area GemTags /293
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Supports any skill with an area of effect, making it larger.
Supports any skill with an area of effect, making it larger at the cost of damage.
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground.
Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills Remote skills or skills which are Triggered.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode.
The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Perform a Warcry, Empowering subsequent Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to
spread Contagion on hit.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
[DNT] Expand Support
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
Supports Slam skills. Supported Skills will consume Endurance Charges on use to create Jagged Ground.
Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
Shapeshift into a bear and trigger Warcry skills.
[DNT-UNUSED] Zoomancer :D
Consume 3 Endurance Charges to Raise a Totem that uses socketed Mace Skills. This Totem has no Limit. Cannot use Channelling Skills or Skills with Cooldowns.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Consume all Power Charges to charge your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting you an Endurance Charge.
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Fire a bolt from your crossbow.
Strike your foes down with a powerful blow using a melee weapon.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Supports skills you use yourself, causing them to trigger a Chaos Damage nova when breaking Enemy Energy Shield.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Manifest words of power that freeze the air around you, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage but does not use your weapon's damage.
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Supports Skills that leap into the air, causing them to create Consecrated Ground when you land
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
Supports Skills which create Ice Crystals. Supported Skills create chilling areas which deal Cold Damage over time instead of creating Ice Crystals.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
[DNT] Grounding Shocks Support
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Supports Skills that create Ground Surfaces, causing those Surfaces to grow over time, up to a limit.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
[DNT] Ring ring
[DNT] Ring ring, RING
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is Consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
While active, scatters caltrops in your wake when you dodge.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will cause damaging explosions. Copies created this way have 1 Life.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
[DNT] From the Grave Support
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Supports Spells that affect an area around you or a target location. Supported Spells echo twice, causing their effects to happen again after a short delay, but Supported Skills are given a short Cooldown. Cannot support Channelling skills, Remote skills, skills which already have a Cooldown, or skills which are Triggered.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
[DNT] An Edict, but flawed.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.