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	<id>http://coffeemud.net:8080/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alexheartnet</id>
	<title>CoffeeMud Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://coffeemud.net:8080/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alexheartnet"/>
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	<updated>2026-05-05T13:29:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Pirate(Thief)&amp;diff=18864</id>
		<title>Pirate(Thief)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Pirate(Thief)&amp;diff=18864"/>
		<updated>2022-05-29T23:29:07Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDThiefClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Pirate}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
The Pirate lacks the Sailor&#039;s Shipbuilding skill and thus has no way to do permanent repairs on their own. Pirates should avoid using slow ships as ship damage can drop the speed from 2 to 0 potentially stranding the ship at sea. If someone else loses their ship you can locate it with Make Pub Contacts.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18863</id>
		<title>Sailor(Commoner)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18863"/>
		<updated>2022-05-29T23:27:23Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDCommonerClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Sailor}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Sailors are commoners of seaports and fishing villages.  As commoners, they tend to level slowly, primarily relying upon their fishing skills at early levels until they can afford a boat to explore inland rivers and local coastal areas.  Sailors may also hire on to help experienced sailors or adventurers crew a large sailing ship, where this class really starts to show it&#039;s merit.  Affording a ship before level 30 may be problematic for a lone sailor, so it is best to find a wealthy benefactor or work on a ship owned by someone else.  Once a sailor can afford his own ship, he will probably desire assistance from less experienced sailors to maximize the combat potential of his vessel.&lt;br /&gt;
&lt;br /&gt;
The most important sailing skills are Sea Navigation, Sea Charting, and Shipbuilding. Sea Chart lets you remember locations so you can return to them with Sea Nav. Shipb mend &amp;lt;shipname&amp;gt; allows you to repair damage taken in battle. If you leave your ship out at sea you can use Swim and Find Ship to reach it but this is a situation to be avoided. Ammo can be crafted with the Siegecrafting skill or looted from defeated ships. If you want a better ship weapon then craft a catapult with the Advanced Crafting and Light Fabricating expertises.&lt;br /&gt;
You will not have enough mana for every action you want to do. Pace your skill use and consider bring a friend along.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier&lt;br /&gt;
&lt;br /&gt;
A Sailor/Conjurer can conjure trebuchet ammunition, freeze ocean rooms with ice sheet, summon willing players directly to their ship, and create portals to sail through.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Sinking a ship gives experience to everyone onboard regardless of level. A level 1 char and a level 90 can fight battles together without hurting each other&#039;s xp payout.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18862</id>
		<title>Sailor(Commoner)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18862"/>
		<updated>2022-05-29T23:17:44Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDCommonerClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Sailor}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Sailors are commoners of seaports and fishing villages.  As commoners, they tend to level slowly, primarily relying upon their fishing skills at early levels until they can afford a boat to explore inland rivers and local coastal areas.  Sailors may also hire on to help experienced sailors or adventurers crew a large sailing ship, where this class really starts to show it&#039;s merit.  Affording a ship before level 30 may be problematic for a lone sailor, so it is best to find a wealthy benefactor or work on a ship owned by someone else.  Once a sailor can afford his own ship, he will probably desire assistance from less experienced sailors to maximize the combat potential of his vessel.&lt;br /&gt;
&lt;br /&gt;
The most important sailing skills are Sea Navigation, Sea Charting, and Shipbuilding. Sea Chart lets you remember locations so you can return to them with Sea Nav. Shipb mend &amp;lt;shipname&amp;gt; allows you to repair damage taken in battle. If you leave your ship out at sea you can use Swim and Find Ship to reach it but this is a situation to be avoided. Ammo can be crafted with the Siegecrafting skill or looted from defeated ships. If you want a better ship weapon then craft a catapult with the Advanced Crafting and Light Fabricating expertises.&lt;br /&gt;
You will not have enough mana for every action you want to do. Pace your skill use and consider bring a friend along.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier&lt;br /&gt;
&lt;br /&gt;
A Sailor/Conjurer can conjure trebuchet ammunition, freeze ocean rooms with ice sheet, summon willing players directly to their ship, and create portals to sail through.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Pirate(Thief)&amp;diff=18861</id>
		<title>Pirate(Thief)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Pirate(Thief)&amp;diff=18861"/>
		<updated>2022-05-29T23:11:42Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDThiefClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Pirate}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
The Pirate lacks the Sailor&#039;s Shipbuilding skill and thus has no way to do permanent repairs on their own. Pirates should avoid using slow ships as ship damage can drop the speed from 2 to 0 potentially stranding the ship at sea.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Mer(Druid)&amp;diff=18851</id>
		<title>Mer(Druid)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Mer(Druid)&amp;diff=18851"/>
		<updated>2022-05-18T17:58:27Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* Multi-Classing Options and Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDDruidClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Mer}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
*A Mer with at least 1 level of Delver can [[Chant_SummonPool|Summon Pool]] in caves, making them very powerful in cave environments.&lt;br /&gt;
&lt;br /&gt;
Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Mer are very dependent on having a nearby water resource.  On dry land, a Mer&#039;s power is limited by their ability to transport water to that location.&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18850</id>
		<title>Sailor(Commoner)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18850"/>
		<updated>2022-05-18T17:57:57Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* Multi-Classing Options and Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDCommonerClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Sailor}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Sailors are commoners of seaports and fishing villages.  As commoners, they tend to level slowly, primarily relying upon their fishing skills at early levels until they can afford a boat to explore inland rivers and local coastal areas.  Sailors may also hire on to help experienced sailors or adventurers crew a large sailing ship, where this class really starts to show it&#039;s merit.  Affording a ship before level 30 may be problematic for a lone sailor, so it is best to find a wealthy benefactor or work on a ship owned by someone else.  Once a sailor can afford his own ship, he will probably desire assistance from less experienced sailors to maximize the combat potential of his vessel.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier&lt;br /&gt;
&lt;br /&gt;
A Sailor/Conjurer can conjure trebuchet ammunition, freeze ocean rooms with ice sheet, summon willing players directly to their ship, and create portals to sail through.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18849</id>
		<title>Sailor(Commoner)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Sailor(Commoner)&amp;diff=18849"/>
		<updated>2022-05-18T01:07:26Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* Multi-Classing Options and Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDCommonerClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Sailor}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Sailors are commoners of seaports and fishing villages.  As commoners, they tend to level slowly, primarily relying upon their fishing skills at early levels until they can afford a boat to explore inland rivers and local coastal areas.  Sailors may also hire on to help experienced sailors or adventurers crew a large sailing ship, where this class really starts to show it&#039;s merit.  Affording a ship before level 30 may be problematic for a lone sailor, so it is best to find a wealthy benefactor or work on a ship owned by someone else.  Once a sailor can afford his own ship, he will probably desire assistance from less experienced sailors to maximize the combat potential of his vessel.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Abjurer(Mage)&amp;diff=18848</id>
		<title>Abjurer(Mage)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Abjurer(Mage)&amp;diff=18848"/>
		<updated>2022-05-18T01:06:17Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* Player Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Abjurer}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
Are you tired of your gear breaking? Getting stabbed and smashed? Being generally terrible at life? Well the path of an Abjurer can solve most of those problems! Abjurers are a sub class of the Mage who excel at protection and buffing. The can turn a frail fighter into a hardened gladiator, a clueless mage into a magical wall, or a wobbly druid into a stoic guardian of the forest... for a duration. They are restricted to cloth, vegetation, or paper based armor, and can only use daggers, staffs, or hand to hand combat. The ideal scenario would be to stay away from any attacker and bombard them with magic. Luckily, they have a spell for that as well!&lt;br /&gt;
&lt;br /&gt;
When starting out as an Abjurer, you will have access to the basic Mage spells like [[Spell_MagicMissile|MAGIC MISSILE]], [[Spell_Frost|FROST]], [[Spell_Fireball|FIREBALL]], etc. Using these magics will be your best line of offense during combat, so turning [[AUTOMELEE|AUTOMELEE]] off may help you stay out of the line of fire until you can whittle down the enemies health. Later, you will gain access to the [[Spell_Repulsion|REPULSION]] spell to keep enemies away with a wave of your hand. As you rise through the ranks you will begin to unlock a variety of [[Abjuration(Domain)|RESIST and SHIELD]] spells. These are the bread and butter of the Abjurers playlist. You can find a spell for almost any situation. Fighting against a magic user? [[Spell_MajorGlobe|GREATER GLOBE]] has you covered. Warriors with swords? Try [[Spell_ResistSlashing|RESIST SLASH]]. Early on it may seem costly to cast your protections, but as you gain levels the duration will increase and the cost will decrease. Pretty soon you and your party will be able to walk into any situation prepared for whatever the enemey throws at you.&lt;br /&gt;
&lt;br /&gt;
While you are learning an assortment of protective spells, you will also begin to qualify for magical buffs. Spells like [[Spell_Haste|HASTE]], [[Spell_GiantStrength|STRENGTH]], and [[Spell_Enlightenment|ENLIGHTENMENT]] will help fortify the body and mind to prepare you and your comrades for combat. You can even keep the entire partys armor intact with [[Spell_RepairingAura|REPAIRING AURA]], and eventually [[Spell_MassRepairingAura|MASS REPAIRING AURA]]. Speaking of armor, the final spell you receive as an Abjurer is the coup de grace of protection spells. [[Spell_AchillesArmor|ACHILLES ARMOR]] will make you near invulnerable to every type of damage, except for one random (unknown) damage type. The minor downside is that if you are hit by that mystery damage type you&#039;ll instantly die. Que sera sera.&lt;br /&gt;
&lt;br /&gt;
The trade-ff for you phenominal protective powers is the near impossibility to use [[Enchantment/charm(Domain)|ENCHANTMENT/CHARM]] magics. Since Enchantment and Abjuration does not mix, you should never multi-class to the [[Enchanter(Mage)|ENCHANTER]] sub class. It will make Abjuration spells very difficult to cast, rendering all your hard work useless. Multi-classing Mage sub classes can be difficult because of how the magic domains mix (or don&#039;t mix). That being said, as an Abjurer you might also want to avoid [[Conjurer(Mage)|Conjurer]], since many of the stat-enhancing buffs you can learn are in the [[Transmutation(Domain)|TRANSMUTATION]] domain, and therefore do not mix with [[Conjuration(Domain)|CONJURATION]].&lt;br /&gt;
&lt;br /&gt;
With the powers of Abjuration within your control you can reach new heights and take on challenges you didn&#039;t think were possible. Your protection powers are second to none! But every now and then it&#039;s nice to let down your walls and join a party so you can have others tell you how great you are.&lt;br /&gt;
===Player Comments===&lt;br /&gt;
*From my experience, abjurers excel at keeping their enemies away. Turn off automelee and cast spells to repel the enemy, such as repulse or wall of air. Then release ranged spells like fireball. Repeat until dead. -- Snarf&lt;br /&gt;
&lt;br /&gt;
*You can repair sailing ships with Improved Repairing Aura even while in the middle of a naval battle. -- Trista&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
	Every mage subclass has a natural amplifier towards a spell group, the abjurer is no different. By reaching level 5, it gains a bonus to abjuring magic, and these bonuses are doubled when you grow to level 10. Also the duration of your abjuring magic is doubled and the effects of abjuring magic towards you are halved, what makes the level 10 a very important point on your path. You wont be able to use enchantment magic as an abjurer though, but it wont prevent you to become a deadly caster by combining the powers of abjuration and evocation with a few twists here and there, we managed to go to level 91 using only the equipment from the Mud school, that&#039;s why we call the abjurer a pretty self-sufficient class. With the exception of dragons and other mobs with special behaviours, you will be able to face tougher foes even on early levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A recommended [[Abjurer Spells List 1|spell list]] from the Magna Velum&#039;s Comprehensive Guide to the Abjurer Class&lt;br /&gt;
*[[Mindflayer|Mindflayers]] make poor Abjurers, since they lose access their primary method of satiated their hunger ([[Spell_Charm|Charm]]).&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Conjurer(Mage)&amp;diff=18847</id>
		<title>Conjurer(Mage)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Conjurer(Mage)&amp;diff=18847"/>
		<updated>2022-05-18T01:04:52Z</updated>

		<summary type="html">&lt;p&gt;Alexheartnet: /* Multi-Classing Options and Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDMageClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Conjurer}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
The conjurer both does, and does not, play similarly to the other mage archetypes. While early game advancement will be relatively similar, some of the latter levels are different and require slightly different approaches.&lt;br /&gt;
&lt;br /&gt;
Like all mages, conjurers qualify for fire-based magic, such as fireball. This is your best and easiest tool for quick leveling. Naturally trolls are easy prey, and will always be so. This is universally true, regardless of the type of mage. You additionally, as a conjurer, will get many powerful high level spells. Conjurer&#039;s are arguably as powerful in direct combat magic as evokers, with spells such as flaming ensnarement, meteor storm, greater globe and the omnipresent Disintegrate.&lt;br /&gt;
&lt;br /&gt;
However, once you are beyond the vulnerable trolls, conjurers begin to take on their role more specifically. Summoning is your bread and butter. It is highly recommended to get a pet, ideally one that has beneficial attributes such as being mountable, unique skills or something similar. You will be able to summon and move it with ease, especially as your utility transportation magic becomes more useful. You will also start to get means of conjuring follows, such as demon gate and summon army. This gives you a useful set of group members, and the conjurer can stay out of the melee via the use of spells like wall of force, reverse gravity and repulsion. You can also use extra weapons via animate weapon, and should keep a stock of extra swords for the flaming sword spell.&lt;br /&gt;
&lt;br /&gt;
Collectively, the conjurer style is to have pets and summoned minions to do the melee, whilst the conjurer controls the flow of combat and uses damage spells to swing things in their favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
A Sailor/Conjurer can conjure trebuchet ammunition, freeze ocean rooms with ice sheet, summon willing players directly to their ship, and create portals to sail through.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Alexheartnet</name></author>
	</entry>
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