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	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=EVE_Online&amp;diff=29010</id>
		<title>EVE Online</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=EVE_Online&amp;diff=29010"/>
		<updated>2007-10-22T18:05:48Z</updated>

		<summary type="html">&lt;p&gt;Narnach: /* How to get involved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the pvp fittings page go [[PvP Ship Fittings|here]]&lt;br /&gt;
&lt;br /&gt;
==What is EVE?==&lt;br /&gt;
According to the [http://www.eve-online.com/faq/faq_01.asp official FAQ] ; &lt;br /&gt;
&lt;br /&gt;
EVE is a Massively Multiplayer Online Role-Playing Game (MMORPG) set in a science-fiction based, persistent world. Players take the role of spaceship pilots seeking fame, fortune, and adventure in a huge, complex, exciting, and sometimes hostile galaxy.&lt;br /&gt;
&lt;br /&gt;
==What makes EVE different from other MMORPGs?==&lt;br /&gt;
EVE is different from many other MMORPGs in structure and form. From the official [http://www.eve-online.com/guide/en/g01.asp Players Guide]; &lt;br /&gt;
&lt;br /&gt;
EVE Online is more open-ended than many MMORPGs. Most other MMORPGs focus on a structured playing style with predictable outcomes and monotonous leveling. This seemingly innocent fact is why EVE is so different from almost all other MMORPGs, as the players have an incredible impact on how the game develops.&lt;br /&gt;
&lt;br /&gt;
One could compare this to the difference between a playground, such as EVE, and a theme park, which would be the traditional MMORPG. In a playground you have access to different kinds of toys and rides, and you are allowed to use your own imagination to figure out how to create games you enjoy. In a theme park all the rides have been created for you and are either good or bad by design. The playground clearly offers more freedom but it requires you to think and be an active participant, while the theme park has taken those responsibilities away from you and you can just go with the flow. As an interesting side-note, “theme park” style MMORPGs commonly develop lines, just like real world theme parks, as players wait for monster spawns, rare items, or quest requirements.&lt;br /&gt;
&lt;br /&gt;
Players that enjoy the freedom and opportunities for creative thinking an open-ended game offers have become mesmerized by EVE, while others that depend on structured, repetitive game style have not. For this reason we don&amp;#039;t contend that EVE is for everyone, but for those that enjoy a bit more of a challenge.&lt;br /&gt;
&lt;br /&gt;
A unique aspect of EVE is that it is run on one server. In EVE you can find over 10,000 players at any given time interacting in the same persistent universe. Other MMORPGS are played on multiple servers called Shards; these have a limited number of players on each, usually between 500 and 3000.&lt;br /&gt;
&lt;br /&gt;
The bottom line is that EVE is a rich and immersive universe centered on human interaction. Players can play the game as a simple space trader or endeavor to control the largest, most powerful company in the universe. We provide the rules and tools, but it is the players themselves who create the adventures.&lt;br /&gt;
&lt;br /&gt;
==How to get involved==&lt;br /&gt;
If you think a career as a space pilot would be something for you, don´t hesitate to join your fellow Basiners in space. Just follow the following steps and you will soon be exploring &amp;quot;the final frontier&amp;quot;.&lt;br /&gt;
;Step 1 : In order to start you will need a working copy of the game. EVE is not sold in stores so it has to be downloaded from http://www.eve-online.com. On the official site click the &amp;quot;Try Now&amp;quot; button and follow the instructions. If all goes well you should be able to activate a 14 day free trial.&lt;br /&gt;
; Step 2 : The next step is creating a your character. An EVE account has 3 character slots, but you can only use (and train skills on) one character at a time. Creating your character is a big and important step, while you can´t create a bad character you might want to check our guide to [[character creation]] to get some pointers&lt;br /&gt;
; Step 3 : When you have created your avatar you will automaticly start the ingame tutorial. It is &amp;#039;&amp;#039;&amp;#039;highly recommended&amp;#039;&amp;#039;&amp;#039; that you do the whole tutorial. EVE is quite a complicated game with a steep learning curve, and the tutorial can help a new pilot overcome the basic starting challenges. Upon finishing the tutorial you will also have gathered a small amount of [[isk]], and a minor [[implant]].&lt;br /&gt;
;Step 4 : Now would be a good time to read through the information on [[Basic Eve skills]] to get your skill training off on the right foot. If you&amp;#039;re confused off the bat, you might want to investigate [[Your First 200 Hours in EVE]].&lt;br /&gt;
;Step 5 : The Basiners in EVE operate a chat channel. In order to get in touch with the rest of us click the &amp;quot;channels and mailing lists&amp;quot; button at the left side of your screen. Click the &amp;quot;create/join&amp;quot; button and type &amp;quot;theamazonbasin&amp;quot;. Welcome to EVE and fly safe!&lt;br /&gt;
&lt;br /&gt;
==The Amazon Basin Presence in Eve Online==&lt;br /&gt;
&lt;br /&gt;
There is no single Basin [[player corporation]] within Eve, but rather several corporations populated with a large number of Basiners. If you are interested in joining, please contact the CEO. You can search for corporations in People &amp;amp; Places.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!Corporation&lt;br /&gt;
!Ticker&lt;br /&gt;
!CEO&lt;br /&gt;
!Headquarters&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Anqara Industries]]&lt;br /&gt;
|ANQ&lt;br /&gt;
|Regarin Ga&amp;#039;Fin&lt;br /&gt;
|Scolluzer VIII - Moon 1 - X-Sense Chemical Storage&lt;br /&gt;
|Imperial Mining, Production, and Mission Running.  Sometimes refered to as ANQ-I&lt;br /&gt;
|-&lt;br /&gt;
|[[Anqara Expeditions]]&lt;br /&gt;
|ANQ-E&lt;br /&gt;
|[[Jai Centarium]]&lt;br /&gt;
|Inghenges V - Moon 2 - Ishukone Corporation Factory&lt;br /&gt;
|Syndicate 0.0 Detachment&lt;br /&gt;
|-&lt;br /&gt;
|[[Anqara Tech]]&lt;br /&gt;
|ANQ-T&lt;br /&gt;
|Sphynx Stormlord&lt;br /&gt;
|Aeschee VI - Moon 4 - Federal Intelligence Office Logistic Support&lt;br /&gt;
|Technology Research and Development&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Gaidhlig Technology]]&lt;br /&gt;
|GAEL&lt;br /&gt;
|Sile Suirghiche&lt;br /&gt;
|Ekid X - Sarum Family Logistic Support&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guides, Tips and Tricks==&lt;br /&gt;
Once you have learned the basics it´s time to advance your training and learn the secrets of the various &amp;quot;mini-professions&amp;quot; in EVE. Whatever your choice of focus is, your fellow Basiners are here to help you get a good start.&lt;br /&gt;
&lt;br /&gt;
* [[The Tricky Trade of Trading]]: An article about buying high and selling low.&lt;br /&gt;
* [[Cloning]]: An article on the ins and outs of skill clones and jump clones.&lt;br /&gt;
* [[Anqara Video Project|The Anqara Video Project]]: Fresh EVE Online videos. Delivered to YouTube. Every month.&lt;br /&gt;
* [[EVE:Bug Or Not|Bug or Not]]: EVE&amp;#039;s most exciting quiz show.&lt;br /&gt;
* [[EVE:Missions|Missions]]&lt;br /&gt;
&lt;br /&gt;
==Ship Fittings==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Amarr&lt;br /&gt;
!Caldari&lt;br /&gt;
!Gallente&lt;br /&gt;
!Minmatar&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Frigates&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|[[EVE:Crucifier|Crucifier]]&lt;br /&gt;
|[[EVE:Kestrel|Kestrel]]&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Vigil|Vigil]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Destroyers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|[[EVE:Coercer|Coercer]]&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Catalyst|Catalyst]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Cruisers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Caracal|Caracal]]&lt;br /&gt;
|[[EVE:Celestis|Celestis]]&lt;br /&gt;
[[EVE:Thorax|Thorax]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Battlecruisers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Drake|Drake]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Battleships&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|[[EVE:Armageddon|Armageddon]]&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Dominix|Dominix]]&lt;br /&gt;
[[EVE:Megathron|Megathron]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Assault Ships&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Enyo|Enyo]]&lt;br /&gt;
[[EVE:Ishkur|Ishkur]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Covert Ops&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Helios|Helios]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Interceptors&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Ares|Ares]]&lt;br /&gt;
[[EVE:Taranis|Taranis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Transports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|[[EVE:Prorator|Prorator]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[EVE:Prowler|Prowler]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Freighters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|[[EVE:Providence|Providence]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Narnach</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Combat_in_Guild_Wars&amp;diff=23316</id>
		<title>A Guide to Combat in Guild Wars</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=A_Guide_to_Combat_in_Guild_Wars&amp;diff=23316"/>
		<updated>2007-05-06T06:44:58Z</updated>

		<summary type="html">&lt;p&gt;Narnach: /* Assassin Combination Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attribute Effects==&lt;br /&gt;
&lt;br /&gt;
Following is a chart that gives you the effects of your attributes on your weapon damage:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Effect of Attributes on Weapon Damage&amp;#039;&amp;#039;&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;80pt&amp;quot;| Attribute Level&lt;br /&gt;
| Weapon Damage %&lt;br /&gt;
|-&lt;br /&gt;
| 0 &lt;br /&gt;
| 35.6%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 38.6%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 42.0%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 45.9%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 50.0%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 54.5%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 59.5%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 64.8%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 70.7%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 77.1%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 84.1%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 91.7%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 104%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 107%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 111%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 115%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, the damage for attribute level rises predictably till you hit level 12 (100%), and then the gains drop off dramatically.  Going past 12 is really not very efficient unless you are going for maxed SKILL damage.&lt;br /&gt;
&lt;br /&gt;
==Item Requirements==&lt;br /&gt;
&lt;br /&gt;
Item requirements are there to prevent players from getting the full benefit of the item without investing a minimum amount into the assigned attribute type.  If you do not meed the requirement of an item, then it&amp;#039;s basic effectiveness is halved (rounded down) from the listed effect...  A 16 armor shield, if it&amp;#039;s requirement is not met, will give you only the benefit of an 8 defense shield, plus any bonus modifiers it may have on it. A max damage scythe, if it&amp;#039;s requirement is not met, will only do 4 - 20 damage when used, plus any bonus modifiers it may have on it.  The item requirement has no other effect concerning the damage of the weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor Effects==&lt;br /&gt;
&lt;br /&gt;
Armor is always calculated from a base value of 60.  Going 40 armor below this will double the amount of damage received, if the damage is modified by armor level, whereas going 40 armor above this will halve the damage received, if the damage is modified by armor level.  For every 40 armor away from the base of 60, the damage is again doubled or halved, according to this theory.  Therefore, a target with 140 armor takes only 25% damage from most attacks, a target with 220 armor takes only 6.25% damage from most attacks, and a target with -20 armor takes 400% damage from most attacks.  This happens reguardless if the attack was melee based or spell based, as long as the attack does NOT ignore armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armor Types===&lt;br /&gt;
&lt;br /&gt;
It has come to the understanding of those scholars of the game that different characters and monsters have different types of armor, with different strengths and weaknesses.  Several such examples exist throughout GuildWars, in a few unexpected and also many totally expected ways.  Any monster that is based on plants takes more damage from fire attacks, while undead take almost double damage from holy magic and fire attacks.  Ice monsters take a lot more damage from fire attacks and are protected from cold magic, while fire monsters take more from cold attacks and are protected from fire magic.  Earth elemental types also take extra damage from lightning weapons, and less from earth weapons.  One of the unusual examples would have to be the floating eye type monsters (mesmer base class).  They take extra damage from physical and EARTH damage weapons. &lt;br /&gt;
&lt;br /&gt;
For an example, let us examine the lowly Fire Imps you see in Northern Kryta.  They have quite a high resistance vs Fire Magic, but they also have a very low resistance vs Cold Magic.  Using several max damage bows with different bow strings (for different elemental attacks) will quickly reveal it&amp;#039;s different resistance ratings vs these types of attacks.  Lightning and Earth damage weapons deal the same amount of damage, while physical damage sources do a bit more (as the imp has less resistance to physical attacks in general). Fire does less than normal, while Ice does more than normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For another example, let us examine the different character classes and their typical types of armors.&lt;br /&gt;
&lt;br /&gt;
*Assassins have 70 base defense, which makes them about as easy to kill as an Elementalist.  Most are not highly specced into defensive skills, you can consider them phys damage glass cannons, and quite easy to kill if they are using an improperly balanced build.&lt;br /&gt;
&lt;br /&gt;
*Dervish have 60 base defense, and can opt for either the Windwalker (enchanted) or Forsaken (non-enchanted) armor type, which can boost their armor from the base up to 75 (while enchanted, if using Windwalker) or up to 70 (while not enchanted, if using Forsaken). There are also various avatar forms which can be used to increase defense in various ways.  The wisest way to take down a Dervish would be from a distance, with any attacks you wish to use, since their armor has no built-in weaknesses.&lt;br /&gt;
&lt;br /&gt;
*Elementalists have extra defense vs elemental attacks, so you should definately not match the type of elemental armor they are using.  The best attack against them would be purely physical.  &lt;br /&gt;
&lt;br /&gt;
*Mesmers have 60 base armor and typically dont get much boost against attack types, so they use their stances accordingly.  You need to pay attention to what types of stances they are using and modify your attack to maximize your damage accordingly.  If the mesmer you are fighting uses the Elemental Resistance stance, switch to a physical damage weapon, if they use the Physical Resistance stance, switch to an Elemental damage weapon.&lt;br /&gt;
&lt;br /&gt;
*Monks start with 60 base armor, and can choose to have a boost of 10 armor vs magic or phys, depending on their armor choice... but most go for the tattoos to get the energy boost it provides.  Any damage source should work pretty well against monks, especially those with armor penetration.&lt;br /&gt;
&lt;br /&gt;
*Necromancers have 60 base armor, with similar options to what the monks can have, so any damage source works good, with armor penetration becoming quite useful against them.&lt;br /&gt;
&lt;br /&gt;
*Paragons have a base 80 defense armor, making them extremely well-protected.  The best way to damage them is to use non-elemental and non-physical means. (Use skills that ignore target defense, such as conditions/hexes/curses/smiting...)&lt;br /&gt;
&lt;br /&gt;
*Rangers have 70 base armor with an extra 30 armor vs elemental damage, plus another 15 to an element of their choice depending on their armor choice.  Selecting the same element as what they are defending against would be a poor choice, while physical attacks are definately the best choice.&lt;br /&gt;
&lt;br /&gt;
*Ritualists have fairly normal armor, at 60 base max, but can occasionally boost it by holding certain ashes with defensive capabilities.  You can use any types of attacks for maximum damage against a Ritualist.&lt;br /&gt;
&lt;br /&gt;
*Warriors have a HUGE boost to their defensive capabilities through their extremely high all-round armor, which starts at 80 and can easily hit 200.  The best way to damage them is through non-elemental and non-physical means. (hexes, curses, smiting skills, and other skills that ignore target&amp;#039;s armor level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, if you are used to playing PvP, much of this is simply a review. All monsters in GuildWars follow the same armor types and professions as the players!  Therefore, you can visualize Charr Axe Fiend as just another warrior and hit him with any elemental attack, doing more than a physical attack would.  &amp;#039;&amp;#039;This is in addition to the racial/creature type built-in weaknesses that exist in the game.  For example: All undead are weak vs holy damage and fire damage.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Armor Penetration Effects==&lt;br /&gt;
&lt;br /&gt;
There are several factors to consider when penetrating an opponents armor.  All armor penetrations work from a value of 0 (no armor).  The higher the opponent&amp;#039;s armor, the more of an effect armor penetration can have on that target.  Thus, if you are running 40% armor penetration, and hit 3 different targets (one at 60 armor, one at 100 armor, and one at 200 armor) with an attack that normally does 40 damage, the 60 armor defender will take 64 damage instead of 40, and the 100 armor target will take 40 damage instead of 20, and the 200 armor target would take 16 damage instead of 3.  This equates to each of these targets losing 24, 40, and 80 armor each, respectively.&lt;br /&gt;
&lt;br /&gt;
Certain effects can cause armor penetration, some of which are in effect at all times, while others depend on certain conditions.  The [[Warrior]] primary attribute [[Strength]] gives 1% armor penetration per attribute level, for a maximum of 16% armor penetration at all times.  The Hornbow type of bows give an inherent (not shown) 10% armor penetration at all times.  There are also several attacks that penetrate armor which can work in conjunction with these, specificallly Penetrating Attack, which negates 20% target armor level.  These effects also stack with weapon modifiers such as the Sundering mod, with a 10 - 20% chance at 20% armor penetration.  With all of these possible armor penetration effects working together, you can attain a maximum possible effect of negating 66% of the enemy&amp;#039;s armor level.&lt;br /&gt;
&lt;br /&gt;
==Adrenal Skills==&lt;br /&gt;
&lt;br /&gt;
Adrenaline is built up over time as one fights.  Striking a foe gives you 100 (single full strike) points of adrenaline, while being struck by a foe gives you 5 points of adrenaline.  Therefore, being struke 20 times gives you 100 adrenaline points, which equates to 1 strike of adrenaline.  Certain skills and enchantments can alter this behavior, while other skills can increase or decrease the speed of your attacks.  You can gain adrenaline with ranged weapons, the fastest ones would probably be wands/scepters/rods.  Adrenal attacks for a warrior are all in melee range, while a Paragon has the ability to use ranged adrenal attacks. &lt;br /&gt;
&lt;br /&gt;
Upon examining an adrenal skill, you will note the number of adrenaline strikes are required to activate it.  Skills that recharge your other skills do NOT function for adrenal skills, while being hit with a mesmer&amp;#039;s &amp;quot;blackout&amp;quot; skill can strip away all your adrenaline and cause your entire skillbar to reset. Note that a properly equipped mesmer can render just about every attack you have useless, if they are so inclined.  To use an adrenal skill, you spend an entire strike of adrenaline on ALL your adrenal skills. If you strike the target, you gain back that strike of adrenaline, and all your adrenal skills that were already fully charged before become fully charged again.  If you should miss, then you will need to gain back those 100 points of adrenaline before you can use the next adrenal skill.&lt;br /&gt;
&lt;br /&gt;
Adrenal attack strings are generally used for spike damage, in order to finish off an opponent very quickly.  The standard tactic is to build up adrenaline by attacking a weak target with normal attacks, and then to suddenly switch to the true target to unload all the high adrenal skill attacks, killing it very quickly.&lt;br /&gt;
&lt;br /&gt;
==Assassin Combination Skills==&lt;br /&gt;
&lt;br /&gt;
[[Assassin]] attack style is somewhat different from all other classes, in that their attacks must follow a specific type of order to inflict their maximum potential damage.  There are certain attacks that can skip to another part of the attack order, which always depend upon a condition to be met beforehand, such as the target being knocked down, or hexed/cursed.  Normally, however, you will need a Lead Attack in order to start the attack string.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* First, you start with the lead attack. This leaves a / (slash) mark on the hp bar of the enemy you are attacking (only for the assassin that attacked it, nobody else can see these marks.) Striking a target with another lead attack will always start your attack string over again.  Not striking a target with the next part of an attack sequence for 15 seconds will cause the mark to disappear.&lt;br /&gt;
&lt;br /&gt;
* Following the lead attack will be your off-hand attack, which must strike a foe with the / (slash) mark on it, and then leaves a X (crossed slash or x) mark on the target.  &lt;br /&gt;
&lt;br /&gt;
* Following the off-hand attack will be a dual attack, which must strike a foe with the X (crossed slash) mark on it.  This skill always strikes twice.  This skill leaves a * (triple slash) mark on the target.&lt;br /&gt;
&lt;br /&gt;
* Following a dual attack can be an elite off-hand attack, which must strike a foe with the * (triple slash) mark on it. This skill leaves a X (crossed slash) mark on the target. This would allow you to immediately follow with another dual attack, if you are so inclined.&lt;br /&gt;
&lt;br /&gt;
===Double Strike===&lt;br /&gt;
&lt;br /&gt;
Assassins have the ability to Double Strike their enemies during melee combat.  This only occurs during a standard attack, and at a rate of 2% chance per attribute level in Dagger Mastery (0% - 32%).  Assassin Dual Attacks are always double strike, but the chance of a double strike during the use of an attack skill is otherwise zero.&lt;br /&gt;
&lt;br /&gt;
==Critical Strike==&lt;br /&gt;
&lt;br /&gt;
A critical strike can be achieved directly through use of a skill, or through natural or boosted means.  When a critical strike is called for, the damage of your weapon is multiplied by the square root of 2 (approx 1.41), for a +41% damage boost, which is applied to the maximum possible damage your weapon can inflict.  This is in addition to all other damage modifiers you have for that weapon, including customization, weapon suffix damage modifier (per damage vs special class), and weapon automod.  &lt;br /&gt;
&lt;br /&gt;
Specifically for Assassins, the critical strikes primary attribute line increases their chance of a critical strike by 2% per attribute level, and also gains them 1 - 3 energy per critical strike, when achieved.  Assassins also have certain stances or enchantments that increase their chance to perform a critical strike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
&lt;br /&gt;
Customizing weapons costs you only 10 gold per weapon, cannot be removed or undone, and renders the trade value of a unique (green) weapon to NOTHING.&lt;br /&gt;
&lt;br /&gt;
Customizing a weapon gives you a bonus 20% damage modifier on it, but also makes it so that it is practically useless to any other player, including other characters you own.  The only use another player or character would have for a customized weapon would be to salvage it for the modifiers (and hope they get them).  However, having additional customized weapons laying about is not all that bad a thing, as the [[Heros]] from the [[Nightfall]] campaign are able to use any weapon that the character they are following has had customized.  So, if you have spare fire elemental equip laying around that you have had customized on your elementalist, then when you pick up Sausuke and Red Hoof, you can immediately equip them with your spare fire elemental equipment along with a copy of your fire elemental skillbar, since Heros can use any skill you have unlocked on your entire account.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Prefix Modifiers==&lt;br /&gt;
&lt;br /&gt;
Table of Prefixes available for weapons.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|width=&amp;quot;100pt&amp;quot;| Modifier Name&lt;br /&gt;
|width=&amp;quot;60pt&amp;quot;| Bow &lt;br /&gt;
|width=&amp;quot;60pt&amp;quot;| Axe&lt;br /&gt;
|width=&amp;quot;60pt&amp;quot;| Sword&lt;br /&gt;
|width=&amp;quot;60pt&amp;quot;| Hammer&lt;br /&gt;
|width=&amp;quot;60pt&amp;quot;| Scythe&lt;br /&gt;
|width=&amp;quot;60pt&amp;quot;| Dagger&lt;br /&gt;
|width=&amp;quot;60pt&amp;quot;| Spear&lt;br /&gt;
|width=&amp;quot;250pt&amp;quot;| Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fiery&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Changes phys damage to fire damage&lt;br /&gt;
|-&lt;br /&gt;
| Icy&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Changes phys damage to cold damage&lt;br /&gt;
|-&lt;br /&gt;
| Ebon&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Changes phys damage to earth damage&lt;br /&gt;
|-&lt;br /&gt;
| Shocking&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Changes phys damage to lightning damage&lt;br /&gt;
|-&lt;br /&gt;
| Barbed&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Increase bleeding time 33%&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
| yes&lt;br /&gt;
| no&lt;br /&gt;
| no&lt;br /&gt;
| no&lt;br /&gt;
| Increase deep wounds time 33%&lt;br /&gt;
|-&lt;br /&gt;
| Vampiric&lt;br /&gt;
| 1 - 5&lt;br /&gt;
| 1 - 3&lt;br /&gt;
| 1 - 3&lt;br /&gt;
| 1 - 5&lt;br /&gt;
| 1 - 5&lt;br /&gt;
| 1 - 3&lt;br /&gt;
| 1 - 3&lt;br /&gt;
| Adds life stealing and -1 hp degen&lt;br /&gt;
|-&lt;br /&gt;
| Sundering&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| 10 - 20% chance of 20% armor piercing&lt;br /&gt;
|-&lt;br /&gt;
| Crippling&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Increase crippled time 33%&lt;br /&gt;
|-&lt;br /&gt;
| Zealous&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| +1 energy per hit, -1 energy degen&lt;br /&gt;
|-&lt;br /&gt;
| Silencing&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Increase dazed time 33%&lt;br /&gt;
|-&lt;br /&gt;
| Poisoning&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| yes&lt;br /&gt;
| Increase poisoned time 33%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Suffix Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Weapon Automods and Inscriptions==&lt;br /&gt;
&lt;br /&gt;
==Focus/Shield Modifiers and Inscriptions==&lt;br /&gt;
&lt;br /&gt;
==Comprehensive Damage Tables==&lt;br /&gt;
&lt;br /&gt;
==End Credits==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Currently a work in progress, please do not edit.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Narnach</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Trading&amp;diff=29095</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Trading&amp;diff=29095"/>
		<updated>2007-03-18T23:14:32Z</updated>

		<summary type="html">&lt;p&gt;Narnach: /* Trade Theory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;This is a work in progress, please feel free to fill any gaps and provide your own insight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The role of a trader in EVE is to make money by moving goods, and making profit along the way. Trade is not as striaghtforward as running missions or mining for minerals, and can thus be a daunting prospect for a trader fresh out of character creation. This guide aims to help those who are intrested in the world of EVE trading take their first steps.&lt;br /&gt;
&lt;br /&gt;
==Character Creation: A Prequel==&lt;br /&gt;
Before we start discussing the character creation it is important to note that no matter how you create your character, he can still pick up all needed skills later on. If you started as a miner you can simply buy the needed trade skills and get going, but a character created with trading in mind will have a head start on some key skills. Remember to strike a good balance between your attributes, in this case charisma will be one of the more important ones. Charisma helps with all trade and social skills.&lt;br /&gt;
&lt;br /&gt;
==Skill Overview==&lt;br /&gt;
While all skills can beefit you at some point or other, there are a select few skills which are extra important to the trader. Sometimes it is not allways apparent what their direct benefit is. This section will attempt to cover the skills of the trade.&lt;br /&gt;
;-Trade, Retail, Wholesale and Tycoon : All of these skills increases the maximum number of active buy and sell orders you may have at the same time. A starting character without the trade skill will be able to have the minimum amount of orders (5), each level of these skills adds to that number. Buy and sell orders are used when you don´t want to buy or sell directly (access the options for buy/sell orders by clicking the &amp;quot;advanced&amp;quot; option when buying/selling).&lt;br /&gt;
; - Broker Relations &amp;#039;&amp;#039;(Requires Trade II)&amp;#039;&amp;#039;: Each time you set up a buy and/or sell order it will be handled thru an automated ingame broker. Like real life stock brokers the EVE brokers will not work for free, and requires a fee. This fee is normall 1% of the order amount (with a minimum of 100 [[isk]], which means a buy order for set up for a value 1000 isk will still have a 100 [[isk]] broker fee). Each level of the broker relations skill will lower the broker fee by 5% (So at Broker relations II the broker fee will be 0,9%). Note that the broker fee can be aditionally modified by your standings to the corporation/faction which owns the station in which you set up the order)&lt;br /&gt;
; - Accounting &amp;#039;&amp;#039;(Requires Trade IV)&amp;#039;&amp;#039;: Each time you sell an item on the market (directly or by sell order) you will have to pay a sales tax of 1% of the total sell value. Each level of this skill reduces the sales tax by 10% (At Accounting V you will have reduced the sales tax to 0,5%). Note that the sales tax in paid in addition to any broker fees that might apply (see above).&lt;br /&gt;
; - Daytrading &amp;#039;&amp;#039;(Requires Trade IV)&amp;#039;&amp;#039;: Once you have placed a buy and/or sell order you can modify them while you are in the same station as the order. This reuires no skills. What Daytrading does is enabling you to remotly modify your orders, which means that you can change buy/sell price of an order even if you are a few jumps away from the station in which the order was placed. At level V you will be able to modify your orders anywhere in the region in which you are located. This is a very handy skill which enables you to react better to fluctuations in the market.&lt;br /&gt;
;- Marketing &amp;#039;&amp;#039;(Requires Trade II)&amp;#039;&amp;#039;: This enables you to remotly sell your items. Normally you will have to be at the same station as your item in order to sell it, the Marketing skill increases the range between you and the item at which you are able to sell it. If you have Marketing at II and you have an item in a hangar 4 jumps away from your current location you can now remotly sell it (either directly or by way of sell order)&lt;br /&gt;
; - Procurement &amp;#039;&amp;#039;(Requires Trade II and Marketing II)&amp;#039;&amp;#039;: This is a mirror skill to Marketing. It allows you to place remote buy orders on the market. Each level of the skill increases the maximum distance between you and the station where you want your buy order placed. Note that you can allways buy directly from the market anywhere in the region, this skill only effects buy orders. Also note that in order for you to set up a remote buy order the item in question must be up for sale at the target station.&lt;br /&gt;
; - Visability &amp;#039;&amp;#039;(Requires Trade II, Marketing II and Procurement IV)&amp;#039;&amp;#039;: This skill increases you remote by order range. When you place a station in which you are physically located you can select any buy order range you want (the range from the order station which you want your buy order to effect). When you place a remote order with Procurement you will need the Visability skill to be able to select any buy order range other than station. With the Visability skill at II you can place a remote buy order with the remote buy order range of 5 jumps. This might sound complicated, but play around with the prder settings in game and you will  get the hang of it.&lt;br /&gt;
; - Margin Trading &amp;#039;&amp;#039;(Requires Trade IV and Accounting IV)&amp;#039;&amp;#039;: When you place a buy order you will have to place the required amount of [[isk]] needed to complete the order in escrow, in essence it will be money will be locked down until the buy order is filled or until you cancel the order. The Margin Trading skill reduces the amount (by a percentage) of [[isk]] you will have to pay up front when you place a buy order by 25% each level after the first. This will allow you to keep your funds more mobile. The question we have to deal with now is &amp;quot;What happens if you don´t have the required amount of kredits when they buy order gets filled?&amp;quot; I´ve never tried this myself, but according to the official eve forums your order will be cancelled and you will lose the broker fee.&lt;br /&gt;
&lt;br /&gt;
==Trade Theory==&lt;br /&gt;
Starting a career in trading is not as simple as running missions or mining, atleast not for me. There are a few important concepts you need to keep in mind when trading, this section will try to outline the basic &amp;quot;behind-the-keyboard&amp;quot; knowledge you will need to have.&lt;br /&gt;
&lt;br /&gt;
;Return on Investment (ROI) : Essential how much money you will earn if a given business transaction goes thru. If you buy goods for 100 million [[isk]], and sell them for a total of 110 million, you will have had a 10% return on investment. A trader usually works with percentages setting their price, so you should be able to calculate a your probable ROI as you go along.&lt;br /&gt;
;Return on Time (ROT) : How much isk do you get back on your investments over a set period of time? Calculate as ROI/[unit of time]. Naturally you will want this number to be as high as possible, as isk you have tied up in assets and goods is isk you can not reinvest.&lt;br /&gt;
&lt;br /&gt;
When discussing ROI and ROT it might be good with the tried and true example of the little boy selling lemonade, &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;A little boy sits in a stand by the road selling lemonade, being the slick businessman he is he has priced is lemonade at a million dollars per glass. A man passing by asks if he expects to sell many glasses of lemonade at such a high price. The young boy looks up on and says &amp;quot;No, but I only need to sell one&amp;quot;. Meanwhile the boy next door is raking in big bucks hand over fist selling his lemonade at a 10% mark-up.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Now the first boy will, if he ever sells a glass, have a very high ROI. But, the second boy working with a smaller ROI but a much higher ROT, making for more money in his pocket. Quality comes second to quantity in most cases in EVE trade.&lt;br /&gt;
&lt;br /&gt;
==The Market-screen and you==&lt;br /&gt;
&lt;br /&gt;
==Ships==&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Advanced&amp;quot; Trade==&lt;/div&gt;</summary>
		<author><name>Narnach</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hellgate:_London&amp;diff=18273</id>
		<title>Hellgate: London</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hellgate:_London&amp;diff=18273"/>
		<updated>2006-04-12T18:07:56Z</updated>

		<summary type="html">&lt;p&gt;Narnach: /* Melee Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welome to the Basin&amp;#039;s Hellgate:London Wiki. &amp;lt;br&amp;gt; Curious about what this is? How to use it? Then check out the &amp;#039;&amp;#039;&amp;#039;[[WikiFAQ]]&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Basin Guild Information==&lt;br /&gt;
Officers:  Jugalator, Laughing God&amp;lt;br&amp;gt;&lt;br /&gt;
Admin (so far): TPJ&lt;br /&gt;
&lt;br /&gt;
Forums: [http://www.theamazonbasin.com/hgl/forums/ Basin HG:L Forums]&lt;br /&gt;
&lt;br /&gt;
==[[:Category:Hellgate Classes|Classes]] ==&lt;br /&gt;
* [[Templar]]&lt;br /&gt;
* [[Cabalist]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;See also:&amp;#039;&amp;#039; [[:Category:Hellgate Attributes|class attributes]].&lt;br /&gt;
&lt;br /&gt;
==[[:Category:Hellgate Monsters|Monsters]] ==&lt;br /&gt;
* [[Carnagor]]&lt;br /&gt;
* [[Fetid Hulk]]&lt;br /&gt;
* [[Flesh Eater]]&lt;br /&gt;
* [[Grotesque]]&lt;br /&gt;
* [[Minion]]&lt;br /&gt;
* [[Shulgoth]]&lt;br /&gt;
* [[Stalker]]&lt;br /&gt;
&lt;br /&gt;
==[[:Category:Hellgate Items|Items]]==&lt;br /&gt;
&lt;br /&gt;
===[[:Category:Hellgate Melee Weaponry|Melee Weaponry]] ===&lt;br /&gt;
* [[Firebrand]]&lt;br /&gt;
* [[Katana]]&lt;br /&gt;
* [[Molten Edge]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Templar Broadsword]]&lt;br /&gt;
&lt;br /&gt;
===[[:Category:Hellgate Ranged Weaponry|Ranged Weaponry]] ===&lt;br /&gt;
* [[Boneshredder]]&lt;br /&gt;
* [[Cluster Rifle]]&lt;br /&gt;
* [[Firestarter]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Plagueblaster]]&lt;br /&gt;
* [[Spark Rifle]]&lt;br /&gt;
* [[Spike Bolter]]&lt;br /&gt;
* [[Vulcan Bolter]]&lt;br /&gt;
&lt;br /&gt;
===[[:Category:Hellgate Armor|Armor]] ===&lt;br /&gt;
*[[Defender Gauntlets]]&lt;br /&gt;
*[[Templar Arms]]&lt;br /&gt;
&lt;br /&gt;
==Useful Links==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.flagshipstudios.com/ Flagship Studios]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.hellgatelondon.com/ The official &amp;#039;&amp;#039;Hellgate: London&amp;#039;&amp;#039; Site]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.theamazonbasin.com/hgl/forums The Basin&amp;#039;s &amp;#039;&amp;#039;Hellgate: London&amp;#039;&amp;#039; forums]&lt;br /&gt;
* [http://www.hellgateguru.com/ Hellgate Guru]&lt;br /&gt;
* [http://board.hglondon.net/ HGLondon.net RSS feed]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Hellgate Wikipedia Article]&lt;/div&gt;</summary>
		<author><name>Narnach</name></author>
	</entry>
</feed>