Elementalist Rites

Location:
From GH: 6w, 1s

Stats requirements: 12 wisdom, 12 intelligence

Race restrictions: Gnomes cannot specialize in Air; Sylph cannot specialize in Earth; Nereid cannot specialize in Fire; Saladrine cannot specialize in water

Prefered race: gnomes, sylph, nereid, saladrine

Entrance Bonus: Staff of Elements - it becomes a draining weapon with 22 Elementalism skills, a piercing (through wards) weapon at master

Specialization: First specialize, +30% (2.6 skill train per level) to the specialized lore, and -30% in the opposite (1.4 skill train per level). Second specialize, +15% to the specialized (2.3 skill train per level), - 15% to the opposite (1.7 skill train per level). You cannot specialize the same lore both times, nor can you specialize the opposite of the first specialization in the second time. Opposites: Fire/Water, Earth/Air.

Synergies: After specializing in 2 different lores, a synergy element is aligned as follow:

  First Specializaton
Second Spec.   Air Earth Fire Water
Air     Light (Holy) Vapour (Acid)
Earth     Magma (Missile) Ice (Cold)
Fire Electricity Diamond (thusting)    
Water Ether (magic) Iron (Cutting)    

More info can be found in this interview with Seti

Levitate
Divine (x2)
Jolt
Hex
Conjure (x3)
Slow
Guide
Sanctify
Focus
Mantle
Strike
Dilute
Mirror
Shift
Inferno
Concentrate
Planeswalk
Imbue
Tempest
Channel
Distort
Meld
Blast
Absorb
Planar
Permanent
Fury
Totem
Fissure
Firestorm
Purge
 
Shapeshift
 
Iceform
 

Elementalism

These rites are outside of specialization

Name Level Skill
Align 1 1
Reduce 4 8
Specialize 7 14
Focus 14 28
Secondary 14 28

Align Level: 1 Lore: Elementalism
Min Skills: 1 Reagent: none Acceptable: N/A
Syntax: align / <element> Cost: 5
Prior to casting many elemental spells, the castor must first select the element s/he wishes to use. The castor must have a skill of at least 1 in that element to select it, and once chosen, that element will be used until a new one is selected. The success and power of your spell will be largely due to how closely your aligned element matches a spell's preferred element.

Reduce Level: 4 Lore: Elementalism
Min Skills: 8 Reagent: none Acceptable: N/A
Syntax: reduce <target> Cost: none
This rite involves breaking down the bonds of matter, reducing it to its base elements. Such a change can be quite dramatic, as a great deal of energy is released in the process. As your control over the reaction improves, you may discover ways to incorporate this energy into your being, thus enhancing your own powers. At
the very least, it serves to rid the Lyceum of unwanted trash and maintain a clean realm.
Be warned, though, some items lack enough inherent energy to begin a reaction, and others may have magical bonds which are far too difficult to break.

Specialize Level: 7 Lore: Elementalism
Min Skills: 14 Reagent: none Acceptable: N/A
Syntax: specialize <element> Cost: none
Upon reaching a certain level in the guild, some teachings are only available to students who devote themselves to the study of one lore above all others. They will be able to train their skill in that chosen lore to 30% above the normal maximum for their level. However, the devotion carries a cost and they will only be able to train its opposing lore to 30% below the normal maximum for their level. The Lyceum maintains a special section of the library for specializing, and it is there that you may choose your lore.

Focus Level: 10 Lore: Elementalism
Min Skills: 20 Reagent: none Acceptable: N/A
Syntax: align / <element> Cost: none
Sometimes having a variety of lesser skills is less useful
than being an expert on a single subject. By focusing your mind on a specific lore, you can increase your skill in that field at the expense of your skills in the other lores. Although the focus will lessen with time, as your skill increases, you will be able to refocus more quickly.

Secondary Level: 14 Lore: Elementalism
Min Skills: 28 Reagent: none Acceptable: N/A
Syntax: secondary <element> Cost: none
Choosing a secondary specialization completes your direction in training and allows you access to a synergistic element. You will be able to train your secondary element to 15% above the normal maximum for your level, but you will only be able to train its opposing element to 15% below the normal maximum for your level. You must choose your secondary element in the guild's chamber of studies. Refer to the lyceum's archives for listings of the synergistic elements.

Air Lore

Name Level Skill
Levitate 2 4
Conjure 7 14
Detect 5 10
Mirror 10 24
Conjure 12 28
Planeswalk 13 30
Distort 15 34
Conjure 18 40
Planar 20 52

Levitate Level: 2 Lore: Air
Min Skills: 4 Reagent: none Acceptable: N/A
Syntax: levitate Cost: 20
As any air specialist will tell you, levitation is rather a misnomer. While most people assume it means making one's body lighter than air, in reality, the opposite is true. By magically altering the bonds in a gas, it can be made solid and dense enough to support one's own weight. This cushion of air makes passage over the roughest terrain simple and effortless, though rapid changes, such as falls or pits are still somewhat painful.

(reduces EP drain when traveling)

Detect Level: 5 Lore: Air
Min Skills: 10 Reagent: none Acceptable: All
Syntax: detect <target> Cost: N/A
Before learning to search for the planar signs of other beings, students of air first learn to detect astral auras. This rite allows adepts to gaze at a target and determine the presence and intensity of magical auras surrounding items carried. Discretion is advised, however, as the intense gaze involved can be rather unnerving to one's target.

(Cast this on a mob/player/elemental etc to detect if he has any unIDed things that are "magica" i.e., tserv)

Conjure Level: 7, 14, 18 Lore: Air
Min Skills: 14, 28, 40 Reagent: none Acceptable: All
Syntax: conjure <lesser>, <elemental>, <greater> Cost: 30, 60, 90
Though the summoning rites needed to coax a lesser elemental into this plane are rather simple, as the power of the target increases, so does the complexity of the rite. The element to which you are currently aligned will determine the type of being you summon, but you may only control one elemental at a time. Be warned that the rites are long, and not without risk. Lesser skilled elementalists have been known to lose control of the gate as it opens, allowing the elemental to flee while releasing a backlash of energy that can be quite damaging to those conducting the summoning rites.

(With levels and skills trained up, different levels of conjure can produce more advanced elementals. They can carry items, equip items, be melded or imbued, and assist in battle. At higher levels, it is more powerful than a fighter squire in level equivalent.

Rumors say that fire elementals have a random chance to insty; light elementals have sunray-effect on undeads; lightning elemental has an explosion special of nearly 800 dmg at 36/20; It was seen that diamond elementals can receive 4 consecutive 36/20 zerks and stay at slightly/stunned because it has great resists to physical. If you meld with it, you would receive a HUGE resist toward physical, possily immune when additional resist gears are used, even without absorb.)

Mirror Level: 10 Lore: Air
Min Skills: 24 Reagent: none Acceptable: N/A
Syntax: mirror /status/dispel Cost: 50
Specializing in the gates that connect this realm to the other planes of existance, air elementalists are able to create some very useful effects. The mirror rite allows an elementalist to gather planar images from other realms and project them in this physical dimension. These duplicate images are indistinguishable from the caster's form, and are quite effective at misdirecting
an enemy's attacks. However, the binding rites which hold the images are fragile and will be disrupted after a certain amount of damage.

(Creates decoy images of the caster and splits damage between them. Higher skills and levels means more images can be created. Also being in an "air room" helps, being in an "earth room" hinders it)

Planeswalk Level: 13 Lore: Air
Min Skills: 30 Reagent: none Acceptable: All
Syntax: planeswalk guild/ <element> Cost: 25
After learning to bend and warp elemental forces, a skilled elementalist may open a gate between planes. Such a gate allows them to literally step across the grain of reality and emerge at another physical location. However, since a small misstep in the elemental planes results in an enormous physical distance, such travel is unpredictable at best. Also, be warned that many of the elemental planes have hostile environments and may be
dangerous to traverse for a non-native, especially if the caster were to become stranded in the plane from conducting the rite improperly.

(Planeswalk teleports the caster to a random spot in a general area, except guild:
Planeswalk guild - Elementlist Guild, Commens
Planeswalk air - Merchant Road in Altheon
Planeswalk earth - Ryu Mountain in Sakai
Planeswalk water - Oceans of Astaria
Should planewalk fail, one is transported to the void Planar Limbo)

Distort Level: 15 Lore: Air
Min Skills: 34 Reagent: none Acceptable: N/A
Syntax: distort Cost: 40
During the Silver Wars, air elementalists were called upon to halt their foes summoning rituals, and the spatial
distortion rite was perfected. Altering the natural forces that infuse an enviornemnt, a skilled air elementalist can invoke a form of magical static in the time space continuum. This interference dismisses the energies required for teleportation spells, rendering an area impervious to gates and teleportation.

(Makes a room prevent all teleport, skygate, planeswalk, talismans, recalls, dreamstones, scry, clairvoyance, etc.)

Planar Level: 20 Lore: Air
Min Skills: 52 Reagent: none Acceptable: N/A
Syntax: planar <target> Cost: 65
After long hours of arduos practice of planeswalking, air specialists eventually learn the subtle planar signs given off by corporeal beings. With this spell, they can guide their steps toward a specific being, and if successful, exit the gate at that person's physical location. In order to focus the rite, however, the target must be willing to be found, and will be asked for permission when you begin the spell. If your target refuses you permission, or if your concentration is broken, the rite will fail. Due to the delicate nature of this spell, it takes some time to recover from conducting it, whether successfully or not.

(Allow you to be teleported to a specific person, the opposite of pcoach)

Earth Lore

Name Level Skill
Divine 2 4
Slow 5 10
Mantle 7 18
Divine 8 18
Shift 9 22
Imbue 10 24
Meld 15 34
Permanent 18 40
Fissure 20 52

Divine Level: 2, 8 Lore: Earth
Min Skills: 4, 20 Reagent: none Acceptable: N/A
Syntax: divine /<target> Cost: 5, 15
Elementalists draw their power from the elemental energies that infuse their environments. The use of this divining rite allows them to determine which is the prefered element for the room they are in, and tailor their spells for optimal effect. As the castor's skill in earth lore grows, s/he may also use this spell to evaluate other living creatures, determining any specific resistances or weaknesses to elemental damage.

(First level of divine allows you to determine what element a room holds. second level allows you to etermine resistences/vulnerablities of players, mobs, and elementals)

Slow Level: 5 Lore: Earth
Min Skills: 10 Reagent: none Acceptable: N/A
Syntax: slow <target> Cost: 15
The stable, calming nature of binding spells has always held appeal to earth specialists and this rite is one such example. Originally intended as a means of practicing the rites needed for binding and melding, this spell has evolved into an effective means of holding an opponent during battle. While under the effect of this rite, a foe must struggle each round of combat to overcome its effect. The length of time the rite lasts, as well as the difficulty of overcoming it will increase as your skill in earth lore grows.

(The elementalist stun and roomhold. At 30/20, it has 0% chance of failure and does more damage than the psions Pain. At 36/20, it is pretty much exactly like Psions Pain, except it lasts much longer with the stun and roomhold)

Mantle Level: 7 Lore: Earth
Min Skills: 18 Reagent: none Acceptable: All
Syntax: mantle Cost: 30
The energies which infuse the elemental planes can be put to many uses, not the least of which is that of self-preservation. By using specific binding rites, earth elementalists are able to give such energies physical form and create a protective mantle of pure magic. Because the binding rites rely on close proximity to the caster, the mantle may not be given away, nor may it be worn over other, more mundane, armor. 'dispel mantle' to dismiss your protective mantle

(Makes an armor which at highest levels i better than steeped skins and weighs less)

Shift Level: 9 Lore: Earth
Min Skills: 22 Reagent: none Acceptable: All
Syntax: shift Cost: 25
Although every environment has a preferred element, a skilled earth elementalist may be able to bind enough energy from another plane to radically shift the natural balance. By aligning with a different element and conducting the rites for an elemental shift, the preferred element can be temporarily changed. The uses of this are limited only by your imagination, but it is most frequently used to sanctify an area prior to conducting the more complex and holy rites.

(modifies the element of a room based on the caster's aligned element. )

Imbue Level: 10 Lore: Earth
Min Skills: 24 Reagent: Elemental Acceptable: N/A
Syntax: imbue Cost: 35
This rite imbues your staff with the spirit of a summoned
elemental. The amount of energy depends upon the strength of the elemental (see the conjure rite) as well as one's skill in earth lore. These factors also affect the length of time that the staff retains this elemental power. Your elemental must be present in order for this rite to be successful.

(Allows the caster to imbue your elemental into the guild staff. This affects what tpe of damage is dealt when it specials. It can become permanent)

Meld Level: 15 Lore: Earth
Min Skills: 34 Reagent: Elemental Acceptable: N/A
Syntax: meld <type> elemental/status Cost: 70
As one of the most difficult rites an elementalist can learn, meld involves joining one's essence with an elemental, and becoming, in effect, a being of living energy. After melding, the mage exists primarily on the elemental planes, and becomes highly resistant to physical damage in this realm. In addition, foes soon learn that to engage in close combat with a being of pure energy can be quite foolish, and more than one has died
from merely attempting to strike such a being.

(Melding with your elemental has side effects such as giving the caster resstance to all pysical damage types, as well as whatever elemental type used.)

Permanent Level: 18 Lore: Earth
Min Skills: 40 Reagent: none Acceptable: N/A
Syntax: permanent <imbue>/<mantle> Cost: 100
Representing the most refined form of binding rites known to the Lyceum, this ritual reinforces the magics involved with the armor and binding rites. These rites are then rendered impervious to time, and will last for as long as the caster walks the realms.

(Makes skills such as imbue and mantle permanent)

Fissure Level: 20 Lore: Earth
Min Skills: 52 Reagent: none Acceptable: N/A
Syntax: fissure <target> Cost: 55
One of the most dangerous rites taught, fissure seeks to
disrupt the natural balance of enegies surrounding an individual. The resulting chaos tears a small vortex between the planes, and the energy infusing the target is drawn within, often trapping the hapless victim forever in another realm. Of course, anything the victim may have carried is also lost forever. Because of the dangerous nature of this rite, only specialists in earth lore may safely conduct it.

(If it fail completely - no damage - it will take half te SP for the spell. If it work partially, it does part damage. If it work completely, it instantly kills the foe, with no object received but only exp. When used on players, it pierces through wards like the Paladins Strike)

Fire Lore

Name Level Skill
Jolt 1 2
Guide 3 6
Strike 5 10
Inferno 8 20
Tempest 11 26
Blast 14 32
Fury 17 38
Firestorm 20 52

Jolt Level: 1 Lore: Fire
Min Skills: 2 Reagent: none Acceptable: All
Syntax: jolt <target> Cost: 5 + glev
Though they shun material weapons, elemental magi are far from defenseless. It is a testament to the power of skilled elementalists that this spell is considered merely a simple practice drill. By concentrating the natural energies that infuse a room and directing them outward, a painful jolt of elemental energy can be directed at one's foe, often with quite destructive results.

(initial attack)

Guide Level: 3 Lore: Fire
Min Skills: 6 Reagent: none Acceptable: N/A
Syntax: guide Cost: 15
This guiding rite summons a non-sentient fire elemental to aid your journey. While it is unable to communicate or take part in physical tasks like a true elemental could, the fire of its 'body' casts both heat and light, which can be of great help in and of itself.

(makes the staff 'glow', as a light source, AND as a leech killer)

Strike Level: 5 Lore: Fire
Min Skills: 10 Reagent: none Acceptable: All
Syntax: strike <target> Cost: 30
Elemental strike is the second offensive rite that aspiring
elementalists learn. A more focused version of the arlier rite, jolt, strike can also be conducted with any lore in which you are skilled. The energies of an elemental strike are difficult to focus, but the results tend to be dramatic and potent enough to offset the cost.

(The rite damages in 2 ways: It will deal a initial damage according to room element, and then it will possibly special with the caster's aligned element)

Inferno Level: 8 Lore: Fire
Min Skills: 20 Reagent: none Acceptable: N/A
Syntax: inferno <target> Cost: 15 + glev
Unlike the rites of jolt or strike, inferno does not seek to
unleash a sudden burst of elemental energy on one's foe. This rite instead begins a slow, steady focus of heat directed around your enemy. Though the immediate impact of this is less dramatic, the inferno continues to increase in power as the rite is maintained, and often proves to be deadly. Once begun, this cascade of power will continue until your foe dies or flees, unless the rite is disrupted or you loose your concentration.

(Like Mages Fray or Fracture, it continues damage target in several rounds with chance to do fire special each round. Higher fire lore skill means longer inferno)

Tempest Level: 11 Lore: Fire
Min Skills: 26 Reagent: none Acceptable: N/A
Syntax: tempest Cost: 30 + glev
Not for the unskilled, tempest unleashes the power of the
elements to ravage everyone nearby. Protective rites allow the caster and other citizens to escape the destruction, but all foes will be caught in the raging energies unleashed by this powerful rite.

(first room attack. like strike, it first does an initial damage of fire, then it specials according to aligned element. With higher skills, it is possible to get mutiple specials per casting)

Blast Level: 14 Lore: Fire
Min Skills: 32 Reagent: none Acceptable: All
Syntax: blast <target> Cost: 40
The Prince of the Silver Wars sought to defend his minions from the assembled elemental forces by granting them resistances to the lesser elemental lores. His plan worked all too well, and it was not until the next battle that the pyromancers had perfected their counter. With this new rite, they were able to override the natural energies of their environment and instead focus their aligned element outward in a ferocious blast of elemental power.

(A blast of fire damage, with specials according to aligned element. As skills increase, caster gets better chance of multiple specials. Great hit and run spell - one round casting with one round timer)

Fury Level: 17 Lore: Fire
Min Skills: 38 Reagent: none Acceptable: All
Syntax: fury <target> Cost: 45
Fury is a testament to the true power of fire specialists.
Last seen in the Silver Age, when it was developed to be used against the marauding hordes from the far South, its legend alone has dissuaded many challengers to the Lyceum. The rites enable an elementalist to gather an immense amount of energy and release it in a sudden, crippling blast against a single target. The most powerful offensive spell that non-specialists can learn, it is a terrifying example of the destructive power that those who study the sacred rites wield.

(Initial damage determined by rom element, rte specials after initial dmage based on aligned element. A skill with chance to insty)

Firestorm Level: 20 Lore: Fire
Min Skills: 52 Reagent: none Acceptable: N/A
Syntax: firestorm <target> Cost: 100
One of the most difficult rites available, as well as one of the most dangerous, is the ability to ignite a reaction within one's foe. Fed with energy directly from the elemental planes, this rite burns an ever increasing fire within one foe, and the waves of heat damage any others in the area as well. The fury of this spell is often fatal to its intended target, and has even killed innocent bystanders.

(Room attack that's only available to fire specialists. It runs for several rounds like regular inferno each with chance to special. It targets all mobs in the room)

Water Lore

Name Level Skill
Hex 4 8
Sanctify 4 8
Dilute 6 12
Concentrate 6 12
Channel 8 20
Absorb 11 26
Totem 13 26
Purge 16 38
Shapeshift 19 42
Iceform 20 52

Hex Level: 4 Lore: Water
Min Skills: 8 Reagent: none Acceptable: All
Syntax: curse <target> Cost: 25
Most elemental magi find that their purpose is better served by offering others protection from various elements, but at times, a demonstration of power is warranted. An elemental hex corrupts a person's aura, making them more sensitive to a specific element. In addition, it may also have other effects depending on both the chosen element and the castor's skill.

(makes the target vlnerable to the caster's aligned element)

Sanctify Level: 4 Lore: Water
Min Skills: 8 Reagent: none Acceptable: All
Syntax: sanctify <target> Cost: 25
In an effort to share their teachings, many elementalists have found that by aiding others, they are more wont to listen. By attuning one's aura to a certain plane, inherant resistances can be increased to certain types of elemental forces. Other effects may be seen as well, but these depend on both the castor's skill and level. Unfortunately, the manipulations require the castor to be a non-involved 'anchor', which precludes you from sanctifying yourself.

(It adds a slight resistance to one type of damage, but it also adds +1 to whatever lore the caster is aligned to, can be used on others)

Dilute Level: 4 Lore: Water
Min Skills: 8 Reagent: none Acceptable: N/A
Syntax: dilute <drink> Cost: 15
At times, one wishes to enjoy a strong beverage while still maintaining one's wits. By separating the bonds that hold water to alcohol in your favorite brew, you can reduce the potency of the drink while maintaining its flavor. Of course, this may earn the disdain of many of the bards who pride themselves on brewing for alcohol rather than flavor, but at least its not hard to outrun a drunken minstrel.

Concentrate Level: 6 Lore: Water
Min Skills: 12 Reagent: none Acceptable: N/A
Syntax: concentrate <drink> Cost: 15
Sometimes nature needs a little helping hand, and this rite was developed for that purpose. When simple ale or wine is not up to standards, this spell may be used to draw some of the water from the beverage, increasing its potency. Rumor has it that this rite came about in response to the weak brew produced by the bard guild during the 3rd guildmaster's reign.

Channel Level: 8 Lore: Water
Min Skills: 20 Reagent: none Acceptable: N/A
Syntax: channel X/ retrieve Cost: variable
Spell castors who are too drained to cast spells are in dire straits indeed. To overcome this, water specialists discovered a method of channeling mental energy into their staves to retrieve at a later time. Once the retrieval process has begun, it will continue until the stored energy is depleted, and any spell points beyond your maximum will be lost. Staves are also able to slowly absorb the kinetic energies of combat, channeling them into a usable form, provided one is versed in how to retrieve them.

(Channel secific mount of SP into staff to use later. SP also builds up in your staff a you hunt. Water skill and room element determines how much you can store, and how high it can build up o its own. you can channel retrieve to gradually drain the stored SP onto yourself)

Absorb Level: 11 Lore: Water
Min Skills: 26 Reagent: none Acceptable: N/A
Syntax: absorb /status/ dispel Cost: 50
Similarly to adapt, absorb modifies the elementalist's body to attune it to certain elemental forces. However, absorb is designed to deal with the highly focused energies released in combat. The effect of this is to absorb a portion of the energy from an attack to which you are aligned, thus blunting its damage. This absorbed energy is then safely released in a more controlled manner, and may even be used to replenish the flagging mental stamina of the elementalist.

The rite of absorb is designed to deal with the highly focused energies released in combat. The effect of this is to absorb a portion of the energy from an attack, thus blunting its damage. This absorbed energy is then safely released in a more controlled manner, and may even replenish the flagging mental energies of the elementalist. Although you can absorb any of the 4 elements or 8 synergies, the cost is much higher and the return of energy much lower if you are not versed in that element's lore. You may also only absorb one type of enery at a time, so choose wisely.

(Absorbs whatever element type you specify, and turn them into SP. amount s determined)

Totem Level: 13 Lore: Water
Min Skills: 30 Reagent: none Acceptable: N/A
Syntax: totem <X>/ invoke Cost: 2 x stored
The use of a small object to focus one's devotions has been used for training for generations. This rite enables a skilled elementalist to siphon a portion of their soul into a small totem. This totem may then be used at a later time to revive one's flagging health and spiritual well being. However, remember the lesson of Tyne Springard, who sacrificed so much of himself to his totem that his physical body became a mere shell and was killed by his devotions.

(allows you to store HP/SP/EP in 2:1 ratio - like clanlink - into a totem that's pvaultable and closet-able unless it's concentrated or used. only the person who stored it can use it)

Purge Level: 16 Lore: Water
Min Skills: 36 Reagent: none Acceptable: N/A
Syntax: purge Cost: 45
The ability to manipulate the structure of one's own body is the hallmark of one skilled in water lore, and purge puts such ability to good use. This rite allows the caster to draw out toxins in their bloodstream, thus purifying themselves. The resulting venomous humours are actually collected in a small phial, and may be used for other purposes if the rite is successful.

(purge poison an disease from their body into useable form)

Shapeshift Level: 19 Lore: Water
Min Skills: 62 Reagent: none Acceptable: N/A
Syntax: shapeshift <gender>/<race> Cost: 65
A rite long practiced by the elemental races, particularly the neried, the ability to alter one's form is among the highest degree of the water elementalists's skills. Shapeshift will alter the caster's physical form, as well as their astral signature, but will not affect one's innate metabolism.

(Allows cster o change race/gender. some racial effects can't bealtered such as rate of regen)

Iceform Level: 20 Lore: Water
Min Skills: 52 Reagent: none Acceptable: N/A
Syntax: iceform, thaw Cost: 35
The most powerful of all water rites, and thus practiced only by specialists in the field, iceform transforms the caster into a being of solid ice. Although this living statue is incapable of movement or combat, it is also nigh impossible to damage. Any wounds sustained by the caster also heal at an increased rate for as long as this rite is maintained. Be warned, though, that to maintain this altered state is mentally draining, and will continue to tax one's mental energy the longer the form is maintained.

(it puts te caster into iceform state, cause heal as SP is drained at steady rate. the caster is immobilized)
 
 
   
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