<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.melanarchy.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Diesel</id>
	<title>AvatarWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.melanarchy.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Diesel"/>
	<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php/Special:Contributions/Diesel"/>
	<updated>2026-04-04T10:09:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=Category:Eragora&amp;diff=52147</id>
		<title>Category:Eragora</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=Category:Eragora&amp;diff=52147"/>
		<updated>2015-12-14T04:28:39Z</updated>

		<summary type="html">&lt;p&gt;Diesel: Updated cost of traevl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area Quick-Links}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Ah! The lost, forgotten continent of Eragora on the eastern edges of the Sea of Strayed Hopes. Unearthed due to seismic activity attributed to the geomancer Tannah Machadae, this land is truly a sliver of time straight from the past, populated for eons by warring half-orcs and their slaves, the halflings. Eragora is only accessible by ferry, which can be caught from the docks of Mervue.''&lt;br /&gt;
 &lt;br /&gt;
''NOTE: Spellbots are '''not permitted''' on Eragora. You must be at your keyboard and viewing your Avatar screen to spell up others!''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Eragora is a collection of areas that are part of the '''Hero Area Building Contest''', initially released in '''May 2011''', as well as those areas produced afterwards. Most of the areas are player made.&lt;br /&gt;
&lt;br /&gt;
Eragora areas function using [[:Category:Eragora#Major differences versus Midgaardia|'''somewhat different rules''']] than the rest of Midgaardia, [[:Category:Eragora#Major differences versus Midgaardia|'''be sure to read about them below''']].&lt;br /&gt;
&lt;br /&gt;
== Eragora Areas ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Area&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Soloable &amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Danger / CR difficulty &amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#ffdead;&amp;quot; | Comment / Comparison&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Sphynx Gate|Sphynx Gate]]&lt;br /&gt;
| |-&lt;br /&gt;
| |-&lt;br /&gt;
| The introductory area.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Eragora Walkways|Eragora Walkways]]&lt;br /&gt;
| All @ 101+&lt;br /&gt;
| Trivial CR (mercy)&lt;br /&gt;
| The primary connector area. Good for small groups.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Akrikto's Farm|Akrikto's Farm]]&lt;br /&gt;
| All @ 101+&lt;br /&gt;
| Trivial CR (mercy)&lt;br /&gt;
| Eragoran [[:Category:Tortuga Cay|Tortuga Cay]]. Seriously.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Arx Nivea|Arx Nivea]]&lt;br /&gt;
| All @ 101+&lt;br /&gt;
| [[:Category:Arx Nivea#In the event of death|more info]].&lt;br /&gt;
| Be careful at night.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Exploration Outpost|Exploration Outpost]]&lt;br /&gt;
| Some @ 999, need 3-6 superheroes for rest.&lt;br /&gt;
| Auto-CR&lt;br /&gt;
| Incredible fun, powerful quests. Do with a small/large group (sea/ship).&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Halfling's Paradise|Halfling's Paradise]]&lt;br /&gt;
| All @ 999&lt;br /&gt;
| Auto-CR in Deacon's room, other CR can be a pain.&lt;br /&gt;
| The quest might need a caster-heavy group, otherwise regular group.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Halfling Tunnels|Halfling Tunnels]]&lt;br /&gt;
| All @ 750+&lt;br /&gt;
| Auto-CR&lt;br /&gt;
| Do with a large brutish group.&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Healing Springs|Healing Springs]]&lt;br /&gt;
| All @ 101+&lt;br /&gt;
| Auto-CR&lt;br /&gt;
| Solo / exploration / adventure!&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Moonbay Village|Moonbay Village]]&lt;br /&gt;
| All @ 750+&lt;br /&gt;
| Auto-CR&lt;br /&gt;
| Large solo / small group adventure!&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Mountain Tunnels|Mountain Tunnels]]&lt;br /&gt;
| Maybe @ 999&lt;br /&gt;
| Difficult CR (swarmy, many aggies along the way)&lt;br /&gt;
| Do with a small but powerful group. Often messy and quite hard.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Quarries and Mines|Quarries and Mines]]&lt;br /&gt;
| All @ 300+&lt;br /&gt;
| Auto-CR&lt;br /&gt;
| Regular group. Gassy environments (watch out splats!). &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Rapture|Rapture]]&lt;br /&gt;
| Primary @ 300+&lt;br /&gt;
| Trivial CR (mercy)&lt;br /&gt;
| Small solo/duo adventure, one large group quest.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Rhuien Forest|Rhuien Forest]]&lt;br /&gt;
| All @ 300+&lt;br /&gt;
| Easy CR (mercy, aggies along the way)&lt;br /&gt;
| Read description to avoid deaths when passing Gate! Also, adventure here with a solo sorcerer (all saintly mobs).&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:River Etuan|River Etuan]]&lt;br /&gt;
| All @ 101-999&lt;br /&gt;
| Trivial CR (mercy)&lt;br /&gt;
| Connector area, easy mobs, quite soloable.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Sun God Altar|Sun God Altar]]&lt;br /&gt;
| All @ 750+&lt;br /&gt;
| Trivial CR, [[:Category:Sun God Altar#CR info|more info]].&lt;br /&gt;
| Read description for CR information. Otherwise Lairs equivalent.&lt;br /&gt;
|}&lt;br /&gt;
(1) Soloable represents the ''technical'' difficulty of a reasonable solo caster (or other easily soloable-class) to explore all rooms, reach all mobs, kill all mobs, and complete all quests (ie. explore and farm gear). Some quests simply cannot be done by a single character due to time or other constraints. You are of course the best judge of your own capabilities so take these numbers only as a rough guideline. This does '''NOT''' represent danger (death/gear-loss) of an area.&lt;br /&gt;
&lt;br /&gt;
(2) With so many areas performing auto-CR and the statloss reduced by 50%, actual danger of Eragora is (and has always been) quite low. Only some areas will require an involved CR, but it's nothing that a solo character couldn't handle. However, to avoid deaths if you are small, do read up on the areas you intend to run. As for the actual ''dangers'' of the areas, a regular group will have little difficulty running all but the hardest areas (bring a healer if required).&lt;br /&gt;
&lt;br /&gt;
== Major differences versus Midgaardia ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Transportation ===&lt;br /&gt;
&lt;br /&gt;
Players are not expected to travel between Midgaardia (and its [[:Category:Sanctum|Sanctum]]!) and Eragora often due to relatively high (material) costs involved and time required to cross the ocean. One '''cannot''' teleport/portal/nexus between Eragora and Midgaardia.&lt;br /&gt;
&lt;br /&gt;
Transportation spells will function normally once in Eragora proper, i.e., past the [[:Category:Sphynx Gate|gate]], and will function only within Eragora proper.&lt;br /&gt;
&lt;br /&gt;
Lords are able to [[Homeshift|homeshift]] from Eragora and then [[Planeshift|planeshift]] back onto Midgaardia, but this is only a method of exiting, not entering Eragora.&lt;br /&gt;
&lt;br /&gt;
=== 2. [[Eragora Default Recall]] ===&lt;br /&gt;
&lt;br /&gt;
Eragora is a separate continent and has a separate default recall point. It is positioned in the middle of [[:Category:Eragora Walkways|Eragora Walkways]] ([[Eragora Walkways Map|map]]) - basically the center of all Eragora, and is an infirmary (though not safe - cannot save spells there, and non-quitable, thus quit the game elsewhere.)&lt;br /&gt;
&lt;br /&gt;
Some areas are non-recallable. This means a player can recall to them, and within them, but not out of them, functioning oppositely to cursed rooms.&lt;br /&gt;
&lt;br /&gt;
=== 3. Spells and Bots ===&lt;br /&gt;
&lt;br /&gt;
Spellbots are forbidden on Eragora. Players desiring to explore Eragoran areas should have means to self-spell, or should rely on other players for their spells.&lt;br /&gt;
&lt;br /&gt;
The process of crossing the [[:Category:Sphynx Gate|gate]] into Eragora proper will [[Ablution|ablute]] the player. Thus, it is impossible to import spells from bots in [[:Category:Sanctum|Sanctum]], for example.&lt;br /&gt;
&lt;br /&gt;
For soloing players, all Eragoran areas may be more difficult to handle than their Midgaardian level-based counterparts due to (generally) lower AC and missing spells from self-spelling. Prepare accordingly.&lt;br /&gt;
&lt;br /&gt;
=== 4. Local Clouds and Auto-CR ===&lt;br /&gt;
&lt;br /&gt;
Every Eragoran area has an unique local cloud - a death room where the player spawns after he dies. These clouds are always within the area where the player died, a feature first encountered in areas such as [[:Category:Graves Of Reveria|Graves of Reveria]].&lt;br /&gt;
&lt;br /&gt;
Akin to Graves, some areas (about a half of them) will also move the player corpse to the player into that local cloud room - thus performing Auto-CR. This behavior is largely area-dependent and should be read about in advance at specific area pages.&lt;br /&gt;
&lt;br /&gt;
One thing to be wary of is that some of these death rooms are anti-magic, and often accessible only on death. Players with overloaded corpses (either very heavy items (weight limit) or very many items (item limit) will not be able to cast [[Giant Strength|giant strength]] (for strength) or [[Adrenaline Pump|adrenaline pump]] (for dexterity) and retrieve all gear.&lt;br /&gt;
&lt;br /&gt;
''Tip:'' &lt;br /&gt;
If this happens to you, donate excess gear, relog to an alt and retrieve the excess gear from donation room in Sanctum.&lt;br /&gt;
Alternatively, try switching gear sets to see if any of your gear has a strength or dexterity bonus on it.&lt;br /&gt;
Some players deliberately include an item of statistic boosting gear in their gear sets or bags for situations like this.&lt;br /&gt;
&lt;br /&gt;
=== 5. Eragora Affects ===&lt;br /&gt;
&lt;br /&gt;
[[Hog|Hand of God]] is permanently disabled on Eragora.&lt;br /&gt;
&lt;br /&gt;
Eragora currently has +10% Experience bonus, and statloss is reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
== Getting to Eragora ==&lt;br /&gt;
&lt;br /&gt;
=== Primary Method ===&lt;br /&gt;
&lt;br /&gt;
Go to [[Banker|Ent's Bank]] and withdraw an amethyst (slow transport) or a catseye (rapid transport). Go 4s and give the gem you chose to [[Charon]], which will take you over the sea on his ferry. Be sure your entire group is in Charon's room since once the ferry takes off anyone left behind will need to pay for another trip. The passengers need not be grouped to be taken across, just be in the same room.&lt;br /&gt;
&lt;br /&gt;
Once you arrive, you will be at [[:Category:Sphynx Gate|Sphynx Gate]]. This is the starting/introductory/philosophical area, that may warrant attention for some players. &lt;br /&gt;
&lt;br /&gt;
Move one south and all eastwards to encounter the twin Sphynx. See the [[:Category:Sphynx Gate|Sphynx Gate]] info to help you survive the process of entering Eragora proper (in short, send largest characters first to clear the other - potentially aggie - side).&lt;br /&gt;
&lt;br /&gt;
=== Secondary Method ===&lt;br /&gt;
&lt;br /&gt;
'''Note''': ''Questing is required to enable this.''&lt;br /&gt;
&lt;br /&gt;
Those with access to means to draw divine attention to themselves may be able to use the aging deity's frail eyesight and trick them into intercontinental travel. To do this one needs to reach a place of power on Eragora - a nexus of divine energies. &lt;br /&gt;
&lt;br /&gt;
This method is as instantaneous as it is safe.&lt;br /&gt;
&lt;br /&gt;
== Escaping Eragora ==&lt;br /&gt;
&lt;br /&gt;
Getting through the [[:Category:Sphynx Gate|Sphynx Gate]] is trivial, getting out may not be for many. &lt;br /&gt;
&lt;br /&gt;
''Primary method:'' The easiest way is to portal to [[Rainbow Plant]], which is a stationary (nonagggressive) mob 2e from the gate. Sneak, enter portal, and go immediately 2w. You may be aggied by a wandering mob so prepare accordingly (be spelled or have other players to help you).&lt;br /&gt;
&lt;br /&gt;
''Alternative method:'' If the plant is dead, a secondary portal point is [[Guardian]] of Eragora, an aggressive mob which roams the [[:Category:Rhuien Forest|Rhuien Forest]]. Look portal before entering since there is another (also aggressive) guardian in [[:Category:Halfling's Paradise|Halfling's Paradise]]. If the portal should describes a forest, you have portalled to the correct one. Sneak, go westwards and consult [[Rhuien Forest Map|map]] on the quickest way out.&lt;br /&gt;
&lt;br /&gt;
''Secondary method:'' ''Questing is required to enable this.'' Those with access to means to draw divine attention to themselves may be able to use the aging deity's frail eyesight and trick them into intercontinental travel. To do this one needs to reach a place of power on Midgaardia, related to the deity with poor eyesight. This method is as instantaneous as is safe.&lt;br /&gt;
&lt;br /&gt;
''Lords:'' [[Homeshift]].&lt;br /&gt;
&lt;br /&gt;
'''If the twin Sphynx do not react when you enter their room, you are invisible.''' Become visible, exit (go east) and enter again (go west).&lt;br /&gt;
&lt;br /&gt;
If successful, you will emerge back in the Sphynx Gate area, from where go all westwards and then one south to meet [[Kharon]]. Say &amp;quot;Mervue&amp;quot; and he will ferry you to Mervue, Midgaardia.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
Most of the Eragoran areas are connected to the [[:Category:Eragora Walkways|Eragora Walkways]], which serves as a connector area. Among exceptions is the [[:Category:Sphynx Gate|Sphynx Gate]], which connects to the [[:Category:Rhuien Forest|Rhuien Forest]], which in turn connects to the Eragora Walkways. &lt;br /&gt;
&lt;br /&gt;
Navigation within the continent functions normally, but non-lords lack means to exit the continent, except via the Sphynx Gate where they came in. Eragora has no access to Sanctum, the Cloud or other Midgaardian necessities - see above for details.&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
Areas are not designed to accommodate mortals or low heroes due to a lack of trainers, issues with self-spelling, and average mob size. However, in groups and with spellup characters, even lowhero groups can run the less-dangerous areas of Eragora.&lt;br /&gt;
&lt;br /&gt;
Self-spelling and spelling via spellup alts means a different tempo of running than most players are used to. General Eragoran difficulty will depend on the party composition - a diverse group is likely to fare well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;br /&gt;
[[Category:Hero Areas]]&lt;br /&gt;
[[Category:Hero]]&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52145</id>
		<title>User:Diesel</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52145"/>
		<updated>2015-12-10T20:21:59Z</updated>

		<summary type="html">&lt;p&gt;Diesel: Added altlist and removed clutter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Briceno.jpeg|1000px]]&lt;br /&gt;
&lt;br /&gt;
Diesel/Assassino/Mirage/Rizzo&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=Category:Infirmaries&amp;diff=52144</id>
		<title>Category:Infirmaries</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=Category:Infirmaries&amp;diff=52144"/>
		<updated>2015-12-10T20:12:45Z</updated>

		<summary type="html">&lt;p&gt;Diesel: Removed Tyslin San's room from the list: This is no longer an infirmary following the 2014 revamp of the area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alphabetical list of all AVATAR MUD infirmaries.&lt;br /&gt;
&lt;br /&gt;
''When [[Sleep (command) |sleeping]] in a hospital you will gain [[Hit Points |hit points]] and [[Mana Points |mana]] at twice the normal rate. While this amenity previously required a noticeable payment, the Gods decreed that their servants shall provide this service for free for the time being.  &lt;br /&gt;
&lt;br /&gt;
Hospital [[:Category: Rooms |rooms]] are identifiable by the ( Infirmary ) [[:Category: Room Types |flag]] in their titles.  Only [[:Category: Clerics |Clerics]], [[:Category: Rangers |Rangers]], and players between levels 1 and 15 can see this [[:Category: Room Types |flag]].''&lt;br /&gt;
&lt;br /&gt;
Known rooms:&lt;br /&gt;
* [[:Category:Midgaardia|Midgaardia]]&lt;br /&gt;
** 1d, 1w of [[:Category:Sanctum|Sanctum]]&lt;br /&gt;
** 2e of [[:Category:Sanctum|Sanctum]]&lt;br /&gt;
** [[Aelmon|Aelmon's]] room&lt;br /&gt;
** [[Zin|Zin's]] room&lt;br /&gt;
** 1w, 1n, 1u of [[Sol]] (whole floor actually - can also use [[Belmorn]])&lt;br /&gt;
** [[Forgotten Dragon, Zikthro|Zikthro's]] room&lt;br /&gt;
** Ancient shrine to Lolth in [[:Category:Labyrinth Of Despair|Labyrinth of Despair]]&lt;br /&gt;
** [[Septarch Envy|Septarch Envy's]] room&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Eragora|Eragora]]&lt;br /&gt;
** Default recall point&lt;br /&gt;
** 2e, 1s of [[Mayflower]]&lt;br /&gt;
** 1s of [[Seneca Rotberry|Seneca]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Miscellaneous]]&lt;br /&gt;
[[Category: Room Types]]&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=Category:Fantasy_Forest&amp;diff=52077</id>
		<title>Category:Fantasy Forest</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=Category:Fantasy_Forest&amp;diff=52077"/>
		<updated>2015-10-22T07:08:10Z</updated>

		<summary type="html">&lt;p&gt;Diesel: Added additional mob (hydra)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Arcadia}}&lt;br /&gt;
&lt;br /&gt;
''The planar shift into Arcadia drops into the middle of a beautiful eldritch forest where dreams grow on trees and daydreams flow down the river.''&lt;br /&gt;
&lt;br /&gt;
''Unfortunately, according to Astra, the Fae are xenophobes of the worst kind and will view the Midgaardian Lords' intrusion as we might a plague of locusts. The Fae have set Balefire to the woods, trying to erase the &amp;quot;Midgaardian Stain&amp;quot; from their fair plane.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Dev&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
[[Planeshift]] to [[:Category:Arcadia|Arcadia]].&lt;br /&gt;
&lt;br /&gt;
If you're not confident in your ability to survive a swarm at [[:Category:Arcadia|Arcadia]] shift, you can [[Planeshift]] to [[:Category:Astral|Astral]], go 3d (be careful with the golems) and portal to a chim or bale. However, be warned that the astral shift consists of three Astral Guardians who hit harder than they used to and calming may be required to move. Previously, going 3d from shift was a relatively simple task insofar as the bottom of the citadel was sparsely populated and finding a place to portal to the forest, or alternatively to sleep w n d from the room below the golem was straightforward. In late 2014, the area's mobs were changed to move more frequently (sometimes stacking as high as 5 below the golems) and the citadel guardians, who previously only fired stun arrows if they happened upon a player, can now longshot - effectively a death sentence, as they will track you and finish you off (lag is 10 seconds per shot). The Arcadian shift sometimes features only one mob and is by no means difficult for a burly soloer to negotiate, but this is a rare occurrence indeed; shifts with as much as 5-6 chimeras are not uncommon. In general, the forest is a poor area to solo, with mob values having dropped due to recent coding changes that favor group xp (true of all other areas also). In the case of a group, the safest rooms to regen are in the northeast/northwest portions with balefire beasts on scan in at least two rooms. Even then, walkins do occasionally occur. Northeast of shift is the official entrance to citadel arcadia, protected by two sturdy gate guards. These two are soloable with, for instance, a dragon caster, but this is no easy task and recruiting a monk or warrior to tank them is a smarter option. North of them is the hedge maze which is linear, but has drifting smoke ixupis (with painful area spells) and lightning arrow-wielding guardians (who can now longshot). The keys for the remainder of the area are on a variety of guards (still to be identified).&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
Connects to [[:Category:Citadel Arcadia|Citadel Arcadia]].  From shift go ''all'' n until you reach the gates.  Other ways to get there include portalling to [[Fae Gate Guard]] or taking the walking route from [[:Category:Astral|Astral]] (mentioned above).&lt;br /&gt;
&lt;br /&gt;
Also connects to [[:Category:Dark Fae Tower|Dark Fae Tower]].  To get there walk west from shift seeking water rooms on scan.  Once you find the river, stay on it, and follow it southwards to a waterfall.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
This area is great for running exp. The lowest amount of people recommended in a group is 4; for meaningful experience, and assuming you're staying in Fantasy Forest and not running gear in the Citadel, keep the group under 10 people. It is possible to solo some chimeras if you're a sturdy caster, but they do hit hard, some use annoying psion spells like Migraine and Scramble, and you can't guarantee that you won't have a walk-in. Moreover, the shift can be rough on hp's, so if you plan to solo/duo with a lower hp partner, do the astral shift instead (though with 3 armed guardians, that one isn't much easier) and portal chim.&lt;br /&gt;
&lt;br /&gt;
The [[Balefire Beast]]s are sentinel and level 160.  Therefore the safest places to sleep in this area are where you can see two rooms of them on scan. An emberling or two wanders around here, a mob for immolation. Balefires are evil, and a good way to fix align after a glyph run. In addition, an Ixupi or two wanders around the Balefires and the maze.&lt;br /&gt;
&lt;br /&gt;
The following mobs cast [[Migraine]]:&lt;br /&gt;
*[[Chimerical Wyvern]]&lt;br /&gt;
*[[Chimerical Naga]]&lt;br /&gt;
*[[Chimerical Mammoth]]&lt;br /&gt;
*[[Chimerical Demon]]&lt;br /&gt;
*[[Chimerical Manticore]]&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, but these are the chimeras found in Arcadian Landscape:&lt;br /&gt;
*[[Chimerical Cyclops]]&lt;br /&gt;
*[[Chimerical Hydra]]&lt;br /&gt;
*[[Chimerical Water Elemental]]&lt;br /&gt;
*[[Chimerical Air Elemental]]&lt;br /&gt;
*[[Chimerical Fire Elemental]]&lt;br /&gt;
*[[Chimerical Phoenix]]&lt;br /&gt;
*[[Chimerical Roc]]&lt;br /&gt;
*[[Chimera]] (shift)&lt;br /&gt;
*[[Chimerical Gorgon]]&lt;br /&gt;
*[[Chimerical Gnome]]&lt;br /&gt;
*[[Chimerical Behemoth]]&lt;br /&gt;
*[[Chimerical Dragon]]&lt;br /&gt;
*[[Chimerical Angel]]&lt;br /&gt;
*[[Chimerical Beholder]]&lt;br /&gt;
*[[Chimerical Pegasus]]&lt;br /&gt;
*[[Chimerical High Elf]]&lt;br /&gt;
*[[Chimerical Earth Elemental]]&lt;br /&gt;
*[[Chimerical Giant]]&lt;br /&gt;
*[[Chimerical Minotaur]]&lt;br /&gt;
*[[Chimerical Drider]] (shift)&lt;br /&gt;
*[[Chimerical Tuataur]]&lt;br /&gt;
*[[Chimerical Unicorn]]&lt;br /&gt;
*[[Chimerical Werewolf]]&lt;br /&gt;
*[[Chimerical Beast]]&lt;br /&gt;
*[[Chimerical Centaur]]&lt;br /&gt;
*[[Chimerical Sphinx]]&lt;br /&gt;
*[[Chimerical Devil]]&lt;br /&gt;
*[[Chimerical Behir]]&lt;br /&gt;
*[[Chimerical Griffon]]&lt;br /&gt;
&lt;br /&gt;
North of shift are Fae Gate Guards bearing the crystal keys needed to enter the Hedge Maze north. Balefire Beasts are sentinels found to the east of shift.&lt;br /&gt;
&lt;br /&gt;
[[Category:Arcadia]]&lt;br /&gt;
[[Category:Lord Areas]]&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=Category:Fantasy_Forest&amp;diff=52076</id>
		<title>Category:Fantasy Forest</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=Category:Fantasy_Forest&amp;diff=52076"/>
		<updated>2015-10-22T06:59:36Z</updated>

		<summary type="html">&lt;p&gt;Diesel: Added additional mob (cyclops)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Arcadia}}&lt;br /&gt;
&lt;br /&gt;
''The planar shift into Arcadia drops into the middle of a beautiful eldritch forest where dreams grow on trees and daydreams flow down the river.''&lt;br /&gt;
&lt;br /&gt;
''Unfortunately, according to Astra, the Fae are xenophobes of the worst kind and will view the Midgaardian Lords' intrusion as we might a plague of locusts. The Fae have set Balefire to the woods, trying to erase the &amp;quot;Midgaardian Stain&amp;quot; from their fair plane.''&lt;br /&gt;
&lt;br /&gt;
'''Builder:''' Dev&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
[[Planeshift]] to [[:Category:Arcadia|Arcadia]].&lt;br /&gt;
&lt;br /&gt;
If you're not confident in your ability to survive a swarm at [[:Category:Arcadia|Arcadia]] shift, you can [[Planeshift]] to [[:Category:Astral|Astral]], go 3d (be careful with the golems) and portal to a chim or bale. However, be warned that the astral shift consists of three Astral Guardians who hit harder than they used to and calming may be required to move. Previously, going 3d from shift was a relatively simple task insofar as the bottom of the citadel was sparsely populated and finding a place to portal to the forest, or alternatively to sleep w n d from the room below the golem was straightforward. In late 2014, the area's mobs were changed to move more frequently (sometimes stacking as high as 5 below the golems) and the citadel guardians, who previously only fired stun arrows if they happened upon a player, can now longshot - effectively a death sentence, as they will track you and finish you off (lag is 10 seconds per shot). The Arcadian shift sometimes features only one mob and is by no means difficult for a burly soloer to negotiate, but this is a rare occurrence indeed; shifts with as much as 5-6 chimeras are not uncommon. In general, the forest is a poor area to solo, with mob values having dropped due to recent coding changes that favor group xp (true of all other areas also). In the case of a group, the safest rooms to regen are in the northeast/northwest portions with balefire beasts on scan in at least two rooms. Even then, walkins do occasionally occur. Northeast of shift is the official entrance to citadel arcadia, protected by two sturdy gate guards. These two are soloable with, for instance, a dragon caster, but this is no easy task and recruiting a monk or warrior to tank them is a smarter option. North of them is the hedge maze which is linear, but has drifting smoke ixupis (with painful area spells) and lightning arrow-wielding guardians (who can now longshot). The keys for the remainder of the area are on a variety of guards (still to be identified).&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
Connects to [[:Category:Citadel Arcadia|Citadel Arcadia]].  From shift go ''all'' n until you reach the gates.  Other ways to get there include portalling to [[Fae Gate Guard]] or taking the walking route from [[:Category:Astral|Astral]] (mentioned above).&lt;br /&gt;
&lt;br /&gt;
Also connects to [[:Category:Dark Fae Tower|Dark Fae Tower]].  To get there walk west from shift seeking water rooms on scan.  Once you find the river, stay on it, and follow it southwards to a waterfall.&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
== Adventuring ==&lt;br /&gt;
&lt;br /&gt;
This area is great for running exp. The lowest amount of people recommended in a group is 4; for meaningful experience, and assuming you're staying in Fantasy Forest and not running gear in the Citadel, keep the group under 10 people. It is possible to solo some chimeras if you're a sturdy caster, but they do hit hard, some use annoying psion spells like Migraine and Scramble, and you can't guarantee that you won't have a walk-in. Moreover, the shift can be rough on hp's, so if you plan to solo/duo with a lower hp partner, do the astral shift instead (though with 3 armed guardians, that one isn't much easier) and portal chim.&lt;br /&gt;
&lt;br /&gt;
The [[Balefire Beast]]s are sentinel and level 160.  Therefore the safest places to sleep in this area are where you can see two rooms of them on scan. An emberling or two wanders around here, a mob for immolation. Balefires are evil, and a good way to fix align after a glyph run. In addition, an Ixupi or two wanders around the Balefires and the maze.&lt;br /&gt;
&lt;br /&gt;
The following mobs cast [[Migraine]]:&lt;br /&gt;
*[[Chimerical Wyvern]]&lt;br /&gt;
*[[Chimerical Naga]]&lt;br /&gt;
*[[Chimerical Mammoth]]&lt;br /&gt;
*[[Chimerical Demon]]&lt;br /&gt;
*[[Chimerical Manticore]]&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, but these are the chimeras found in Arcadian Landscape:&lt;br /&gt;
*[[Chimerical Cyclops]]&lt;br /&gt;
*[[Chimerical Water Elemental]]&lt;br /&gt;
*[[Chimerical Air Elemental]]&lt;br /&gt;
*[[Chimerical Fire Elemental]]&lt;br /&gt;
*[[Chimerical Phoenix]]&lt;br /&gt;
*[[Chimerical Roc]]&lt;br /&gt;
*[[Chimera]] (shift)&lt;br /&gt;
*[[Chimerical Gorgon]]&lt;br /&gt;
*[[Chimerical Gnome]]&lt;br /&gt;
*[[Chimerical Behemoth]]&lt;br /&gt;
*[[Chimerical Dragon]]&lt;br /&gt;
*[[Chimerical Angel]]&lt;br /&gt;
*[[Chimerical Beholder]]&lt;br /&gt;
*[[Chimerical Pegasus]]&lt;br /&gt;
*[[Chimerical High Elf]]&lt;br /&gt;
*[[Chimerical Earth Elemental]]&lt;br /&gt;
*[[Chimerical Giant]]&lt;br /&gt;
*[[Chimerical Minotaur]]&lt;br /&gt;
*[[Chimerical Drider]] (shift)&lt;br /&gt;
*[[Chimerical Tuataur]]&lt;br /&gt;
*[[Chimerical Unicorn]]&lt;br /&gt;
*[[Chimerical Werewolf]]&lt;br /&gt;
*[[Chimerical Beast]]&lt;br /&gt;
*[[Chimerical Centaur]]&lt;br /&gt;
*[[Chimerical Sphinx]]&lt;br /&gt;
*[[Chimerical Devil]]&lt;br /&gt;
*[[Chimerical Behir]]&lt;br /&gt;
*[[Chimerical Griffon]]&lt;br /&gt;
&lt;br /&gt;
North of shift are Fae Gate Guards bearing the crystal keys needed to enter the Hedge Maze north. Balefire Beasts are sentinels found to the east of shift.&lt;br /&gt;
&lt;br /&gt;
[[Category:Arcadia]]&lt;br /&gt;
[[Category:Lord Areas]]&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52075</id>
		<title>User:Diesel</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52075"/>
		<updated>2015-10-20T20:27:33Z</updated>

		<summary type="html">&lt;p&gt;Diesel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Briceno.jpeg|1000px]]&lt;br /&gt;
&lt;br /&gt;
I'm a few semi-shadowy characters, of which Diesel was (in 2013-14) my main. Like almost all my alts, he's been a prolific abuser of the rebirth function and has gone from a High Elf Sorcerer to an Ogre Sorcerer to a Centaur Sorcerer to a placeholder Human Mage; before being rechristened as Diesel, his in-game sobriquet was Warhead. My showcase character for a long time was Murk (now Rizzo), created on the tenth day of the tenth month of the tenth year as a Draconian Mage, then Sorcerer, and finally Dragon Sorcerer. After drawing a -HP card from Zahri's deck and no less than three failed morphs (during which time he was technically an Ent), he was thrown in the rebirth wood chipper and came out as a fragmented Psionicist, then Berserker, now Mage. But I missed the original, so I recently returned to AVATAR after a 5 month break and created Briceno, his successor and future alter-ego (time-allowing).&lt;br /&gt;
&lt;br /&gt;
I first joined the game in January 1999, when I was a month short of 14. I'm a lot older now, but still occasionally enjoy the simple gameplay and familiarity of the areas, which is why I took umbrage at the wholesale or partial destruction of several landmark low mortal areas, like [[Ofcol]], [[:Category: Freeport |Freeport]], [[:Category: New Thalos |New Thalos]], [[Descent To Hell]], [[Midgaard]] and the [[:Category: Circus |Circus]]. While a few of the new builders did add to the map in appreciable ways at the Hero and Lord tiers, I feel the missed the mark with the lowest echelon of the MUD. If a template or blueprint of the game as it stood in 2004-2005 still exists, it should certainly be reinstated. No one would complain - trust me.&lt;br /&gt;
&lt;br /&gt;
While I see the Immortal ranks have been replenished, this has been complemented by a sharp depletion of the staff list. I personally feel there needs to be 2-3 designated builders at all times, and urge the current admin(s) and other seniors to consider opening up these slots to a few dedicated writers interested in contributing to the game's new areas or improving existing ones. I consider myself part of this ensemble, but know one or two others who have mulled over several areas in need of revising and would appreciate the opportunity to use in-game tools to make this happen under Imm supervision.&lt;br /&gt;
&lt;br /&gt;
Other than that, I'm generally around late evenings and some weekends.&lt;br /&gt;
&lt;br /&gt;
[[Category: Users]]&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52074</id>
		<title>User:Diesel</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52074"/>
		<updated>2015-10-20T17:04:07Z</updated>

		<summary type="html">&lt;p&gt;Diesel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Briceno.jpeg|1000px]]&lt;br /&gt;
&lt;br /&gt;
I'm a few semi-shadowy characters, of which Diesel was (in 2013-14) my main. Like almost all my alts, he's been a prolific abuser of the rebirth function and has gone from a High Elf Sorcerer to an Ogre Sorcerer to a Centaur Sorcerer to a placeholder Human Mage; before being rechristened as Diesel, his in-game sobriquet was Warhead. My showcase character for a long time was Murk (now Rizzo), created on the tenth day of the tenth month of the tenth year as a Draconian Mage, then Sorcerer, and finally Dragon Sorcerer. After drawing a -HP card from Zahri's deck and no less than three failed morphs (during which time he was technically an Ent), he was thrown in the rebirth wood chipper and came out as a fragmented Psionicist, then Berserker, now Mage. But I missed the original, so I recently returned to AVATAR after a 5 month break and created Briceno, his successor and future alter-ego (time-allowing).&lt;br /&gt;
&lt;br /&gt;
I first joined the game in January 1999, when I was a month short of 14. I'm a lot older now, but still occasionally enjoy the simple gameplay and familiarity of the areas, which is why I took umbrage at the wholesale or partial destruction of several landmark low mortal areas, like [[Ofcol]], [[:Category: Freeport |Freeport]], [[:Category: New Thalos |New Thalos]], [[Descent To Hell]], [[Midgaard]] and the [[:Category: Circus |Circus]]. While a few of the new builders did add to the map in appreciable ways at the Hero and Lord tiers, I feel the missed the mark with the lowest echelon of the MUD. If a template or blueprint of the game as it stood in 2004-2005 still exists, it should certainly be reinstated. No one would complain - trust me.&lt;br /&gt;
&lt;br /&gt;
While I see the Immortal ranks have been replenished, this has been complemented by a sharp depletion of the staff list. I personally feel there needs to be 2-3 designated builders at all times, and urge the current admin(s) and other seniors to consider opening up these slots to a few dedicated writers interested in contributing to the game's new areas or improving existing ones. I consider myself part of this ensemble, but know one or two others who have mulled over several areas in need of revising and would appreciate the opportunity to use in-game tools to make this happen under Imm supervision.&lt;br /&gt;
&lt;br /&gt;
Other than that, I'm generally around late evenings and some weekends.&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52073</id>
		<title>User:Diesel</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52073"/>
		<updated>2015-10-20T02:07:53Z</updated>

		<summary type="html">&lt;p&gt;Diesel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Briceno.jpeg|1000px]]&lt;br /&gt;
&lt;br /&gt;
I'm a few semi-shadowy characters, of which Diesel was (in 2013-14) my main. Like almost all my alts, he's been a prolific abuser of the rebirth function and has gone from a High Elf Sorcerer to an Ogre Sorcerer to a Centaur Sorcerer to a placeholder Human Mage; before being rechristened as Diesel, his in-game sobriquet was Warhead. My showcase character for a long time was Murk, created on the tenth day of the tenth month of the tenth year as a Draconian Mage, then Sorcerer, and finally Dragon Sorcerer. After drawing a -HP card from Zahri's deck and no less than three failed morphs (during which time he was technically an Ent), he was thrown in the rebirth wood chipper and came out as a fragmented Psionicist, then Berserker, now Mage. But I missed the original, so I recently returned to AVATAR after a 5 month break and created Briceno, his successor and future alter-ego (time-allowing).&lt;br /&gt;
&lt;br /&gt;
I first joined the game in January 1999, when I was a month short of 14. I'm a lot older now, but still occasionally enjoy the simple gameplay and familiarity of the areas, which is why I took umbrage at the wholesale or partial destruction of several landmark low mortal areas, like [[Ofcol]], [[:Category: Freeport |Freeport]], [[:Category: New Thalos |New Thalos]], [[Descent To Hell]], [[Midgaard]] and the [[:Category: Circus |Circus]]. While a few of the new builders did add to the map in appreciable ways at the Hero and Lord tiers, I feel the missed the mark with the lowest echelon of the MUD. If a template or blueprint of the game as it stood in 2004-2005 still exists, it should certainly be reinstated. No one would complain - trust me.&lt;br /&gt;
&lt;br /&gt;
While I see the Immortal ranks have been replenished, this has been complemented by a sharp depletion of the staff list. I personally feel there needs to be 2-3 designated builders at all times, and urge the current admin(s) and other seniors to consider opening up these slots to a few dedicated writers interested in contributing to the game's new areas or improving existing ones. I consider myself part of this ensemble, but know one or two others who have mulled over several areas in need of revising and would appreciate the opportunity to use in-game tools to make this happen under Imm supervision.&lt;br /&gt;
&lt;br /&gt;
Other than that, I'm generally around late evenings and some weekends.&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52072</id>
		<title>User:Diesel</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=User:Diesel&amp;diff=52072"/>
		<updated>2015-10-20T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;Diesel: Full autobiography.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Briceno.jpeg|1000px]]&lt;br /&gt;
&lt;br /&gt;
I'm a few semi-shadowy characters, of which Diesel was (in 2013-14) my main. Like almost all my alts, he's been a prolific abuser of the the rebirth function and has gone from a High Elf Sorcerer to an Ogre Sorcerer to a Centaur Sorcerer to a placeholder Human Mage; before being rechristened as Diesel, his in-game sobriquet was Warhead. My showcase character for a long time was Murk, created on the tenth day of the tenth month of the tenth year as a Draconian Mage, then Sorcerer, and finally Dragon Sorcerer. After drawing a -HP card from Zahri's deck and no less than three failed morphs (during which time he was technically an Ent), he was thrown in the rebirth wood chipper and came out as a fragmented Psionicist, then Berserker, now Mage. But I missed the original, so I recently returned to AVATAR after a 5 month break and created Briceno, his successor and future alter-ego (time-allowing).&lt;br /&gt;
&lt;br /&gt;
I first joined the game in January 1999, when I was a month short of 14. I'm a lot older now, but still occasionally enjoy the simple gameplay and familiarity of the areas, which is why I took umbrage at the wholesale or partial destruction of several landmark low mortal areas, like [[Ofcol]], [[:Category: Freeport |Freeport]], [[:Category: New Thalos |New Thalos]], [[Descent To Hell]], [[Midgaard]] and the [[:Category: Circus |Circus]]. While a few of the new builders did add to the map in appreciable ways at the Hero and Lord tiers, I feel the missed the mark with the lowest echelon of the MUD. If a template or blueprint of the game as it stood in 2004-2005 still exists, it should certainly be reinstated. No one would complain - trust me.&lt;br /&gt;
&lt;br /&gt;
While I see the Immortal ranks have been replenished, this has been complemented by a sharp depletion of the staff list. I personally feel there needs to be 2-3 designated builders at all times, and urge the current admin(s) and other seniors to consider opening up these slots to a few dedicated writers interested in contributing to the game's new areas or improving existing ones. I consider myself part of this ensemble, but know one or two others who have mulled over several areas in need of revising and would appreciate the opportunity to use in-game tools to make this happen under Imm supervision.&lt;br /&gt;
&lt;br /&gt;
Other than that, I'm generally around late evenings and some weekends.&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
	<entry>
		<id>http://www.melanarchy.org/index.php?title=File:Briceno.jpeg&amp;diff=52071</id>
		<title>File:Briceno.jpeg</title>
		<link rel="alternate" type="text/html" href="http://www.melanarchy.org/index.php?title=File:Briceno.jpeg&amp;diff=52071"/>
		<updated>2015-10-19T23:21:52Z</updated>

		<summary type="html">&lt;p&gt;Diesel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Diesel</name></author>
		
	</entry>
</feed>