Input: [Name] Tamal [Level] 5th/4th Cleric [Gender and Race] Male Dwarf [Align] -- [Deity] -- [School] -- [Sourcebook] The Mines of Bloodstone [Information]

Output: Son of Tokan of the Orothiar Clan of dwarves


Input: [Name] Zarin Tallstout [Level] 5th/5th Thief [Gender and Race] Male Halfling [Align] CG [Deity] -- [School] -- [Sourcebook] Menzoberranzan: Card Sheets [Information]

Output: Resides in Menzoberranzan


Input: [Name] Ghaliver Longstocking [Level] 5th/5th Thief [Gender and Race] Male Halfling [Align] CN [Deity] -- [School] -- [Sourcebook] The North: The Wilderness [Information]

Output: Manipulator of merchants in Westbridge


Input: [Name] Ghaliver Longstocking [Level] 5th/5th Thief [Gender and Race] Male Halfling [Align] CN [Deity] -- [School] -- [Sourcebook] Volo's Guide to the North [Information]

Output: Manipulator of merchants in Westbridge


Input: [Name] Krimmon Amethystall [Level] 5th/5th Thief [Gender and Race] Male Halfling [Align] LE [Deity] -- [School] -- [Sourcebook] Lands of Intrigue: Book One [Information]

Output: Count of Vintor in Tethyr


Input: [Name] Ott Steeltoes [Level] 5th/5th Thief [Gender and Race] Male Dwarf [Align] NE [Deity] -- [School] -- [Sourcebook] Waterdeep and the North [Information]

Output: Member of the Xanathar's Thieves' Guild. Smuggling and thieving


Input: [Name] Grimmbold the Gith [Level] 5th/5th Thief [Gender and Race] Male Githzerai [Align] NE [Deity] -- [School] -- [Sourcebook] Skullport [Information]

Output: Proprietor of The Hell Hounds Muzzle Tavern in Skullport. Leader of a small group of Zhentarim


Input: [Name] Posetarik Woodlock [Level] 5th/5th Thief [Gender and Race] Male Gold Elf [Align] CN [Deity] -- [School] -- [Sourcebook] Cloak & Dagger [Information]

Output: Member of the Iron Throne


Input: [Name] Baergon Bluesword [Level] 5th/5th Cleric [Gender and Race] Male Half-elf [Align] CN [Deity] Tempus [School] -- [Sourcebook] A Grand Tour of the Realms [Information]

Output: Leader of The Table of the Sword in Daggerford


Input: [Name] Baergon Bluesword [Level] 5th/5th Cleric [Gender and Race] Male Half-elf [Align] CN [Deity] Tempus [School] -- [Sourcebook] Under Illefarn [Information]

Output: Leader of The Table of the Sword in Daggerford


Input: [Name] Baergon Bluesword [Level] 5th/5th Cleric [Gender and Race] Male Half-elf [Align] CN [Deity] Tempus [School] -- [Sourcebook] Hordes of Dragonspear [Information]

Output: Leader of The Table of the Sword in Daggerford


Input: [Name] Baergon Bluesword [Level] 5th/5th Cleric [Gender and Race] Male Half-elf [Align] CN [Deity] Tempus [School] -- [Sourcebook] Volo's Guide to the Sword Coast [Information]

Output: Leader of The Table of the Sword in Daggerford


Input: [Name] Alamarayne Moonray [Level] 5th/5th Cleric [Gender and Race] Female Half-moon Elf [Align] CG [Deity] Selune [School] -- [Sourcebook] The Moonsea [Information]

Output: Leader of The Temple of the Half-moon in Elmwood


Input: [Name] Taybar Rozziss [Level] 5th/5th Wizard [Gender and Race] Male Dark Elf [Align] CE [Deity] -- [School] -- [Sourcebook] Ruins of Zhentil Keep: Campaign [Information]

Output: Consort of Kebella Mizzrym in Zhentil Keep


Input: [Name] Vyaalis [Level] 5th/5th Wizard [Gender and Race] Male Aquatic Elf [Align] LN [Deity] -- [School] -- [Sourcebook] Empires of the Shining Sea [Information]

Output: Wanders the sea near Calimshan and Tethyr


Input: [Name] Garynnon Ongluth II [Level] 5th/5th Wizard Bladesinger [Gender and Race] Male Moon Elf [Align] LG [Deity] -- [School] -- [Sourcebook] Cormanthyr: Empire of the Elves [Information]

Output: Clan Heir of the Ongluth Clan of Cormanthyr. Seventh grandson of Garynnon the elder. Nikym of the Akh'velahr


Input: [Name] Tamaroo Quinson [Level] 5th/5th Wizard [Gender and Race] Male Gnome [Align] -- [Deity] -- [School] Illusionist [Sourcebook] The Bloodstone Lands [Information]

Output: Leader of the Circus of Dr. Trundles in Imphras II


Input: [Name] Gnahac Gnarlnose [Level] 5th/5th Wizard [Gender and Race] Male Gnome [Align] NG [Deity] -- [School] Illusionist [Sourcebook] The Moonsea [Information]

Output: Owner of Nat Wyler's Bell Inn in Phlan


Input: [Name] Keris [Level] 5th/5th Wizard/7th Thief [Gender and Race] Male Half-elf [Align] NE [Deity] -- [School] -- [Sourcebook] Ruins of Zhentil Keep: Campaign [Information]

Output: Proprietor of The River in Zhentil Keep


Input: [Name] Keris [Level] 5th/6th Thief [Gender and Race] Male Dwarf [Align] LN [Deity] -- [School] -- [Sourcebook] The Dalelands [Information]

Output: Member of the High Dale Council


Input: [Name] Kalor Ovrabek [Level] 5th/6th Thief [Gender and Race] Male Half-elf [Align] LE [Deity] -- [School] -- [Sourcebook] Four from Cormyr [Information]

Output: Visiting Halfhap in Cormyr with Mirande Palemedes. Member of the Zhentarim


Input: [Name] Jarrod Tallhill [Level] 5th/6th Thief [Gender and Race] Male Halfling [Align] NE [Deity] -- [School] -- [Sourcebook] The Fall of Myth Drannor [Information]

Output: Councilor. Hill Voice of the halflings


Input: [Name] Deacon Theron Simon [Level] 5th/6th Thief [Gender and Race] Male Half-elf [Align] -- [Deity] Gond [School] -- [Sourcebook] The City of Ravens Bluff [Information]

Output: Member of The Turning Wheel in Ravens Bluff


Input: [Name] Information Officer Snaggly [Level] 5th/6th Thief [Gender and Race] Male Dwarf [Align] NG [Deity] -- [School] -- [Sourcebook] The City of Ravens Bluff [Information]

Output: Information officer for The Silent Network in Ravens Bluff


Input: [Name] Haffa [Level] 5th/6th Thief [Gender and Race] Male Half-ogre [Align] TN [Deity] -- [School] -- [Sourcebook] Skullport [Information]

Output: Owner of Haffa's Flatbacks


Input: [Name] Kueh-Ku [Level] 5th/6th Thief [Gender and Race] Female Half-elf [Align] CE [Deity] -- [School] -- [Sourcebook] Cloak & Dagger [Information]

Output: Assassin for the Shadow Thieves


Input: [Name] Zar-Dandan [Level] 5th/6th Thief [Gender and Race] Male Human [Align] TN [Deity] -- [School] -- [Sourcebook] The Horde [Information]

Output: Member of the caravan that is heading to Shou Lung


Input: [Name] Pawldo of Lowhill [Level] 5th/7th Thief [Gender and Race] Male Halfling [Align] NG [Deity] -- [School] -- [Sourcebook] Hall of Heroes [Information]

Output: Companion of Tristan Kendrick on the Moonshaes


Input: [Name] Burak [Level] 5th/7th Thief [Gender and Race] Male Half-orc [Align] NE [Deity] -- [School] -- [Sourcebook] Hall of Heroes [Information]

Output: Captain of The Flotsam. Pirate on the Moonsea


Input: [Name] Melyrk Rubyripper [Level] 5th/7th Wizard [Gender and Race] Male Gnome [Align] CG [Deity] -- [School] Illusionist [Sourcebook] The Moonsea [Information]

Output: Owner of Mad Melyrk's in Thentia


Input: [Name] Giovanni the Drake [Level] 5th/8th Bard [Gender and Race] Male Human [Align] -- [Deity] -- [School] -- [Sourcebook] Gold & Glory [Information]

Output: Leader of the Veterans' Guild of Ravens Bluff


Input: [Name] Lady Sashesh [Level] 5th/8th Thief [Gender and Race] Female Human [Align] LN [Deity] -- [School] -- [Sourcebook] The Dalelands [Information]

Output: Representive of Sembia in Scardale


Input: [Details Needed] Event: The Collapse Creature type: Beastfolk Mechanics: Magical pathway [Notes] The Beastfolk we include will the "best" ones as well as any encountered as NPCs Multiple options for magical pathways may potentially be included, but the most important is the new cost of arcane magic and the two ways of paying that cost (as well as the attendant metamagic potential 'benefit') The Collapse is still a mystery as to what caused it, although there are some theories [Encounter/Plot Point]

Output: Background and history. If possible, the PCs in their backgrounds should be connected to one or more of the following: Jengar The crypt of Dun'or (beastfolk PCs can know of it and believe it to be sacred) Rokinu (work for him, owe him money, etc.) Bement Prison (would be cool if a family member is in prison there) Sascria (family emigrated, hate them, connected to a School, etc.) Also, in every PCs history, they must be connected to the Collapse, since it was in all of their lifetimes. Where were they when it hit? What did they lose? What did they see happen? What do they think of divine magic and gods?

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Character: William Analore Character: Jengar Character: Dun'or Place: Somewhere in Free Tesaya [Notes] Free Tesaya is mentioned in a few places, but it does not much content as of yet. It could use a lot of development In the Gen Con sessions, Jengar was an owl egalit cleric of Dun'or Given a cleric of Dun'or, what is Dun'or exactly? Do we know? I think that the idea of a cleric of a sacred place is a really cool idea - something I haven't seen before, but comes up a lot in historical religions [Encounter/Plot Point]

Output: Willem Analore summons together the PCs to find out what happened to Jengar. Jengar has gone missing while trying to find the crypt of Dun'or. The PCs should, at this point, have already heard of the crypt of Dun'or, and should already be invested in some way with Jengar.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Creature type: Created Monsters [Notes] Need to create a monster that is DGA specific Still need a buddy for the fighting OGL monster - the Gulon might be a fit here, or do we want something that would team well with the Owlbear? Should be a note for a Knowledge: nature check to know that these 'monsters' can be talked to, or at least manipulated. Maybe Sense Motive to know that they are protecting the Crypt [Encounter/Plot Point]

Output: While searching for the crypt, the PCs encounter a pair of fighting beastfolk. One should be a standard OGL monster like an owlbear, hydra or chimera and the second should be a Dark Golden Age Monster. The beastfolk are trying to drive the PCs away from the Crypt, which they consider sacred, so the combat can be avoided if the PCs make the opportunity to explain themselves. If they do, the beastfolk will guide them the rest of the way (also so they can keep an eye on them).

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Creature type: more monsters but mix of traditional and potentially new Item: magical and non-magical traps Place: Crypt of Dun'or [Notes] The Crypt of Dun'or will need a map [Encounter/Plot Point]

Output: The PCs find what appears to be a campsite where Jengar was located and enter a dungeon. The dungeon should introduce additional thematic elements of the Dark Golden Age. If the PCs have won over the beastfolk who tried to drive them off, they will receive hints and information about what they may find in the Crypt. Though it is sacred, it has very recently been corrupted, and foul things have gathered inside.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Creature type: Magowight [Encounter/Plot Point]

Output: Final encounter of the dungeon includes an encounter with a magowight version of Dun'or which the PCs must defeat in order to free Jengar who has become a sort of magical power soruce to the magowight's power. The encounter two major elements: 1. Fight the magowight Dun'or 2. Figure out how to sever the connection to Jengar and deprive the magowight of it's extra power before he is drained to death

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Place: Halag [Encounter/Plot Point]

Output: When Dun'or is defeated, Jengar is free but the crypt is defiled. Jengar wants to purify the crypt and believes that he can find the proper resources in Halag to complete the consecration. If he can purify the crypt, the local beastfolk will become his, and the PC's, staunch allies. Jengar is profoundly weakened from the draining, and will only slowly recover ability points, making him a relative cripple for the time being.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Character: Rokinu Organization: Rokinu's bandit organization [Notes] There are no details about Rokinu's bandit organization, but the Pathfinder Faction Guide could be a useful guide [Encounter/Plot Point]

Output: The PCs have an opportunity to do some haggling and shopping, but they get the feeling they are being watched. They eventually encounter a group of brigands who have been sent by Rokinu to bring them to him. Rokinu has a task he wants them to do and is willing to force them to do it. Ronkinu should be connected to at least a couple of the PCs, though.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Place: Sascria Organization: Witch hunters [Notes] Witches are a new base class in the Pathfinder RPG Advanced Player's Guide. In the Gen Con version of the game, it was a druid. A witch is potentially more powerful and more meaningful since they existed before the Collapse This Witch could be another Egalit, of the opposite type from Jengar [Encounter/Plot Point]

Output: Ronkinu's witch advisor, who Jengar was seeking, is the only local who can help cleanse the Crypt - and she has been kidnapped by Sascrian witch hunters. Jengar is too weak to accompany the PCs. Ronkinu tells the PCs about some boriwogs who work in Bement Prison who sometimes have dealings with witch hunters - they might know something, and time is running out before Rokinu's advisor is taken to Sascria.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Creature type: Created Monsters Place: Bement Prison [Notes] We need a map for the prison or we could simple use one of the Paizo GameMaster flip maps I vote Paizo flip-maps - or maybe don't even have a set map? But describe where things should be located and let the DM draw it out how s/he wants? [Encounter/Plot Point]

Output: The PC's travel to Bement Prison. On the way they are attacked by supporters of the witch hunters who are paid to watch the roads that the hunters frequent. They have laid arcane wilderness traps for the PCs and are fighting to capture, not kill. If overwhelmed, they will flee, using potions if invisibility. If the PCs detect their traps and ambush early, they might be able to convince (Bluff) the supporters that they too support Sascria and are just passing through.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Creature type: Boriwog Creature type: potentially other beastfolk Unique arcane traps for the prison records room This prison needs a Warden. I vote a Boriwog with a Gulon pet [Notes] This is a useful point for additional PCs to joint he party as well, particularly if the PCs liberate the prisoners. They could also be joined by a boriwog or other guard The record room of the prison, once the PCs are in it, should have some other juicy information too, foreshadowing other things going on in the world that the Swarm wants to expand upon [Encounter/Plot Point]

Output: The PCs explore Bement Prison which seems to have only a handful of boriwog mercenaries within it. There are also some beastfolk and human prisoners waiting to be picked up by witch hunters or sold to slavers. They discover the body of the witch but the body is without its soul. Paperwork or interrogation gives the PCs the name and potentially location of a witch hunter heptaviron leader who "purchased" the soul of the witch. The witch's familiar, a preening and talkative raven, may potentially help them locate the witch as well. The PCs can either talk to the boriwogs to shorten their search, help overthrow the prison and release the prisoners, both, or neither. This scene is primarily searching and investigation. When the PCs find the records room for the prison, it has a couple simple traps on the door and once inside to disarm - or set off, and be afflicted with arcane effects.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Particularities of Sascrian culture and dress for the PCs to impersonate [Notes] This is one of those scenes where the PCs can think about what they'll do next time they're here, with a little more power and maybe some allies, because trading in trapped souls is pretty despicable - or profitable! [Encounter/Plot Point]

Output: The information from Bement Prison leads the PCs to a secret trading post run by witch hunters just over the Sascrian border, on the Tesayan side of a wide river. This post trades in slaves and souls which are then taken deeper into Sascria for re-sale. The PCs investigate and ask around and find that the witch hunter they are after has already crossed deeper into Sascria. They need to purchase disguises, or at least new clothing, in order to follow and not stand out.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Sascrian border guards [Notes] This is an intro to the arcane ruins of Sascria - all the things that catastrophically stopped working during the Collapse. Also, a lot more arcane magic, even now, than the PCs are used to in Free Tesaya [Encounter/Plot Point]

Output: The PCs infiltrate deeper into Sascria, and depending on how well they did getting disguises, they may or may not be accosted by Sascrian guards seeking to arrest them. They either walk on through with good disguises, talk their way past with ok disguises, or get into a fight with poor ones. Unless they kill the guards quickly on the other side of the river, they raise an alarm and the PCs have to flee and move in hiding, making things more difficult.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] A couple more unique arcane traps The witch hunter him/herself; Jarvia Cladis The witch hunter's bodyguards; a Lupine Fighter named Ironclaw and a Human Wizard (abjurer) named Ander Numis Probably a few minions of the Witch Hunter [Notes] The witch hunter is hard to bring down because s/he has at least one stolen soul to draw upon that s/he's kept for him/herself. I vote that the witch hunter is a she, since the other NPCs are mostly guys so far [Encounter/Plot Point]

Output: The PCs come to the camp of the witch hunter and her bodyguards - they are carrying a runed chest of souls guarded by locks and arcane traps. The hunter isn't going down without a fight - the School of Eternity wants the souls and will take the hunter's soul as punishment for failure. If the PCs don't effectively ambush the witch hunter, this is a very hard fight.

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Details Needed] Expatriate necromancer Ulla Tuscador [Notes] Perhaps Thuria, the Sarkan Tribelands or another place that someone wants to develop Each soul is a potential quest - it should be clear that the witch's soul was the final part of a set of some kind When the School of Eternity doesn't get the box of souls, they will scry and send looking for it [Encounter/Plot Point]

Output: Once the PCs recover the souls, they return to Rokinu and a fully recovered Jengar. They have yet to find out who these other souls belong to, and also have yet to rejoin the witch advisor's body to her own severed soul. A necromancer could answer both questions, and as it turns out, Rokinu knows of a Sascrian expatriate member of the School of Eternity named Ulla Tuscador...

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Encounter/Plot Point]

Output: More to come...

Adventure Module Outline: Bandit Kings of Halag | bySwarm


Input: [Item] Abi Dalzim's Horrid Wilting [Code] scrl9g [Code_4] scrl1z [Item_3]

Output: Minor Globe of Invulnerability

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Absolute Immunity [Code] scrl9p [Code_4] scrl6p [Item_3]

Output: Minor Sequencer

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Agannazar's Scorcher [Code] scrl1b [Code_4] scrl6g [Item_3]

Output: Minor Spell Deflection

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Animate Dead [Code] scrl2d [Code_4] scrl7d [Item_3]

Output: Minor Spell Turning

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Armor [Code] scrl67 [Code_4] scrl96 [Item_3]

Output: Mirror Image

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Black Blade of Disaster [Code] scrl9x [Code_4] scrl7k [Item_3]

Output: Mislead

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Blindness [Code] scrl71 [Code_4] scrl1l [Item_3]

Output: Monster Summoning I

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Blur [Code] scrl85 [Code_4] scrl2a [Item_3]

Output: Monster Summoning II

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Breach [Code] scrl6u [Code_4] scrl2g [Item_3]

Output: Monster Summoning III

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Burning Hands [Code] scrl68 [Code_4] scrl8r [Item_3]

Output: Mordenkainen's Sword

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Cacofiend [Code] scrl8i [Code_4] scrl1m [Item_3]

Output: Non-Detection

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Carrion Summons [Code] scrl8a [Code_4] scrl59 [Item_3]

Output: Neutralize Poison

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Chain Contingency [Code] scrl9q [Code_4] scrl5j [Item_3]

Output: Oliluke's Resilient Sphere

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Chain Lightning [Code] scrl7s [Code_4] scrl6w [Item_3]

Output: Oracle

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Champion's Strength [Code] scrl5e [Code_4] scrl6z [Item_3]

Output: Phantom Blade

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Chaos [Code] scrl5p [Code_4] scrl7l [Item_3]

Output: Pierce Magic

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Chaotic Commands [Code] scrl5f [Code_4] scrl9a [Item_3]

Output: Pierce Shield

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Charm Person [Code] scrl69 [Code_4] scrl5l [Item_3]

Output: Polymorph Other

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Chill Touch [Code] scrl82 [Code_4] scrl5m [Item_3]

Output: Polymorph Self

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Chromatic Orb [Code] scrl83 [Code_4] scrl9j [Item_3]

Output: Power Word Blind

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Clairvoyance [Code] scrl1d [Code_4] scrl9u [Item_3]

Output: Power Word Kill

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Cloudkill [Code] scrl2e [Code_4] scrl7p [Item_3]

Output: Power Word Silence

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Color Spray [Code] scrl70 [Code_4] scrl6e [Item_3]

Output: Power Word Sleep

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Cone of Cold [Code] scrl2f [Code_4] scrl8q [Item_3]

Output: Power Word Stun

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Confusion [Code] scrl1u [Code_4] scrl8p [Item_3]

Output: Prismatic Spray

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Conjure Air Elemental [Code] scrl7y [Code_4] scrl8f [Item_3]

Output: Project Image

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Conjure Earth Elemntal [Code] scrl7z [Code_4] scrl03 [Item_3]

Output: Protection From Acid

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Conjure Fire Elemental [Code] scrl7x [Code_4] scrl6y [Item_3]

Output: Protection From Acid

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Conjure Lesser Air Elemental [Code] scrl7b [Code_4] scrl04 [Item_3]

Output: Protection From Cold

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Conjure Lesser Earth Elemental [Code] scrl7c [Code_4] scrl6i [Item_3]

Output: Protection From Cold

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Conjure Lesser Fire Elemental [Code] scrl6x [Code_4] scrl05 [Item_3]

Output: Protection From Electricity

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Contingency [Code] scrl7u [Code_4] scrl5t [Item_3]

Output: Protection From Electricity

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Control Undead [Code] scrl8v [Code_4] scrl8y [Item_3]

Output: Protection From Energy

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Cure Critical Wounds [Code] scrl61 [Code_4] scrl78 [Item_3]

Output: Protection From Evil

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Cure Serious Wounds [Code] scrl56 [Code_4] scrl5e [Item_3]

Output: Protection From Evil 10' Radius

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Death Fog [Code] scrl7r [Code_4] scrl06 [Item_3]

Output: Protection From Fire

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Death Spell [Code] scrl7i [Code_4] scrl6h [Item_3]

Output: Protection From Fire

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Defensive Harmony [Code] scrl5b [Code_4] scrl5c [Item_3]

Output: Protection From Lightning

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Delayed Blast Fireball [Code] scrl8n [Code_4] scrl07 [Item_3]

Output: Protection From Magic

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Detect Evil [Code] scrl86 [Code_4] scrl7j [Item_3]

Output: Protection From Magic Energy

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Detect Illusion [Code] scrl6k [Code_4] scrl7o [Item_3]

Output: Protection From Magic Weapons

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Detect Invisibilty [Code] scrl87 [Code_4] scrl1n [Item_3]

Output: Protection From Normal Missiles

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Dire Charm [Code] scrl1s [Code_4] scrl6t [Item_3]

Output: Protection From Normal Weapons

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Disintegrate [Code] scrl7t [Code_4] scrl15 [Item_3]

Output: Protection From Petrification

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Dispel Magic [Code] scrl1e [Code_4] scrl73 [Item_3]

Output: Protection From Petrification

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Domination [Code] scrl5n [Code_4] scrl08 [Item_3]

Output: Protection From Poison

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Emotion [Code] scrl5h [Code_4] scrl8e [Item_3]

Output: Protection From The Elements

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Enchanted Weapon [Code] scrl6m [Code_4] scrl09 [Item_3]

Output: Protection From Undead

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Energy Drain [Code] scrl9w [Code_4] scrl63 [Item_3]

Output: Raise Dead

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Feeblemind [Code] scrl5q [Code_4] scrl6f [Item_3]

Output: Ray of Enfeeblement

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Find Familiar [Code] scrl6d [Code_4] scrl5u [Item_3]

Output: Reflected Image

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Finger of Death [Code] scrl8o [Code_4] scrl5g [Item_3]

Output: Remove Curse

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Fireball [Code] scrl1g [Code_4] scrl94 [Item_3]

Output: Resist Fear

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Fire Shield (blue) [Code] scrl1w [Code_4] scrl8g [Item_3]

Output: Ruby Ray of Reversal

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Fire Shield (red) [Code] scrl6n [Code_4] scrl6o [Item_3]

Output: Secret Word

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Flame Arrow [Code] scrl1f [Code_4] scrl2h [Item_3]

Output: Shadow Door

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Flame Strike [Code] scrl62 [Code_4] scrl9y [Item_3]

Output: Shapechange

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Flesh To Stone [Code] scrl7h [Code_4] scrl79 [Item_3]

Output: Shield

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Free Action [Code] scrl58 [Code_4] scrl80 [Item_3]

Output: Shocking Grasp

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Freedom [Code] scrl9z [Code_4] scrl8z [Item_3]

Output: Simulacrum

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Friends [Code] scrl72 [Code_4] scrl1p [Item_3]

Output: Skull Trap

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Gate [Code] scrl9n [Code_4] scrl81 [Item_3]

Output: Sleep

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Ghost Armor [Code] scrl1t [Code_4] scrl1o [Item_3]

Output: Slow

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Ghoul Touch [Code] scrl1c [Code_4] scrl7v [Item_3]

Output: Spell Deflection

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Globe of Invulnerability [Code] scrl7f [Code_4] scrl6s [Item_3]

Output: Spell Immunity

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Grease [Code] scrl66 [Code_4] scrl8l [Item_3]

Output: Spell Sequencer

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Greater Malison [Code] scrl5i [Code_4] scrl8x [Item_3]

Output: Spell Shield

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Haste [Code] scrl1h [Code_4] scrl6j [Item_3]

Output: Spell Thrust

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Hold Monster [Code] scrl5o [Code_4] scrl9m [Item_3]

Output: Spellstrike

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Hold Person [Code] scrl1i [Code_4] scrl9l [Item_3]

Output: Spell Trap

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Hold Undead [Code] scrl6l [Code_4] scrl9d [Item_3]

Output: Spell Trigger

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Horror [Code] scrl88 [Code_4] scrl8d [Item_3]

Output: Spell Turning

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Ice Storm [Code] scrl1x [Code_4] scrl8m [Item_3]

Output: Sphere of Chaos

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Identify [Code] scrl75 [Code_4] scrl6r [Item_3]

Output: Spider Spawn

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Improved Haste [Code] scrl7q [Code_4] scrl5k [Item_3]

Output: Spirit Armor

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Improved Invisibility [Code] scrl1y [Code_4] scrl97 [Item_3]

Output: Stinking Cloud

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Improved Mantle [Code] scrl9c [Code_4] scrl1v [Item_3]

Output: Stoneskin

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Incendiary Cloud [Code] scrl9e [Code_4] scrl8c [Item_3]

Output: Stone To Flesh

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Infravision [Code] scrl76 [Code_4] scrl98 [Item_3]

Output: Strength

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Inprisonment [Code] scrl9s [Code_4] scrl8t [Item_3]

Output: Summon Djinni

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Invisibility [Code] scrl90 [Code_4] scrl8s [Item_3]

Output: Summon Efreet

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Invisibility 10' Radius [Code] scrl1j [Code_4] scrl9b [Item_3]

Output: Summon Fiend

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Invisible Stalker [Code] scrl7e [Code_4] scrl8u [Item_3]

Output: Summon Hakeashar

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Knock [Code] scrl91 [Code_4] scrl8b [Item_3]

Output: Summon Nishru

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Know Alignment [Code] scrl92 [Code_4] scrl9f [Item_3]

Output: Symbol Fear

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Larloch's Minor Drain [Code] scrl84 [Code_4] scrl6q [Item_3]

Output: Teleport Field

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Lightning Bolt [Code] scrl1k [Code_4] scrl7g [Item_3]

Output: Tenser's Transformation

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Lower Resistance [Code] scrl6v [Code_4] scrl9r [Item_3]

Output: Time Stop

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Luck [Code] scrl93 [Code_4] scrl7m [Item_3]

Output: True Sight

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Magic Missile [Code] scrl77 [Code_4] scrl1q [Item_3]

Output: Vampiric Touch

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Mantle [Code] scrl8j [Code_4] scrl3g [Item_3]

Output: Vocalize

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Mass Invisibility [Code] scrl8w [Code_4] scrl9v [Item_3]

Output: Wail of the Banshee

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Maze [Code] scrl9h [Code_4] scrl8h [Item_3]

Output: Warding Whip

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Melf's Acid Arrow [Code] scrl95 [Code_4] scrl99 [Item_3]

Output: Web

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Item] Mental Domination [Code] scrl5a [Code_4] scrl7w [Item_3]

Output: Wyvern Call

Mike's RPG Center - Baldur's Gate II - Cheats


Input: [Quality] Initiative [R/D] R [Preference] Working in a team environment [R/D_3] R [R/D_5] R [Demonstrated Understanding] Agile values, principles, methods, practices [R/D_7] R [Elimination Factors] Directive [Skill]

Output: Team coaching

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Quality] Flexibility [R/D] R [Preference] Finds satisfaction in helping others succeed. [R/D_3] R [R/D_5] R [Demonstrated Understanding] Team and group dynamics [R/D_7] R [Elimination Factors] Defensive [Skill]

Output: Facilitation

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Quality] Optimism [R/D] R [R/D_5] R [Demonstrated Understanding] Working thru influence [R/D_7] D [Elimination Factors] Judgmental [Skill]

Output: Agile practices

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Quality] Resilience [R/D] R [R/D_5] R [Elimination Factors] Low threshold for frustration [Skill]

Output: Ability to explain the "why" behind agile practices

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Quality] Determination [R/D] R [R/D_5] R [Skill]

Output: Interpersonal skills

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Quality] Detachment [R/D] R [R/D_5] D [Skill]

Output: Influence

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Quality] Discernment [R/D] R [R/D_5] D [Skill]

Output: Team dynamics

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Quality] Supportive [R/D] R [R/D_5] D [Skill]

Output: System thinking

Ability to explain the "why" behind agile practices

ScrumMasters and Agile Coaches: More than a Title | esther derby associates, inc.


Input: [Shardbearer] Dalinar Kholin [Name of Shardblade] Oathbringer [Description] Six feet long from tip to hilt. Long and slightly curved. A handspan wide. Wavelike serrations near the hilt. Curved at the tip like a fisherman's hook.[10] [Current Status]

Output: Hidden in Urithiru


Input: [Shardbearer] Elhokar Kholin [Name of Shardblade] Sunraiser [Description] Long and thin with a large crossguard. Etched up the sides with the ten fundamental glyphs.[10] [Current Status]

Output: With Holder


Input: [Shardbearer] Gavilar Kholin [Name of Shardblade] Firestorm [Description] Six feet long with a design along the blade like burning flames. Silvery metal that gleamed and almost seemed to glow.[1] [Current Status]

Output: Unknown


Input: [Shardbearer] Kaladin [Name of Shardblade] Sylphrena [Description] Kaladin's Shardblade is his bound spren, Sylphrena. She can take any form that Kaladin needs her to assume. In his fight with Szeth, she takes the shape of a sword, shield, spear, halberd, dagger, and warhammer. Anything he wants or needs her to be, she will be.[9] [Current Status]

Output: Alive with Holder


Input: [Shardbearer] Shallan Davar [Name of Shardblade] Pattern [Description] Like Kaladin's, Shallan's Shardblade is the bound spren, Pattern. He does not require any time to come straight to her hand.[9] [Current Status]

Output: Alive with Holder


Input: [Shardbearer] Szeth [Name of Shardblade] Unknown [Description] Long and thin. Edged on both sides. Smaller than most others.[1][11] [Current Status]

Output: With Kaladin at Urithiru


Input: [Shardbearer] Adolin Kholin [Name of Shardblade] Unknown [Description] Blue, one-edged blade. Sharp side is sinuous, rippling like an eel curving up into a point. Opposite side has delicate ridges, with the appearance of crystal formations. Six feet long.[10][5][12][11] [Current Status]

Output: With Holder


Input: [Shardbearer] Helaran (killed by Kaladin) [Name of Shardblade] Unknown [Description] As tall as a man, curved or sinuous, unsharpened side ridged with flowing waves of flame, etchings along the length, gemstone at pommel.[13][14][15] [Current Status]

Output: Held by Amaram


Input: [Shardbearer] Eshonai [Name of Shardblade] Unknown [Description] Wicked and barbed like flames.[16] [Current Status]

Output: Presumed with Holder


Input: [Shardbearer] King of Jah Keved[17] [Name of Shardblade] Unknown [Current Status]

Output: Unknown


Input: [Shardbearer] Shardbearer guard #1 from Jah Keved[18] [Name of Shardblade] Unknown [Current Status]

Output: Unknown


Input: [Shardbearer] Shardbearer guard #2 from Jah Keved[18] [Name of Shardblade] Unknown [Current Status]

Output: Unknown


Input: [Shardbearer] Moash [Name of Shardblade] Unknown [Current Status]

Output: With holder


Input: [Name] AinjPfalMstpSnonWrflDnon_carried_down [Usage] - [Description]

Output: Injured unit being returned to ground after being carried on shoulder

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPfalMstpSnonWrflDnon_carried_up [Usage] - [Description]

Output: Injured unit being picked up and put on shoulder

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPfalMstpSnonWrflDnon_carried_still [Usage] - [Description]

Output: Injured unit lying still while being carried on shoulder

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPpneMstpSnonWrflDb_grab [Usage] - [Description]

Output: Injured unit being grabbed as part of drag animation

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPpneMstpSnonWrflDb_release [Usage] - [Description]

Output: Injured unit placed back on ground after being dragged

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPpneMstpSnonWrflDb_still [Usage] - [Description]

Output: Injured unit lying still while being dragged

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPpneMstpSnonWrflDnon [Usage] - [Description]

Output: Roll around on back injured twitching and gasping

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPpneMstpSnonWrflDnon_rolltoback [Usage] - [Description]

Output: Roll onto back injured

ArmA2: Moves - Bohemia Interactive Community


Input: [Name] AinjPpneMstpSnonWrflDnon_rolltofront [Usage] - [Description]

Output: Roll onto front injured

ArmA2: Moves - Bohemia Interactive Community


Input: [Statue Name] Crop/Tree Mastery [Price] 300 Farmcash [Advantages] Helpful if you like to get masteries out of the way, especially for crops with large mastery numbers [Purpose]

Output: Gives you double mastery on all crops and trees across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Animal Mastery [Price] 250 Farmcash [Advantages] Helpful if you don’t like to take a long time to master animals, especially helpful on quests requiring animal mastery [Purpose]

Output: Gives double mastery on all animals across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Coin Statue [Price] 300 Farmcash [Advantages] Only helpful if you don’t have the ability to use one of the Golden Glitches and have trouble earning coins [Purpose]

Output: Doubles the amount of coins you earn from everything across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Seedling Statue [Price] 300 Farmcash [Advantages] Helpful if you would like to share lots of trees with everyone, doubles the amount you get [Purpose]

Output: Doubles the amount of seedlings you receive across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Baby Statue [Price] 150 Farmcash [Advantages] Helpful if you’d like to share lots of babies from your animal pens with all your friends. Also doubles blooms [Purpose]

Output: Doubles the amount of babies you receive from harvesting animal pens across all farms forever. This includes calves and foals from playpens

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Bushel Statue [Price] 200 Farmcash [Advantages] Helpful if you have trouble getting bushels, could be especially helpful on a new farm [Purpose]

Output: Doubles the amount of bushels you receive upon harvesting crops across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Crafting Mastery [Price] 200 Farmcash [Advantages] Reduces the amount of items you need to craft by half, freeing you from having to chase all those extra bushels [Purpose]

Output: Doubles the amount of mastery points you receive for crafting items across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Coconut Statue [Price] 200 Farmcash [Advantages] Only really potentially needed if you do not have the ability to use the Golden Glitches with the Cremello Stallion or Lowline Cow [Purpose]

Output: Doubles the amount of coconuts you earn from harvesting across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double XP Statue [Price] 250 Farmcash [Advantages] Not necessary unless you really like leveling up quickly. Keep in mind once you’re past level 250 you don’t earn any more farmcash and there are no benefits [Purpose]

Output: Doubles the amount of XP (experience points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Jade Statue [Price] 200 Farmcash [Advantages] Potentially helpful if you have trouble earning Jade, but you’re better off breeding and selling some valuable jade trees [Purpose]

Output: Doubles the amount of Jade earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double ZP Statue [Price] 200 Farmcash [Advantages] Potentially useful if you are struggling to level up in Jade Falls, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of ZP (Zen Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Spook Trophy [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Haunted Hallow, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of SP (Spook Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Cheer Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Mistletoe Lane, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of CP (Cheer Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Fairy Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Enchanted Glen, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of FP (Fairy Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Shell Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Atlantis, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of SP (Shell Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Aussie Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Australia, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of AP (Aussie Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Galaxy Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Celestial Pastures, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of GP (Galactic Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Candy Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Sweet Acres, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of CP (Candy Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Mystical Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Mystical Groves, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of MP (Mystical Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Light Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Holiday Lights, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of LP (Light Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Rainforest Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Fields of El Dorado, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of RP (Rainforest Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Rainbow Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Emerald Valley, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of RP (Rainbow Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Riviera Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Mediterranean Riviera, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of RP (Riviera Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Oasis Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Oasis Gardens, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of OP (Oasis Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Fairy Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Fairy Tale Fields, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amount of SP (Storybook Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Hollow Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Horseman’s Hollow, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amound of HP (Hollow Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Magic Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Magical Toy Town, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amound of MP (Magic Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Avalon Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Avalon Wilderlands, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amound of AP (Avalon Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Kingdom Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Avalon The Kingdom, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amound of KP (Kingdom Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Statue Name] Double Ranch Statue [Price] 225 Farmcash [Advantages] Potentially useful if you are struggling to level up in Wild West Ranch, but you are better off utilizing some of the many tips you can get from your fellow farmers in our info group [Purpose]

Output: Doubles the amound of RP (Ranch Points) earned across all farms forever

Farmville: Double Statues | Farmville Dirt Farmer


Input: [Skill] Gear selection

Output: Selects gear to maintain reasonable cadence. Anticipates and is able to make correct changes.

Riding expectations for CTC courses | CTC


Input: [Skill] Ride over an obstacle

Output: Ride over a small (kerb sized) downward step.

Riding expectations for CTC courses | CTC


Input: [Skill] Ride up an offroad slope

Output: Able to ride up the selected area when seated and standing. Reasonable body position.

Riding expectations for CTC courses | CTC


Input: [Skill] Ride down a steep descent

Output: Shows control, effective braking and body position. Able to determine what they are unable to ride safely.

Riding expectations for CTC courses | CTC


Input: [Skill] Stop without skidding

Output: Can stop quickly with minimal skidding. Keeps cranks horizontal.

Riding expectations for CTC courses | CTC


Input: [Skill] Ride off camber

Output: Successfully rides section.

Riding expectations for CTC courses | CTC


Input: [Skill] Moderately fast corner

Output: Selects smoothest and safest line. Correct fore/aft weight balance.

Riding expectations for CTC courses | CTC


Input: [Skill] Line selection

Output: Identifies a suitable line. Keeps to obvious lines.

Riding expectations for CTC courses | CTC


Input: [Tome] Adrenaline Rush I "Adrenaline Rush" [Description] You have a passive 15% chance on being struck to gain a burst of speed, granting you the ability to attack faster or escape safely. Once triggered Adrenaline Rush has a 10 second cooldown [Required level] 10 [Effects]

Output: 10% faster movement speed for 4 seconds +10% attack speed for 4 seconds


Input: [Tome] Adrenaline Rush II "Adrenaline Burst" [Description] You have a passive 15% chance on being struck to gain a burst of speed, granting you the ability to attack faster or escape safely. Once triggered Adrenaline Rush has a 10 second cooldown [Required level] 32 [Effects]

Output: 15% faster movement speed for 4 seconds +15% attack speed for 4 seconds


Input: [Tome] Adrenaline Rush III "Adrenaline Shock" [Description] You have a passive 15% chance on being struck to gain a burst of speed, granting you the ability to attack faster or escape safely. Once triggered Adrenaline Rush has a 10 second cooldown [Required level] 50 [Effects]

Output: 20% faster movement speed for 4 seconds +20% attack speed for 4 seconds


Input: [Tome] Adventuring I [Description] Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. [Required level] 1 [Effects]

Output: 1% increase in amount of experience gained 3% increase in amount of fame gained +8% potion effectiveness


Input: [Tome] Adventuring II [Description] Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. [Required level] 16 [Effects]

Output: 2% increase in amount of experience gained 3% increase in amount of fame gained +16% potion effectiveness


Input: [Tome] Adventuring III [Description] Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. [Required level] 31 [Effects]

Output: 3% increase in amount of experience gained 3% increase in amount of fame gained +24% potion effectiveness


Input: [Tome] Adventuring IV [Description] Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. [Required level] 46 [Effects]

Output: 4% increase in amount of experience gained 4% increase in amount of fame gained +32% potion effectiveness


Input: [Tome] Adventuring V [Description] Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. [Required level] 60 [Effects]

Output: 5% increase in amount of experience gained 5% increase in amount of fame gained +40% potion effectiveness


Input: [Tome] Adventuring VI [Description] Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. [Required level] 76 [Effects]

Output: 6% increase in amount of experience gained 6% increase in amount of fame gained +48% potion effectiveness


Input: [Tome] Animal Handling I [Description] Training that increases your pet and minion's power, and decreases the pet's town-travel time. Only one rank of Animal Handling may be equipped at a time. [Required level] 1 [Effects]

Output: 4% pet and minion Damage 4% pet and minion Armor 8% decreased pet town travel time


Input: [Tome] Animal Handling II [Description] Training that increases your pet and minion's power, and decreases the pet's town-travel time. Only one rank of Animal Handling may be equipped at a time. [Required level] 16 [Effects]

Output: 8% pet and minion Damage 8% pet and minion Armor 16% decreased pet town travel time


Input: [Tome] Animal Handling III [Description] Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. [Required level] 31 [Effects]

Output: 12% pet and minion Damage 12% pet and minion Armor 24% decreased pet town travel time


Input: [Tome] Animal Handling IV [Description] Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. [Required level] 46 [Effects]

Output: 16% pet and minion Damage 16% pet and minion Armor 32% decreased pet town travel time


Input: [Tome] Animal Handling V [Description] Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. [Required level] 60 [Effects]

Output: 20% pet and minion Damage 20% pet and minion Armor 40% decreased pet town travel time


Input: [Tome] Animal Handling VI [Description] Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. [Required level] 76 [Effects]

Output: 24% pet and minion Damage 24% pet and minion Armor 48% decreased pet town travel time


Input: [Tome] Arcane Tools I [Description] Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. [Required level] 1 [Effects]

Output: -1 to mage equipment requirements +4% Wand and Staff Damage Bonus


Input: [Tome] Arcane Tools II [Description] Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. [Required level] 16 [Effects]

Output: -2 to mage equipment requirements +8% Wand and Staff Damage Bonus


Input: [Tome] Arcane Tools III [Description] Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. [Required level] 31 [Effects]

Output: -3 to mage equipment requirements +12% Wand and Staff Damage Bonus


Input: [Tome] Arcane Tools IV [Description] Knowledge that increases the damage of Wands and Staves and reduces the requirements for Rings and Amulets. Only one rank of Arcane Tools may be equipped at a time. [Required level] 46 [Effects]

Output: -4 to mage equipment requirements +16% Wand and Staff Damage Bonus


Input: [Tome] Arcane Tools V [Description] Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. [Required level] 60 [Effects]

Output: -5 to mage equipment requirements +20% Wand and Staff Damage Bonus


Input: [Tome] Arcane Tools VI [Description] Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. [Required level] 76 [Effects]

Output: -6 to mage equipment requirements +24% Wand and Staff Damage Bonus


Input: [Tome] Armor Expertise I [Description] Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. [Required level] 1 [Effects]

Output: -1 to armor equipment requirements +4% to physical Armor


Input: [Tome] Armor Expertise II [Description] Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. [Required level] 16 [Effects]

Output: -2 to armor equipment requirements +8% to physical armor


Input: [Tome] Armor Expertise III [Description] Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. [Required level] 31 [Effects]

Output: -3 to armor equipment requirements +12% to physical armor


Input: [Tome] Armor Expertise IV [Description] Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. [Required level] 46 [Effects]

Output: -4 to armor equipment requirements +16% to physical armor


Input: [Tome] Armor Expertise V [Description] Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. [Required level] 60 [Effects]

Output: -5 to armor equipment requirements +20% to physical armor


Input: [Tome] Armor Expertise VI [Description] Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. [Required level] 76 [Effects]

Output: -6 to armor equipment requirements +24% to physical armor


Input: [Tome] Barter I [Description] Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. (Pets gain no benefit.) [Required level] 1 [Effects]

Output: 3% improvement in vendor prices


Input: [Tome] Barter II [Description] Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. [Required level] 16 [Effects]

Output: 6% improvement in vendor prices


Input: [Tome] Barter III [Description] Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. [Required level] 31 [Effects]

Output: 9% improvement in vendor prices


Input: [Tome] Barter IV [Description] Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. [Required level] 46 [Effects]

Output: 12% improvement in vendor prices


Input: [Tome] Barter V [Description] Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. [Required level] 60 [Effects]

Output: 15% improvement in vendor prices


Input: [Tome] Barter VI [Description] Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. [Required level] 76 [Effects]

Output: 18% improvement in vendor prices


Input: [Tome] Blocking I [Description] Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. [Required level] 1 [Effects]

Output: 2% chance to Block


Input: [Tome] Blocking II [Description] Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. [Required level] 16 [Effects]

Output: 4% chance to Block


Input: [Tome] Blocking III [Description] Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. [Required level] 31 [Effects]

Output: 6% chance to Block


Input: [Tome] Blocking IV [Description] Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. [Required level] 46 [Effects]

Output: 8% chance to Block


Input: [Tome] Blocking V [Description] Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. [Required level] 60 [Effects]

Output: 10% chance to Block


Input: [Tome] Blocking VI [Description] Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. [Required level] 76 [Effects]

Output: 12% chance to Block


Input: [Tome] Concentration I [Description] Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. [Required level] 1 [Effects]

Output: 1 Mana recovery


Input: [Tome] Concentration II [Description] Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. [Required level] 16 [Effects]

Output: 2 Mana recovery


Input: [Tome] Concentration III [Description] Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. [Required level] 31 [Effects]

Output: 3 Mana recovery


Input: [Tome] Concentration IV [Description] Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. [Required level] 46 [Effects]

Output: 4 Mana recovery


Input: [Tome] Concentration V [Description] Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. [Required level] 60 [Effects]

Output: 5 Mana recovery


Input: [Tome] Concentration VI [Description] Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. [Required level] 76 [Effects]

Output: 6 Mana recovery


Input: [Tome] Dual Wielding I [Description] Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. [Required level] 1 [Effects]

Output: 6% Damage bonus when Dual Wielding


Input: [Tome] Dual Wielding II [Description] Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. [Required level] 16 [Effects]

Output: 12% Damage bonus when Dual Wielding


Input: [Tome] Dual Wielding III [Description] Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. [Required level] 31 [Effects]

Output: 18% Damage bonus when Dual Wielding


Input: [Tome] Dual Wielding IV [Description] Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. [Required level] 46 [Effects]

Output: 24% Damage bonus when Dual Wielding


Input: [Tome] Dual Wielding V [Description] Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. [Required level] 60 [Effects]

Output: 30% Damage bonus when Dual Wielding


Input: [Tome] Dual Wielding VI [Description] Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. [Required level] 76 [Effects]

Output: 36% Damage bonus when Dual Wielding


Input: [Tome] Marksmanship I [Description] Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. [Required level] 1 [Effects]

Output: -1 to ranged equipment requirements +4% Ranged Weapon Damage


Input: [Tome] Marksmanship II [Description] Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. [Required level] 16 [Effects]

Output: -2 to ranged equipment requirements +8% Ranged Weapon Damage


Input: [Tome] Marksmanship III [Description] Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. [Required level] 31 [Effects]

Output: -3 to ranged equipment requirements +12% Ranged Weapon Damage


Input: [Tome] Marksmanship IV [Description] Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. [Required level] 46 [Effects]

Output: -4 to ranged equipment requirements +16% Ranged Weapon Damage


Input: [Tome] Marksmanship V [Description] Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. [Required level] 60 [Effects]

Output: -5 to ranged equipment requirements +20% Ranged Weapon Damage


Input: [Tome] Marksmanship VI [Description] Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. [Required level] 76 [Effects]

Output: -6 to ranged equipment requirements +24% Ranged Weapon Damage


Input: [Tome] Treasure Hunter I [Description] Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. [Required level] 1 [Effects]

Output: 2% Increase in the amount of Gold found 2% Increase in magic-finding Luck


Input: [Tome] Treasure Hunter II [Description] Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. [Required level] 16 [Effects]

Output: 5% Increase in the amount of Gold found 5% Increase in magic-finding Luck


Input: [Tome] Treasure Hunter III [Description] Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. [Required level] 31 [Effects]

Output: 8% Increase in the amount of Gold found 8% Increase in magic-finding Luck


Input: [Tome] Treasure Hunter IV [Description] Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. [Required level] 46 [Effects]

Output: 10% Increase in the amount of Gold found 10% Increase in magic-finding Luck


Input: [Tome] Treasure Hunter V [Description] Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. [Required level] 60 [Effects]

Output: 13% Increase in the amount of Gold found 13% Increase in magic-finding Luck


Input: [Tome] Treasure Hunter VI [Description] Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. [Required level] 76 [Effects]

Output: 15% Increase in the amount of Gold found 15% Increase in magic-finding Luck


Input: [Tome] Willpower I [Description] Provides a Resistance to Slowing and Immobilizing effects. [Required level] 1 [Effects]

Output: 25% Slow Resistance 25% Immobilization Resistance.


Input: [Tome] WIllpower II [Description] Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. [Required level] 16 [Effects]

Output: 30% Slow Resistance 30% Immobilization Resistance.


Input: [Tome] Willpower III [Description] Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. [Required level] 31 [Effects]

Output: 35% Slow Resistance 35% Immobilization Resistance.


Input: [Tome] Willpower IV [Description] Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. [Required level] 46 [Effects]

Output: 40% Slow Resistance 40% Immobilization Resistance.


Input: [Tome] Willpower V [Description] Provides a Resistance to Slowing and Immobilizing effects. [Required level] 60 [Effects]

Output: 45% Slow Resistance 45% Immobilization Resistance.


Input: [Tome] Willpower VI [Description] Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. [Required level] 76 [Effects]

Output: 50% Slow Resistance 50% Immobilization Resistance.


Input: [Tome] Weapons Expertise I [Description] Mastery of Claws, Swords, Axes, Maces, and Polearms. Only one Weapons Expertise Spell may be equipped at a time. [Required level] 1 [Effects]

Output: -1 to Martial Equipment Requirements +4% Melee Weapon Damage


Input: [Tome] Weapon Expertise II [Description] Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. [Required level] 16 [Effects]

Output: -2 to Martial Equipment Requirements +8% Melee Weapon Damage


Input: [Tome] Weapon Expertise III [Description] Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. [Required level] 31 [Effects]

Output: -3 to Martial Equipment Requirements +12% Melee Weapon Damage


Input: [Tome] Weapon Expertise IV [Description] Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. [Required level] 46 [Effects]

Output: -4 to Martial Equipment Requirements +16% Melee Weapon Damage


Input: [Tome] Weapon Expertise V [Description] Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. [Required level] 60 [Effects]

Output: -5 to Martial Equipment Requirements +20% Melee Weapon Damage


Input: [Tome] Weapon Expertise VI [Description] Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. [Required level] 76 [Effects]

Output: -6 to Martial Equipment Requirements +24% Melee Weapon Damage


Input: [Term] CD [Meaning] When a spell has been used and is not ready to be used again [Short For]

Output: Cooldown


Input: [Term] OOM [Meaning] When a hero has low (or not enough to cast a spell) mana [Short For]

Output: Out of Mana


Input: [Term] P [Meaning] Attack aggresively towards your enemies base [Short For]

Output: Push


Input: [Term] Rs/Rosh [Meaning] The Golem that drops Aegis and gives 200 gold to everyone on the team that kills him [Short For]

Output: Roshan


Input: [Term] Miss/Ms/Mis/Mia/M/Gone/SS [Meaning] Enemy hero not in lane [Short For]

Output: Missing


Input: [Term] Care [Meaning] Usually used by teammate when they think you are about to be ganked [Short For]

Output: Be careful


Input: [Term] B [Meaning] You should retreat/Enemy hero has returned to lane [Short For]

Output: Back


Input: [Term] Roam [Meaning] Travel around map in an effort to gank enemy heroes [Short For]


Input: [Term] Gank [Meaning] When a hero is killed due to another hero from a different lane [Short For]

Output: Go Around N Kill


Input: [Term] DD [Meaning] The Double Damage rune is either at the spawn location, or on a hero [Short For]

Output: Double Damage


Input: [Term] Illu[RUNE] [Meaning] The Illusion rune is either at the spawn location, or an enemy hero in vision is a suspected illusion [Short For]

Output: Illusion


Input: [Term] Illu [Meaning] A copy of a hero that takes more and deals less damage than a real hero and cannot cast spells. It is destroyed instantly by Hex [Short For]

Output: Illusion


Input: [Term] Reg/Regen [Meaning] The Regeneration rune is at the spawn location [Short For]

Output: Regeneration


Input: [Term] Inv[RUNE]/Invis [Meaning] The Invisibility rune is either at the the spawn location, or on a hero [Short For]

Output: Invisiblity


Input: [Term] Ult/Ulti [Meaning] The skill a hero can start learning at level 6 (or 7 for Invoker) [Short For]

Output: Ultimate


Input: [Term] TP/Tele [Meaning] A consumable item that lets you teleport to an allied building [Short For]

Output: Scroll of Town Portal


Input: [Term] BoT [Meaning] An item with an active similar to that of TP [Short For]

Output: Boots of Travel


Input: [Term] GG [Meaning] Used when a player congratulates another player(s) for making the game what is is/was [Short For]

Output: Good Game


Input: [Term] WP [Meaning] Similar to GG [Short For]

Output: Well Played


Input: [Name ::] Mini HH [Division Type ::] Mini [Division Size ::] Small [Division Level ::] Dance [Division ::]

Output: Dance


Input: [Name ::] Team Eagles [Division Type ::] Tiny [Division Size ::] Small [Division Level ::] Level 1 [Division ::]

Output: All Girl


Input: [Name ::] Team Harmony [Division Type ::] Youth [Division Size ::] Small [Division Level ::] Level 1 [Division ::]

Output: All Girl


Input: [Name ::] Team Honor [Division Type ::] Mini [Division Size ::] Small [Division Level ::] Level 1 [Division ::]

Output: All Girl


Input: [Name ::] Team Justice [Division Type ::] Junior [Division Size ::] Small [Division Level ::] Level 2 [Division ::]

Output: All Girl


Input: [Name ::] Team Liberty [Division Type ::] Senior [Division Size ::] Small [Division Level ::] Level 4 [Division ::]

Output: All Girl


Input: [Name ::] TeamFaith [Division Type ::] Senior [Division Size ::] Large [Division Level ::] Level 3 [Division ::]

Output: All Girl


Input: [Name ::] Youth HH [Division Type ::] Youth [Division Size ::] Small [Division Level ::] Dance [Division ::]

Output: Dance


Input: [Weapon] Traffic Signs [Locations] On any paved and finished street [Notes]

Output: Long and heavier than most of the other Improvised Weapons.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Bones [Locations] Next to lake on Mount Claflin. [Notes]

Output: Looks like a Hockey Face Mask, but when moved it changes to a human skull.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Barrel [Locations] Many open areas, such as in the Factories District, or the Nuclear Power Plant. [Notes]

Output: Explosive barrel of toxic waste. Can be swung or thrown. Is not explosive after moving it.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Newspaper Stand [Locations] Sidewalks in most districts. [Notes]

Output: Coins bounce up and can be picked up for money. Strong, but heavy and slow to swing.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Pay Phone [Locations] Most Paved Streets near Newspaper Stands [Notes]

Output: Coins bounce out and can be collect as Cash.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Mail Box [Locations] Located out the front of all suburban homes. [Notes]

Output: Same strength as the Newspaper Stand.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Hockey Stick [Locations] Only Available in the Prison Fight Club. [Notes]

Output: Same Strength as the Boom Box.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Fence Post [Locations] Outside of the many houses. [Notes]

Output: Same Strength as the Hockey Stick.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Bottle [Locations] Multiple isolated places. [Notes]

Output: Same strength as Garbage.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Lawn Gnome [Locations] Backyard of the house on the prison island. [Notes]

Output: Same strength as a handsaw

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Fire Hydrant [Locations] On almost all streets. [Notes]

Output: Water gushes out of the pipe below when it is picked up.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Parking Meter [Locations] Parking Lots and street side. [Notes]

Output: Coins bounce out and can be picked up for Cash.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Weapon] Blow-up Doll [Locations] Multiple isolated places. [Notes]

Output: A sex toy.

Weapons in Saints Row 2 - Saints Row Wiki - Missions, Maps, Secrets, Tutorials, Guides, Help and more


Input: [Description] Fish swims at double speed. Useful for loot-collecting fish. [Cost] 100xp [Fish trait]

Output: Speed demon


Input: [Description] Fish can level up at a 20% younger age, but get hungry/starve 20% more quickly. Hunger effect cancelled out by Anorexia. [Cost] 500xp [Fish trait]

Output: High metabolism


Input: [Description] Fish gets hungry/starve 25% less quickly, but don't gain any XP when they eat. [Cost] 700xp [Fish trait]

Output: Anorexia


Input: [Description] Fish also poops clock bubbles for added time. Bubbles must be popped by the player, not a beta/ninja. [Cost] 1,000xp [Fish trait]

Output: Clock Bubbles


Input: [Description] Fish also poops bubbles that can be popped by the player only, in order to stimulate the fish to create extra poop. Doesn't work on betas. Works on Ninjas because Ninjas drop food. [Cost] 1,500xp [Fish trait]

Output: Surge Bubbles


Input: [Description] Fish collects loot at double the usual rate when the game is inactive (only active for betas & ninjas). [Cost] 2,000xp [Fish trait]

Output: Keen eye


Input: [Description] Unlike most MUDs, Epitaph is not based entirely on combat. You can earn XP, reputation money and achievements through many different play styles. Do you want to sit behind a barricade and craft weapons for other people? You can do that. Do you want to hack into computers for the delicious rewards inside? You can do it as a primary occupation if you like. [Feature]

Output: Many Routes of Advancement

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Just because it isn't our single core system doesn't mean we don't have great combat. Our combat system includes meaningful ranged combat, formations, strategic decisions, and a wide variety of complex commands that allow tactical depth and mastery. Load up your shotgun with beanbag rounds, fill your pistol full of incendiary ammo, sweep the zombies off their feet and then deliver a killing coup de grace from up close. All of this, and more, is possible. [Feature]

Output: Advanced Combat

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Our NPCs don't just stand and hit at you - well, some of them don't. NPCs that still retain working thinkers can adjust their strategies in combat, use special commands, and take advantage of your predicament if you are forced into an unfortunate position. [Feature]

Output: Advanced NPC AI

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Our achievement system is full of rewards for those who engage within the game, ensuring that all play-styles, no matter how non-confrontational, are rewarded for their participation. We also run a badge system whereby people can be rewarded for all kinds of activity as a thank you by creators. [Feature]

Output: Achievements

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Our quests are numerous and varied, ranging from simple inventory tasks to high octane action encounters to complex and mind-stretching puzzles. We have a lot of these, and more are being added all the time. [Feature]

Output: Advanced Quests

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Our faction system allows for individuals to choose their own path through the world, making decisions that will have lasting ramifications for their characters and the environments in which they can adventure. [Feature]

Output: Factions

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] We offer players the opportunity to start their own clans, which furnishes people with both a system for managing individuals and a surname that identifies members within the game. In addition, clans can 'level up', earning experience and achievements on the basis of what their members accomplish. [Feature]

Output: Clans

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Our alignment system is complex and nuanced, and is modified by actions that players taken within the game. Players can subscribe to a 'moral code' which they try to live up to, and these moral codes give access to powerful group buffs. [Feature]

Output: Involved Alignments and Morality

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Each faction can send players out on dozens of seperate missions, each rewarding individuals with money, experience and faction standing for their completion. [Feature]

Output: Faction Missions

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Description] Our crafting system is powerful and flexible, and encompasses a full workflow from gathering raw components, processing them into more refined forms, and then utilising them to create specific objects. The materials you choose influence the end product both in terms of its look and its effectiveness. This extends to cooking - kill something, butcher its corpse for meat and use that meat in delicious pies. You can really taste the soylent. [Feature]

Output: Advanced Crafting

Epitaph - A Post Apocalyptic Zombie Text MMO / MUD / Multiuser Dungeon - About


Input: [Theme] Relating [Strength] Communication [DiSC] I [Classical Pattern] Promoter [Indra Style]

Output: Sociable

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Relating [Strength] Empathy [DiSC] IS [Classical Pattern] Counselor [Indra Style]

Output: Receptive

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Relating [Strength] Harmony [DiSC] Si [Classical Pattern] Agent [Indra Style]

Output: Cooperative

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Relating [Strength] Inclusiveness [DiSC] IS [Classical Pattern] Counselor [Indra Style]

Output: Receptive

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Relating [Strength] Individualization [DiSC] Si [Classical Pattern] Agent [Indra Style]

Output: Cooperative

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Relating [Strength] Responsibility [DiSC] S [Classical Pattern] Specialist [Indra Style]

Output: Patient

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Impacting [Strength] Command [DiSC] D [Classical Pattern] Developer [Indra Style]

Output: Competitive

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Impacting [Strength] Competition [DiSC] Di [Classical Pattern] Results-Oriented [Indra Style]

Output: Pioneering

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Impacting [Strength] Maximizer [DiSC] DI [Classical Pattern] Inspirational [Indra Style]

Output: Convincing

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Impacting [Strength] Positivity [DiSC] DI [Classical Pattern] Insirational [Indra Style]

Output: Convincing

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Impacting [Strength] Woo [DiSC] I [Classical Pattern] Promoter [Indra Style]

Output: Sociable

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Achiever [DiSC] D [Classical Pattern] Command [Indra Style]

Output: Competitive

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Activator [DiSC] D [Classical Pattern] Developer [Indra Style]

Output: Competitive

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Adaptability [DiSC] I [Classical Pattern] Promoter Values [Indra Style]

Output: Sociable

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Discipline [DiSC] Cd [Classical Pattern] Creative [Indra Style]

Output: Matter-of-Fact

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Focus [DiSC] Di [Classical Pattern] Results-Oriented [Indra Style]

Output: Pioneering

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Restorative [DiSC] D [Classical Pattern] Developer [Indra Style]

Output: Competitive

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Self-Assurance [DiSC] D [Classical Pattern] Developer [Indra Style]

Output: Competitive

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Striving [Strength] Significance [DiSC] Di [Classical Pattern] Results-Oriented [Indra Style]

Output: Pioneering

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Analytical [DiSC] C [Classical Pattern] Objective Thinker [Indra Style]

Output: Serious

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Arranger [DiSC] Cd [Classical Pattern] Creative [Indra Style]

Output: Matter-of-Fact

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Context [DiSC] SC [Classical Pattern] Perfectionist [Indra Style]

Output: Careful

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Fairness [DiSC] Sc [Classical Pattern] Specialist Values [Indra Style]

Output: Modest

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Futuristic [DiSC] CD [Classical Pattern] Creative Values [Indra Style]

Output: Resolute

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Ideation [DiSC] CD [Classical Pattern] Creative [Indra Style]

Output: Resolute

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Learner [DiSC] Cd [Classical Pattern] Creative [Indra Style]

Output: Matter-of-Fact

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Theme] Thinking [Strength] Strategic [DiSC] Dc [Classical Pattern] Creative [Indra Style]

Output: Demanding

DiSC: DiSC Classical Patterns & DiSC Indra Styles Possible Correspondences


Input: [Feature] Nine Feet Wide [Basque Hole] Yes [Mel’s Hole]

Output: Yes


Input: [Feature] Appears Bottomless [Basque Hole] Yes [Mel’s Hole]

Output: Yes


Input: [Feature] Retaining Wall [Basque Hole] Metal [Mel’s Hole]

Output: Stone


Input: [Feature] Periodically Emmits Black “Anti-Light” Beam [Basque Hole] Yes [Mel’s Hole]

Output: Yes


Input: [Feature] No Echo [Basque Hole] Yes [Mel’s Hole]

Output: Yes


Input: [Feature] Cancels Sound [Basque Hole] Yes [Mel’s Hole]

Output: No


Input: [Feature] Animals fear it [Basque Hole] Yes [Mel’s Hole]

Output: Yes


Input: [Feature] Retaining Wall Extends as far as the Eye can see [Basque Hole] Yes [Mel’s Hole]

Output: No


Input: [Feature] Of emmense concern to the government [Basque Hole] Yes [Mel’s Hole]

Output: Yes


Input: [Feature] Red Chinese envelope containing impossible 1943 roosevelt dimes found in the vacinity [Basque Hole] Yes [Mel’s Hole]

Output: Yes


Input: [Hand] Royal Flush [Description]

Output: Ace-high straight of the same suit

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] Straight Flush [Description]

Output: 5 consecutive cards of the same suit

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] 4 of a Kind [Description]

Output: 4 cards of the same value

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] Full House [Description]

Output: 3 of a kind and a pair

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] Flush [Description]

Output: Any 5 cards of the same suit

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] Straight [Description]

Output: 5 cards in sequence, not the same suit

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] 3 of a Kind [Description]

Output: 3 cards of the same value

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] 2 Pair* [Description]

Output: 2 sets of 2 cards of the same value

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Hand] Pair** [Description]

Output: 2 cards of the same value

How to Play Texas Hold �Em - SportsAuthority.com


Input: [Promotion] Amphibious [Benefit to Unit]

Output: Gives no penalty when attacking across a river

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Accuracy I [Benefit to Unit]

Output: +10% City Bombardment Damage

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Accuracy II [Benefit to Unit]

Output: Better chance of damaging enemy units

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Accuracy III [Benefit to Unit]

Output: Better chance of damaging enemy units

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Barrage I [Benefit to Unit]

Output: More collateral damage

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Barrage II [Benefit to Unit]

Output: More collateral damage

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Barrage III [Benefit to Unit]

Output: +50% Collateral Damage; +10% versus Gunpowder Units

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Commando [Benefit to Unit]

Output: Grants speed bonus for units; Use of enemy rails/roads

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Combat I [Benefit to Unit]

Output: Grants 10% extra power

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Combat II [Benefit to Unit]

Output: Grants 20% extra power

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Combat III [Benefit to Unit]

Output: Grants 30% extra power

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Combat IV [Benefit to Unit]

Output: Grants 40% Extra power

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Combat V [Benefit to Unit]

Output: Grants 50% extra power and healing benefit

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Sentry [Benefit to Unit]

Output: +1 Visibility Range

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Mobility [Benefit to Unit]

Output: -1 Terrain Movement Cost

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Drill I [Benefit to Unit]

Output: One Extra First Strike Chance

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Drill II [Benefit to Unit]

Output: +1 Extra First Strike

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Navigation I [Benefit to Unit]

Output: +1 Movement Range

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Navigation II [Benefit to Unit]

Output: +1 Movement Range

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Guerilla I [Benefit to Unit]

Output: +20% Defense on Hills

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Guerilla II [Benefit to Unit]

Output: Double Movement on Hills; +30% Defense on Hills

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Medic I [Benefit to Unit]

Output: Heals Unit in the same tile; Extra 10% Damage per Turn

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Medic II [Benefit to Unit]

Output: Heals Units in adjacent tiles; Extra 10% Damage per Turn

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Flanking I [Benefit to Unit]

Output: +10% Withdrawal Chance

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Flanking II [Benefit to Unit]

Output: +20% Withdrawal Chance

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Shock [Benefit to Unit]

Output: Gives bonus against melee units

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Formation [Benefit to Unit]

Output: Gives bonus against cavalry

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Cover [Benefit to Unit]

Output: Gives bonus against ranged units

Civilization IV: Info Center - CivFanatics


Input: [Promotion] Woodsman [Benefit to Unit]

Output: +20% Jungle Defense; +20% Forest Defense

Civilization IV: Info Center - CivFanatics


Input: [Promotion] City Garrison I [Benefit to Unit]

Output: City defense strength +20%

Civilization IV: Info Center - CivFanatics


Input: [Promotion] City Garrison II [Benefit to Unit]

Output: City defense strength +40%

Civilization IV: Info Center - CivFanatics


Input: [Promotion] City Garrison III [Benefit to Unit]

Output: City defense strength +60%

Civilization IV: Info Center - CivFanatics


Input: [Promotion] City Raider I [Benefit to Unit]

Output: +20% City Attack

Civilization IV: Info Center - CivFanatics


Input: [Promotion] City Raider II [Benefit to Unit]

Output: +40% City Attack

Civilization IV: Info Center - CivFanatics


Input: [Promotion] City Raider III [Benefit to Unit]

Output: +60% City Attack

Civilization IV: Info Center - CivFanatics


Input: [Name] Metatron or Methattron [Sephira] Kether [Attribute] Sustainer Of Mankind [Meaning]

Output: Crown

The Archangels Of The Holy Sephiroth


Input: [Name] Ratziel or Raziel [Sephira] Chokmah or Hokmah [Attribute] Knowledge & Hidden Things [Meaning]

Output: Wisdom

The Archangels Of The Holy Sephiroth


Input: [Name] Tzaphqiel or Tzaphkiel [Sephira] Binah [Attribute] Spiritual Strife Against Evil [Meaning]

Output: Understanding

The Archangels Of The Holy Sephiroth


Input: [Name] Tzadqiel or Tzadkiel [Sephira] Chesed [Attribute] Mercy & Benificence [Meaning]

Output: Mercy

The Archangels Of The Holy Sephiroth


Input: [Name] Khamael [Sephira] Geburah [Attribute] Strength & Courage [Meaning]

Output: Strength

The Archangels Of The Holy Sephiroth


Input: [Name] Raphael [Sephira] Tipareth or Tiphereth [Attribute] Brightness & Beauty [Meaning]

Output: Beauty

The Archangels Of The Holy Sephiroth


Input: [Name] Haniel [Sephira] Netzach [Attribute] Love & Harmony [Meaning]

Output: Victory

The Archangels Of The Holy Sephiroth


Input: [Name] Michael [Sephira] Hod [Attribute] Splendour & Wisdom [Meaning]

Output: Splendour

The Archangels Of The Holy Sephiroth


Input: [Name] Gabriel [Sephira] Yesod [Attribute] Truth [Meaning]

Output: Foundation

The Archangels Of The Holy Sephiroth


Input: [Name] Methattron or Sandolphon [Sephira] Malkuth or Malkruth [Attribute] Approacher & Prince Of Prayer [Meaning]

Output: Kingdom

The Archangels Of The Holy Sephiroth


Input: [Action] Battle an enemy with a Support Unit (such as a Pair Up) [Support Points Awarded]

Output: +6

Support - The Fire Emblem Wiki - Shadow Dragon, Radiant Dawn, Path of Radiance, and more


Input: [Action] Battle an enemy while adjacent to an ally (A unit not Supporting in battle) [Support Points Awarded]

Support - The Fire Emblem Wiki - Shadow Dragon, Radiant Dawn, Path of Radiance, and more


Input: [Action] Healing or Dancing for an ally [Support Points Awarded]

Support - The Fire Emblem Wiki - Shadow Dragon, Radiant Dawn, Path of Radiance, and more


Input: [Action] Partner Dual Strikes or Dual Guards [Support Points Awarded]

Support - The Fire Emblem Wiki - Shadow Dragon, Radiant Dawn, Path of Radiance, and more