statues, Mirror Shield, Silver Gauntlets.&lt;br /&gt;
*Mob re-balances: Myrkur Necromancer, Great Rabite, Mushroomized Parasect, Angel Tower Spectre.&lt;br /&gt;
*Pandora&#039;s Clothes in Truce are re-categorized as &#039;jewelry&#039; type.&lt;br /&gt;
*You have more time to complete Norstein Bekkler&#039;s light game in Truce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-19-2018 ==&lt;br /&gt;
*Stealing an item you can&#039;t carry no longer hecks up the item&#039;s location.&lt;br /&gt;
*gptoss&#039; damage is now a natural logarithm instead of base10... look forward to dealing more damage with it!&lt;br /&gt;
*Fling shouldn&#039;t cast weapons into the void or other mobs&#039; inventories.&lt;br /&gt;
&lt;br /&gt;
== Changes 1-26-2018 ==&lt;br /&gt;
*[[Sunsnug_Isle|Sunsnug Isle]] is now accessible&lt;br /&gt;
*Mist Cave is accessible as an expansion to Magicant&lt;br /&gt;
*[[Hu_Lao_Pass|Hu Lao Gate]] is now accessible&lt;br /&gt;
*An alternate unlockable path is available to get to the northern areas of Guardia.&lt;br /&gt;
*Non-Saturn Valley ATMs no longer require ATM cards.&lt;br /&gt;
*The potion seed pots (Crysta &amp;amp; Viorar) have been removed&lt;br /&gt;
*Effects have been added to the remaining existing potion seeds that enemies drop&lt;br /&gt;
*The speech in Lu Bu Feng Xian&#039;s delivery call is toned down&lt;br /&gt;
*The reward for collecting all the Chaos Emeralds is improved&lt;br /&gt;
*Asina on Joel Island more directly gives out quest initiation hints&lt;br /&gt;
*Bugfix where Moon Saber was not being rewarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-10-2018 ==&lt;br /&gt;
*doubled the internal SPL_SPRD variable, which should reduce the  variability of spell damage somewhat.&lt;br /&gt;
*those NPCs you thought were healers.... aren&#039;t anymore. see selan and company for uncursing and IDing stuff now.&lt;br /&gt;
*http://cod.mudmagic.com/who.php which conveniently updates whenever anyone who&#039;s not a staff member types &#039;who&#039;.&lt;br /&gt;
* &#039;report skills&#039; -- for ordering your pet reveal its innate combat skills.&lt;br /&gt;
*the &#039;cactus stool&#039; made by a level 0 Mokuton no longer WORSENS regeneration.&lt;br /&gt;
*Frost Saber now has a chance to apply a short-duration Slow.&lt;br /&gt;
*Players and mobs warcry&#039;ing at themselves have a better echo now.&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
*mobs and objects no longer have a &#039;material&#039;&lt;br /&gt;
*shopkeepers now *clone* objects when selling them, instead of making new ones.&lt;br /&gt;
**this means infinite &#039;inventory&#039; objects can be modified or restrung  while still in the keeper&#039;s inventory, and the changes will now propagate to the bought copy.&lt;br /&gt;
*plus some other changes i probably forgot&lt;br /&gt;
&lt;br /&gt;
-Benamas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-30-2017 ==&lt;br /&gt;
*Jutsu&#039;s lag time reduced from 20 to 12&lt;br /&gt;
*Fumes now applies Poison instead of Fear -- rev up those Leeches&lt;br /&gt;
*Ninjas get the Fear spell at level 45&lt;br /&gt;
*Merchants now get Firebreath instead of Heat Metal at level 50&lt;br /&gt;
*Gptoss is about half the cost to use but does the same damage&lt;br /&gt;
*Dual Wield now functions correctly/at all when you have 2x/3x-cut&lt;br /&gt;
*fixed that rogue . when paralyzed&lt;br /&gt;
*converting gold to silver in banks is now free (but who does this)&lt;br /&gt;
*&#039;report offense&#039; shows magroll now&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-2017 ==&lt;br /&gt;
*Magroll is now percentage-based: 1 magroll is now equivalent to 1% more damage when casting a spell that deals damage.  Builders, keep this in mind going forward when/if adding Magroll to items!  Healing is also slated to be affected by this as well, but is not yet.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-27-2017 ==&lt;br /&gt;
* &amp;quot;MAGROLL&amp;quot; is a thing now. It applies a flat damage bonus to most spells and damaging affects. There will be some exceptions (base Summoner spells), and there will be some instances where magroll has an exaggerated effect (multi- hit spells like Rainbow). Some builds will be better, some won&#039;t be affected, but none should take a nerf from this. Regardless, we&#039;re in uncharted territory!&lt;br /&gt;
* Characters receive a bonus to Magroll similar to how Strength affects Damroll in practice, this is going to be about... 5 magroll for most casters&lt;br /&gt;
* Builders can put Magroll on mobs and items (replaced previously nonfunctional bonus to saves vs paralysis?) -- use this sparingly, as you did damroll!!!&lt;br /&gt;
* Bleeding damage now caps at level*3 per round so megabosses don&#039;t drain dry for thousands of damage per round&lt;br /&gt;
* Enchant Weapon&#039;s effect with Damroll has been readjusted up to 15%. More tweaking possible pending smoothing out Magroll.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-23-2017 ==&lt;br /&gt;
* any potential mob with vnum 3708 will be able to attack now (weird stock bug)&lt;br /&gt;
* many abilities no longer penetrate the Shell affect&lt;br /&gt;
* &#039;rod&#039; and &#039;event&#039; type items will display their current cooldown time when Scan&#039;d/examine&#039;d&lt;br /&gt;
* enchanted weapons were having their damage bonus DOUBLED -- this has been corrected from 20% extra damroll per enchant to 10%&lt;br /&gt;
** this seems like a nerf but check out the helpfile -- it was only SUPPOSED to be 5%&lt;br /&gt;
* giga drain&#039;s mp cost cut by 1/3&lt;br /&gt;
* vampires only regenerate 1hp/pulse while exposed to sunlight&lt;br /&gt;
* plus other changes I&#039;ve forgotten!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-15-2017 ==&lt;br /&gt;
UPDATES:&lt;br /&gt;
*Pip will refresh his inventory every day even when players are away.&lt;br /&gt;
*Flameshe and the pumpkinhead butler will now not accept items (for now)&lt;br /&gt;
*Electrical barrier seems to be working correctly.&lt;br /&gt;
*Aisu&#039;s door is two-way.&lt;br /&gt;
*El Nido quest list fixed&lt;br /&gt;
*Vehicle loss in quest rooms: There isn&#039;t really a good solution that doesn&#039;t involve revamping how vehicles work.&lt;br /&gt;
*Kiki responds to Elazul when appropriate.&lt;br /&gt;
*The certain Gypsy Camp quest has the appropriate story prerequisites now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-04-2017 ==&lt;br /&gt;
* added &#039;glance&#039; command to show only room name, exits, and contents when &#039;brief&#039; is on&lt;br /&gt;
* re-added &#039;exits&#039; command -- beware of fake room names (re: mobprog trickery)&lt;br /&gt;
* re-added &#039;resistances&#039; command -- shows a short version when &#039;brief&#039; mode is on&lt;br /&gt;
* fixed a problem involving mobs with vampirism and the haunt affect which probably broke a bunch of other things too&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
* new exit flag &#039;nomob&#039;&lt;br /&gt;
&lt;br /&gt;
for me:&lt;br /&gt;
* cleared various compile warnings&lt;br /&gt;
* prototype &amp;quot;who&#039;s online&amp;quot; webpage cod.mudmagic.com/who.htm -- for now, only updates when a staff member types &#039;who2&#039;&lt;br /&gt;
&lt;br /&gt;
--Ben&lt;br /&gt;
&lt;br /&gt;
== Changes 3-29-2016 ==&lt;br /&gt;
Various other changes have went in, but here are the highlights:&lt;br /&gt;
&lt;br /&gt;
*oset is finished off with using flag names (vs their numerical value) in the value(0-4) slots, where needed. (the imm command &#039;set obj&#039; has been updated to do the same)&lt;br /&gt;
*&amp;quot;pet&amp;quot; has been added to the necromancers, to retrieve the corpse of all pets at once(that actually leave a corpse). Eg. necro pet&lt;br /&gt;
*Added affected2 if check eg. If affected2 focus&lt;br /&gt;
*Added fast affect2 flag (works like the fast vehicle flag)&lt;br /&gt;
*Added &#039;quicken spell&#039; (applies fast)&lt;br /&gt;
&lt;br /&gt;
== Changes 1-20-2016 ==&lt;br /&gt;
New mob commands:&lt;br /&gt;
   mset          - See &#039;help set&#039; for details&lt;br /&gt;
   oset          - This isn&#039;t actually new but more has been added to it, see &#039;help set&#039;&lt;br /&gt;
   mforce        - Allows players to execute mob commands without the use of an event item. (ie mob mforce $n mob cast fireball)&lt;br /&gt;
   mob face name - Mobs change their name tags&lt;br /&gt;
&lt;br /&gt;
New Variables:&lt;br /&gt;
   $A            - Same as $o, without quotes around name tags&lt;br /&gt;
   $b            - Mob&#039;s remember target&#039;s race&lt;br /&gt;
   $B            - Mob&#039;s remember target&#039;s level&lt;br /&gt;
   These have been added to &#039;help variable&#039; (Thanks Odwofi!)&lt;br /&gt;
&lt;br /&gt;
Various Changes:&lt;br /&gt;
   Brief mode is (re?)enabled due to volume of requests lately&lt;br /&gt;
   Wildcasting has been changed to a toggle&lt;br /&gt;
   Wildcasting has been added to affects2&lt;br /&gt;
   Affects2 can be toggled with mob flag&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4340</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4340"/>
		<updated>2021-06-29T18:35:12Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&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;
&#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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Coeurl, as Remi (Geomancer/15-18)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 5/26-5/29&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The descriptions paint a good picture of the area. The amount of extra descriptions I spotted seemed to be about right. &lt;br /&gt;
&lt;br /&gt;
There are actually several rooms with a stream or fountain that cannot be drunk from but there is a room with a functioning fountain so it&#039;s probably okay that every single room isn&#039;t a source of water.&lt;br /&gt;
&lt;br /&gt;
There are a couple of areas with repeating descriptions but the POINT of those areas is to be mazelike and difficult to navigate so this is not a negative.&lt;br /&gt;
&lt;br /&gt;
There is a gazebo in one room with an extra description with no way to interact with. This isn&#039;t NECESSARILY a bad thing but I was a little disappointed there wasn&#039;t a little more to check out there. Another room has some statues I wanted to get a closer look at but had no extra descs. This is really nitpicking though.&lt;br /&gt;
&lt;br /&gt;
You can attack the featured quest NPC (if you are some kind of a monster) and they do not have a special reaction or seem to have any mprogs. Seems like this should either be fixed or they should not be attackable. &lt;br /&gt;
&lt;br /&gt;
Every mob that I talked to responded, which I like to see. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The area struck me as quite well tuned overall. It&#039;s incredibly annoying that engaging a Crawler is basically GUARANTEED Blight and you&#039;ll watch a ton of your HP tick away after combat ends, but some mobs can just be annoying. As a vanilla geomancer I was challenged enough that I needed to rest reasonably often but didn&#039;t find anything that I absolutely COULD NOT kill.&lt;br /&gt;
&lt;br /&gt;
The Porobin Hoods are going to be a little bit rough if you come there on the low end (it&#039;s a level 16-25 zone, and they&#039;re level 21) and they&#039;re harder to completely ignore because they can steal from you, but at least you can somewhat prepare for that because banks exist. Other than Crawlers they were probably the most frustrating to deal with because they hit fairly hard and money you pick up in the area isn&#039;t safe.&lt;br /&gt;
&lt;br /&gt;
In fact, the major boss of the area was incredibly challenging, but still possible to solo. I was able to beat it on my own, but it required spamming the pumpkin pombs that I had collected in the area and I was in the single digits in HP. That strikes me as about perfect in terms of difficulty level. As a solo character I would not have been able to win if I had gone in any less prepared.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a light you can obtain in the area that&#039;s thematically cool, but it has a negligible bonus and doesn&#039;t last for very long so it&#039;s a little disappointing. There are a couple of items that fill rarer equipment slots that are cool, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was completely prepared to totally hate my life here because navigating non-linear mazes is not one of my strong points but weirdly, I enjoyed it a lot more than I expected! If you&#039;re unobservant as hell like me, drawing a map and finding a way to mark the rooms you&#039;ve been in is extremely helpful.&lt;br /&gt;
&lt;br /&gt;
It would not be the worst place to get experience, but it&#039;s not the best. There is at least one unique item that I can see being useful for a long time after you outlevel most of the benefits of the zone.&lt;br /&gt;
&lt;br /&gt;
The quest list does feel a bit short, with only one quest in the area that can be completed. It is, however, a slightly longer quest that could end up taking a very long time depending on how lost you get or how hard the hints are for you to piece together.&lt;br /&gt;
&lt;br /&gt;
Also, being as vague as possible to avoid qinfo, there is an item in the area that you will need to proceed if you didn&#039;t come prepared. I couldn&#039;t figure out a way to obtain the item without being a murderhobo, and I think I would have liked a less violent method to procure the item, given that it came from an a peaceful NPC. This could be another quest in the area, maybe?&lt;br /&gt;
&lt;br /&gt;
I found no shops in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 10/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elaborate garden connects to a forest. Sure, I have no trouble seeing it. Lots of plants either way, one is just more cultivated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Deim, as Aelys (Elementalist 100/21-remort)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 7-6-2021&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Midnight Gardens looks and feels nice. You can tell it is what it says on the tin, a lovingly made garden to enjoy for a night time stroll. Past that first impression though, it shows its age, in that quite a few would be extra-descs pointed out in the room-descs, don&#039;t actually pan out as viewable. Given the very large span of the Zone, this is not entirely un-expected, it would amount to an awful lot of extra-descs, but it makes it feel less then it could-be, given there are still some earlier in that do pan-out.&lt;br /&gt;
The mobs though are again, nice, the descriptions are fitting and you can tell their inspirations for the most part. Interactively some of them feel a bit repetitive in their responses, especially the sapient ones, not the trash fight- mobs, but again, its a large zone, and bonus-points for even having Talk-responses including some downright hilarious ones.&lt;br /&gt;
For a Garden, it feels somewhat lifeless, in that the plants are not all that interactive, or at least the extra-desc ones. Yes, there are entire rooms set aside for treasure-chest flowers, a nice thematic touch. But what about all the &lt;br /&gt;
other flowers hinted at, this feels like a missed opportunity, which is somewhat of a recurring theme for the zone.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For such a large zone, it&#039;s Mob-density is actually quite nice, if somewhat scattered about, leaving entire sections feeling lifeless and, admittedly, allowing you to enjoy the pretty scenery. The Mob-diversity though, needs a lot of work. Again, it feels like a missed opportunity to not have more variety of Bugs and other garden pests around. The Bees in particular, are very repetitive, and could use more diversity. While the furthest part, is actually the best represented area for diversity. Which fits, since its also the most &#039;wild and overgrown&#039; part.&lt;br /&gt;
Awarded and Dropped Items are somewhat of a mixed bag, some are level appropriate, others are wildly not-level appropriate.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quite frankly I would not actually recommend Midnight Gardens past a single visit per remort. The Main, and only Quest in the Area is very nice, and in fact, very recommendable for its fun interactivity and its rewards, which is why it doesnt get a worse grade. But given that is all the area revolves around, once that&#039;s done, so then, are you. The Mob-density is alright for leveling, but it&#039;s scattered across a vast and large zone, which is not a good thing for leveling and the mob diversity, as and equally important, leaves much to be desired for leveling seriously. It works for during the quest, but as &#039;go there for this level range&#039;, nope.&lt;br /&gt;
Which, in all is rather sad, since it is a very large Zone, and it contains a lot of hints and possibilities for expansion, both the Zone itself, and More Quests there or near-it.&lt;br /&gt;
Some of the Dropped items have some potential, see wildly not-level appropriate, but a single pass through to do it&#039;s Quest should net you all that you need from that if such suits you.&lt;br /&gt;
Without wanting to enjoy a visit to a nice garden, there is thus really no reason to ever return here, which is again, rather sad.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Geographically, it makes sense for where it is, in that it is the place where the Moon Mana Stone is placed that makes Eternal Night a thing for the region. &lt;br /&gt;
Past that, it is a dead-end connection-wise, and devilishly tricky to find, let alone visit the first-time.&lt;br /&gt;
It has a lot of missed opportunities to connect to other-places, the Moon Tower itself, the Beast Kingdom and so-on. But given those other-places are non-existent at this point in time, that makes sense.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Midnight Gardens is nice as it is, and is a Good, fun zone. The Quest the entire zone revolves around is a joy to play the first time, and on repeat visits the next remort over. And it is exactly because of that, that it hurts that there is not in fact more to do there. It has a good foundation to be Great, but it settles for being Good.&lt;br /&gt;
More ExtraDescs, More HiddenPathways in the Maze, and More Mob-Diversity; But mostly, More Quests.&lt;br /&gt;
Give an actual reason to return to the Gardens, preferably by following up on its Main Quest so that To Be Continued proves True, or even better let us visit the Moon Tower and Fight Another ManaBeastie at its Top.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Ryrol (Thief 13/1 remort at time of review)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): JUNE 18 2021&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I enjoy the room descriptions in this area. The verbiage is varied, the rooms feel distinct from one another, and for a newer player to MUDs I think there are a few tricks they can learn from navigating the area. The NPCs feel distinct, despite most of the ones having information are not very distinguishing by short description. Unfortunately so far I think the flavor text is a bit lacking (or hard to find), I tend to read rooms and look for keywords, and I didn&#039;t really find things at all, especially where I really would think there should be (possibly because of quests there are things in the room description that become more noticeable later, but truthfully coming in and looking as a observer nothing really stood out). As a person who specifically enjoys finding the &amp;quot;little touches&amp;quot; in a room, that was probably the biggest downside (for me) in this area so far.&lt;br /&gt;
&lt;br /&gt;
It&#039;s nice there is both a food and water source in the area, it does help give it a &amp;quot;lived in&amp;quot; feel, however with the exception of wandering enemies, things do feel a little static. There are also some benches, and while I&#039;m not sure if they give a resting bonus, they do help give some flair. Without strong extra descs, I would hope there would at least a few more objects to look at, but have no complaints about the ones currently on display.&lt;br /&gt;
&lt;br /&gt;
I think the enemies are interesting, and there are a few different styles of enemy on display here that not make combat interesting. At the moment I&#039;m not getting any alignment changes from any kills, which I feel could be worked on. I will say some areas feel like they are far more dense than others, which would be fine except most of the mobiles are grouped in one area together, and as stated before, not much to differentiate them.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Balance: N/A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am underleveled for the area, so I will not give it a score, but I will make a few comments on the combat.&lt;br /&gt;
&lt;br /&gt;
As mentioned before, there are a few different mob combat styles on display here (poisoners, stealers, strong melee, casters) so I think a player or group of players will find something they like in the area at one level range or another. There is (more or less) a clear separation of the area between the higher and lower level mobs, and most don&#039;t seem aggressive so you can move freely to the places you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
I think some people would not like some of the mobs because of their combat or out of combat effects, but personally I find this to be a positive. I enjoy varied and challenging combat, so the less a mob just plain auto attacks, the happier I am. Especially in an area where mobs are not aggressive or link, I don&#039;t mind a more challenging battle. That being said, I think someone looking for easier or more straightforward combat will avoid this place.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I feel there are a few reasons players would come to this area, but I think in general most coming for a &#039;&#039;&#039;specific&#039;&#039;&#039; reason will feel underwhelmed.&lt;br /&gt;
&lt;br /&gt;
Someone coming for quests may get frustrated if they are newer to MUDs. As mentioned in another review, I feel the ability to continue the quest relies on aggressive tactics, or an unforeseen method. This is an issue with many quests at the moment, where deductive and inductive reasoning are not helpful, and one must turn to outside sources or nonsensical actions to solve a quest. If it wasn&#039;t for one little hiccup, I would have really enjoyed the only quest in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think someone could level here, but I don&#039;t think someone who is looking to streamline the leveling process will. Considering it is based in an area for more seasoned players (closer to Viorar), many players are set in what they want for mobs, and this isn&#039;t it. As I mentioned before, I don&#039;t think the area is bad for leveling, but considering only one quest and the style of mobs, experience grinders won&#039;t visit.&lt;br /&gt;
&lt;br /&gt;
The gold and loot seem fine for the area, maybe a bit more powerful for someone (it seems a lot of the gear will become available more for when you leave the area, which is helpful but kills the vibe of finding something and being able to try it out right away). Once again, I don&#039;t think someone will come here specifically for the loot, but I think someone can find some decent things coming here.&lt;br /&gt;
&lt;br /&gt;
There weren&#039;t any shops I could find in the area.&lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
&lt;br /&gt;
- I think it lacks flavor for exploring players&lt;br /&gt;
&lt;br /&gt;
- It lacks an overall grindable mob for xp players&lt;br /&gt;
&lt;br /&gt;
- It lacks strong loot for optimized players&lt;br /&gt;
&lt;br /&gt;
- It lacks quests for questing players&lt;br /&gt;
&lt;br /&gt;
It saddens me, because I think Midnight Gardens wanted to be all of these things, but fell short. I think a player could come here and still find fun, but I don&#039;t think it will be recommended by others. There are better quests, better mobs, better loot, and a better feel elsewhere, and even while none of those are strong enough to hold up on their own, the overall experience feels lacking as well. I personally don&#039;t think I&#039;d come back unless it would be to quickly do the quest again and be on my way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The area is where it says it is, and for newer players it&#039;s clearly highlighted in both the map and atlas. I think the process of getting there might be a little... strained the first time, but it is not quest blocked nor is needlessly difficult to find.&lt;br /&gt;
&lt;br /&gt;
There is only one real connection, which... it is a hedge maze, so I can&#039;t fault it too much. I suppose I&#039;m of the mind I think the connection could be better, or maybe just a little more visible, but I don&#039;t have a clear solution as to how.&lt;br /&gt;
&lt;br /&gt;
If the connection remained unchanged, I don&#039;t think I would be too bothered, especially compared to the other issues within the area.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Player: Slurmp(Wizard/16-20, 1 remort at the time)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 6/29/21 (right before the deadline!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As far as room descriptions go, at least for me, Midnight Gardens was fantastic. Each room was evocative, making me imagine a beautiful, gently-lit garden in different but cohesive ways. Room descriptions flow together, and they&#039;re generally just the right length -- long enough to enjoy, but not so long I start skimming. &lt;br /&gt;
&lt;br /&gt;
Mob and item descriptions generally worked just as well for me. And most things I tried seemed to have talkprogs, which is something I always really appreciate. Also, the apple tree and fountain are nice to have.&lt;br /&gt;
&lt;br /&gt;
Extra descriptions, though, were pretty lacking at times. I had high hopes going in (the boxwood hedges were described!), but much of the rest of the maze had rooms that seemed like they cried out for some extra flavor to expand on the room desc, but didn&#039;t have them. Now, to some extent, that&#039;s an excessive ask: if something&#039;s described well and prettily in the room description, and it&#039;s utterly inessential to interacting with the area, then I understand there&#039;s no describing absolutely everything in an area. &lt;br /&gt;
&lt;br /&gt;
That being said, a few rooms that stood out to me were: the corridor S-E-S of the entrance, where flowers are described as covering an entrance (seems potentially important); the room NW of the apple tree, which is described as having statues alternating with flowerbeds in a generally-interesting environment, but seems to do nothing with them; possibly a stone arch in one room; the beehive, which unless I&#039;m missing drastically lacks descs for any of the main hive rooms; possibly the room with rose trees; the stream, I felt, really needed descriptions; a &#039;slender tree&#039; caught my eye; and I think it&#039;d be nice if the Pristine Pool had a description for the pool. &lt;br /&gt;
&lt;br /&gt;
The most important one, though, is the Lunatic Basilica. Which responds only to &#039;tower&#039;, and neither of &#039;Lunatic&#039; nor &#039;Basilica&#039;. And whose description is &amp;quot;The tower is intimidating but lovely. Unfortunately, the doors seem to be sealed.&amp;quot;, which really gives me no sense of what it actually, well, looks like. &lt;br /&gt;
&lt;br /&gt;
Also, the lamp post room isn&#039;t marked as lit despite being described as it. (That&#039;s a more general question I have, since many of the rooms are listed as having lighting rocks in the floor and such, but aren&#039;t marked as lit -- but a room with a literal lamp post seems somewhat egregious.) &lt;br /&gt;
&lt;br /&gt;
All told, the area&#039;s gorgeous at times -- I&#039;d absolutely take this level of extra descs compared to many other areas; it&#039;s just that the lovely room descs gives me higher expectations for extra descs, and they&#039;re rarely there.&lt;br /&gt;
&lt;br /&gt;
EDIT: Also, some things may need mousing... iirc I think I was able to &#039;give&#039; something to a lampflower at one point, which is particularly questionable for objects that may seem like they need to be given something to pass. Maybe just a drop-on-give program would be appropriate. Druids also could be fixed, although they&#039;re attackable mobs so maybe not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, by level 20ish (in the middle of the listed level range), I was two-shotting most enemies here when I rolled well. But I think a fair bit of that&#039;s just Wizard doing Wizard things.&lt;br /&gt;
&lt;br /&gt;
The bee soldiers are fine. The bee workers don&#039;t really differentiate themselves from the soldiers much. &lt;br /&gt;
Given that they&#039;re bees, could the workers get reinforce or something? They might need to be slightly lower level/power to account for the decent chance of ganging up on the player, but I think it&#039;d add something to encourage players to (metaphorically or literally) sneak around and pick off mobs who&#039;ve been separated from the others. Also, the soldiers specifically note they fly off to &amp;quot;warn the others&amp;quot;; it&#039;d be neat if that made the bees aggressive for awhile or something.&lt;br /&gt;
&lt;br /&gt;
The crawlers are easy, though their Blight is, in fact, annoying. Maybe it&#039;s there to teach you how Blight works?&lt;br /&gt;
The Kokiri are pretty easy. I dunno, they seem more there to give out qinfo, so that&#039;s fine.&lt;br /&gt;
The Beastmen are nice, and I&#039;d say about the right difficulty level: Wizard killed em fast (as usual), but they could lay on the beats if I missed a few spells in a row.&lt;br /&gt;
The monks were a decent challenge at my level range, which feels right for them being a few levels higher than the rest.&lt;br /&gt;
The flytraps were fine; it&#039;s a little odd to be able to fight them outside their role in activating the boss, but maybe it&#039;s a red herring?&lt;br /&gt;
The Porobins are kind of perfect, I think. I *hate* them, but they&#039;re just the right difficulty level (tough when I was at 16, fairly easy here at 20), it introduces players to steal and flee and smokescreen, it&#039;s just really cool IMO. Though annoying.&lt;br /&gt;
The boss was at a very good level: it took some consumables and I barely survived (at 18ish), which feels right. The moving around was neat.&lt;br /&gt;
The Queen Bee pokemon (why do we have so many pokemon?) was a decent fight but not too tough, so that&#039;s alright.&lt;br /&gt;
&lt;br /&gt;
As for rewards: most of what I got was pretty comparable to equipment I had of a fairly lower level (rake vs a treant arm, a ragged cloak vs a lab coat, a crown vs a cocked hat); however, frankly, I have no idea what&#039;s good or bad in low-level equipment, so I don&#039;t really know what to expect there. They were fine, nothing really exciting. I will say it&#039;s a little annoying that I could fairly easily kill enemies at level 16-18, but lots of the items were only accessible at level 20.&lt;br /&gt;
&lt;br /&gt;
Really, in general, I&#039;d say this area feels like it&#039;s *almost* right, but isn&#039;t quite there in terms of combat. Many of the mobs were fairly easy for a Wizard to just chew through even at the low end of the level range -- with the caveats that &#039;killing things fast if possible&#039; is sort of Wizard&#039;s thing, I did need to rest pretty frequently, and I brought in double image as a survival skill from Ninja. &lt;br /&gt;
&lt;br /&gt;
That being said, I can&#039;t imagine any real challenges if I came back at the top end around 25. I&#039;d re-list this zone as being levels 15-22 or so, make the aforementioned changes to the bees, and maybe add 1 more mob type that does something different from the others (maybe a darkness/light caster? You could make moon spirits for the Lunatic Basilica, and have them cast light-based spells, or if you&#039;re a fan of prog rock give them Darkside).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main quest was cool, which is the main thing I look for in an area. I enjoyed playing it, I enjoyed piecing together what was going on. It was... pretty easy, but I suppose it&#039;s probably a good introduction to newer players that, hey, talking to NPCs matters. Listening to what they say matters.&lt;br /&gt;
&lt;br /&gt;
It was not a particularly great area as far as xp and such goes, at least for me. It was fine. I got some XP and some gold, a handful of neat items (the flower in a bubble seems a little weak, but decent enough really; the various lights are actually really cool, I&#039;d like it if more areas had lights as a drop/reward).&lt;br /&gt;
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I think it&#039;d be neat to flesh out the quest a bit more: add a mini-boss to get the tuba, maybe, or meet Carlie somewhere else in the maze in between beehouse and flytrap.&lt;br /&gt;
Also, some sort of mini-quest so there&#039;s not just the one single quest would be nice. I don&#039;t know what this could be, though. &lt;br /&gt;
&lt;br /&gt;
There&#039;s one huge caveat to this: the bees. They&#039;re super disappointing. The hex shape is cool and all, but not really a navigation challenge, and that means you could replace the entire beehive with three rooms (entrance, middle, queen&#039;s room) and lose nothing of substance. Adding the reinforcing behavior or something would help, since it&#039;d give a reason to use the space, but I think the beehive needs 1 or 2 more attractions. If the bees are made aggressive, having a &#039;safe room&#039; in some forgotten corner would be nice. Maybe a pool of honey? Or add a new bee enemy? (I saw the &#039;Beehoss&#039; from the Mario RPGs and it seems neat, maybe, or some other bee enemy.) Just something so the hive doesn&#039;t feel empty and a waste of space.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s not really its fault, but yeah, even if this is a hedge maze, I&#039;d expect it to connect to *something* else. As currently placed, I&#039;d want Midnight Gardens to connect to the Beast Kingdom, or the mountains or something. (Also, semi-related: given how a decent chunk of backtracking is regularly required, it&#039;d be nice to have a one-way exit from near the end (Basilica area) to near the start (by the beehive) to make traversal faster without losing exploration.)&lt;br /&gt;
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On a related note, why does the atlas suggest that Midnight Gardens and Carnival Night Zone have basically the opposite of their current positions? I don&#039;t really love navigation in Faron Woods anyways, but it might make more sense to put Gardens to the west and Carnival to the north. Or hey, for that matter, put Gardens where the Black Havens exit is and vice versa; it&#039;d make more sense that the latter is more northern-located, I think. &lt;br /&gt;
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I dunno. I don&#039;t know a good solution here, but it does feel disappointing for such a large and twisty zone to have no real outward connections.&lt;br /&gt;
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The biggest solution to this, of course, would be to make something more out of the Lunatic Basilica. I can&#039;t say there *isn&#039;t* anything there, I&#039;ll need to come back in a future mort after redoing the Mana Quest (and actually completing Luminence this time) to double check, but assuming there isn&#039;t anything there, making the Basilica more interactable would be really cool and a natural way to make the zone more worth exploring even for late-game players.&lt;br /&gt;
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----&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4339</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4339"/>
		<updated>2021-06-29T14:35:21Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Coeurl, as Remi (Geomancer/15-18)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 5/26-5/29&#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 descriptions paint a good picture of the area. The amount of extra descriptions I spotted seemed to be about right. &lt;br /&gt;
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There are actually several rooms with a stream or fountain that cannot be drunk from but there is a room with a functioning fountain so it&#039;s probably okay that every single room isn&#039;t a source of water.&lt;br /&gt;
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There are a couple of areas with repeating descriptions but the POINT of those areas is to be mazelike and difficult to navigate so this is not a negative.&lt;br /&gt;
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There is a gazebo in one room with an extra description with no way to interact with. This isn&#039;t NECESSARILY a bad thing but I was a little disappointed there wasn&#039;t a little more to check out there. Another room has some statues I wanted to get a closer look at but had no extra descs. This is really nitpicking though.&lt;br /&gt;
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You can attack the featured quest NPC (if you are some kind of a monster) and they do not have a special reaction or seem to have any mprogs. Seems like this should either be fixed or they should not be attackable. &lt;br /&gt;
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Every mob that I talked to responded, which I like to see. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The area struck me as quite well tuned overall. It&#039;s incredibly annoying that engaging a Crawler is basically GUARANTEED Blight and you&#039;ll watch a ton of your HP tick away after combat ends, but some mobs can just be annoying. As a vanilla geomancer I was challenged enough that I needed to rest reasonably often but didn&#039;t find anything that I absolutely COULD NOT kill.&lt;br /&gt;
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The Porobin Hoods are going to be a little bit rough if you come there on the low end (it&#039;s a level 16-25 zone, and they&#039;re level 21) and they&#039;re harder to completely ignore because they can steal from you, but at least you can somewhat prepare for that because banks exist. Other than Crawlers they were probably the most frustrating to deal with because they hit fairly hard and money you pick up in the area isn&#039;t safe.&lt;br /&gt;
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In fact, the major boss of the area was incredibly challenging, but still possible to solo. I was able to beat it on my own, but it required spamming the pumpkin pombs that I had collected in the area and I was in the single digits in HP. That strikes me as about perfect in terms of difficulty level. As a solo character I would not have been able to win if I had gone in any less prepared.&lt;br /&gt;
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There&#039;s a light you can obtain in the area that&#039;s thematically cool, but it has a negligible bonus and doesn&#039;t last for very long so it&#039;s a little disappointing. There are a couple of items that fill rarer equipment slots that are cool, though.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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I was completely prepared to totally hate my life here because navigating non-linear mazes is not one of my strong points but weirdly, I enjoyed it a lot more than I expected! If you&#039;re unobservant as hell like me, drawing a map and finding a way to mark the rooms you&#039;ve been in is extremely helpful.&lt;br /&gt;
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It would not be the worst place to get experience, but it&#039;s not the best. There is at least one unique item that I can see being useful for a long time after you outlevel most of the benefits of the zone.&lt;br /&gt;
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The quest list does feel a bit short, with only one quest in the area that can be completed. It is, however, a slightly longer quest that could end up taking a very long time depending on how lost you get or how hard the hints are for you to piece together.&lt;br /&gt;
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Also, being as vague as possible to avoid qinfo, there is an item in the area that you will need to proceed if you didn&#039;t come prepared. I couldn&#039;t figure out a way to obtain the item without being a murderhobo, and I think I would have liked a less violent method to procure the item, given that it came from an a peaceful NPC. This could be another quest in the area, maybe?&lt;br /&gt;
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I found no shops in the area.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 10/10 &#039;&#039;&#039;&lt;br /&gt;
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Elaborate garden connects to a forest. Sure, I have no trouble seeing it. Lots of plants either way, one is just more cultivated.&lt;br /&gt;
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&#039;&#039;&#039;Player: Deim, as Aelys (Elementalist 100/21-remort)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 7-6-2021&#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 Midnight Gardens looks and feels nice. You can tell it is what it says on the tin, a lovingly made garden to enjoy for a night time stroll. Past that first impression though, it shows its age, in that quite a few would be extra-descs pointed out in the room-descs, don&#039;t actually pan out as viewable. Given the very large span of the Zone, this is not entirely un-expected, it would amount to an awful lot of extra-descs, but it makes it feel less then it could-be, given there are still some earlier in that do pan-out.&lt;br /&gt;
The mobs though are again, nice, the descriptions are fitting and you can tell their inspirations for the most part. Interactively some of them feel a bit repetitive in their responses, especially the sapient ones, not the trash fight- mobs, but again, its a large zone, and bonus-points for even having Talk-responses including some downright hilarious ones.&lt;br /&gt;
For a Garden, it feels somewhat lifeless, in that the plants are not all that interactive, or at least the extra-desc ones. Yes, there are entire rooms set aside for treasure-chest flowers, a nice thematic touch. But what about all the &lt;br /&gt;
other flowers hinted at, this feels like a missed opportunity, which is somewhat of a recurring theme for the zone.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
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For such a large zone, it&#039;s Mob-density is actually quite nice, if somewhat scattered about, leaving entire sections feeling lifeless and, admittedly, allowing you to enjoy the pretty scenery. The Mob-diversity though, needs a lot of work. Again, it feels like a missed opportunity to not have more variety of Bugs and other garden pests around. The Bees in particular, are very repetitive, and could use more diversity. While the furthest part, is actually the best represented area for diversity. Which fits, since its also the most &#039;wild and overgrown&#039; part.&lt;br /&gt;
Awarded and Dropped Items are somewhat of a mixed bag, some are level appropriate, others are wildly not-level appropriate.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
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Quite frankly I would not actually recommend Midnight Gardens past a single visit per remort. The Main, and only Quest in the Area is very nice, and in fact, very recommendable for its fun interactivity and its rewards, which is why it doesnt get a worse grade. But given that is all the area revolves around, once that&#039;s done, so then, are you. The Mob-density is alright for leveling, but it&#039;s scattered across a vast and large zone, which is not a good thing for leveling and the mob diversity, as and equally important, leaves much to be desired for leveling seriously. It works for during the quest, but as &#039;go there for this level range&#039;, nope.&lt;br /&gt;
Which, in all is rather sad, since it is a very large Zone, and it contains a lot of hints and possibilities for expansion, both the Zone itself, and More Quests there or near-it.&lt;br /&gt;
Some of the Dropped items have some potential, see wildly not-level appropriate, but a single pass through to do it&#039;s Quest should net you all that you need from that if such suits you.&lt;br /&gt;
Without wanting to enjoy a visit to a nice garden, there is thus really no reason to ever return here, which is again, rather sad.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
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Geographically, it makes sense for where it is, in that it is the place where the Moon Mana Stone is placed that makes Eternal Night a thing for the region. &lt;br /&gt;
Past that, it is a dead-end connection-wise, and devilishly tricky to find, let alone visit the first-time.&lt;br /&gt;
It has a lot of missed opportunities to connect to other-places, the Moon Tower itself, the Beast Kingdom and so-on. But given those other-places are non-existent at this point in time, that makes sense.&lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Midnight Gardens is nice as it is, and is a Good, fun zone. The Quest the entire zone revolves around is a joy to play the first time, and on repeat visits the next remort over. And it is exactly because of that, that it hurts that there is not in fact more to do there. It has a good foundation to be Great, but it settles for being Good.&lt;br /&gt;
More ExtraDescs, More HiddenPathways in the Maze, and More Mob-Diversity; But mostly, More Quests.&lt;br /&gt;
Give an actual reason to return to the Gardens, preferably by following up on its Main Quest so that To Be Continued proves True, or even better let us visit the Moon Tower and Fight Another ManaBeastie at its Top.&lt;br /&gt;
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&#039;&#039;&#039;Player: Ryrol (Thief 13/1 remort at time of review)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): JUNE 18 2021&#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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I enjoy the room descriptions in this area. The verbiage is varied, the rooms feel distinct from one another, and for a newer player to MUDs I think there are a few tricks they can learn from navigating the area. The NPCs feel distinct, despite most of the ones having information are not very distinguishing by short description. Unfortunately so far I think the flavor text is a bit lacking (or hard to find), I tend to read rooms and look for keywords, and I didn&#039;t really find things at all, especially where I really would think there should be (possibly because of quests there are things in the room description that become more noticeable later, but truthfully coming in and looking as a observer nothing really stood out). As a person who specifically enjoys finding the &amp;quot;little touches&amp;quot; in a room, that was probably the biggest downside (for me) in this area so far.&lt;br /&gt;
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It&#039;s nice there is both a food and water source in the area, it does help give it a &amp;quot;lived in&amp;quot; feel, however with the exception of wandering enemies, things do feel a little static. There are also some benches, and while I&#039;m not sure if they give a resting bonus, they do help give some flair. Without strong extra descs, I would hope there would at least a few more objects to look at, but have no complaints about the ones currently on display.&lt;br /&gt;
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I think the enemies are interesting, and there are a few different styles of enemy on display here that not make combat interesting. At the moment I&#039;m not getting any alignment changes from any kills, which I feel could be worked on. I will say some areas feel like they are far more dense than others, which would be fine except most of the mobiles are grouped in one area together, and as stated before, not much to differentiate them.&lt;br /&gt;
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&#039;&#039;&#039;Balance: N/A&#039;&#039;&#039;&lt;br /&gt;
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I am underleveled for the area, so I will not give it a score, but I will make a few comments on the combat.&lt;br /&gt;
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As mentioned before, there are a few different mob combat styles on display here (poisoners, stealers, strong melee, casters) so I think a player or group of players will find something they like in the area at one level range or another. There is (more or less) a clear separation of the area between the higher and lower level mobs, and most don&#039;t seem aggressive so you can move freely to the places you&#039;d like.&lt;br /&gt;
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I think some people would not like some of the mobs because of their combat or out of combat effects, but personally I find this to be a positive. I enjoy varied and challenging combat, so the less a mob just plain auto attacks, the happier I am. Especially in an area where mobs are not aggressive or link, I don&#039;t mind a more challenging battle. That being said, I think someone looking for easier or more straightforward combat will avoid this place.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
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I feel there are a few reasons players would come to this area, but I think in general most coming for a &#039;&#039;&#039;specific&#039;&#039;&#039; reason will feel underwhelmed.&lt;br /&gt;
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Someone coming for quests may get frustrated if they are newer to MUDs. As mentioned in another review, I feel the ability to continue the quest relies on aggressive tactics, or an unforeseen method. This is an issue with many quests at the moment, where deductive and inductive reasoning are not helpful, and one must turn to outside sources or nonsensical actions to solve a quest. If it wasn&#039;t for one little hiccup, I would have really enjoyed the only quest in the area.&lt;br /&gt;
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I think someone could level here, but I don&#039;t think someone who is looking to streamline the leveling process will. Considering it is based in an area for more seasoned players (closer to Viorar), many players are set in what they want for mobs, and this isn&#039;t it. As I mentioned before, I don&#039;t think the area is bad for leveling, but considering only one quest and the style of mobs, experience grinders won&#039;t visit.&lt;br /&gt;
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The gold and loot seem fine for the area, maybe a bit more powerful for someone (it seems a lot of the gear will become available more for when you leave the area, which is helpful but kills the vibe of finding something and being able to try it out right away). Once again, I don&#039;t think someone will come here specifically for the loot, but I think someone can find some decent things coming here.&lt;br /&gt;
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There weren&#039;t any shops I could find in the area.&lt;br /&gt;
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To recap:&lt;br /&gt;
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- I think it lacks flavor for exploring players&lt;br /&gt;
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- It lacks an overall grindable mob for xp players&lt;br /&gt;
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- It lacks strong loot for optimized players&lt;br /&gt;
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- It lacks quests for questing players&lt;br /&gt;
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It saddens me, because I think Midnight Gardens wanted to be all of these things, but fell short. I think a player could come here and still find fun, but I don&#039;t think it will be recommended by others. There are better quests, better mobs, better loot, and a better feel elsewhere, and even while none of those are strong enough to hold up on their own, the overall experience feels lacking as well. I personally don&#039;t think I&#039;d come back unless it would be to quickly do the quest again and be on my way.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10 &#039;&#039;&#039;&lt;br /&gt;
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The area is where it says it is, and for newer players it&#039;s clearly highlighted in both the map and atlas. I think the process of getting there might be a little... strained the first time, but it is not quest blocked nor is needlessly difficult to find.&lt;br /&gt;
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There is only one real connection, which... it is a hedge maze, so I can&#039;t fault it too much. I suppose I&#039;m of the mind I think the connection could be better, or maybe just a little more visible, but I don&#039;t have a clear solution as to how.&lt;br /&gt;
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If the connection remained unchanged, I don&#039;t think I would be too bothered, especially compared to the other issues within the area.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp(Wizard/16-20, 1 remort at the time)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 6/29/21 (right before the deadline!)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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As far as room descriptions go, at least for me, Midnight Gardens was fantastic. Each room was evocative, making me imagine a beautiful, gently-lit garden in different but cohesive ways. Room descriptions flow together, and they&#039;re generally just the right length -- long enough to enjoy, but not so long I start skimming. &lt;br /&gt;
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Mob and item descriptions generally worked just as well for me. And most things I tried seemed to have talkprogs, which is something I always really appreciate. Also, the apple tree and fountain are nice to have.&lt;br /&gt;
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Extra descriptions, though, were pretty lacking at times. I had high hopes going in (the boxwood hedges were described!), but much of the rest of the maze had rooms that seemed like they cried out for some extra flavor to expand on the room desc, but didn&#039;t have them. Now, to some extent, that&#039;s an excessive ask: if something&#039;s described well and prettily in the room description, and it&#039;s utterly inessential to interacting with the area, then I understand there&#039;s no describing absolutely everything in an area. &lt;br /&gt;
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That being said, a few rooms that stood out to me were: the corridor S-E-S of the entrance, where flowers are described as covering an entrance (seems potentially important); the room NW of the apple tree, which is described as having statues alternating with flowerbeds in a generally-interesting environment, but seems to do nothing with them; possibly a stone arch in one room; the beehive, which unless I&#039;m missing drastically lacks descs for any of the main hive rooms; possibly the room with rose trees; the stream, I felt, really needed descriptions; a &#039;slender tree&#039; caught my eye; and I think it&#039;d be nice if the Pristine Pool had a description for the pool. &lt;br /&gt;
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The most important one, though, is the Lunatic Basilica. Which responds only to &#039;tower&#039;, and neither of &#039;Lunatic&#039; nor &#039;Basilica&#039;. And whose description is &amp;quot;The tower is intimidating but lovely. Unfortunately, the doors seem to be sealed.&amp;quot;, which really gives me no sense of what it actually, well, looks like. &lt;br /&gt;
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Also, the lamp post room isn&#039;t marked as lit despite being described as it. (That&#039;s a more general question I have, since many of the rooms are listed as having lighting rocks in the floor and such, but aren&#039;t marked as lit -- but a room with a literal lamp post seems somewhat egregious.) &lt;br /&gt;
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All told, the area&#039;s gorgeous at times -- I&#039;d absolutely take this level of extra descs compared to many other areas; it&#039;s just that the lovely room descs gives me higher expectations for extra descs, and they&#039;re rarely there.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;&lt;br /&gt;
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Well, by level 20ish (in the middle of the listed level range), I was two-shotting most enemies here when I rolled well. But I think a fair bit of that&#039;s just Wizard doing Wizard things.&lt;br /&gt;
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The bee soldiers are fine. The bee workers don&#039;t really differentiate themselves from the soldiers much. &lt;br /&gt;
Given that they&#039;re bees, could the workers get reinforce or something? They might need to be slightly lower level/power to account for the decent chance of ganging up on the player, but I think it&#039;d add something to encourage players to (metaphorically or literally) sneak around and pick off mobs who&#039;ve been separated from the others. Also, the soldiers specifically note they fly off to &amp;quot;warn the others&amp;quot;; it&#039;d be neat if that made the bees aggressive for awhile or something.&lt;br /&gt;
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The crawlers are easy, though their Blight is, in fact, annoying. Maybe it&#039;s there to teach you how Blight works?&lt;br /&gt;
The Kokiri are pretty easy. I dunno, they seem more there to give out qinfo, so that&#039;s fine.&lt;br /&gt;
The Beastmen are nice, and I&#039;d say about the right difficulty level: Wizard killed em fast (as usual), but they could lay on the beats if I missed a few spells in a row.&lt;br /&gt;
The monks were a decent challenge at my level range, which feels right for them being a few levels higher than the rest.&lt;br /&gt;
The flytraps were fine; it&#039;s a little odd to be able to fight them outside their role in activating the boss, but maybe it&#039;s a red herring?&lt;br /&gt;
The Porobins are kind of perfect, I think. I *hate* them, but they&#039;re just the right difficulty level (tough when I was at 16, fairly easy here at 20), it introduces players to steal and flee and smokescreen, it&#039;s just really cool IMO. Though annoying.&lt;br /&gt;
The boss was at a very good level: it took some consumables and I barely survived (at 18ish), which feels right. The moving around was neat.&lt;br /&gt;
The Queen Bee pokemon (why do we have so many pokemon?) was a decent fight but not too tough, so that&#039;s alright.&lt;br /&gt;
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As for rewards: most of what I got was pretty comparable to equipment I had of a fairly lower level (rake vs a treant arm, a ragged cloak vs a lab coat, a crown vs a cocked hat); however, frankly, I have no idea what&#039;s good or bad in low-level equipment, so I don&#039;t really know what to expect there. They were fine, nothing really exciting. I will say it&#039;s a little annoying that I could fairly easily kill enemies at level 16-18, but lots of the items were only accessible at level 20.&lt;br /&gt;
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Really, in general, I&#039;d say this area feels like it&#039;s *almost* right, but isn&#039;t quite there in terms of combat. Many of the mobs were fairly easy for a Wizard to just chew through even at the low end of the level range -- with the caveats that &#039;killing things fast if possible&#039; is sort of Wizard&#039;s thing, I did need to rest pretty frequently, and I brought in double image as a survival skill from Ninja. &lt;br /&gt;
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That being said, I can&#039;t imagine any real challenges if I came back at the top end around 25. I&#039;d re-list this zone as being levels 15-22 or so, make the aforementioned changes to the bees, and maybe add 1 more mob type that does something different from the others (maybe a darkness/light caster? You could make moon spirits for the Lunatic Basilica, and have them cast light-based spells, or if you&#039;re a fan of prog rock give them Darkside).&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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The main quest was cool, which is the main thing I look for in an area. I enjoyed playing it, I enjoyed piecing together what was going on. It was... pretty easy, but I suppose it&#039;s probably a good introduction to newer players that, hey, talking to NPCs matters. Listening to what they say matters.&lt;br /&gt;
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It was not a particularly great area as far as xp and such goes, at least for me. It was fine. I got some XP and some gold, a handful of neat items (the flower in a bubble seems a little weak, but decent enough really; the various lights are actually really cool, I&#039;d like it if more areas had lights as a drop/reward).&lt;br /&gt;
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I think it&#039;d be neat to flesh out the quest a bit more: add a mini-boss to get the tuba, maybe, or meet Carlie somewhere else in the maze in between beehouse and flytrap.&lt;br /&gt;
Also, some sort of mini-quest so there&#039;s not just the one single quest would be nice. I don&#039;t know what this could be, though. &lt;br /&gt;
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There&#039;s one huge caveat to this: the bees. They&#039;re super disappointing. The hex shape is cool and all, but not really a navigation challenge, and that means you could replace the entire beehive with three rooms (entrance, middle, queen&#039;s room) and lose nothing of substance. Adding the reinforcing behavior or something would help, since it&#039;d give a reason to use the space, but I think the beehive needs 1 or 2 more attractions. If the bees are made aggressive, having a &#039;safe room&#039; in some forgotten corner would be nice. Maybe a pool of honey? Or add a new bee enemy? (I saw the &#039;Beehoss&#039; from the Mario RPGs and it seems neat, maybe, or some other bee enemy.) Just something so the hive doesn&#039;t feel empty and a waste of space.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s not really its fault, but yeah, even if this is a hedge maze, I&#039;d expect it to connect to *something* else. As currently placed, I&#039;d want Midnight Gardens to connect to the Beast Kingdom, or the mountains or something. (Also, semi-related: given how a decent chunk of backtracking is regularly required, it&#039;d be nice to have a one-way exit from near the end (Basilica area) to near the start (by the beehive) to make traversal faster without losing exploration.)&lt;br /&gt;
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On a related note, why does the atlas suggest that Midnight Gardens and Carnival Night Zone have basically the opposite of their current positions? I don&#039;t really love navigation in Faron Woods anyways, but it might make more sense to put Gardens to the west and Carnival to the north. Or hey, for that matter, put Gardens where the Black Havens exit is and vice versa; it&#039;d make more sense that the latter is more northern-located, I think. &lt;br /&gt;
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I dunno. I don&#039;t know a good solution here, but it does feel disappointing for such a large and twisty zone to have no real outward connections.&lt;br /&gt;
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The biggest solution to this, of course, would be to make something more out of the Lunatic Basilica. I can&#039;t say there *isn&#039;t* anything there, I&#039;ll need to come back in a future mort after redoing the Mana Quest (and actually completing Luminence this time) to double check, but assuming there isn&#039;t anything there, making the Basilica more interactable would be really cool and a natural way to make the zone more worth exploring even for late-game players.&lt;br /&gt;
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----&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4338</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4338"/>
		<updated>2021-06-29T14:32:03Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Coeurl, as Remi (Geomancer/15-18)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 5/26-5/29&#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 descriptions paint a good picture of the area. The amount of extra descriptions I spotted seemed to be about right. &lt;br /&gt;
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There are actually several rooms with a stream or fountain that cannot be drunk from but there is a room with a functioning fountain so it&#039;s probably okay that every single room isn&#039;t a source of water.&lt;br /&gt;
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There are a couple of areas with repeating descriptions but the POINT of those areas is to be mazelike and difficult to navigate so this is not a negative.&lt;br /&gt;
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There is a gazebo in one room with an extra description with no way to interact with. This isn&#039;t NECESSARILY a bad thing but I was a little disappointed there wasn&#039;t a little more to check out there. Another room has some statues I wanted to get a closer look at but had no extra descs. This is really nitpicking though.&lt;br /&gt;
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You can attack the featured quest NPC (if you are some kind of a monster) and they do not have a special reaction or seem to have any mprogs. Seems like this should either be fixed or they should not be attackable. &lt;br /&gt;
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Every mob that I talked to responded, which I like to see. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The area struck me as quite well tuned overall. It&#039;s incredibly annoying that engaging a Crawler is basically GUARANTEED Blight and you&#039;ll watch a ton of your HP tick away after combat ends, but some mobs can just be annoying. As a vanilla geomancer I was challenged enough that I needed to rest reasonably often but didn&#039;t find anything that I absolutely COULD NOT kill.&lt;br /&gt;
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The Porobin Hoods are going to be a little bit rough if you come there on the low end (it&#039;s a level 16-25 zone, and they&#039;re level 21) and they&#039;re harder to completely ignore because they can steal from you, but at least you can somewhat prepare for that because banks exist. Other than Crawlers they were probably the most frustrating to deal with because they hit fairly hard and money you pick up in the area isn&#039;t safe.&lt;br /&gt;
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In fact, the major boss of the area was incredibly challenging, but still possible to solo. I was able to beat it on my own, but it required spamming the pumpkin pombs that I had collected in the area and I was in the single digits in HP. That strikes me as about perfect in terms of difficulty level. As a solo character I would not have been able to win if I had gone in any less prepared.&lt;br /&gt;
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There&#039;s a light you can obtain in the area that&#039;s thematically cool, but it has a negligible bonus and doesn&#039;t last for very long so it&#039;s a little disappointing. There are a couple of items that fill rarer equipment slots that are cool, though.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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I was completely prepared to totally hate my life here because navigating non-linear mazes is not one of my strong points but weirdly, I enjoyed it a lot more than I expected! If you&#039;re unobservant as hell like me, drawing a map and finding a way to mark the rooms you&#039;ve been in is extremely helpful.&lt;br /&gt;
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It would not be the worst place to get experience, but it&#039;s not the best. There is at least one unique item that I can see being useful for a long time after you outlevel most of the benefits of the zone.&lt;br /&gt;
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The quest list does feel a bit short, with only one quest in the area that can be completed. It is, however, a slightly longer quest that could end up taking a very long time depending on how lost you get or how hard the hints are for you to piece together.&lt;br /&gt;
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Also, being as vague as possible to avoid qinfo, there is an item in the area that you will need to proceed if you didn&#039;t come prepared. I couldn&#039;t figure out a way to obtain the item without being a murderhobo, and I think I would have liked a less violent method to procure the item, given that it came from an a peaceful NPC. This could be another quest in the area, maybe?&lt;br /&gt;
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I found no shops in the area.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 10/10 &#039;&#039;&#039;&lt;br /&gt;
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Elaborate garden connects to a forest. Sure, I have no trouble seeing it. Lots of plants either way, one is just more cultivated.&lt;br /&gt;
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&#039;&#039;&#039;Player: Deim, as Aelys (Elementalist 100/21-remort)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 7-6-2021&#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 Midnight Gardens looks and feels nice. You can tell it is what it says on the tin, a lovingly made garden to enjoy for a night time stroll. Past that first impression though, it shows its age, in that quite a few would be extra-descs pointed out in the room-descs, don&#039;t actually pan out as viewable. Given the very large span of the Zone, this is not entirely un-expected, it would amount to an awful lot of extra-descs, but it makes it feel less then it could-be, given there are still some earlier in that do pan-out.&lt;br /&gt;
The mobs though are again, nice, the descriptions are fitting and you can tell their inspirations for the most part. Interactively some of them feel a bit repetitive in their responses, especially the sapient ones, not the trash fight- mobs, but again, its a large zone, and bonus-points for even having Talk-responses including some downright hilarious ones.&lt;br /&gt;
For a Garden, it feels somewhat lifeless, in that the plants are not all that interactive, or at least the extra-desc ones. Yes, there are entire rooms set aside for treasure-chest flowers, a nice thematic touch. But what about all the &lt;br /&gt;
other flowers hinted at, this feels like a missed opportunity, which is somewhat of a recurring theme for the zone.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
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For such a large zone, it&#039;s Mob-density is actually quite nice, if somewhat scattered about, leaving entire sections feeling lifeless and, admittedly, allowing you to enjoy the pretty scenery. The Mob-diversity though, needs a lot of work. Again, it feels like a missed opportunity to not have more variety of Bugs and other garden pests around. The Bees in particular, are very repetitive, and could use more diversity. While the furthest part, is actually the best represented area for diversity. Which fits, since its also the most &#039;wild and overgrown&#039; part.&lt;br /&gt;
Awarded and Dropped Items are somewhat of a mixed bag, some are level appropriate, others are wildly not-level appropriate.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
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Quite frankly I would not actually recommend Midnight Gardens past a single visit per remort. The Main, and only Quest in the Area is very nice, and in fact, very recommendable for its fun interactivity and its rewards, which is why it doesnt get a worse grade. But given that is all the area revolves around, once that&#039;s done, so then, are you. The Mob-density is alright for leveling, but it&#039;s scattered across a vast and large zone, which is not a good thing for leveling and the mob diversity, as and equally important, leaves much to be desired for leveling seriously. It works for during the quest, but as &#039;go there for this level range&#039;, nope.&lt;br /&gt;
Which, in all is rather sad, since it is a very large Zone, and it contains a lot of hints and possibilities for expansion, both the Zone itself, and More Quests there or near-it.&lt;br /&gt;
Some of the Dropped items have some potential, see wildly not-level appropriate, but a single pass through to do it&#039;s Quest should net you all that you need from that if such suits you.&lt;br /&gt;
Without wanting to enjoy a visit to a nice garden, there is thus really no reason to ever return here, which is again, rather sad.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
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Geographically, it makes sense for where it is, in that it is the place where the Moon Mana Stone is placed that makes Eternal Night a thing for the region. &lt;br /&gt;
Past that, it is a dead-end connection-wise, and devilishly tricky to find, let alone visit the first-time.&lt;br /&gt;
It has a lot of missed opportunities to connect to other-places, the Moon Tower itself, the Beast Kingdom and so-on. But given those other-places are non-existent at this point in time, that makes sense.&lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Midnight Gardens is nice as it is, and is a Good, fun zone. The Quest the entire zone revolves around is a joy to play the first time, and on repeat visits the next remort over. And it is exactly because of that, that it hurts that there is not in fact more to do there. It has a good foundation to be Great, but it settles for being Good.&lt;br /&gt;
More ExtraDescs, More HiddenPathways in the Maze, and More Mob-Diversity; But mostly, More Quests.&lt;br /&gt;
Give an actual reason to return to the Gardens, preferably by following up on its Main Quest so that To Be Continued proves True, or even better let us visit the Moon Tower and Fight Another ManaBeastie at its Top.&lt;br /&gt;
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&#039;&#039;&#039;Player: Ryrol (Thief 13/1 remort at time of review)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): JUNE 18 2021&#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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I enjoy the room descriptions in this area. The verbiage is varied, the rooms feel distinct from one another, and for a newer player to MUDs I think there are a few tricks they can learn from navigating the area. The NPCs feel distinct, despite most of the ones having information are not very distinguishing by short description. Unfortunately so far I think the flavor text is a bit lacking (or hard to find), I tend to read rooms and look for keywords, and I didn&#039;t really find things at all, especially where I really would think there should be (possibly because of quests there are things in the room description that become more noticeable later, but truthfully coming in and looking as a observer nothing really stood out). As a person who specifically enjoys finding the &amp;quot;little touches&amp;quot; in a room, that was probably the biggest downside (for me) in this area so far.&lt;br /&gt;
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It&#039;s nice there is both a food and water source in the area, it does help give it a &amp;quot;lived in&amp;quot; feel, however with the exception of wandering enemies, things do feel a little static. There are also some benches, and while I&#039;m not sure if they give a resting bonus, they do help give some flair. Without strong extra descs, I would hope there would at least a few more objects to look at, but have no complaints about the ones currently on display.&lt;br /&gt;
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I think the enemies are interesting, and there are a few different styles of enemy on display here that not make combat interesting. At the moment I&#039;m not getting any alignment changes from any kills, which I feel could be worked on. I will say some areas feel like they are far more dense than others, which would be fine except most of the mobiles are grouped in one area together, and as stated before, not much to differentiate them.&lt;br /&gt;
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&#039;&#039;&#039;Balance: N/A&#039;&#039;&#039;&lt;br /&gt;
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I am underleveled for the area, so I will not give it a score, but I will make a few comments on the combat.&lt;br /&gt;
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As mentioned before, there are a few different mob combat styles on display here (poisoners, stealers, strong melee, casters) so I think a player or group of players will find something they like in the area at one level range or another. There is (more or less) a clear separation of the area between the higher and lower level mobs, and most don&#039;t seem aggressive so you can move freely to the places you&#039;d like.&lt;br /&gt;
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I think some people would not like some of the mobs because of their combat or out of combat effects, but personally I find this to be a positive. I enjoy varied and challenging combat, so the less a mob just plain auto attacks, the happier I am. Especially in an area where mobs are not aggressive or link, I don&#039;t mind a more challenging battle. That being said, I think someone looking for easier or more straightforward combat will avoid this place.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
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I feel there are a few reasons players would come to this area, but I think in general most coming for a &#039;&#039;&#039;specific&#039;&#039;&#039; reason will feel underwhelmed.&lt;br /&gt;
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Someone coming for quests may get frustrated if they are newer to MUDs. As mentioned in another review, I feel the ability to continue the quest relies on aggressive tactics, or an unforeseen method. This is an issue with many quests at the moment, where deductive and inductive reasoning are not helpful, and one must turn to outside sources or nonsensical actions to solve a quest. If it wasn&#039;t for one little hiccup, I would have really enjoyed the only quest in the area.&lt;br /&gt;
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I think someone could level here, but I don&#039;t think someone who is looking to streamline the leveling process will. Considering it is based in an area for more seasoned players (closer to Viorar), many players are set in what they want for mobs, and this isn&#039;t it. As I mentioned before, I don&#039;t think the area is bad for leveling, but considering only one quest and the style of mobs, experience grinders won&#039;t visit.&lt;br /&gt;
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The gold and loot seem fine for the area, maybe a bit more powerful for someone (it seems a lot of the gear will become available more for when you leave the area, which is helpful but kills the vibe of finding something and being able to try it out right away). Once again, I don&#039;t think someone will come here specifically for the loot, but I think someone can find some decent things coming here.&lt;br /&gt;
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There weren&#039;t any shops I could find in the area.&lt;br /&gt;
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To recap:&lt;br /&gt;
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- I think it lacks flavor for exploring players&lt;br /&gt;
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- It lacks an overall grindable mob for xp players&lt;br /&gt;
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- It lacks strong loot for optimized players&lt;br /&gt;
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- It lacks quests for questing players&lt;br /&gt;
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It saddens me, because I think Midnight Gardens wanted to be all of these things, but fell short. I think a player could come here and still find fun, but I don&#039;t think it will be recommended by others. There are better quests, better mobs, better loot, and a better feel elsewhere, and even while none of those are strong enough to hold up on their own, the overall experience feels lacking as well. I personally don&#039;t think I&#039;d come back unless it would be to quickly do the quest again and be on my way.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10 &#039;&#039;&#039;&lt;br /&gt;
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The area is where it says it is, and for newer players it&#039;s clearly highlighted in both the map and atlas. I think the process of getting there might be a little... strained the first time, but it is not quest blocked nor is needlessly difficult to find.&lt;br /&gt;
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There is only one real connection, which... it is a hedge maze, so I can&#039;t fault it too much. I suppose I&#039;m of the mind I think the connection could be better, or maybe just a little more visible, but I don&#039;t have a clear solution as to how.&lt;br /&gt;
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If the connection remained unchanged, I don&#039;t think I would be too bothered, especially compared to the other issues within the area.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp(Wizard/16-20, 1 remort at the time)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 6/29/21 (right before the deadline!)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As far as room descriptions go, at least for me, Midnight Gardens was fantastic. Each room was evocative, making me imagine a beautiful, gently-lit garden in different but cohesive ways. Room descriptions flow together, and they&#039;re generally just the right length -- long enough to enjoy, but not so long I start skimming. &lt;br /&gt;
&lt;br /&gt;
Mob and item descriptions generally worked just as well for me. And most things I tried seemed to have talkprogs, which is something I always really appreciate. Also, the apple tree and fountain are nice to have.&lt;br /&gt;
&lt;br /&gt;
Extra descriptions, though, were pretty lacking at times. I had high hopes going in (the boxwood hedges were described!), but much of the rest of the maze had rooms that seemed like they cried out for some extra flavor to expand on the room desc, but didn&#039;t have them. Now, to some extent, that&#039;s an excessive ask: if something&#039;s described well and prettily in the room description, and it&#039;s utterly inessential to interacting with the area, then I understand there&#039;s no describing absolutely everything in an area. &lt;br /&gt;
&lt;br /&gt;
That being said, a few rooms that stood out to me were: the corridor S-E-S of the entrance, where flowers are described as covering an entrance (seems potentially important); the room NW of the apple tree, which is described as having statues alternating with flowerbeds in a generally-interesting environment, but seems to do nothing with them; possibly a stone arch in one room; the beehive, which unless I&#039;m missing drastically lacks descs for any of the main hive rooms; possibly the room with rose trees; the stream, I felt, really needed descriptions; a &#039;slender tree&#039; caught my eye; and I think it&#039;d be nice if the Pristine Pool had a description for the pool. &lt;br /&gt;
&lt;br /&gt;
The most important one, though, is the Lunatic Basilica. Which responds only to &#039;tower&#039;, and neither of &#039;Lunatic&#039; nor &#039;Basilica&#039;. And whose description is &amp;quot;The tower is intimidating but lovely. Unfortunately, the doors seem to be sealed.&amp;quot;, which really gives me no sense of what it actually, well, looks like. &lt;br /&gt;
&lt;br /&gt;
Also, the lamp post room isn&#039;t marked as lit despite being described as it. (That&#039;s a more general question I have, since many of the rooms are listed as having lighting rocks in the floor and such, but aren&#039;t marked as lit -- but a room with a literal lamp post seems somewhat egregious.) &lt;br /&gt;
&lt;br /&gt;
All told, the area&#039;s gorgeous at times -- I&#039;d absolutely take this level of extra descs compared to many other areas; it&#039;s just that the lovely room descs gives me higher expectations for extra descs, and they&#039;re rarely there.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, by level 20ish (in the middle of the listed level range), I was two-shotting most enemies here when I rolled well. But I think a fair bit of that&#039;s just Wizard doing Wizard things.&lt;br /&gt;
&lt;br /&gt;
The bee soldiers are fine. The bee workers don&#039;t really differentiate themselves from the soldiers much. &lt;br /&gt;
Given that they&#039;re bees, could the workers get reinforce or something? They might need to be slightly lower level/power to account for the decent chance of ganging up on the player, but I think it&#039;d add something to encourage players to (metaphorically or literally) sneak around and pick off mobs who&#039;ve been separated from the others. Also, the soldiers specifically note they fly off to &amp;quot;warn the others&amp;quot;; it&#039;d be neat if that made the bees aggressive for awhile or something.&lt;br /&gt;
&lt;br /&gt;
The crawlers are easy, though their Blight is, in fact, annoying. Maybe it&#039;s there to teach you how Blight works?&lt;br /&gt;
The Kokiri are pretty easy. I dunno, they seem more there to give out qinfo, so that&#039;s fine.&lt;br /&gt;
The Beastmen are nice, and I&#039;d say about the right difficulty level: Wizard killed em fast (as usual), but they could lay on the beats if I missed a few spells in a row.&lt;br /&gt;
The monks were a decent challenge at my level range, which feels right for them being a few levels higher than the rest.&lt;br /&gt;
The flytraps were fine; it&#039;s a little odd to be able to fight them prior to the boss, but maybe it&#039;s a red herring?&lt;br /&gt;
The Porobins are kind of perfect, I think. I *hate* them, but they&#039;re just the right difficulty level (tough when I was at 16, fairly easy here at 20), it introduces players to steal and flee and smokescreen, it&#039;s just really cool IMO. Though annoying.&lt;br /&gt;
The boss was at a very good level: it took some consumables and I barely survived (at 18ish), which feels right. The moving around was neat.&lt;br /&gt;
The Queen Bee pokemon (why do we have so many pokemon?) was a decent fight but not too tough, so that&#039;s alright.&lt;br /&gt;
&lt;br /&gt;
As for rewards: most of what I got was pretty comparable to equipment I had of a fairly lower level (rake vs a treant arm, a ragged cloak vs a lab coat, a crown vs a cocked hat); however, frankly, I have no idea what&#039;s good or bad in low-level equipment, so I don&#039;t really know what to expect there. They were fine, nothing really exciting. I will say it&#039;s a little annoying that I could fairly easily kill enemies at level 16-18, but lots of the items were only accessible at level 20.&lt;br /&gt;
&lt;br /&gt;
Really, in general, I&#039;d say this area feels like it&#039;s *almost* right, but isn&#039;t quite there in terms of combat. Many of the mobs were fairly easy for a Wizard to just chew through even at the low end of the level range -- with the caveats that &#039;killing things fast if possible&#039; is sort of Wizard&#039;s thing, I did need to rest pretty frequently, and I brought in double image as a survival skill from Ninja. &lt;br /&gt;
&lt;br /&gt;
That being said, I can&#039;t imagine any real challenges if I came back at the top end around 25. I&#039;d re-list this zone as being levels 15-22 or so, make the aforementioned changes to the bees, and maybe add 1 more mob type that does something different from the others (maybe a darkness/light caster? You could make moon spirits for the Lunatic Basilica, and have them cast light-based spells, or if you&#039;re a fan of prog rock give them Darkside).&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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The main quest was cool, which is the main thing I look for in an area. I enjoyed playing it, I enjoyed piecing together what was going on. It was... pretty easy, but I suppose it&#039;s probably a good introduction to newer players that, hey, talking to NPCs matters. Listening to what they say matters.&lt;br /&gt;
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It was not a particularly great area as far as xp and such goes, at least for me. It was fine. I got some XP and some gold, a handful of neat items (the flower in a bubble seems a little weak, but decent enough really; the various lights are actually really cool, I&#039;d like it if more areas had lights as a drop/reward).&lt;br /&gt;
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I think it&#039;d be neat to flesh out the quest a bit more: add a mini-boss to get the tuba, maybe, or meet Carlie somewhere else in the maze in between beehouse and flytrap.&lt;br /&gt;
Also, some sort of mini-quest so there&#039;s not just the one single quest would be nice. I don&#039;t know what this could be, though. &lt;br /&gt;
&lt;br /&gt;
There&#039;s one huge caveat to this: the bees. They&#039;re super disappointing. The hex shape is cool and all, but not really a navigation challenge, and that means you could replace the entire beehive with three rooms (entrance, middle, queen&#039;s room) and lose nothing of substance. Adding the reinforcing behavior or something would help, since it&#039;d give a reason to use the space, but I think the beehive needs 1 or 2 more attractions. If the bees are made aggressive, having a &#039;safe room&#039; in some forgotten corner would be nice. Maybe a pool of honey? Or add a new bee enemy? (I saw the &#039;Beehoss&#039; from the Mario RPGs and it seems neat, maybe, or some other bee enemy.) Just something so the hive doesn&#039;t feel empty and a waste of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s not really its fault, but yeah, even if this is a hedge maze, I&#039;d expect it to connect to *something* else. As currently placed, I&#039;d want Midnight Gardens to connect to the Beast Kingdom, or the mountains or something. (Also, semi-related: given how a decent chunk of backtracking is regularly required, it&#039;d be nice to have a one-way exit from near the end (Basilica area) to near the start (by the beehive) to make traversal faster without losing exploration.)&lt;br /&gt;
&lt;br /&gt;
On a related note, why does the atlas suggest that Midnight Gardens and Carnival Night Zone have basically the opposite of their current positions? I don&#039;t really love navigation in Faron Woods anyways, but it might make more sense to put Gardens to the west and Carnival to the north. Or hey, for that matter, put Gardens where the Black Havens exit is and vice versa; it&#039;d make more sense that the latter is more northern-located, I think. &lt;br /&gt;
&lt;br /&gt;
I dunno. I don&#039;t know a good solution here, but it does feel disappointing for such a large and twisty zone to have no real outward connections.&lt;br /&gt;
&lt;br /&gt;
The biggest solution to this, of course, would be to make something more out of the Lunatic Basilica. I can&#039;t say there *isn&#039;t* anything there, I&#039;ll need to come back in a future mort after redoing the Mana Quest (and actually completing Luminence this time) to double check, but assuming there isn&#039;t anything there, making the Basilica more interactable would be really cool and a natural way to make the zone more worth exploring even for late-game players.&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4337</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4337"/>
		<updated>2021-06-29T14:31:42Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: &lt;/p&gt;
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&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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;Player: Coeurl, as Remi (Geomancer/15-18)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 5/26-5/29&#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 descriptions paint a good picture of the area. The amount of extra descriptions I spotted seemed to be about right. &lt;br /&gt;
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There are actually several rooms with a stream or fountain that cannot be drunk from but there is a room with a functioning fountain so it&#039;s probably okay that every single room isn&#039;t a source of water.&lt;br /&gt;
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There are a couple of areas with repeating descriptions but the POINT of those areas is to be mazelike and difficult to navigate so this is not a negative.&lt;br /&gt;
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There is a gazebo in one room with an extra description with no way to interact with. This isn&#039;t NECESSARILY a bad thing but I was a little disappointed there wasn&#039;t a little more to check out there. Another room has some statues I wanted to get a closer look at but had no extra descs. This is really nitpicking though.&lt;br /&gt;
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You can attack the featured quest NPC (if you are some kind of a monster) and they do not have a special reaction or seem to have any mprogs. Seems like this should either be fixed or they should not be attackable. &lt;br /&gt;
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Every mob that I talked to responded, which I like to see. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The area struck me as quite well tuned overall. It&#039;s incredibly annoying that engaging a Crawler is basically GUARANTEED Blight and you&#039;ll watch a ton of your HP tick away after combat ends, but some mobs can just be annoying. As a vanilla geomancer I was challenged enough that I needed to rest reasonably often but didn&#039;t find anything that I absolutely COULD NOT kill.&lt;br /&gt;
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The Porobin Hoods are going to be a little bit rough if you come there on the low end (it&#039;s a level 16-25 zone, and they&#039;re level 21) and they&#039;re harder to completely ignore because they can steal from you, but at least you can somewhat prepare for that because banks exist. Other than Crawlers they were probably the most frustrating to deal with because they hit fairly hard and money you pick up in the area isn&#039;t safe.&lt;br /&gt;
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In fact, the major boss of the area was incredibly challenging, but still possible to solo. I was able to beat it on my own, but it required spamming the pumpkin pombs that I had collected in the area and I was in the single digits in HP. That strikes me as about perfect in terms of difficulty level. As a solo character I would not have been able to win if I had gone in any less prepared.&lt;br /&gt;
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There&#039;s a light you can obtain in the area that&#039;s thematically cool, but it has a negligible bonus and doesn&#039;t last for very long so it&#039;s a little disappointing. There are a couple of items that fill rarer equipment slots that are cool, though.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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I was completely prepared to totally hate my life here because navigating non-linear mazes is not one of my strong points but weirdly, I enjoyed it a lot more than I expected! If you&#039;re unobservant as hell like me, drawing a map and finding a way to mark the rooms you&#039;ve been in is extremely helpful.&lt;br /&gt;
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It would not be the worst place to get experience, but it&#039;s not the best. There is at least one unique item that I can see being useful for a long time after you outlevel most of the benefits of the zone.&lt;br /&gt;
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The quest list does feel a bit short, with only one quest in the area that can be completed. It is, however, a slightly longer quest that could end up taking a very long time depending on how lost you get or how hard the hints are for you to piece together.&lt;br /&gt;
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Also, being as vague as possible to avoid qinfo, there is an item in the area that you will need to proceed if you didn&#039;t come prepared. I couldn&#039;t figure out a way to obtain the item without being a murderhobo, and I think I would have liked a less violent method to procure the item, given that it came from an a peaceful NPC. This could be another quest in the area, maybe?&lt;br /&gt;
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I found no shops in the area.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 10/10 &#039;&#039;&#039;&lt;br /&gt;
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Elaborate garden connects to a forest. Sure, I have no trouble seeing it. Lots of plants either way, one is just more cultivated.&lt;br /&gt;
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&#039;&#039;&#039;Player: Deim, as Aelys (Elementalist 100/21-remort)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 7-6-2021&#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 Midnight Gardens looks and feels nice. You can tell it is what it says on the tin, a lovingly made garden to enjoy for a night time stroll. Past that first impression though, it shows its age, in that quite a few would be extra-descs pointed out in the room-descs, don&#039;t actually pan out as viewable. Given the very large span of the Zone, this is not entirely un-expected, it would amount to an awful lot of extra-descs, but it makes it feel less then it could-be, given there are still some earlier in that do pan-out.&lt;br /&gt;
The mobs though are again, nice, the descriptions are fitting and you can tell their inspirations for the most part. Interactively some of them feel a bit repetitive in their responses, especially the sapient ones, not the trash fight- mobs, but again, its a large zone, and bonus-points for even having Talk-responses including some downright hilarious ones.&lt;br /&gt;
For a Garden, it feels somewhat lifeless, in that the plants are not all that interactive, or at least the extra-desc ones. Yes, there are entire rooms set aside for treasure-chest flowers, a nice thematic touch. But what about all the &lt;br /&gt;
other flowers hinted at, this feels like a missed opportunity, which is somewhat of a recurring theme for the zone.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
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For such a large zone, it&#039;s Mob-density is actually quite nice, if somewhat scattered about, leaving entire sections feeling lifeless and, admittedly, allowing you to enjoy the pretty scenery. The Mob-diversity though, needs a lot of work. Again, it feels like a missed opportunity to not have more variety of Bugs and other garden pests around. The Bees in particular, are very repetitive, and could use more diversity. While the furthest part, is actually the best represented area for diversity. Which fits, since its also the most &#039;wild and overgrown&#039; part.&lt;br /&gt;
Awarded and Dropped Items are somewhat of a mixed bag, some are level appropriate, others are wildly not-level appropriate.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
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Quite frankly I would not actually recommend Midnight Gardens past a single visit per remort. The Main, and only Quest in the Area is very nice, and in fact, very recommendable for its fun interactivity and its rewards, which is why it doesnt get a worse grade. But given that is all the area revolves around, once that&#039;s done, so then, are you. The Mob-density is alright for leveling, but it&#039;s scattered across a vast and large zone, which is not a good thing for leveling and the mob diversity, as and equally important, leaves much to be desired for leveling seriously. It works for during the quest, but as &#039;go there for this level range&#039;, nope.&lt;br /&gt;
Which, in all is rather sad, since it is a very large Zone, and it contains a lot of hints and possibilities for expansion, both the Zone itself, and More Quests there or near-it.&lt;br /&gt;
Some of the Dropped items have some potential, see wildly not-level appropriate, but a single pass through to do it&#039;s Quest should net you all that you need from that if such suits you.&lt;br /&gt;
Without wanting to enjoy a visit to a nice garden, there is thus really no reason to ever return here, which is again, rather sad.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
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Geographically, it makes sense for where it is, in that it is the place where the Moon Mana Stone is placed that makes Eternal Night a thing for the region. &lt;br /&gt;
Past that, it is a dead-end connection-wise, and devilishly tricky to find, let alone visit the first-time.&lt;br /&gt;
It has a lot of missed opportunities to connect to other-places, the Moon Tower itself, the Beast Kingdom and so-on. But given those other-places are non-existent at this point in time, that makes sense.&lt;br /&gt;
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&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
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Midnight Gardens is nice as it is, and is a Good, fun zone. The Quest the entire zone revolves around is a joy to play the first time, and on repeat visits the next remort over. And it is exactly because of that, that it hurts that there is not in fact more to do there. It has a good foundation to be Great, but it settles for being Good.&lt;br /&gt;
More ExtraDescs, More HiddenPathways in the Maze, and More Mob-Diversity; But mostly, More Quests.&lt;br /&gt;
Give an actual reason to return to the Gardens, preferably by following up on its Main Quest so that To Be Continued proves True, or even better let us visit the Moon Tower and Fight Another ManaBeastie at its Top.&lt;br /&gt;
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&#039;&#039;&#039;Player: Ryrol (Thief 13/1 remort at time of review)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): JUNE 18 2021&#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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I enjoy the room descriptions in this area. The verbiage is varied, the rooms feel distinct from one another, and for a newer player to MUDs I think there are a few tricks they can learn from navigating the area. The NPCs feel distinct, despite most of the ones having information are not very distinguishing by short description. Unfortunately so far I think the flavor text is a bit lacking (or hard to find), I tend to read rooms and look for keywords, and I didn&#039;t really find things at all, especially where I really would think there should be (possibly because of quests there are things in the room description that become more noticeable later, but truthfully coming in and looking as a observer nothing really stood out). As a person who specifically enjoys finding the &amp;quot;little touches&amp;quot; in a room, that was probably the biggest downside (for me) in this area so far.&lt;br /&gt;
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It&#039;s nice there is both a food and water source in the area, it does help give it a &amp;quot;lived in&amp;quot; feel, however with the exception of wandering enemies, things do feel a little static. There are also some benches, and while I&#039;m not sure if they give a resting bonus, they do help give some flair. Without strong extra descs, I would hope there would at least a few more objects to look at, but have no complaints about the ones currently on display.&lt;br /&gt;
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I think the enemies are interesting, and there are a few different styles of enemy on display here that not make combat interesting. At the moment I&#039;m not getting any alignment changes from any kills, which I feel could be worked on. I will say some areas feel like they are far more dense than others, which would be fine except most of the mobiles are grouped in one area together, and as stated before, not much to differentiate them.&lt;br /&gt;
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&#039;&#039;&#039;Balance: N/A&#039;&#039;&#039;&lt;br /&gt;
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I am underleveled for the area, so I will not give it a score, but I will make a few comments on the combat.&lt;br /&gt;
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As mentioned before, there are a few different mob combat styles on display here (poisoners, stealers, strong melee, casters) so I think a player or group of players will find something they like in the area at one level range or another. There is (more or less) a clear separation of the area between the higher and lower level mobs, and most don&#039;t seem aggressive so you can move freely to the places you&#039;d like.&lt;br /&gt;
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I think some people would not like some of the mobs because of their combat or out of combat effects, but personally I find this to be a positive. I enjoy varied and challenging combat, so the less a mob just plain auto attacks, the happier I am. Especially in an area where mobs are not aggressive or link, I don&#039;t mind a more challenging battle. That being said, I think someone looking for easier or more straightforward combat will avoid this place.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
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I feel there are a few reasons players would come to this area, but I think in general most coming for a &#039;&#039;&#039;specific&#039;&#039;&#039; reason will feel underwhelmed.&lt;br /&gt;
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Someone coming for quests may get frustrated if they are newer to MUDs. As mentioned in another review, I feel the ability to continue the quest relies on aggressive tactics, or an unforeseen method. This is an issue with many quests at the moment, where deductive and inductive reasoning are not helpful, and one must turn to outside sources or nonsensical actions to solve a quest. If it wasn&#039;t for one little hiccup, I would have really enjoyed the only quest in the area.&lt;br /&gt;
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I think someone could level here, but I don&#039;t think someone who is looking to streamline the leveling process will. Considering it is based in an area for more seasoned players (closer to Viorar), many players are set in what they want for mobs, and this isn&#039;t it. As I mentioned before, I don&#039;t think the area is bad for leveling, but considering only one quest and the style of mobs, experience grinders won&#039;t visit.&lt;br /&gt;
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The gold and loot seem fine for the area, maybe a bit more powerful for someone (it seems a lot of the gear will become available more for when you leave the area, which is helpful but kills the vibe of finding something and being able to try it out right away). Once again, I don&#039;t think someone will come here specifically for the loot, but I think someone can find some decent things coming here.&lt;br /&gt;
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There weren&#039;t any shops I could find in the area.&lt;br /&gt;
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To recap:&lt;br /&gt;
&lt;br /&gt;
- I think it lacks flavor for exploring players&lt;br /&gt;
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- It lacks an overall grindable mob for xp players&lt;br /&gt;
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- It lacks strong loot for optimized players&lt;br /&gt;
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- It lacks quests for questing players&lt;br /&gt;
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It saddens me, because I think Midnight Gardens wanted to be all of these things, but fell short. I think a player could come here and still find fun, but I don&#039;t think it will be recommended by others. There are better quests, better mobs, better loot, and a better feel elsewhere, and even while none of those are strong enough to hold up on their own, the overall experience feels lacking as well. I personally don&#039;t think I&#039;d come back unless it would be to quickly do the quest again and be on my way.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10 &#039;&#039;&#039;&lt;br /&gt;
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The area is where it says it is, and for newer players it&#039;s clearly highlighted in both the map and atlas. I think the process of getting there might be a little... strained the first time, but it is not quest blocked nor is needlessly difficult to find.&lt;br /&gt;
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There is only one real connection, which... it is a hedge maze, so I can&#039;t fault it too much. I suppose I&#039;m of the mind I think the connection could be better, or maybe just a little more visible, but I don&#039;t have a clear solution as to how.&lt;br /&gt;
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If the connection remained unchanged, I don&#039;t think I would be too bothered, especially compared to the other issues within the area.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp(Wizard/16-20, 1 remort at the time)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 6/29/21 (right before the deadline!)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As far as room descriptions go, at least for me, Midnight Gardens was fantastic. Each room was evocative, making me imagine a beautiful, gently-lit garden in different but cohesive ways. Room descriptions flow together, and they&#039;re generally just the right length -- long enough to enjoy, but not so long I start skimming. &lt;br /&gt;
&lt;br /&gt;
Mob and item descriptions generally worked just as well for me. And most things I tried seemed to have talkprogs, which is something I always really appreciate. Also, the apple tree and fountain are nice to have.&lt;br /&gt;
&lt;br /&gt;
Extra descriptions, though, were pretty lacking at times. I had high hopes going in (the boxwood hedges were described!), but much of the rest of the maze had rooms that seemed like they cried out for some extra flavor to expand on the room desc, but didn&#039;t have them. Now, to some extent, that&#039;s an excessive ask: if something&#039;s described well and prettily in the room description, and it&#039;s utterly inessential to interacting with the area, then I understand there&#039;s no describing absolutely everything in an area. &lt;br /&gt;
&lt;br /&gt;
That being said, a few rooms that stood out to me were: the corridor S-E-S of the entrance, where flowers are described as covering an entrance (seems potentially important); the room NW of the apple tree, which is described as having statues alternating with flowerbeds in a generally-interesting environment, but seems to do nothing with them; possibly a stone arch in one room; the beehive, which unless I&#039;m missing drastically lacks descs for any of the main hive rooms; possibly the room with rose trees; the stream, I felt, really needed descriptions; a &#039;slender tree&#039; caught my eye; and I think it&#039;d be nice if the Pristine Pool had a description for the pool. &lt;br /&gt;
&lt;br /&gt;
The most important one, though, is the Lunatic Basilica. Which responds only to &#039;tower&#039;, and neither of &#039;Lunatic&#039; nor &#039;Basilica&#039;. And whose description is &amp;quot;The tower is intimidating but lovely. Unfortunately, the doors seem to be sealed.&amp;quot;, which really gives me no sense of what it actually, well, looks like. &lt;br /&gt;
&lt;br /&gt;
Also, the lamp post room isn&#039;t marked as lit despite being described as it. (That&#039;s a more general question I have, since many of the rooms are listed as having lighting rocks in the floor and such, but aren&#039;t marked as lit -- but a room with a literal lamp post seems somewhat egregious.) &lt;br /&gt;
&lt;br /&gt;
All told, the area&#039;s gorgeous at times -- I&#039;d absolutely take this level of extra descs compared to many other areas; it&#039;s just that the lovely room descs gives me higher expectations for extra descs, and they&#039;re rarely there.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well, by level 20ish (in the middle of the listed level range), I was two-shotting most enemies here when I rolled well. But I think a fair bit of that&#039;s just Wizard doing Wizard things.&lt;br /&gt;
&lt;br /&gt;
The bee soldiers are fine. The bee workers don&#039;t really differentiate themselves from the soldiers much. &lt;br /&gt;
Given that they&#039;re bees, could the workers get reinforce or something? They might need to be slightly lower level/power to account for the decent chance of ganging up on the player, but I think it&#039;d add something to encourage players to (metaphorically or literally) sneak around and pick off mobs who&#039;ve been separated from the others. Also, the soldiers specifically note they fly off to &amp;quot;warn the others&amp;quot;; it&#039;d be neat if that made the bees aggressive for awhile or something.&lt;br /&gt;
&lt;br /&gt;
The crawlers are easy, though their Blight is, in fact, annoying. Maybe it&#039;s there to teach you how Blight works?&lt;br /&gt;
The Kokiri are pretty easy. I dunno, they seem more there to give out qinfo, so that&#039;s fine.&lt;br /&gt;
The Beastmen are nice, and I&#039;d say about the right difficulty level: Wizard killed em fast (as usual), but they could lay on the beats if I missed a few spells in a row.&lt;br /&gt;
The monks were a decent challenge at my level range, which feels right for them being a few levels higher than the rest.&lt;br /&gt;
The flytraps were fine; it&#039;s a little odd to be able to fight them prior to the boss, but maybe it&#039;s a red herring?&lt;br /&gt;
The Porobins are kind of perfect, I think. I *hate* them, but they&#039;re just the right difficulty level (tough when I was at 16, fairly easy here at 20), it introduces players to steal and flee and smokescreen, it&#039;s just really cool IMO. Though annoying.&lt;br /&gt;
The boss was at a very good level: it took some consumables and I barely survived (at 18ish), which feels right. The moving around was neat.&lt;br /&gt;
The Queen Bee pokemon (why do we have so many pokemon?) was a decent fight but not too tough, so that&#039;s alright.&lt;br /&gt;
&lt;br /&gt;
As for rewards: most of what I got was pretty comparable to equipment I had of a fairly lower level (rake vs a treant arm, a ragged cloak vs a lab coat, a crown vs a cocked hat); however, frankly, I have no idea what&#039;s good or bad in low-level equipment, so I don&#039;t really know what to expect there. They were fine, nothing really exciting. I will say it&#039;s a little annoying that I could fairly easily kill enemies at level 16-18, but lots of the items were only accessible at level 20.&lt;br /&gt;
&lt;br /&gt;
Really, in general, I&#039;d say this area feels like it&#039;s *almost* right, but isn&#039;t quite there in terms of combat. Many of the mobs were fairly easy for a Wizard to just chew through even at the low end of the level range -- with the caveats that &#039;killing things fast if possible&#039; is sort of Wizard&#039;s thing, I did need to rest pretty frequently, and I brought in double image as a survival skill from Ninja. &lt;br /&gt;
&lt;br /&gt;
That being said, I can&#039;t imagine any real challenges if I came back at the top end around 25. I&#039;d re-list this zone as being levels 15-22 or so, make the aforementioned changes to the bees, and maybe add 1 more mob type that does something different from the others (maybe a darkness/light caster? You could make moon spirits for the Lunatic Basilica, and have them cast light-based spells, or if you&#039;re a fan of prog rock give them Darkside).&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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The main quest was cool, which is the main thing I look for in an area. I enjoyed playing it, I enjoyed piecing together what was going on. It was... pretty easy, but I suppose it&#039;s probably a good introduction to newer players that, hey, talking to NPCs matters. Listening to what they say matters.&lt;br /&gt;
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It was not a particularly great area as far as xp and such goes, at least for me. It was fine. I got some XP and some gold, a handful of neat items (the flower in a bubble seems a little weak, but decent enough really; the various lights are actually really cool, I&#039;d like it if more areas had lights as a drop/reward).&lt;br /&gt;
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I think it&#039;d be neat to flesh out the quest a bit more: add a mini-boss to get the tuba, maybe, or meet Carlie somewhere else in the maze in between beehouse and flytrap.&lt;br /&gt;
Also, some sort of mini-quest so there&#039;s not just the one single quest would be nice. I don&#039;t know what this could be, though. &lt;br /&gt;
&lt;br /&gt;
There&#039;s one huge caveat to this: the bees. They&#039;re super disappointing. The hex shape is cool and all, but not really a navigation challenge, and that means you could replace the entire beehive with three rooms (entrance, middle, queen&#039;s room) and lose nothing of substance. Adding the reinforcing behavior or something would help, since it&#039;d give a reason to use the space, but I think the beehive needs 1 or 2 more attractions. If the bees are made aggressive, having a &#039;safe room&#039; in some forgotten corner would be nice. Maybe a pool of honey? Or add a new bee enemy? (I saw the &#039;Beehoss&#039; from the Mario RPGs and it seems neat, maybe, or some other bee enemy.) Just something so the hive doesn&#039;t feel empty and a waste of space.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s not really its fault, but yeah, even if this is a hedge maze, I&#039;d expect it to connect to *something* else. As currently placed, I&#039;d want Midnight Gardens to connect to the Beast Kingdom, or the mountains or something. (Also, semi-related: given how a decent chunk of backtracking is regularly required, it&#039;d be nice to have a one-way exit from near the end (Basilica area) to near the start (by the beehive) to make traversal faster without losing exploration.)&lt;br /&gt;
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On a related note, why does the atlas suggest that Midnight Gardens and Carnival Night Zone have basically the opposite of their current positions? I don&#039;t really love navigation in Faron Woods anyways, but it might make more sense to put Gardens to the west and Carnival to the north. Or hey, for that matter, put Gardens where the Black Havens exit is and vice versa; it&#039;d make more sense that the latter is more northern-located, I think. &lt;br /&gt;
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I dunno. I don&#039;t know a good solution here, but it does feel disappointing for such a large and twisty zone to have no real outward connections.&lt;br /&gt;
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The biggest solution to this, of course, would be to make something more out of the Lunatic Basilica. I can&#039;t say there *isn&#039;t* anything there, I&#039;ll need to come back in a future mort after redoing the Mana Quest (and actually completing Luminence this time) to double check, but assuming there isn&#039;t anything there, making the Basilica more interactable would be really cool and a natural way to make the zone more worth exploring even for late-game players.&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Slurmp</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4336</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4336"/>
		<updated>2021-06-29T14:31:14Z</updated>

		<summary type="html">&lt;p&gt;Slurmp: Added Slurmp&amp;#039;s AOTM review&lt;/p&gt;
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&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
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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;
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(&#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;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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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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----&lt;br /&gt;
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&#039;&#039;&#039;Player: Coeurl, as Remi (Geomancer/15-18)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 5/26-5/29&#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 descriptions paint a good picture of the area. The amount of extra descriptions I spotted seemed to be about right. &lt;br /&gt;
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There are actually several rooms with a stream or fountain that cannot be drunk from but there is a room with a functioning fountain so it&#039;s probably okay that every single room isn&#039;t a source of water.&lt;br /&gt;
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There are a couple of areas with repeating descriptions but the POINT of those areas is to be mazelike and difficult to navigate so this is not a negative.&lt;br /&gt;
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There is a gazebo in one room with an extra description with no way to interact with. This isn&#039;t NECESSARILY a bad thing but I was a little disappointed there wasn&#039;t a little more to check out there. Another room has some statues I wanted to get a closer look at but had no extra descs. This is really nitpicking though.&lt;br /&gt;
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You can attack the featured quest NPC (if you are some kind of a monster) and they do not have a special reaction or seem to have any mprogs. Seems like this should either be fixed or they should not be attackable. &lt;br /&gt;
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Every mob that I talked to responded, which I like to see. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The area struck me as quite well tuned overall. It&#039;s incredibly annoying that engaging a Crawler is basically GUARANTEED Blight and you&#039;ll watch a ton of your HP tick away after combat ends, but some mobs can just be annoying. As a vanilla geomancer I was challenged enough that I needed to rest reasonably often but didn&#039;t find anything that I absolutely COULD NOT kill.&lt;br /&gt;
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The Porobin Hoods are going to be a little bit rough if you come there on the low end (it&#039;s a level 16-25 zone, and they&#039;re level 21) and they&#039;re harder to completely ignore because they can steal from you, but at least you can somewhat prepare for that because banks exist. Other than Crawlers they were probably the most frustrating to deal with because they hit fairly hard and money you pick up in the area isn&#039;t safe.&lt;br /&gt;
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In fact, the major boss of the area was incredibly challenging, but still possible to solo. I was able to beat it on my own, but it required spamming the pumpkin pombs that I had collected in the area and I was in the single digits in HP. That strikes me as about perfect in terms of difficulty level. As a solo character I would not have been able to win if I had gone in any less prepared.&lt;br /&gt;
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There&#039;s a light you can obtain in the area that&#039;s thematically cool, but it has a negligible bonus and doesn&#039;t last for very long so it&#039;s a little disappointing. There are a couple of items that fill rarer equipment slots that are cool, though.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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I was completely prepared to totally hate my life here because navigating non-linear mazes is not one of my strong points but weirdly, I enjoyed it a lot more than I expected! If you&#039;re unobservant as hell like me, drawing a map and finding a way to mark the rooms you&#039;ve been in is extremely helpful.&lt;br /&gt;
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It would not be the worst place to get experience, but it&#039;s not the best. There is at least one unique item that I can see being useful for a long time after you outlevel most of the benefits of the zone.&lt;br /&gt;
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The quest list does feel a bit short, with only one quest in the area that can be completed. It is, however, a slightly longer quest that could end up taking a very long time depending on how lost you get or how hard the hints are for you to piece together.&lt;br /&gt;
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Also, being as vague as possible to avoid qinfo, there is an item in the area that you will need to proceed if you didn&#039;t come prepared. I couldn&#039;t figure out a way to obtain the item without being a murderhobo, and I think I would have liked a less violent method to procure the item, given that it came from an a peaceful NPC. This could be another quest in the area, maybe?&lt;br /&gt;
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I found no shops in the area.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 10/10 &#039;&#039;&#039;&lt;br /&gt;
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Elaborate garden connects to a forest. Sure, I have no trouble seeing it. Lots of plants either way, one is just more cultivated.&lt;br /&gt;
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&#039;&#039;&#039;Player: Deim, as Aelys (Elementalist 100/21-remort)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 7-6-2021&#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 Midnight Gardens looks and feels nice. You can tell it is what it says on the tin, a lovingly made garden to enjoy for a night time stroll. Past that first impression though, it shows its age, in that quite a few would be extra-descs pointed out in the room-descs, don&#039;t actually pan out as viewable. Given the very large span of the Zone, this is not entirely un-expected, it would amount to an awful lot of extra-descs, but it makes it feel less then it could-be, given there are still some earlier in that do pan-out.&lt;br /&gt;
The mobs though are again, nice, the descriptions are fitting and you can tell their inspirations for the most part. Interactively some of them feel a bit repetitive in their responses, especially the sapient ones, not the trash fight- mobs, but again, its a large zone, and bonus-points for even having Talk-responses including some downright hilarious ones.&lt;br /&gt;
For a Garden, it feels somewhat lifeless, in that the plants are not all that interactive, or at least the extra-desc ones. Yes, there are entire rooms set aside for treasure-chest flowers, a nice thematic touch. But what about all the &lt;br /&gt;
other flowers hinted at, this feels like a missed opportunity, which is somewhat of a recurring theme for the zone.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
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For such a large zone, it&#039;s Mob-density is actually quite nice, if somewhat scattered about, leaving entire sections feeling lifeless and, admittedly, allowing you to enjoy the pretty scenery. The Mob-diversity though, needs a lot of work. Again, it feels like a missed opportunity to not have more variety of Bugs and other garden pests around. The Bees in particular, are very repetitive, and could use more diversity. While the furthest part, is actually the best represented area for diversity. Which fits, since its also the most &#039;wild and overgrown&#039; part.&lt;br /&gt;
Awarded and Dropped Items are somewhat of a mixed bag, some are level appropriate, others are wildly not-level appropriate.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
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Quite frankly I would not actually recommend Midnight Gardens past a single visit per remort. The Main, and only Quest in the Area is very nice, and in fact, very recommendable for its fun interactivity and its rewards, which is why it doesnt get a worse grade. But given that is all the area revolves around, once that&#039;s done, so then, are you. The Mob-density is alright for leveling, but it&#039;s scattered across a vast and large zone, which is not a good thing for leveling and the mob diversity, as and equally important, leaves much to be desired for leveling seriously. It works for during the quest, but as &#039;go there for this level range&#039;, nope.&lt;br /&gt;
Which, in all is rather sad, since it is a very large Zone, and it contains a lot of hints and possibilities for expansion, both the Zone itself, and More Quests there or near-it.&lt;br /&gt;
Some of the Dropped items have some potential, see wildly not-level appropriate, but a single pass through to do it&#039;s Quest should net you all that you need from that if such suits you.&lt;br /&gt;
Without wanting to enjoy a visit to a nice garden, there is thus really no reason to ever return here, which is again, rather sad.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
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Geographically, it makes sense for where it is, in that it is the place where the Moon Mana Stone is placed that makes Eternal Night a thing for the region. &lt;br /&gt;
Past that, it is a dead-end connection-wise, and devilishly tricky to find, let alone visit the first-time.&lt;br /&gt;
It has a lot of missed opportunities to connect to other-places, the Moon Tower itself, the Beast Kingdom and so-on. But given those other-places are non-existent at this point in time, that makes sense.&lt;br /&gt;
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Midnight Gardens is nice as it is, and is a Good, fun zone. The Quest the entire zone revolves around is a joy to play the first time, and on repeat visits the next remort over. And it is exactly because of that, that it hurts that there is not in fact more to do there. It has a good foundation to be Great, but it settles for being Good.&lt;br /&gt;
More ExtraDescs, More HiddenPathways in the Maze, and More Mob-Diversity; But mostly, More Quests.&lt;br /&gt;
Give an actual reason to return to the Gardens, preferably by following up on its Main Quest so that To Be Continued proves True, or even better let us visit the Moon Tower and Fight Another ManaBeastie at its Top.&lt;br /&gt;
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&#039;&#039;&#039;Player: Ryrol (Thief 13/1 remort at time of review)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): JUNE 18 2021&#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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I enjoy the room descriptions in this area. The verbiage is varied, the rooms feel distinct from one another, and for a newer player to MUDs I think there are a few tricks they can learn from navigating the area. The NPCs feel distinct, despite most of the ones having information are not very distinguishing by short description. Unfortunately so far I think the flavor text is a bit lacking (or hard to find), I tend to read rooms and look for keywords, and I didn&#039;t really find things at all, especially where I really would think there should be (possibly because of quests there are things in the room description that become more noticeable later, but truthfully coming in and looking as a observer nothing really stood out). As a person who specifically enjoys finding the &amp;quot;little touches&amp;quot; in a room, that was probably the biggest downside (for me) in this area so far.&lt;br /&gt;
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It&#039;s nice there is both a food and water source in the area, it does help give it a &amp;quot;lived in&amp;quot; feel, however with the exception of wandering enemies, things do feel a little static. There are also some benches, and while I&#039;m not sure if they give a resting bonus, they do help give some flair. Without strong extra descs, I would hope there would at least a few more objects to look at, but have no complaints about the ones currently on display.&lt;br /&gt;
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I think the enemies are interesting, and there are a few different styles of enemy on display here that not make combat interesting. At the moment I&#039;m not getting any alignment changes from any kills, which I feel could be worked on. I will say some areas feel like they are far more dense than others, which would be fine except most of the mobiles are grouped in one area together, and as stated before, not much to differentiate them.&lt;br /&gt;
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&#039;&#039;&#039;Balance: N/A&#039;&#039;&#039;&lt;br /&gt;
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I am underleveled for the area, so I will not give it a score, but I will make a few comments on the combat.&lt;br /&gt;
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As mentioned before, there are a few different mob combat styles on display here (poisoners, stealers, strong melee, casters) so I think a player or group of players will find something they like in the area at one level range or another. There is (more or less) a clear separation of the area between the higher and lower level mobs, and most don&#039;t seem aggressive so you can move freely to the places you&#039;d like.&lt;br /&gt;
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I think some people would not like some of the mobs because of their combat or out of combat effects, but personally I find this to be a positive. I enjoy varied and challenging combat, so the less a mob just plain auto attacks, the happier I am. Especially in an area where mobs are not aggressive or link, I don&#039;t mind a more challenging battle. That being said, I think someone looking for easier or more straightforward combat will avoid this place.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
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I feel there are a few reasons players would come to this area, but I think in general most coming for a &#039;&#039;&#039;specific&#039;&#039;&#039; reason will feel underwhelmed.&lt;br /&gt;
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Someone coming for quests may get frustrated if they are newer to MUDs. As mentioned in another review, I feel the ability to continue the quest relies on aggressive tactics, or an unforeseen method. This is an issue with many quests at the moment, where deductive and inductive reasoning are not helpful, and one must turn to outside sources or nonsensical actions to solve a quest. If it wasn&#039;t for one little hiccup, I would have really enjoyed the only quest in the area.&lt;br /&gt;
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I think someone could level here, but I don&#039;t think someone who is looking to streamline the leveling process will. Considering it is based in an area for more seasoned players (closer to Viorar), many players are set in what they want for mobs, and this isn&#039;t it. As I mentioned before, I don&#039;t think the area is bad for leveling, but considering only one quest and the style of mobs, experience grinders won&#039;t visit.&lt;br /&gt;
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The gold and loot seem fine for the area, maybe a bit more powerful for someone (it seems a lot of the gear will become available more for when you leave the area, which is helpful but kills the vibe of finding something and being able to try it out right away). Once again, I don&#039;t think someone will come here specifically for the loot, but I think someone can find some decent things coming here.&lt;br /&gt;
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There weren&#039;t any shops I could find in the area.&lt;br /&gt;
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To recap:&lt;br /&gt;
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- I think it lacks flavor for exploring players&lt;br /&gt;
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- It lacks an overall grindable mob for xp players&lt;br /&gt;
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- It lacks strong loot for optimized players&lt;br /&gt;
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- It lacks quests for questing players&lt;br /&gt;
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It saddens me, because I think Midnight Gardens wanted to be all of these things, but fell short. I think a player could come here and still find fun, but I don&#039;t think it will be recommended by others. There are better quests, better mobs, better loot, and a better feel elsewhere, and even while none of those are strong enough to hold up on their own, the overall experience feels lacking as well. I personally don&#039;t think I&#039;d come back unless it would be to quickly do the quest again and be on my way.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10 &#039;&#039;&#039;&lt;br /&gt;
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The area is where it says it is, and for newer players it&#039;s clearly highlighted in both the map and atlas. I think the process of getting there might be a little... strained the first time, but it is not quest blocked nor is needlessly difficult to find.&lt;br /&gt;
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There is only one real connection, which... it is a hedge maze, so I can&#039;t fault it too much. I suppose I&#039;m of the mind I think the connection could be better, or maybe just a little more visible, but I don&#039;t have a clear solution as to how.&lt;br /&gt;
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If the connection remained unchanged, I don&#039;t think I would be too bothered, especially compared to the other issues within the area.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp(Wizard/16-20, 1 remort at the time)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 6/29/21 (right before the deadline!)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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As far as room descriptions go, at least for me, Midnight Gardens was fantastic. Each room was evocative, making me imagine a beautiful, gently-lit garden in different but cohesive ways. Room descriptions flow together, and they&#039;re generally just the right length -- long enough to enjoy, but not so long I start skimming. &lt;br /&gt;
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Mob and item descriptions generally worked just as well for me. And most things I tried seemed to have talkprogs, which is something I always really appreciate. Also, the apple tree and fountain are nice to have.&lt;br /&gt;
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Extra descriptions, though, were pretty lacking at times. I had high hopes going in (the boxwood hedges were described!), but much of the rest of the maze had rooms that seemed like they cried out for some extra flavor to expand on the room desc, but didn&#039;t have them. Now, to some extent, that&#039;s an excessive ask: if something&#039;s described well and prettily in the room description, and it&#039;s utterly inessential to interacting with the area, then I understand there&#039;s no describing absolutely everything in an area. &lt;br /&gt;
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That being said, a few rooms that stood out to me were: the corridor S-E-S of the entrance, where flowers are described as covering an entrance (seems potentially important); the room NW of the apple tree, which is described as having statues alternating with flowerbeds in a generally-interesting environment, but seems to do nothing with them; possibly a stone arch in one room; the beehive, which unless I&#039;m missing drastically lacks descs for any of the main hive rooms; possibly the room with rose trees; the stream, I felt, really needed descriptions; a &#039;slender tree&#039; caught my eye; and I think it&#039;d be nice if the Pristine Pool had a description for the pool. &lt;br /&gt;
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The most important one, though, is the Lunatic Basilica. Which responds only to &#039;tower&#039;, and neither of &#039;Lunatic&#039; nor &#039;Basilica&#039;. And whose description is &amp;quot;The tower is intimidating but lovely. Unfortunately, the doors seem to be sealed.&amp;quot;, which really gives me no sense of what it actually, well, looks like. &lt;br /&gt;
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Also, the lamp post room isn&#039;t marked as lit despite being described as it. (That&#039;s a more general question I have, since many of the rooms are listed as having lighting rocks in the floor and such, but aren&#039;t marked as lit -- but a room with a literal lamp post seems somewhat egregious.) &lt;br /&gt;
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All told, the area&#039;s gorgeous at times -- I&#039;d absolutely take this level of extra descs compared to many other areas; it&#039;s just that the lovely room descs gives me higher expectations for extra descs, and they&#039;re rarely there.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 7/10?&#039;&#039;&#039;&lt;br /&gt;
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Well, by level 20ish (in the middle of the listed level range), I was two-shotting most enemies here when I rolled well. But I think a fair bit of that&#039;s just Wizard doing Wizard things.&lt;br /&gt;
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The bee soldiers are fine. The bee workers don&#039;t really differentiate themselves from the soldiers much. &lt;br /&gt;
Given that they&#039;re bees, could the workers get reinforce or something? They might need to be slightly lower level/power to account for the decent chance of ganging up on the player, but I think it&#039;d add something to encourage players to (metaphorically or literally) sneak around and pick off mobs who&#039;ve been separated from the others. Also, the soldiers specifically note they fly off to &amp;quot;warn the others&amp;quot;; it&#039;d be neat if that made the bees aggressive for awhile or something.&lt;br /&gt;
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The crawlers are easy, though their Blight is, in fact, annoying. Maybe it&#039;s there to teach you how Blight works?&lt;br /&gt;
The Kokiri are pretty easy. I dunno, they seem more there to give out qinfo, so that&#039;s fine.&lt;br /&gt;
The Beastmen are nice, and I&#039;d say about the right difficulty level: Wizard killed em fast (as usual), but they could lay on the beats if I missed a few spells in a row.&lt;br /&gt;
The monks were a decent challenge at my level range, which feels right for them being a few levels higher than the rest.&lt;br /&gt;
The flytraps were fine; it&#039;s a little odd to be able to fight them prior to the boss, but maybe it&#039;s a red herring?&lt;br /&gt;
The Porobins are kind of perfect, I think. I *hate* them, but they&#039;re just the right difficulty level (tough when I was at 16, fairly easy here at 20), it introduces players to steal and flee and smokescreen, it&#039;s just really cool IMO. Though annoying.&lt;br /&gt;
The boss was at a very good level: it took some consumables and I barely survived (at 18ish), which feels right. The moving around was neat.&lt;br /&gt;
The Queen Bee pokemon (why do we have so many pokemon?) was a decent fight but not too tough, so that&#039;s alright.&lt;br /&gt;
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As for rewards: most of what I got was pretty comparable to equipment I had of a fairly lower level (rake vs a treant arm, a ragged cloak vs a lab coat, a crown vs a cocked hat); however, frankly, I have no idea what&#039;s good or bad in low-level equipment, so I don&#039;t really know what to expect there. They were fine, nothing really exciting. I will say it&#039;s a little annoying that I could fairly easily kill enemies at level 16-18, but lots of the items were only accessible at level 20.&lt;br /&gt;
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Really, in general, I&#039;d say this area feels like it&#039;s *almost* right, but isn&#039;t quite there in terms of combat. Many of the mobs were fairly easy for a Wizard to just chew through even at the low end of the level range -- with the caveats that &#039;killing things fast if possible&#039; is sort of Wizard&#039;s thing, I did need to rest pretty frequently, and I brought in double image as a survival skill from Ninja. &lt;br /&gt;
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That being said, I can&#039;t imagine any real challenges if I came back at the top end around 25. I&#039;d re-list this zone as being levels 15-22 or so, make the aforementioned changes to the bees, and maybe add 1 more mob type that does something different from the others (maybe a darkness/light caster? You could make moon spirits for the Lunatic Basilica, and have them cast light-based spells, or if you&#039;re a fan of prog rock give them Darkside).&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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The main quest was cool, which is the main thing I look for in an area. I enjoyed playing it, I enjoyed piecing together what was going on. It was... pretty easy, but I suppose it&#039;s probably a good introduction to newer players that, hey, talking to NPCs matters. Listening to what they say matters.&lt;br /&gt;
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It was not a particularly great area as far as xp and such goes, at least for me. It was fine. I got some XP and some gold, a handful of neat items (the flower in a bubble seems a little weak, but decent enough really; the various lights are actually really cool, I&#039;d like it if more areas had lights as a drop/reward).&lt;br /&gt;
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I think it&#039;d be neat to flesh out the quest a bit more: add a mini-boss to get the tuba, maybe, or meet Carlie somewhere else in the maze in between beehouse and flytrap.&lt;br /&gt;
Also, some sort of mini-quest so there&#039;s not just the one single quest would be nice. I don&#039;t know what this could be, though. &lt;br /&gt;
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There&#039;s one huge caveat to this: the bees. They&#039;re super disappointing. The hex shape is cool and all, but not really a navigation challenge, and that means you could replace the entire beehive with three rooms (entrance, middle, queen&#039;s room) and lose nothing of substance. Adding the reinforcing behavior or something would help, since it&#039;d give a reason to use the space, but I think the beehive needs 1 or 2 more attractions. If the bees are made aggressive, having a &#039;safe room&#039; in some forgotten corner would be nice. Maybe a pool of honey? Or add a new bee enemy? (I saw the &#039;Beehoss&#039; from the Mario RPGs and it seems neat, maybe, or some other bee enemy.) Just something so the hive doesn&#039;t feel empty and a waste of space.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s not really its fault, but yeah, even if this is a hedge maze, I&#039;d expect it to connect to *something* else. As currently placed, I&#039;d want Midnight Gardens to connect to the Beast Kingdom, or the mountains or something. (Also, semi-related: given how a decent chunk of backtracking is regularly required, it&#039;d be nice to have a one-way exit from near the end (Basilica area) to near the start (by the beehive) to make traversal faster without losing exploration.)&lt;br /&gt;
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On a related note, why does the atlas suggest that Midnight Gardens and Carnival Night Zone have basically the opposite of their current positions? I don&#039;t really love navigation in Faron Woods anyways, but it might make more sense to put Gardens to the west and Carnival to the north. Or hey, for that matter, put Gardens where the Black Havens exit is and vice versa; it&#039;d make more sense that the latter is more northern-located, I think. &lt;br /&gt;
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I dunno. I don&#039;t know a good solution here, but it does feel disappointing for such a large and twisty zone to have no real outward connections.&lt;br /&gt;
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The biggest solution to this, of course, would be to make something more out of the Lunatic Basilica. I can&#039;t say there *isn&#039;t* anything there, I&#039;ll need to come back in a future mort after redoing the Mana Quest (and actually completing Luminence this time) to double check, but assuming there isn&#039;t anything there, making the Basilica more interactable would be really cool and a natural way to make the zone more worth exploring even for late-game players.&lt;br /&gt;
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		<author><name>Slurmp</name></author>
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