Tuesday, 25 September 2007

Going to have a spec show













Sitting right now and listen to music that I could use in my show I will have on sat.. It will be hardrock, metal and other hard kind of music...

When I was younger I was listen to alot of Iron Maiden, Guns 'n Roses, AC/DC, Alice Cooper and a lot more like them.

I was in a 5y period of metal listen chick...
But then before that I was listen to everything.. And even today...
Most of the music works. I'm NOT a fan of techno but most of everything else goes...

Anyway on sat I will have just hardrock and metal theme on my show.. it will be fun I think. It's fun to do something diffrent. And after my show DJ Sarge will do his spec show too.. He has been at the station for 1y now and also turning 30 years old himself :)

That just awesome... I remember when he first come to the station.. times flies when we have fun. Much has happen in a year...

Anyway.. Tune in on saturday.. 07,00-10,00gmt ---->>> LINK to TUNE in

Sunday, 23 September 2007

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I just wanted to add some info about the program I use...

Okay.. im boooooredddd

Pirates of the burning sea

The year is 1720 and the New World is on fire.

England, France, and Spain have unleashed their forces on the Caribbean. Naval officers captain massive warships through bloody engagements at sea. Freetraders charge through blockades and smuggle the war material needed to conquer the enemy’s ports. Privateers raid enemy shipping, looting ships of their treasure and rival nations of their glory.

Through it all sail the Pirates. Bloody, bold, and resolute, they serve no flag and heed no king. They live free, fight hard, and obey only fate.

In Pirates of the Burning Sea you choose your destiny.

Blistering Naval Combat

Maneuver your ship in real time, turning one way to unleash a broadside and then cutting back to guard your damaged armor. Drop sails and heave to while your opponent sails forward so you can fire at his vulnerable stern. Work together with your friends to choose your targets and your aim points: small, fast ships can swoop in close to rake the enemy crew with swivel guns while your bruisers blast chain shot at the enemy sails. Once you’ve crippled his ability to move, send in a boarding ship laden with armed men to grapple, board, and seize the prize.

Ship combat in Pirates of the Burning Sea has all the action, intensity, and tactical gameplay of a single-player game. Speed, direction, and facing all matter, and you fire and sail in realtime. As captain of your own ship you balance your crew, sails, armor, guns, and maneuverability, making snap decisions while planning what’s going to happen in thirty seconds. It’s a white-knuckle experience, whether against determined NPCs or wily players.

Savage Swashbuckling

Our swashbuckling system is something you’ve never seen in an MMO before. Hundreds of handmade animations capture every bold gesture in three fighting styles. Whether you go for traditional Fencing, or the dual-wielding showmanship known as Florentine, or the treachery of Dirty Fighting, your very stance will display your chosen mastery and your every move will be distinct. Every combat skill is uniquely animated with corresponding responses and fighting is fast and fluid. Keep your Balance high and you can parry attacks; build up your Initiative to unleash powerful finishing moves; and if desperation strikes, you can whip out a pistol for a devastating attack.

Our cinematic adventures pit you against hordes of enemies, cutting your way through the thugs who stand between you and the enemy you’re here to duel. You’ll have to make fast use of skills and tactics to beat the toughest swordsmen in the Burning Sea!

PvP-Conquerable World

The Caribbean of 1720 is home to many dozens of ports belonging to the three great powers: Britain, France, and Spain. Each port is a valuable source of goods, equipment, and mission patrons. Players use PvE missions to destabilize a port, making it eligible for conquest by their nation. With enough players keeping up the pressure, the conquest mode begins and the ocean for many leagues around the port becomes an open PvP environment. This unlocks new PvE missions to smuggle in supplies, destroy fortifications, and tilt the odds in your favor. Scheduled PvP battles culminate in a final conflict to either save the port or conquer it.

Every day, each nation receives victory points on the basis of its port holdings. The first nation to reach the goal is declared the victor, and celebrations and awards ensue. Then treaties are signed, ports revert to their original sides, and a new round of conflict begins.

Sophisticated Missions

Our mission system gives you a starring role in your own epic. Each player accumulates a personal supporting cast of NPCs, including old enemies, new friends, lost loves, and treacherous allies. No two players have the same cast, and their stories will take them to different places and fight in different battles. And since each NPC can have multiple roles, the pirate who is your arch-nemesis may be the good friend and ally of an enemy player. Your long-lost cousin may turn out to be your best friend’s sweetheart – or a treacherous spy! We bring the plot twists and the bold adventure of classic adventure fiction to life every time you play.

Ship battles aren’t just spawn camps. Our AI personalities and dynamic goals ensure that no two battles are alike. Unexpected reinforcements, nighttime stealth missions, and secondary objectives mean you get gameplay as intricate as any handcrafted single-player game level.

Dramatic Avatars

You don’t have to look like everyone else. Our avatars are built with sixteen customizable slots. Choose hair, faces, footwear, hands, coats, hats, belts, jewelry, and much more, selecting from a library of parts and textures and assigning the colors you want. Most games with customizable avatars use flat gray textures that are then customized with flat, featureless colors. Our full-color customizable textures mean we start with gorgeous, photographic color and then apply your custom shades selectively, preserving details such as gold buttons, fabric coarseness, or bloodstains while still allowing for tremendous creative freedom. And of course, you can choose from the eyepatches, hook hands, and peg legs that every pirate craves.

Action For Every Play Style

Whether your interest is in ship combat, piracy, commercial trading, or adventure, you have a role to play, and all your adventures take place in a dramatic world of conflict and change.

A dynamic commodities market provides opportunity for clever traders to turn coin, navy missions throw you into the thick of combat, and pirates have ample targets for plunder. Our strategic gameplay keeps the world in flux, offering ample opportunities for both PvE missions and PvP battles & ambushes to affect the ongoing struggle. The Caribbean of 1720 is a world at war, and all players can take part on their own terms.

Whether you want to join a major port conquest battle, pursue smuggling missions to help your side in secret, or organize your guildmates to bolster a port’s defenses in the face of enemy plotting, your efforts are meaningful and the stakes are high!Last comment: This is the game I am going to beta test next.. Got the info for it.. If it's any good I will tell you later ;)

Saturday, 22 September 2007

Farscape RoXors

Farscape is genre television at its most ambitious, inspired both by the cult appeal of Babylon 5 and the continuing success of the Star Trek franchise, but taking a visual and conceptual leap beyond those shows.

Making extensive use of CGI, prosthetics, and state-of-the-art puppetry, courtesy of Jim Henson's Creature Shop, the Farscape concept has a freshness that makes it look and feel completely original.

Among the first season's 22 episodes, "Premiere" introduces the characters and the basic premise: American astronaut John Crichton (Ben Browder) is flung through a wormhole and comes out in the midst of an interstellar prison escape on the other side of the universe. When the galactic cops (called "Peacekeepers") mark him as the new public enemy number one, Crichton is forced to ally himself with the convicts: hulking warrior D'Argo (Anthony Simcoe), blue-skinned priest Zhaan (Virginia Hey), fugitive peacekeeper Aeryn (Claudia Black), exiled king Rygel (Jonathan Hardy), and Pilot, the giant insectlike nerve center of their living ship, Moya.

In the action-packed and stylishly directed "Throne for a Loss," a race of mercenary criminals called the Tavleks kidnap the imperious Rygel. "PK Tech Girl" and "That Old Black Magic" feature a peek into the pasts of Rygel and Zhaan as they hide from the fleets of Peacekeeper soldiers in the galactic frontier known as the Uncharted Territories. Leading toward the climax of the show's first season, "Nerve" and "The Hidden Memory" make for a bold two-parter that reunites Crichton with his Peacekeeper Tech girlfriend, Gilina, and introduces the dreaded Scorpius, who uses his Aurora Chair torture device to extract what he mistakenly believes is vital knowledge from Crichton.

The final episode, "Family Ties," ends with a cliffhanger guaranteed to bring viewers back for more, as the duplicitous Rygel plans to turn traitor, which eventually leaves the fates of Crichton and D'Argo up for grabs and Moya's young offspring under the control of the conflicted villain Crais, among other developments.

I started to watch the serie again.. from the start.. and omg.. I just love it.. over again.. <3

Wednesday, 19 September 2007

Broken hearts are never healed

<3Broken hearts are never healed. They haunt us for a lifetime even if we find someone else. Our past teaches us lessons that make us more aware and more human. Why then do we feel so hurt knowing it can only get better?

<3Breaking up with someone you care about is one of the toughest decisions any of us will ever have to go through. Dealing with the pain and heart break is never easy. We just have to live the days as they are set out and not live in the past.

<3All of us have had a broken heart. Even if it was a childhood sweetheart who left you for another boy who gave her a lollipop or a ten year marriage ended by adultery.

<3What is this feeling I have? I seem to love you. But other times I seem to loathe youI can't be without you, Or maybe just without anyone, I think about you all the time. But why do I have this feeling? I long for your voice, And I would die to hear your laugh. But is this love... Or merely lust?

<3Shattered heart forced to heal, as greatness unveils thine soul.Hope whispered in the distance, to recover thine lost love.'Tis night brings tender passing, healing thine soul with glorious blunder.Caus' not one or two, but dissipated nights of dreams.

Sadness comes to end, happiness conquered hate.Love sprouting -- sadness shrinking, hope has come again.

Being an Adult

Being an Adult: definition Being an adult means growing up. It means taking responsibility for your own actions, and it also means respect.
Respect of others, of those that surround you.

Of compromise. And it entails communication.

We've all been there, at the point when life gets too much. But being an adult means doing things even though you dont want to, even though its hard, and it means dealing with who you dont want to, and biting your tongue when you have to.

And it means doing your share. Even when others arent there to see you do it.

Being an adult means doing your share.
And it also means reading between the lines, even when you dont want to.

It also means to piss about sometimes!!!

Tuesday, 18 September 2007

Alone at work

I feel alone.. Im working alone today. I have had a girl here that is a trainie and she has been working with me for 3-4w now. So my nights have been fun and less alone. She is awesome. Fast learner, fun and soooo great as a friend. Even that she sometimes maybe feel I don't tell her that she is great, she is.. really awesome.

She have learn the job so fast and still learning more. We have ppl here that have worked alot longer and making a less good job. She will go with me 2-3w more and then she will go over to work with next person. The person she will take over for in feb. But so far she is working with me and I'm happy she is.

But today I did send her home because she was sick... poor girl... Get well soon hunny...

Anyway it's not to much to do today. Everything is working and seems to be working as it should be. I have a show today 7-10gmt so I will have to sort something out until then.

Anyway.. time to do some workisssssshhhhhhh Cya later o/

Monday, 17 September 2007

Death is only the beginning

KULT "Death is only the beginning"In 1993 the US based Metropolis Ltd. published an English version of the Swedish RPG "Kult". In this review I will try to explain what the game is all about. I will do this by using the first edition , as I have never bought the second edition. However, the second edition seems to differ in important ways, not always for the best. Just to be honest, I have to say that I have only run Kult as a GM a couple of times, so my knowledge is mostly based on the books. And yet another warning: I am not really unbiased in my descriptions, nor short of words ...

The requisitesAs a player, all you need is a charactersheet and a d20. To GM, add the Kult Rulebook and GM screen, with matching adventure. Meanwhile, lots of extras are available, but none of those are necessary if your imagination is some good. Unfortunately it is not really easy to find Kult in the Netherlands (or probably any other country).

The Book

The title of the first book is just "Kult" and carries the subtitle "Death is only the beginning ..." This book contains anything you will need as a GM to be able to play. Sadly, the book also contains lots of information for your players. In my opinions this is really a pain, especially when you, as a GM, want to keep the players from reading about the background. After writing this article, a Players Guide has been published, contain new information on characters one can play.

The book starts with instructions to create characters, an overview of abilities, skills, dark secrets and mental balance, as well as a list of equipment, from (lots of) weapons to cars and aeroplanes. After that comes the GM part. Information about the way the gameworld works and in what cases which sort of die-rolls are called for. The aspect of combat is explained and there is (way too much) attention for martial arts. This way it is too easy for players to just create a fighting machine.

Magic is another aspect of Kult that can be used in your campaigns. I was very pleased to see that it is not the kind of magic AD&D uses (chant, chant, boom), but the system uses arcane rituals, causing a magician to spend many hours to attain but a simple effect.

At the end of the book, there are information on monsters and NPC's. Inbetween there are two instances of a bit of text (about five pages) on the role of the GM and how to dress up your campaign. I think it would be better to exclude some monsters and insert more of the GM info. To accomplish this, more books have been published to help either GM or players, so you will have to bring a rather large wallet if you want all of the information.

Next to the Kult Rulebook, there's a book filled with yet more monsters and NPC's. There are also books containing adventures, called Fallen Angels (three stories), Taroticum and Judas Grail. These books are a good read, but they are difficult to GM as you will have to do a lot of work fleshing out the parts between certain encounters.

AtmosphereKult is a modern day horror RPG, set in a world comparable to ours. In the setting of Kult, the world as we know it is a lie. There is more to it than meets our eyes. In my opinion it is best to have players find out about the world during the game, so I will not give out too much info here. In Kult there is lots of room for those aspects of life that are less fun for people, like death, depression and addictions. Even supernatural beings can be part of the game.

The definition of "horror" is quite diverse. To some people horror is something we know from movies like "Friday the 13th" or "Hellraiser". To others, it is something more refined, without blood, but with lots of tension. Maybe something mysterious like "X-files" or "Twin Peaks", or more recently "Millennium". In Kult it is possible to create just about any kind of horror. Nevertheless, most people will refer to Hellraiser when they try to explain what Kult is all about.
Kult is not just about horror. The adventures that have been published often develop according to a classical good versus evil plot. The attention given to Good and Evil in Kult is almost religious. A lot of attention is spend on aspects of mystical, biblical characters and saintly figures from other religions. The Player Characters often will develop in a way most people would not necessarily call Good in real life, but at the same time these characters will keep revolting against a form of Evil that is worse than they are. It might also be that the characters will just loose control and becom totally Evil, anything goes ...

Consequences for the groupAs Kult is a horror RPG, it will have consequences for your weekly night of play. For starters, it is important to create the right atmosphere. It is not necessary for every player to come dressed in black, or to include a bowl of raw meet on the table. It is, however, important that the players are willing to play in a serioius way. It can be deadly (pun intended) to have players in a laughing fit during a game of Kult. Those who don't mind about their character not surviving this adventure will have problems to keep the right mood.

Another consequence of the genre is that it requires a certain "mature" attitude. Players should not be afraid to explore aspects of life they might find objectionable in the real world. Murder, mutilation, sex and other fun aspects of life can be major themes of the game. Should you decide to start playing Kult, try to determine if this is going to cause trouble with the other players.
The systemKult is Point Based. Every character is made up of a number of characteristics, called Abilities that determine what capabilities a character has. Each player will get one hundred points to distribute on eight abilities (Agility, Strength, Constitution, Comeliness, Ego, Charisma, Perception and Education). So it is the player that determines the scores, no dice needed.

The Characters

ArchetypesThe Kult Rulebook contains a number of "Archetypes", stereotypical describtions of characters that you might consider playing, like the Student or the Veteran. Each type has a description to give you an idea how to play this particular type. It does not take much imagination to create your own archetypes. Besides, archetypes will cause stereotypical playing of characters anyway, which causes all students to survive solely on pizza and cola. Even though there are students living in a healthy way, or so it is rumored.

Advantages and DisadvantagesIn creating his character, the player determines which advantages and disadvantages fit his character. The more of these one chooses, the more to keep track of during the game, but it gives more depth to your character. Each disadvantage choosen will give your character certain points. To get advantages, one will have to pay points. These points will be important for other aspects of character creation, as we will see with the Skills and Mental Balance.

SkillsTo reflect the knowledge of characters, each character gets 150 points to spend on Skills, like driving a car. The more points spend on a skill, the more chance some action will succeed. Whenever a character tries to use a skill, the result of the action will be determined by rolling dice. The difference between the die-roll and the score will determine the way one succeeds, a higher difference meaning a bigger success.

A character which has gained more points for disadvantages than it has spent on advantages, can add the difference to his 150 points for skills. This will make the characters life easier, since he is more versatile. In case the character has more advantages, this will cost skill-points, making life more difficult.

BackgroundThe best thing to do is to have each player give a short description of the history or Background of his character. In it, one should mention all important events of the character's life. Even better is to have the player explain the (dis)advantages in the background. The Background can inspire the GM in his quest for ideas to incorporate in his campaign.
Just in case it is not obvious yet: the creation of a character in Kult takes time, especially the first time. So reserve an evening to create the characters. The Rulebook also offers the opportunity to create simplified characters, enabling the creation of average characters in a short period of time.

The Mental or Spiritual aspect of Kult

Dark and LightIn Kult, the character's attitude towards life is a central theme. A character basically has two roads to choose from, the dark and the (en)light(ened) way. "The dark road is physical and aggressive. It leads away from other people and all social ties. It seizes on your basic instincts and emotions ..." [Kult, p. 257] "The light road focuses on analysis, knowledge and control [...] Social contacts and relations to other people become important. You avoid conflicts at all cost and seek harmony." [Kult, p. 257]

During play, the character can shift on his way to Dark or Light. The mental state of characters is defined by the Mental Balance (MB). When the characters is created, the MB is determined by the difference (in points) between disadvantages and advantages. More disadvantages means a negative MB. As the MB develops in a certain way, the character will travel on the road connected to it. A MB of +100 is more on the way to Good than an MB of +10, while MB -100 is more towards Evil than MB -10).

A change in Mental Balance might happen by the character gaining or losing (dis)advantages or by other instances, as determined by the GM. This way, the game is a constant struggle to keep your character on the right track.

Dark and Light not only have differences, they also have a major thing in common. Both become extremely difficult to play when they reach the extremes. The book gives as an example for MB -50 "You could not pass a mental examination without being pronounced insane." [Kult, p. 257]. At MB +75 it says "You could not pass a mental examination without being pronounced insane" [Kult, p. 257]. No matter which side you choose, you will go crazy regardless. This is not as strange as it might seem, just consider that crazy is little else than being different than the others.

Kult uses "terrifying events". This kind of shocking experiences will call forth a reaction from PC's, which may vary from running away to going totally berserk. The reaction will in part be determined by throwing an EGO-roll, to see if the character will be influenced. A character with a (strong) negative MB will mostly loose control over his (dis)advantages, while a character with (strong) positive MB will hardly be affected by what is happening.

The given examples of MB's will have made clear that it is very difficult to play your character at extreme Mental Balances. When one realises the maximum MB is plus or minus 500, it seems to be impossible to roleplay those characters. But it is not necessary to play those characters. The extremes in MB are the ultimate goals for every character in Kult. Should anyone reach such an MB, he is called an Awakened, someone who sees the world as it really is, someone comparable to real world spiritual examples like Jesus Christ. One might compare it to becoming a god in AD&D: there simply is nothing left in terms of challenge.

Dark SecretAny character starting with a negative Mental Balance is obligated to choose a Dark Secret. A Dark Secret is something the character has experienced at some point in his history. Oftentimes (part of) his (dis)advantages can be explained from the Dark Secret. One example of a Dark Secret could be that the character has been abused in a medical experiment. This could then be used to explain why the character has a fear of needles, just to name something. The system gives a number of examples of Dark Secrets, giving general descriptions, so the players and GM have plenty of opportunity to flesh them out. To the GM this might be another opportunity to incorporate in his game.

Combat and death of charactersIn my opinion, Kult is not meant to involve too much fighting, even if it is just because it is a major hassle to keep track of all aspects of combat. It is way more important to try to prevent combats from happening or to solve problems in a different way. This is not to say that there will never be any combat, emptying ones AK47 into the face of opponents still seems like a good way to get rid of them.
Fights are "realistic", which means it is not hard for characters to die. This might seem a disadvantage, since most palyers will want their character to survive. Still, it has its advantages, as it will motivate players to shy away from combat and to search for solutions the roleplaying way. I am all in favor of this, even if it was just because a lot of opponents in Kult can not be killed just by a revolver ...

Hit points are not a part of the combat system of Kult. Instead, it uses three different categories of wounds (or actually four, but the last one is fatal, so it is hardly a wound): scratch, light wounds, serious wounds and fatal wounds. Each weapon lists which result on a d20 is necessary to create certain wounds. Firearms have the nasty habbit of causing fatal wounds on a roll of 16 or higher, so there is plenty of risk for characters. The only chance to heal wounds is by using medication and plenty of rest. And ofcourse it will take more time to recover from a serious wound than it does to recover from a scratch. Sure, the subtitle of the game is "death is only the beginning", but this is not to say it goes for every PC ...

Character developmentThere is no talk of levels in Kult. The development of ones character is expressed by changes in (dis)advantages and the development of skills. At the end of each adventure, the GM will hand out between one and seven experience points. Those points can be used to adjust skills, abilities or even Mental Balance.

Besides experience points, there are also so-called Hero Points. Each character gets ten Hero Points to start the game. Your character is able to acquire new Hero Points, up to a maximum of fifty, by acting in a truly heroic way. Whenever a player suspects his character might need some extra help, he can use Hero Points. In this way one can adjust an ability throw or make sure an enemy doesn't hit you in a fatal, but only serious way. I just had to add this info..

KULT r0xx0rs \o/

Friday, 14 September 2007

Gimmie the dice!!!!

Me and 2 of my friends have been out looking for real VTM dice, but but it's something hard to find. They have stop making the nice proper dice set I want.

I want a dice that has 10 side's and nr 1 on it shall have a rose on it. Or something diffrent, but a symbol instead of a "1".

They don't have this dice set anywhere near me at all...But the hunt after a dice with 10 sides I know exist in the old part of Stockholm. I am soooooo going to buy a new set when I get some cash...

Thursday, 13 September 2007

What is an Druid? (Wow Class)

Druids are the keepers of the world and masters of nature with a diverse array of abilities. They are powerful healers, capable of curing poisons and raising fallen comrades in the thick of battle. Druids also command nature's wrath, calling down ranged blasts of energy, summoning swarms of insects, or entangling their foes in the earth. But druids are also masters of the wild, able to shapeshift into a great bear, cat, or even sea lion, gaining their powers in combat or travel. Druids are a diverse class with a variety of playstyles, capable of filling any role.

The Druid gives players several play style options. A Druid in normal form is a caster that can fight with spells or weapons. In Bear form the Druid becomes a Warrior with Rage. While in Cat form the Druid becomes a Rogue with Energy and stealth. The Druid can also transform into two other special animal forms. With its ability to heal itself and fellow characters, the Druid can also take on the role of a Priest. A Druid is not as versatile in its abilities as a Priest is, lacking the spells Power Word: Shield and Resurrection, but is otherwise a very capable healer.

Some of the spells an Druid can have...

Restoration
Healing Touch - Heals a friendly target for X to Y. This is the Druid's main healing spell. You can only use this ability while you are in Druid form. There are times where you should have two levels of this spell available on your action bar to use based on how damaged the target is. You don't want to waste mana by using a more powerful heal than is necessary.

Rejuvenation - Heals the target for X over Y seconds. Rejuvenation is good to have active during combat. That way when the enemy is causing damage, you are healing during that time and mitigating some of that damage. If you or a party member is slightly damaged after battle, you can cast Rejuvenation to help heal the damage. Rejuvenation is also useful to cast on tanks that are pulling monsters.

Regrowth - Heals a friendly target for X to Y and another X over Y seconds. This spell is a mix of a heal and a heal over time spell. Regrowth takes a while to cast so you don't typically want to use it on yourself when you're being attacked. This spell is useful after battle or for casting on party members who are damaged but are not taking significant damage. Otherwise you will want to switch to Healing Touch instead.

Innervate - Increases the target's Mana regeneration by X% and allows 100% of the target's Mana regeneration to continue while casting. Lasts Y sec.

Tranquility - Regenerates all nearby group members for X every X seconds for X seconds. Druid must channel to maintain the spell. If a monster interrupts this spell it will cancel. This ability would be best used when multiple party members need healing at once.

Rebirth - Returns the spirit to the body, restoring a dead target to life with X health and Y mana. This spell requires a reagent.

Mark of the Wild (Powerful Buff!) - Increases all friendly targets' armor by X. At higher levels this spell adds an increase to all attributes. At even higher levels this ability also adds an increase to all resistances. This is one of the most powerful buffs in the game, making a Druid a welcome addition to a party.

Gift of the Wild (loot drop) - Increases party member's armor by X, all attributes by Y and all resistances by Z for 1 hour.

Cure Poison - Cures one poison effect on the target. Another welcomed ability when monsters are poisoning you.

Abolish Poison - Attempts to cure one poison effect on the target and another poison effect every X seconds.

Remove Curse - Dispels X curse(s) from the target. This is a welcomed ability as no one likes to be cursed!
Balance

Moonfire (DoT) - Burns the enemy for X to Y damage and then an additional X damage over X seconds. This ability gives a starting blast and then damages over time. You should use this ability whenever you're fighting the monster long enough for the spell to run its full duration. Otherwise, you're just wasting mana. Moonfire is also good for stopping runners before they get help. You can also repeatedly cast Moonfire for its initial damage instead of its damage-over-time to kill a target. This is especially effective in PvP combat.

Starfire - Causes X to Y damage to the target. The first question from a player when this spell becomes available is typically, "How is this different from Wrath?" Starfire takes longer to cast but does more damage. It's a good initial strike spell. Additionally, Starfire does Arcane damage while Wrath does nature damage. If the enemy has resistances to nature damage, Starfire is more effective to use.

Wrath (DD) - Causes X to Y nature damage to the target. This is your first available direct damage blast spell. This is useful for causing initial damage to the enemy. It's also useful for finishing off an enemy that is trying to run away.

Thorns (Additional damage buff) - Thorns sprout from the friendly target doing X nature damage to anyone who hits them. This is a mid-range timed buff that adds additional damage to the enemy in melee combat. Cast this on any party member that is tanking. Always have this up when you're in melee combat with the enemy.

Faerie Fire (Curse) - Decrease the armor of the target by X for X seconds. While affected, the target cannot stealth or turn invisible. This is a staple Druid spell that should be worked into combat the second it is available. Be sure to only use this ability when you're in melee combat with the enemy. If you're just casting spells on a monster, Faerie Fire is not needed. Faerie Fire will stack with other armor reducing debuffs.

Entangling Roots - Roots the target in place and causes X nature damage over X seconds. Only usable outdoors. This spell has many uses. You can use Entangling Roots to break up spawns (groups of monsters). Cast Entangling Roots on a monster you wish to keep out of combat, and then engage the remaining monster(s). You can use Entangling Roots in solo combat to allow you to blast the enemy with Wrath or Starfire while the monster cannot respond. Another use of Entangling Roots is to stop runners from escaping to warn their friends. Subject to diminishing returns in PvP. This is considered an immobilizing effect.

Hibernate - Forces the enemy target to sleep for about X sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin. There is an increased chance of this spell breaking early.

Barkskin - The druid's skin becomes as tough as bark. All damage taken is reduced by X%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, or feared. Lasts Y sec.

Soothe Animal - Soothes the target beast, reducing the range at which it will attack you by X yards. The highest rank can soothe targets level 70 or lower. This ability will help you avoid combat with a beast. If there are several beasts next to each other, you can cast Soothe Animal on one, and then engage the other. This ability can also be useful for avoiding combat while traveling. Shape shiftingThe Druid can turn into a Bear or Cat, and transform into Aquatic Form or Traveling Form. The main penalty for this transformation is that the Druid is unable to cast spells or use items. You will need to learn proper management of these forms. You will likely have to switch to Druid form after combat to cast spells, heal, and use buffs, and then return to Bear or Cat form when you're ready to fight again. You will also need to learn which is the best form to fight in for each situation. Druids regenerate mana while in shape shift form. Shape shifting now breaks roots, snares, and freeze effects. All Shape shift forms now include immunity to polymorph effects. Shape shifting into an animal form will remove Polymorph effects. Shape shifting will counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).

Druids in shape shifted form can gather herbs and skin creatures.
When in Bear form, Dire Bear form, Cat form, Travel form or Aquatic form, the druid is considered a Beast.

Druids are able to shape shift back into caster form while feared.
Druid FormThis form is useful when soloing until your Cat abilities are built up. While in parties if you are acting as a healer, you will need to remain in this form so you're ready to heal.
Bear FormWhile in Bear form you are similar to a Warrior. You might wish to read over the Warrior page for insights on how to play a Warrior. Bear form increases armor and hit points, and allows the use of various bear abilities. Bear form is useful in parties when you need someone to tank. The Bear has several useful abilities including taunt and a stun to interrupt spells. These abilities are only usable in Bear form.

Effects that lower armor will lower armor by a percentage of the druid's full armor. Enrage only removes 75% of base armor.

Swipe - Swipe X nearby enemies.

Growl - Adds a small amount of threat to the target. This is your taunt ability that you use to get the monster to attack you rather than a weak party member such as a spellcaster. Growl is useable against targets that are immune to physical attacks.

Demoralizing Roar - The Druid roars, decreasing nearby enemies' attack power by X.

Maul - Increases the Druid's next attack by X damage. Rage cost reduced if Maul fails.

Enrage - Generates X rage over X sec. but decreases armor by X%. The Druid is considered in combat for the duration.

Bash - Bashes the target, stunning for X seconds. This of course is especially useful against spellcasters. Rage cost reduced if Bash fails.

Challenging Roar - Taunts all nearby enemies for X sec. Challenging Roar is useable against targets that are immune to physical attacks.Frenzied Regeneration - Converts up to X rage per second into health for Y sec. Each point of rage is converted into Z health.

Aquatic FormShape shift into aquatic form to increase swim speed and gain underwater breathing. Aquatic form looks like an angry seal. This form is useful for underwater exploration. It's useful for traveling by water faster than by land until travel form is available. Trick: if you're fighting under water and are about to run out of air (breath), convert to Aquatic form to replenish air. Then switch back. You can fight in Aquatic form for laughs but you can't use any special abilities or cast spells.

Aquatic form mana cost scales with level.
Cat FormShape shift into Cat form to increase attack speed and gain the use of various Cat abilities. This form has an innate threat reduction component. The cat is much like the Rogue. You should read the Rogue Basics page for more details on how to play a Rogue. Many Cat abilities are similar to Rogue abilities. Cat form is best for soloing and for party use. If you're a Rogue player, you can appreciate how useful this form can be. Feline Swiftness regains its speed increase when moving from indoors to outdoors.

Prowl - Allows the Druid to sneak around, but reduces movement speed to X% of normal. Abilities will not cancel Prowl when they fail to go off.

Claw - Claw the enemy, causing X additional damage. Awards one combo point. Energy cost reduced if Claw fails.

Rip - Finishing move that causes damage over time. Damage increases per combo point.

Shred - Shred the target, causing 225% damage plus X damage to the target. Must be behind the target. Awards one combo point. You do not need to be in stealth mode to use this ability. Energy cost reduced if Shred fails.

Tiger's Fury - Increase damage done by X for X sec.
Rake - Rake the target for X bleed damage and an additional Y damage over 9 sec. Awards 1 combo point.

Dash - Increases movement speed for X sec. Dash can be used while prowling.

Cower - Cower, causing no damage but lowering your threat a small amount. Energy cost reduced if Cower fails. Cower is useable against targets that are immune to physical attacks.

Track Humanoid - Shows the location of all nearby humanoids on the minimap for X minutes.
Pounce - Pounce on the enemy, stunning the target for X sec and causing X damage over X sec. Must be stealthed. Awards one combo point. Energy cost reduced if Pounce fails.

Feline Grace - Reduces damage from falling. You can use this ability to jump off high cliffs and land safely.

Ferocious Bite - Finishing move that causes damage per combo point and converts each point of energy into additional damage.
Travel FormTransforms the druid into a travel form, increasing movement speed. You become a cool-looking cheetah. Travel form mana cost scales with level. Travel form is not useable underwater or indoors.

Flight FormAt level 68 you can get a new form that allows you to fly in the air in Outland.

Monday, 10 September 2007

A "Life sucks" poem

Life SUCKS!

My life sucks, I know it's true.
Yes, life is awful for me and you.
What makes my life so enjoyable,
Is all this bitchin' and lyin', it makes it all so livable.

My life sucks, he ruined it all.
They say I'm crazy,
I'm in a room with padded walls.
They give me medicine, it really sucks!

He took all my pets, all my really pretty, blue ducks.
My life sucks, all my life.
No one believes me, not even my bf.
He said, "Goodbye," and walked out the door.

My life sucks like a big red boar!
My life sucks, so I killed myself.
You cut off my head and staked it on the shelf.
So, from now on, all I see are pretty, blue ducks.

All this happened because my life SUCKS!

This I found on the net.. and it's just sooooo right right now...

Sunday, 9 September 2007

It sucks to be me...

It really sucks to be me right now... Why? Oh just pick a card...

I am sick.. have feber.. a cold.. have a pain in my back.. my whole existens hurts...

I don't have any cash.. any at all.. have no food at home.. no smokes.. no nothing...

And its only 16days left.. only *cries* 16 days left until I get paid... It sucks to be me... I working and working and even that I dont feel ok in anyway I work.. There is not to many ppl that are ok at this time of the year, but what can I do...I need the cash, so I need to work to get it...

My happy me feels gone.. I normaly just jump around and beeing a silly happy person.. But not anymore... I lost myself... somewhere... and don't know how to find me again... It sucks to be me...I forgot it was friday yesterday and missed my show.. my shows always makes me happy...And that I missed it makes me to feel more sad then I allready are...

But today its saturday and nothing going to make me miss it today..I hope it will make me feel a bit better...It sucks to be me...I sleeping so much but still are tired as hell all the time..

Think I sleeping so much because im sick.. my body needs it...But I sleeping to much and become more tired of it..And because I sleeping so much I miss so much I "should" have done instead...It sucks to be me...I have a 2 weeks long list of things I "should" allready have done...But I don't have time.. I don't have power.. and I don't feel like it..

It sucks to be me...
Am I depressed? Naaa not really.. I just lost myself somewhere and need to find me again...

Thursday, 6 September 2007

Back in Sweden

I have been in UK and have now come back to Sweden again. It was last week I was coming back but I have had so much to do and ppl to see and work to do so I didnt have time to say Im back yet. But but Im here now. Back to work and back to sweden again.

So what am I doing now? hmmm

I have started to play som WOW and wanted to see what the game was all about. I have 2 character in WOW Im playing right now. I am on the Europe server Azjol-Nerub and no where else. I goes under the character name: SummerHunny that is my Orc that is a Hunter. I also have my Tauren that is an Druid and goes under the name Hippocrippo.

If you playing on the same server feel free to whisper to me and tell me your there too. Im just now just lvl 17 and lvl 16 but but...I still doing my shows fridays and saturdays on Eve-Radio between 07.00-10.00gmt as normal.

I have closed 1 account in EvE so I can afford to try to play other games. So right now I playing EvE-Online, WOW and Linage2.

I also have been starting to see more of my IRL friends and trying to get a life lol

Naaa it's not that wrong to have a life beside all internet stuff I doing. I have gone back to play some RPG also.. You know pen, dice and paper. The old fashion style. We are playing (VTM) Vampire the masqurade *smiles*

Oh... now the phone starting to make a noice lol time to go back to work.. *yawns* Cya soon again o/

Without Internet

OMG!!! My internet did go down yesterday. And my home phone.. and .. yeah my life.. buhuHad a lot of time whit out internet and what did I do? I did watch movies to 4 am instead.. then i gave up and went to bed. I have clean my home and fix stuff here but still I really wanted my internet to work.

I was going to play Linage 2 with my friends, something I haven't had time with for a long time... And then in the middle of the game the internet dies... it's so I could cry. I did call them.. it would take 1h-24h to fix it.. I can tell u it was more like 7h-24h then 1h...

Anyway its back.. got a new ip number so my playlist is fucked up... grrr
Have to fix a lot stuff before i can fix my sites etc.

But but.. now its time to jump into a shower.. fix food.. and go to work... No gaming today..And tomorrow I going to UK and then, I will not be home for 5 days and I will not fix my sites before that so I know what I will have to do when I coming back to Sweden... Time to wake up and go to work.. cya later o/

Tuesday, 4 September 2007

Ravnos.. the best a person can become...

If ever a clan was renowned for a wickedly black sense of humor, the Ravnos would be that clan. These Cainites are deceivers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy - be it wealth, blood or even their victims' freedom. Like Mephistopheles or Old Scratch, the Ravnos ply their devil's deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs.

A Brief History
The many small branches of the Ravnos family have been enmeshed in the World of Darkness since Daenna first bit into the Fruit of the Tree of Knowledge. Guardians of Kooserin, the Seed of Earthly Awakening, the Ravnos have ever walked a narrow path between the blod-velvet darkness of the undead wrld and the harsh bloodshot mornings of human awakening. Such a path is not easily trod, and too many Ravnos have taken one step too far, plummeting into addiction and undying pain.

Branches of the Ravnos family wander throuht Europe and the Americas, but their greatest concentration has always been in and around the Balkans and the area now known as Eastern Europe. There the roots of the Ravnos family tree plunge deep.

The Ravnos say that Daenna returned but once to the Ivory City in the days following her transfiguration. From that journey returned she with another sort of seed, and from that seed were born the Ravnos. Or so the story is told.

On the night of her wild flight with Sarrath from the Ivory City, the newly empowered daenna grieved mightily for her beloved shimulo husband. Determined to discover the truth of his fate, Daenna turned back on her path, leaving her brother Sarrath to await her return. Searching for Dracian, Daenna returned to the smoldering ruins of their former home, still warm with the embers of fire and the memories of her heart. Heedless of any possible danger, Daenna threw wide the gates to her senses and sent her soul searching for any trace of her shimulo husand. Some say she stood among the ashes for hours, others say for days, but finally one tendril of her glorious mind brushed against the least vestige of her husband's form. Searching grimly in he dirt and ashes, Daenna finally spotted a small rock encrusted with the tarnished stains of Dracian's once-flowing blood: all that remained of her beloved.

After the first wave of tears that washed over her had passed, Daenna took the stone and fled the city for good.

Years passed and Daenna moved among the humans of the world with a passion unequaled by other mortals. As her children grew in number, the mother of us all loked carefully on them, from the youngest babe to the oldest grandmother, until she found one man among all her children who carried in him a passion almost he equal of Daenna's.

The man's name was Ravnos, and to him Daenna passed her husband's legacy. Placing the blooded stone on Ravnos' tongue, Daenna bit her own tongue through before kissing him fully on the mouth. Willing the ancient blood to work its maic, Daenna lifted up her knife and plunged the blade into Ravnos' breast, holding him tightly as she felt his life's Blood ebb and wane and then strengthen again in her embrace.

Thus did Daenna and her husband create their only child, and from him sprung the shilmulo known to the other vampires as Ravnos. But Ravns had children of his own before Daenna chose him to be transformed, and these children protected their father as all who are family protect each other. Some of hese children Ravnos in turn transformed into beings like himself, but most he left alive and human. And from these are the Ravnos truly descended.

Little is known, even by the Ravnos, of their family's early history. The Ravnos have long been part of Gypsy society, even while remaining separate from it. Over the years, the Ravnos family spread and became more and moe aware of the vampire politics running under the doings of the mortals, as tidal currents run beneath seemingly calm waters. But Ravnos and those of his children he made shilmulo didn't care much for the politics of the Children of Caine. Sure, some of it was fun, and the vampires were always easy marks, for they took themselves so very seriously, but such grand scheming as went on amogst most of the Cainites was just not for Ravnos and his relations.

The human Ravnos tend to live in extremes, even for the Rom. Passions burn brightly, and they hold their live-for-the-moment attitude as dear as the gaje clutch their remote controls. But the other side of this coin, and perhaps the driving force behind their determination to reach new heights of head-spinning intoxications and trickery, arises from two sources. The first of these threats stems from within the family itself. The Ravnos family is named for the first shilmulo who walked in their midst as a Rom. Since then, the number of Romani vampires has grown, and all are members of the Ravnos family. Even if a Gypsy from another family is taken by a Ravnos in the tumnimos, the Embrace, she is from that time forth a member of the Ravnos.

These vampires can seek any of the Ravnos family for aid whenever necessary. As such, the Ravnos are careful that their homes, vans, trailers, and wagons have at least ne place where no sunlight can ever reach. Sometimes a particular shilmulo will adopt a kumpania and travel with it, too often feeding on his own kin. Ravnos vampires who feed on Gypsies have to fight their own form of addiction, as the Abilities they lost in the Embrace flood back to them while the Romani Blood again flows in their unliving veins. Similarly, many young Ravnos get off on drinking the blood of the shilmulo, becoming addicted to the power and highs the shilmulo blood grants.

But most Ravnos fear the attentions and ministrations of their vampiric kin. However, Ravnos are family, whether mortal, kindred, gypsy or no, the Ravnos shall always aid their fellow kin. The vampiric Ravnos have rejected the laws of Camarilla society and choose to live in a democracy, though they are considered anarchs by those under Camarilla laws.

Ravnos' view on other clans and enlightened beings. -- 15:26:54 09/26/96 EDT
This is a list of the /general/ feelings of the Ravnos'. Obviously individual characters may disagree with some things.

Brujah: This clan of ruffians and diplomats have at times as bad a rap as we do... don't look to poorly on them.

Gangrel: The mere existance of this savage... er, noble clan has saved our butts many times ("What? Me? Ravnos? Nahh... I am a Gangrel! See... *ssschnnnickt!"

Malkavian: Malkavians are best left to their own devices. We occasionally like to raid their havens just to see what is new and exciting. Anyone who has enough auspex can tap into and (enjoy?) listen in to Malkavians from time to time. Quite an interesting experience. I recommend it only to the foolhardy.

Nosferatu: The Nosferatu... A very interesting clan. Not the best to look at, but good for all around chatter. *IF* you can befriend one of them you will have a friend for life. If you need info on how to get into someone's haven, go talk to a nos, and bring your platinum card with you.

Toreador: A perfect example of a perfectionist nature. They are REALLY fun to annoy by aquiring their favorite masterpieces. A word of caution however, Toreador take a LITTLE teasing well... don't get out of hand, they are well united and are terrifingly effective at calculated destruction.

Tremere: Run away. Just run away. No, really. Useful items can be found IF you are Ballsy AND stupid enough to try and raid them.

Ventrue: A very unpredictable lot. Some, you can actually take a 3 foot tent pole and insert it where the moon don't shine and they don't even flinch! Can be enjoyable chatting with the stuck up members of this nobility.

Caitiff: Who knows... no stereotypes to go on.

Lasombra: Is it dark in here or is it just me? These guys are more power hungry than a ventrue primogen's legbreaker. Make sure you have some really long sharp pencils around these licks.

Tzimisce: There is a rumor that the actor for Terminator 2 was actually one of these things. Further rumors abound that the ENTIRE crew of ILM is also one of them. Gumby is a Tzimisce experiment gone terribly wrong.

Blood-Brothers: 'Hooray for New Math... Neewww Math...' - Tom Lerher. Don't be surprised when you are merely talking to one of these dim witted fools and you find yourself surrounded by about 9 of them. They can merge and change more than Playdough! Assamites: Very useful for removing burrs, but watch your back. Many a Ravnos has been considered a burr by certain
Princes.

Bali: (shudder) No comment

Giovanni: Incest is best. Keep it in the "Family." Secondly, never kill one of them. Even if you are SURE that no one could possibly find out... all they have to do is ask the person whom you killed. They WILL know.

Salubri: These guys have been hunted for years by the Tremere. IF you ever find a live one, DO NOT tell anyone. The Tremere fear these people, and with good reason.

Samedi: What was said about the nos applies here too. Only two exceptions. One, a Samedi can actually find information beyond the reaches of the grave... secondly, conversations with these guys tend to be very dark and forboding. Don't go see these guys when depressed.

THE CAMARILLA: The most senseless system every created. We'd rather die than follow their ridiculous rules. However, they're great to take advantage of.

SABBAT: Too violent of a crew. Lots of flair, no finesse!

ICONNU: Ummm... no comment.

ANTIDELUVIANS: They don't exist, or if they do, they won't for long.

INDEPENDENTS: Rightly a good bunch o' lads. Too bad not too many of them know what power
they have or really have a direction like we do.

WEREWOLFS: They don't mess with us, we don't bother them.

MAGES: Nothing but trouble. Stay away from them if you can.

WRAITHS/GHOSTS: heh, yeah right. I have a bridge to sell you.

FAERIES: Beware of the li'l tykes, they can be quite dangerous.

HUMANS: Sex, food, and money.

Daughters of Cacaphony: The Daughters are merely facetious toreador who are above the poseur/artist conflicts. Very entertaining to listen to... but be sure to have some earplugs. Anything that can shatter glass and do bad things to flesh...

Followers of Set: Setites are way too eager to help you with your problems. Don't trust them.

Gargoyles: If you ever see a Gargoyle, there are two things to do:
#1) Dodge
#2) Apologize to the Tremere you just upset... otherwise see #1

Oh guess what.. Im going to play Ravnos soon.. (again) and I just can't wait..
I love it.. just love it... \o/

Monday, 3 September 2007