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	<title>The Gazebo - User contributions [en]</title>
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	<updated>2026-05-26T16:41:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1224</id>
		<title>Death's Servant</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1224"/>
		<updated>2021-02-19T00:05:13Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Mechanics */ might be worth reading the WHOLE page next time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Enderman.png|250px|frameless|right]]&lt;br /&gt;
'''Death's Servant''' is a [[Monsters#Special_Monsters|special monster]] which is slightly different from others of its class. Instead of spawning randomly in waves, a monster gains access to the Death’s Servant by unlocking the final upgrade on all generic monsters ([[Zombie]], [[Skeleton]], [[Creeper]]), and then spending 1000 additional mana to use it once.&lt;br /&gt;
&lt;br /&gt;
If a game has been going too long, a Death's Servant is soon to arrive. Capable of moving the monster spawn, sapping dwarves of mana, and teleporting great distances, Death's Servant is the ultimate monster to fight in battle.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths touch.png|32px|frameless|left]]&lt;br /&gt;
Death's Servant is given two items, the first being Death's Touch:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant deals damage as well as steals mana from dwarves at an even higher rate than [[Venomburner|Venomburners]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths essence.png|32px|frameless|left]]&lt;br /&gt;
The other item Death's Servant is given is Death's Essence:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant will place down a Doom Portal. This will temporarily give all monsters that spawn a Doom Portal Orb that will teleport them to this Doom Portal, effectively moving their mob spawn. This Doom Portal will stay open as long as the Death's Servant is alive and has over 0 mana. Mana is gained as a Death's Servant by being close to dwarves and by attacking them with Death's Touch. Mana will be lost at a slower rate while the Death's Servant is standing in the active shrine region. Opening the doom portal will also fully repair the Death's Servant's chestplate.&lt;br /&gt;
* With a right click, Death's Servant teleports to wherever they are looking.&lt;br /&gt;
&lt;br /&gt;
Death's Servant also cannot be killed with a rampage and have Knockback Resistance as long as their chestplate is not broken.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
[[File:Outside doom portal.png|thumb|right|A Doom Portal summoned outside.]]&lt;br /&gt;
&lt;br /&gt;
* Death's Servant's first task is to set up the Doom Portal. There are limitations to how close it can be to a shrine, but getting it in a position that is favorable to mobs and as close to the shrine as possible is advised. It is also worth knowing that wherever the Death's Servant is looking when the portal is opened is where all monsters will look when passing through it.&lt;br /&gt;
* Once the Doom Portal is set up, Death's Servant is given 1000 mana that begins to tick down after a short grace period. They should attempt to keep this above 0 as long as possible and weaken the dwarves while doing so. Diving in to drain dwarves mana and fill their own mana back to 1000, then teleporting back out of the fray is the best way to optimize a Doom Portal's duration. Standing near dwarves will also slow, stop, or even reverse the Death's Servant's loss of mana, and standing within the active shrine region will also reduce the rate at which Death's Servant loses mana.&lt;br /&gt;
* Even if a Doom Portal closes, Death's Servant is still extremely potent at killing dwarves. Dwarves which have low mana and are bleeding are the most obvious targets since their remaining mana can be sapped away, preventing them from healing. Melee attacks which drain mana will have additional purple particles and a sound cue.&lt;br /&gt;
* In melee, kiting dwarves with their thin hitbox that fades in and out of reality as well as their ability to teleport best mitigates how much armor damage a Death's Servant will take at any one time.&lt;br /&gt;
[[File:Indoor doom portal.png|thumb|right|A Doom Portal summoned indoors.]]&lt;br /&gt;
&lt;br /&gt;
==== Doom Portal Mechanics ====&lt;br /&gt;
&lt;br /&gt;
* Outside, or places with extremely high roofs, the Doom Portal will spawn high in the air and monsters will drop out of it through a hole in the center. Inside, an area of the environment will be corrupted, leaving the spawn point at the center. &lt;br /&gt;
* All monsters can use all their abilities once going through the Doom Portal except for [[Creeper|Creepers]] and [[Super Creeper|Super Creepers]], which cannot explode for a short duration.&lt;br /&gt;
* The Doom Portal has the same anti-dwarf mechanics as the regular monster spawn, meaning all dwarves that enter its radius will experience negative effects.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Death's Servant is the highest value target for dwarves. Killing it or denying its ability to keep the Doom Portal open is imperative as the longer the Doom Portal is open, the more unrelenting the monster hordes will be. Like an [[Iron Golem]], the easiest way to kill it is by breaking its chestplate, especially when using the Strength buff gained through rampaging.&lt;br /&gt;
* Keeping the Death's Servant at bay can also be effective, because as long as it cannot get close to the dwarves it cannot regain mana to keep the Doom Portal open.&lt;br /&gt;
* It is best to avoid being cornered by the Death's Servant, as they can quickly drain mana to a point that a dwarf can no longer heal and resilient enough to have the time to do so. Kiting the Death's Servant the same way the Servant will kite dwarves is advisable.&lt;br /&gt;
* In tandem, dwarves should look to stay away from the Doom Portal once it is opened, as it gives negative status effects the same way a typical monster spawn does, monsters that come out will still have rampage immunity from spawning in most cases, and the repeated spawning can catch some unsuspecting dwarves off guard when more powerful monsters come through.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Lady_Lorelei&amp;diff=1113</id>
		<title>Lady Lorelei</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Lady_Lorelei&amp;diff=1113"/>
		<updated>2021-01-28T22:53:53Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Empyrean */ updating the damage from 33% to 30% of a normal bow as this is more accurate, it takes 4 beams to kill an AI zombie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lorelei.png|250px|frameless|right]]&lt;br /&gt;
'''Lady Lorelei''' is a [[Heroes#Major_Heroes|Major Hero]] and has a kit that revolves around supporting the dwarves, but that doesn't mean she doesn't have the strength to fight on her own terms. &lt;br /&gt;
&lt;br /&gt;
: ''An elven noble of the royal high court, Lady Lorelei was tasked with a diplomatic mission to the dwarves. Along with she brought members of her royal guard such as [[Salogel Sureshot]] in order to protect her. She did not expect her mission to take her to strange, corrupted lands and take part in a war between the dwarves and twisted, evil monsters. Though diplomatic and courteous, Lorelei holds an air of superiority over the dwarves due to her strong control of life and death with the Regrowth Pendant. She looks to support the dwarves in their battles and complete her mission, while also putting her own prowess on display to put the dwarves in awe.''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Lorelei has the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], the Regrowth Pendant, and carries Empyrean and its eternal Arrow of Light.&lt;br /&gt;
&lt;br /&gt;
[[File:Regrowth pendant.png|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Regrowth Pendant ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A beautifully fashioned pendant made from a gemstone infused with pure ether. While wearing this pendant the heart and mind are in tune with ether, granting powers over life that is normally reserved for the gods.''&lt;br /&gt;
&lt;br /&gt;
* The Regrowth Pendant acts as Lorelei's potion, as such left clicking it will fully heal Lorelei and clear all negative status effects at the cost of 100 mana. In addition she recieves Regeneration IV for 10 seconds.&lt;br /&gt;
* Right clicking the Regrowth Pendant has two uses:&lt;br /&gt;
** Right clicking a dwarf will heal them for 5 hearts, give them Regeneration II for 10 seconds, and provide them 50 mana for the cost of 25 mana to Lorelei.&lt;br /&gt;
** Right clicking a monster will levitate them, giving Lorelei control of the monster's position using the cursor, and allowing Lorelei to pull them in by scrolling down and push them away by scrolling up. Right clicking again will cancel this. During this action Lorelei is locked to the Regrowth Pendant in her hand and it has a cooldown of 30 seconds. [[Death's Servant]] is immune to this action, [[Golem|Golems]] are levitated for a shorter duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Ethereal longbow.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Empyrean ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A treasure of the high elven court capable of shooting beams of pure moonlight. Its beams will pierce through their targets enabling the destruction of whole hordes. Striking down a demon will grant nearby dwarves rampages.''&lt;br /&gt;
&lt;br /&gt;
* Unlike a typical bow, Empyrean fires moonlight beams in a line which penetrate targets unless Lorelei is rampaging. Killing monsters with these beams gives dwarves nearby that beam a rampage.&lt;br /&gt;
* Empyrean is capable of firing a maximum of 3 beams at a time, with the amount of beams dependent on how long Lorelei waits between shots. Waiting less than 1.5 second between shots will only fire 1 beam, between 1.5 and 3 seconds will fire 2 beams, and waiting more than 3 seconds will fire 3 beams.&lt;br /&gt;
* The length of the beams is dependent on how far back Lorelei pulls the bow before firing.&lt;br /&gt;
* By default the beams each do 30% of the damage a normal arrow from a bow does, meaning hitting all 3 beams will yield about the same damage as hitting a bow shot. If Lorelei is rampaging, these beams will instantly kill anything that can be killed with a rampage, but do not penetrate for the rampage duration (meaning a maximum of 3 monsters can be instantly killed per shot).&lt;br /&gt;
* Holding Empyrean will also give Lorelei Knockback Resistance, useful for if she has lost her Elven Hero Helmet.&lt;br /&gt;
* Empyrean is also subject to modified rules of nerfing bows indoors. Under a roof each beam will only do 50% of their original damage, and within 5 blocks of Lorelei the beams do no damage.&lt;br /&gt;
* Lorelei does not need to craft arrows; as Empyrean has Infinity it only requires its solitary single Arrow of Light.&lt;br /&gt;
&lt;br /&gt;
== Tips as Lorelei ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Lorelei has a lot of spare time due to spawning with much of the supplies she needs, thus she can spend her time building or mining gold, doing actions to support the dwarves as a whole.&lt;br /&gt;
* Lorelei's strength is greatly amplified when she focuses mostly on supporting dwarves rather than strictly acting on her own accord. Groups of dwarves can be given rampages practically indefinitely, whether by directly providing them by killing the monster or by weakening them and making them easy for other dwarves to kill.&lt;br /&gt;
* The Regrowth Pendant can make a dwarf almost immortal if Lorelei heals them repeatedly when needed. Bleeding dwarves especially only need about 2 to 4 heals to no longer be bleeding in most cases, and these dwarves are high priority to give those heals.&lt;br /&gt;
* Levitating monsters with the Regrowth Pendant can be used in many ways. Weaker monsters can be delivered directly to dwarves to give them a rampage, stronger ones can be held in place so that all dwarves can attack them easily, and the strongest ones like [[Iron Golem|Iron Golems]] can be thrown into shrine protection as long as it is still active, instantly killing them. Even if shrine protection is not accessible, throwing them into ravines or pits can also be effective in delaying their ability to attack dwarves.&lt;br /&gt;
* When rampaging, Lorelei can efficiently kill 3 extra monsters by firing Empyrean and then switching back to the sword to continue rampaging, going between the two at will. As well, weaker monsters like [[Rat|Rats]] can be killed instantly with one shot, making killing large groups of them incredibly easy and providing rampages for all those around.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Guard_Captain_Alfon&amp;diff=1105</id>
		<title>Guard Captain Alfon</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Guard_Captain_Alfon&amp;diff=1105"/>
		<updated>2021-01-18T04:34:49Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Tips as Alfon */ added direct hits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Alfon.png|250px|frameless|right]]&lt;br /&gt;
'''Guard Captain Alfon''' is a [[Heroes#Minor_Heroes|Minor Hero]] and holder of the Hookshot. &lt;br /&gt;
&lt;br /&gt;
: ''Inheriting his position of Guard Captain from his befallen father, Alfon is capable at his position, but tends to spend a lot of time away from it. Seen by some as lacking discipline and by others as outright lazy, Alfon still knows when he needs to be serious, but that's only really when monsters are on the shrine. Outside of that Alfon spends most of his time swinging around, having more fun than he probably should be while doing so.''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Minor_Hero_Kit|Minor Hero kit]], Alfon carries the Hookshot.&lt;br /&gt;
&lt;br /&gt;
[[File:Hookshot.png|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Hookshot ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A beautifully fashioned hookshot made from a lightweight yet durable metal. It has been passed down by royal dwarven guards for generations.''&lt;br /&gt;
&lt;br /&gt;
* Left clicking with the Hookshot will send out a hook capable of bringing a player monster directly in front of Alfon unless it is an [[Iron Golem]] or [[Death's Servant]], in which case he will be pulled towards it or evade it respectively. Unless Alfon directly hits the monster with the point of the hook, it will only do slight damage (or when rampaging, no damage), however if directly hit the Monster will be dealt massive damage.&lt;br /&gt;
* Right clicking the Hookshot will send out a hook which pulls Alfon to wherever it lands.&lt;br /&gt;
&lt;br /&gt;
== Tips as Alfon ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Alfon has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. He can also traverse the map fairly quickly with the use of his Hookshot.&lt;br /&gt;
* Alfon is a master of evasion, using his Hookshot to go to locations far out of reach of monsters can provide him with vantage points to shoot at monsters, safety to repair his armor, or a pause to regenerate mana.&lt;br /&gt;
* Left clicking the Hookshot has a massive hit region capable of pulling in player monsters from huge crowds. In tandem with this, the damage it deals is enough to instantly kill [[Rat|Rats]] and [[Spiderling|Spiderlings]], so the Hookshot can be used to quickly deal with those mobs without chasing them or aiming at them.&lt;br /&gt;
* Pulling in monsters can also serve as a way for Alfon to quickly reset his rampage and roll it if no AI Zombies or other monsters are nearby to do so.&lt;br /&gt;
* If Alfon does take the time to aim his Hookshot, the point of the hook can become as deadly as an arrow, dealing massive damage and when rampaging; instantly killing most Monsters outside of Iron Golems and Death's Servant.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Guard_Captain_Alfon&amp;diff=1104</id>
		<title>Guard Captain Alfon</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Guard_Captain_Alfon&amp;diff=1104"/>
		<updated>2021-01-18T04:31:57Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hookshot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Alfon.png|250px|frameless|right]]&lt;br /&gt;
'''Guard Captain Alfon''' is a [[Heroes#Minor_Heroes|Minor Hero]] and holder of the Hookshot. &lt;br /&gt;
&lt;br /&gt;
: ''Inheriting his position of Guard Captain from his befallen father, Alfon is capable at his position, but tends to spend a lot of time away from it. Seen by some as lacking discipline and by others as outright lazy, Alfon still knows when he needs to be serious, but that's only really when monsters are on the shrine. Outside of that Alfon spends most of his time swinging around, having more fun than he probably should be while doing so.''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Minor_Hero_Kit|Minor Hero kit]], Alfon carries the Hookshot.&lt;br /&gt;
&lt;br /&gt;
[[File:Hookshot.png|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Hookshot ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A beautifully fashioned hookshot made from a lightweight yet durable metal. It has been passed down by royal dwarven guards for generations.''&lt;br /&gt;
&lt;br /&gt;
* Left clicking with the Hookshot will send out a hook capable of bringing a player monster directly in front of Alfon unless it is an [[Iron Golem]] or [[Death's Servant]], in which case he will be pulled towards it or evade it respectively. Unless Alfon directly hits the monster with the point of the hook, it will only do slight damage (or when rampaging, no damage), however if directly hit the Monster will be dealt massive damage.&lt;br /&gt;
* Right clicking the Hookshot will send out a hook which pulls Alfon to wherever it lands.&lt;br /&gt;
&lt;br /&gt;
== Tips as Alfon ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Alfon has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. He can also traverse the map fairly quickly with the use of his Hookshot.&lt;br /&gt;
* Alfon is a master of evasion, using his Hookshot to go to locations far out of reach of monsters can provide him with vantage points to shoot at monsters, safety to repair his armor, or a pause to regenerate mana.&lt;br /&gt;
* Left clicking the Hookshot has a massive hit region capable of pulling in player monsters from huge crowds. In tandem with this, the damage it deals is enough to instantly kill [[Rat|Rats]] and [[Spiderling|Spiderlings]], so the Hookshot can be used to quickly deal with those mobs without chasing them or aiming at them.&lt;br /&gt;
* Pulling in monsters can also serve as a way for Alfon to quickly reset his rampage and roll it if no AI Zombies or other monsters are nearby to do so.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Guard_Captain_Alfon&amp;diff=1103</id>
		<title>Guard Captain Alfon</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Guard_Captain_Alfon&amp;diff=1103"/>
		<updated>2021-01-18T04:31:14Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hookshot */ added direct hits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Alfon.png|250px|frameless|right]]&lt;br /&gt;
'''Guard Captain Alfon''' is a [[Heroes#Minor_Heroes|Minor Hero]] and holder of the Hookshot. &lt;br /&gt;
&lt;br /&gt;
: ''Inheriting his position of Guard Captain from his befallen father, Alfon is capable at his position, but tends to spend a lot of time away from it. Seen by some as lacking discipline and by others as outright lazy, Alfon still knows when he needs to be serious, but that's only really when monsters are on the shrine. Outside of that Alfon spends most of his time swinging around, having more fun than he probably should be while doing so.''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Minor_Hero_Kit|Minor Hero kit]], Alfon carries the Hookshot.&lt;br /&gt;
&lt;br /&gt;
[[File:Hookshot.png|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Hookshot ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A beautifully fashioned hookshot made from a lightweight yet durable metal. It has been passed down by royal dwarven guards for generations.''&lt;br /&gt;
&lt;br /&gt;
* Left clicking with the Hookshot will send out a hook capable of bringing a player monster directly in front of Alfon unless it is an [[Iron Golem]], in which case he will be pulled towards it. Unless Alfon directly hits the monster with the point of the hook, it will only do slight damage (or when rampaging, no damage), however if directly hit the Monster will be dealt massive damage.&lt;br /&gt;
* Right clicking the Hookshot will send out a hook which pulls Alfon to wherever it lands.&lt;br /&gt;
&lt;br /&gt;
== Tips as Alfon ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Alfon has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. He can also traverse the map fairly quickly with the use of his Hookshot.&lt;br /&gt;
* Alfon is a master of evasion, using his Hookshot to go to locations far out of reach of monsters can provide him with vantage points to shoot at monsters, safety to repair his armor, or a pause to regenerate mana.&lt;br /&gt;
* Left clicking the Hookshot has a massive hit region capable of pulling in player monsters from huge crowds. In tandem with this, the damage it deals is enough to instantly kill [[Rat|Rats]] and [[Spiderling|Spiderlings]], so the Hookshot can be used to quickly deal with those mobs without chasing them or aiming at them.&lt;br /&gt;
* Pulling in monsters can also serve as a way for Alfon to quickly reset his rampage and roll it if no AI Zombies or other monsters are nearby to do so.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Zombie&amp;diff=1102</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Zombie&amp;diff=1102"/>
		<updated>2021-01-18T04:28:26Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Mechanics */ added note about AI Zombie spawn prevention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zombie.png|250px|frameless|right]]&lt;br /&gt;
'''Zombies''' are [[monsters]] which serve as the workhorse of the game as a whole. The most numerous of all monsters, Zombies generally make the most headway to progressing the game and will be the most encountered monster by dwarves.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Makeshift blade.png|32px|frameless|left]]&lt;br /&gt;
Zombies are initially given one item; the Makeshift Blade:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, the Zombie will deal damage.&lt;br /&gt;
* Once the Leap upgrade is unlocked, a right click will initiate the leap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Makeshift pick.png|32px|frameless|left]]&lt;br /&gt;
Through upgrades, two other items can be obtained, the first being the Makeshift Pick:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With left click, the Zombie will break blocks. This has a chance to instantly break Cobblestone and Gray Stone Bricks.&lt;br /&gt;
* Having the Makeshift Pick be in the Zombie's hand will also prevent any AI Zombies from spawning on it, though does nothing for any other Monsters within the vicinity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Rebirth orb.png|32px|frameless|left]]&lt;br /&gt;
The other item is the Rebirth Orb:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left or right click, the Zombie will return to where it had just died, consuming the Orb.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
&lt;br /&gt;
* Zombies make the most progress to the game as a whole. Capable of doing strong melee damage, having a larger health pool to take hits and capture shrines, and having some level of mobility, Zombies are the most prevalent and most frequently encountered monster.&lt;br /&gt;
* Though no ranged potential, with Rapid Regeneration, Leap, and Pursuit, Player Zombies can avoid being hit by arrows and rampaging dwarves fairly well.&lt;br /&gt;
* With Vampirism and a fairly high health pool, Player Zombies are generally not used to start rampages, instead dwarves rely on killing AI Zombies to start them instead.&lt;br /&gt;
* Dwarves which are isolated are extremely vulnerable targets for Zombies, especially those which have unlocked Furious. Easily knocked around, put into darkness, and kept from rampaging, Zombies can wear down these dwarves especially quickly. Melee attacks which are augmented by Furious will have additional red particles and a sound cue.&lt;br /&gt;
* AI Zombies serve to populate hordes of monsters, chasing dwarves with murderous intent but lack most of the evasion potential that Player Zombies have. They can also be used as meat shields for other, more effective monsters.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Player Zombies are best avoided until they can be dealt with using a rampage or with 3 consecutive quick bow shots. They can tank most damage and are fairly nimble with their Leap, so starting a rampage of them is difficult.&lt;br /&gt;
* Zombies will attempt to corner and manipulate a dwarf's position to be favorable to them and easily deal mass damage. Denying this with the use of the [[Dwarven Equipment#Dwarven Oak Shield|Dwarven Oak Shield]] or crafty movement can give a dwarf the upper hand in combat.&lt;br /&gt;
* Dwarves should absolutely avoid being isolated by a Zombie, since they can make it especially hard to get a rampage, and when they have upgraded to Furious can deal tons of damage with each hit.&lt;br /&gt;
* AI Zombies can deal a large amount of damage and are not to be underestimated, but are somewhat dumb and generally only run to the nearest dwarf. These can easily start rampages in 4 to 5 hits, so focusing one and then clearing the rest with a rampage is usually the best course of action.&lt;br /&gt;
* AI Zombies can also be a good indicator of nearby Player monsters, since they spawn around them when a dwarf is nearby.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Raw Damage || Increases a Zombie's damage with their Makeshift Blade. || Upgrade Level x 10 mana, capping at 50&lt;br /&gt;
|-&lt;br /&gt;
| Tough Flesh || Increases a Zombie's base health. || Upgrade Level x 10 mana, capping at 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Pursuit || Gives a Zombie Speed when hitting a dwarf. Subsequent levels increase the level of Speed. || Upgrade Level x 50 mana&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism || Gives a Zombie health when hitting a dwarf. Subsequent levels increases the amount of health gained. || Upgrade Level x 50 mana&lt;br /&gt;
|-&lt;br /&gt;
| Leap || Gives a Zombie the ability to leap by right clicking their Makeshift Blade. Subsequent levels decrease the cooldown on leap. || Upgrade Level x 20 mana&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift Pick || Gives a Zombie a wooden pick to break blocks with. Subsequent levels increase the durability of the pick and the chance to instantly break blocks. || Upgrade Level x 10 mana&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Regeneration || Gives a Zombie Regeneration III when hit by an arrow. Subsequent levels increase the duration of the Regeneration III. || Upgrade Level x 20 mana&lt;br /&gt;
|-&lt;br /&gt;
| Rebirth || Gives a Zombie the ability to instantly teleport to where they last died via a Rebirth Orb. Subsequent levels increase the chance the Rebirth Orb will appear in the Zombie's inventory. || Upgrade Level x 20 mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Furious || Hitting a dwarf between 15 and 30 blocks of another dwarf gives that dwarf Slowness I. Hitting a dwarf 30 or more blocks or out of line of sight of another dwarf or while in darkness gives them Slowness II. Both levels give the Zombie extra damage on that dwarf. A dwarf within 15 blocks of another dwarf or within the shrine region is not affected. || 500 mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AI Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fast and a heavy hitter, the AI Zombie should not be underestimated. However, they are dumb and will generally run to the nearest dwarf. They spawn around all monsters that are nearby dwarves except for [[Skeleton|Infiltrator Skeletons]] that have completed the Infiltrator vine upgrade.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1101</id>
		<title>Death's Servant</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1101"/>
		<updated>2021-01-18T04:25:09Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Monster Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Enderman.png|250px|frameless|right]]&lt;br /&gt;
'''Death's Servant''' is a [[Monsters#Special_Monsters|special monster]] which is slightly different from others of its class. Instead of spawning randomly in waves, a monster gains access to the Death’s Servant by unlocking the final upgrade on all generic monsters ([[Zombie]], [[Skeleton]], [[Creeper]]), and then spending 1000 additional mana to use it once.&lt;br /&gt;
&lt;br /&gt;
If a game has been going too long, a Death's Servant is soon to arrive. Capable of moving the monster spawn, sapping dwarves of mana, and teleporting great distances, Death's Servant is the ultimate monster to fight in battle.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths touch.png|32px|frameless|left]]&lt;br /&gt;
Death's Servant is given two items, the first being Death's Touch:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant deals damage as well as steals mana from dwarves at an even higher rate than [[Venomburner|Venomburners]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths essence.png|32px|frameless|left]]&lt;br /&gt;
The other item Death's Servant is given is Death's Essence:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant will place down a Doom Portal. This will temporarily give all monsters that spawn a Doom Portal Orb that will teleport them to this Doom Portal, effectively moving their mob spawn. This Doom Portal will stay open as long as the Death's Servant is alive and has over 0 mana. Mana is gained as a Death's Servant by being close to dwarves and by attacking them with Death's Touch. Mana will not be lost while the Death's Servant is standing in the active shrine region. Opening the doom portal will also fully repair the Death's Servant's chestplate.&lt;br /&gt;
* With a right click, Death's Servant teleports to wherever they are looking.&lt;br /&gt;
&lt;br /&gt;
Death's Servant also cannot be killed with a rampage and have Knockback Resistance as long as their chestplate is not broken.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
[[File:Outside doom portal.png|thumb|right|A Doom Portal summoned outside.]]&lt;br /&gt;
&lt;br /&gt;
* Death's Servant's first task is to set up the Doom Portal. There are limitations to how close it can be to a shrine, but getting it in a position that is favorable to mobs and as close to the shrine as possible is advised. It is also worth knowing that wherever the Death's Servant is looking when the portal is opened is where all monsters will look when passing through it.&lt;br /&gt;
* Once the Doom Portal is set up, Death's Servant is given 1000 mana that begins to tick down after a short grace period. They should attempt to keep this above 0 as long as possible and weaken the dwarves while doing so. Diving in to drain dwarves mana and fill their own mana back to 1000, then teleporting back out of the fray is the best way to optimize a Doom Portal's duration. Standing near dwarves will also slow, stop, or even reverse the Death's Servant's loss of mana, and standing within the active shrine region will also stop the Death's Servant from losing mana.&lt;br /&gt;
* Even if a Doom Portal closes, Death's Servant is still extremely potent at killing dwarves. Dwarves which have low mana and are bleeding are the most obvious targets since their remaining mana can be sapped away, preventing them from healing. Melee attacks which drain mana will have additional purple particles and a sound cue.&lt;br /&gt;
* In melee, kiting dwarves with their thin hitbox that fades in and out of reality as well as their ability to teleport best mitigates how much armor damage a Death's Servant will take at any one time.&lt;br /&gt;
[[File:Indoor doom portal.png|thumb|right|A Doom Portal summoned indoors.]]&lt;br /&gt;
&lt;br /&gt;
==== Doom Portal Mechanics ====&lt;br /&gt;
&lt;br /&gt;
* Outside, or places with extremely high roofs, the Doom Portal will spawn high in the air and monsters will drop out of it through a hole in the center. Inside, an area of the environment will be corrupted, leaving the spawn point at the center. &lt;br /&gt;
* All monsters can use all their abilities once going through the Doom Portal except for [[Creeper|Creepers]] and [[Super Creeper|Super Creepers]], which cannot explode for a short duration.&lt;br /&gt;
* The Doom Portal has the same anti-dwarf mechanics as the regular monster spawn, meaning all dwarves that enter its radius will experience negative effects.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Death's Servant is the highest value target for dwarves. Killing it or denying its ability to keep the Doom Portal open is imperative as the longer the Doom Portal is open, the more unrelenting the monster hordes will be. Like an [[Iron Golem]], the easiest way to kill it is by breaking its chestplate, especially when using the Strength buff gained through rampaging.&lt;br /&gt;
* Keeping the Death's Servant at bay can also be effective, because as long as it cannot get close to the dwarves it cannot regain mana to keep the Doom Portal open.&lt;br /&gt;
* It is best to avoid being cornered by the Death's Servant, as they can quickly drain mana to a point that a dwarf can no longer heal and resilient enough to have the time to do so. Kiting the Death's Servant the same way the Servant will kite dwarves is advisable.&lt;br /&gt;
* In tandem, dwarves should look to stay away from the Doom Portal once it is opened, as it gives negative status effects the same way a typical monster spawn does, monsters that come out will still have rampage immunity from spawning in most cases, and the repeated spawning can catch some unsuspecting dwarves off guard when more powerful monsters come through.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1100</id>
		<title>Death's Servant</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1100"/>
		<updated>2021-01-18T04:23:22Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Mechanics */ Added note about active shrine region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Enderman.png|250px|frameless|right]]&lt;br /&gt;
'''Death's Servant''' is a [[Monsters#Special_Monsters|special monster]] which is slightly different from others of its class. Instead of spawning randomly in waves, a monster gains access to the Death’s Servant by unlocking the final upgrade on all generic monsters ([[Zombie]], [[Skeleton]], [[Creeper]]), and then spending 1000 additional mana to use it once.&lt;br /&gt;
&lt;br /&gt;
If a game has been going too long, a Death's Servant is soon to arrive. Capable of moving the monster spawn, sapping dwarves of mana, and teleporting great distances, Death's Servant is the ultimate monster to fight in battle.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths touch.png|32px|frameless|left]]&lt;br /&gt;
Death's Servant is given two items, the first being Death's Touch:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant deals damage as well as steals mana from dwarves at an even higher rate than [[Venomburner|Venomburners]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths essence.png|32px|frameless|left]]&lt;br /&gt;
The other item Death's Servant is given is Death's Essence:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant will place down a Doom Portal. This will temporarily give all monsters that spawn a Doom Portal Orb that will teleport them to this Doom Portal, effectively moving their mob spawn. This Doom Portal will stay open as long as the Death's Servant is alive and has over 0 mana. Mana is gained as a Death's Servant by being close to dwarves and by attacking them with Death's Touch. Mana will not be lost while the Death's Servant is standing in the active shrine region. Opening the doom portal will also fully repair the Death's Servant's chestplate.&lt;br /&gt;
* With a right click, Death's Servant teleports to wherever they are looking.&lt;br /&gt;
&lt;br /&gt;
Death's Servant also cannot be killed with a rampage and have Knockback Resistance as long as their chestplate is not broken.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
[[File:Outside doom portal.png|thumb|right|A Doom Portal summoned outside.]]&lt;br /&gt;
&lt;br /&gt;
* Death's Servant's first task is to set up the Doom Portal. There are limitations to how close it can be to a shrine, but getting it in a position that is favorable to mobs and as close to the shrine as possible is advised. It is also worth knowing that wherever the Death's Servant is looking when the portal is opened is where all monsters will look when passing through it.&lt;br /&gt;
* Once the Doom Portal is set up, Death's Servant is given 1000 mana that begins to tick down after a short grace period. They should attempt to keep this above 0 as long as possible and weaken the dwarves while doing so. Diving in to drain dwarves mana and fill their own mana back to 1000, then teleporting back out of the fray is the best way to optimize a Doom Portal's duration.&lt;br /&gt;
* Even if a Doom Portal closes, Death's Servant is still extremely potent at killing dwarves. Dwarves which have low mana and are bleeding are the most obvious targets since their remaining mana can be sapped away, preventing them from healing. Melee attacks which drain mana will have additional purple particles and a sound cue.&lt;br /&gt;
* In melee, kiting dwarves with their thin hitbox that fades in and out of reality as well as their ability to teleport best mitigates how much armor damage a Death's Servant will take at any one time.&lt;br /&gt;
[[File:Indoor doom portal.png|thumb|right|A Doom Portal summoned indoors.]]&lt;br /&gt;
&lt;br /&gt;
==== Doom Portal Mechanics ====&lt;br /&gt;
&lt;br /&gt;
* Outside, or places with extremely high roofs, the Doom Portal will spawn high in the air and monsters will drop out of it through a hole in the center. Inside, an area of the environment will be corrupted, leaving the spawn point at the center. &lt;br /&gt;
* All monsters can use all their abilities once going through the Doom Portal except for [[Creeper|Creepers]] and [[Super Creeper|Super Creepers]], which cannot explode for a short duration.&lt;br /&gt;
* The Doom Portal has the same anti-dwarf mechanics as the regular monster spawn, meaning all dwarves that enter its radius will experience negative effects.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Death's Servant is the highest value target for dwarves. Killing it or denying its ability to keep the Doom Portal open is imperative as the longer the Doom Portal is open, the more unrelenting the monster hordes will be. Like an [[Iron Golem]], the easiest way to kill it is by breaking its chestplate, especially when using the Strength buff gained through rampaging.&lt;br /&gt;
* Keeping the Death's Servant at bay can also be effective, because as long as it cannot get close to the dwarves it cannot regain mana to keep the Doom Portal open.&lt;br /&gt;
* It is best to avoid being cornered by the Death's Servant, as they can quickly drain mana to a point that a dwarf can no longer heal and resilient enough to have the time to do so. Kiting the Death's Servant the same way the Servant will kite dwarves is advisable.&lt;br /&gt;
* In tandem, dwarves should look to stay away from the Doom Portal once it is opened, as it gives negative status effects the same way a typical monster spawn does, monsters that come out will still have rampage immunity from spawning in most cases, and the repeated spawning can catch some unsuspecting dwarves off guard when more powerful monsters come through.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Quests&amp;diff=1099</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Quests&amp;diff=1099"/>
		<updated>2021-01-18T04:22:07Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Past Quests */ added recurrment of shrine siphoner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each month, there is an active '''quest''' which can be earned by players. Quest progress can only be made in the month that quest is active, but progress persists between games throughout that month, collectively adding to the final goal of quest and announcing a player's or the playerbase as a whole's completion of that quest as it would for [[achievements]]. Quests reward a high amount of experience, much more than that of any achievement.&lt;br /&gt;
&lt;br /&gt;
Quest progress is tracked automatically, so you do not need to activate or opt into the quest before you play. You can check your progress by visiting the Quests NPC in the lobby.&lt;br /&gt;
&lt;br /&gt;
== Past Quests ==&lt;br /&gt;
&lt;br /&gt;
These quests have already occurred. While they can not be completed at the moment, they may return in the future to be completed by players next time they occur. The progress towards non-event quests does not reset, meaning that if the quest returns and players are able to pick up where they left off.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Slayer''' - Slay 500 player monsters.&lt;br /&gt;
** Occurred August 2019 with a requirement of 1000 player monsters.&lt;br /&gt;
** Recurred January 2020 lowering the requirement to 500 player monsters.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''The Art of PROC''' - Rampage for an hour collectively.&lt;br /&gt;
** Occurred September 2019.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Creeper Keeper''' - Defuse 150 [[Creeper|Creepers]] or [[Super Creeper|Super Creepers]]&lt;br /&gt;
** Occurred October 2019 with a requirement of 250 Creepers and Super Creepers.&lt;br /&gt;
** Recurred October 2020 lowering the requirement to 150 Creepers and Super Creepers.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
** Creepers and Super Creepers are defused by hitting them when they are hissing to explode.&lt;br /&gt;
&lt;br /&gt;
* '''Finders Keepers''' - Deposit 500 scavenged gold into the shrine.&lt;br /&gt;
** Occurred December 2019.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Shrine Siphoner''' - Drain 1000 shrine health.&lt;br /&gt;
** Occurred February 2020.&lt;br /&gt;
** Recurred January 2021 increasing the requirement to 2100 shrine health.&lt;br /&gt;
** Can only be completed as a monster.&lt;br /&gt;
&lt;br /&gt;
* '''Suited and Booted''' - Restore 20 armour pieces using [[Dwarven_Equipment#Wiggly_Wrenches|Wiggly Wrenches]].&lt;br /&gt;
** Occurred March 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Lifetime Commitment''' - Survive for 10 hours while defending the [[shrine]] or in combat.&lt;br /&gt;
** Occurred April 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Torch Trouncer''' - Break 500 torches as a monster.&lt;br /&gt;
** Occurred May 2020.&lt;br /&gt;
** Can only be completed as a monster.&lt;br /&gt;
&lt;br /&gt;
* '''Bloody Murder''' - Get 1000 kills below 250 mana.&lt;br /&gt;
** Occurred June 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Transit''' - As Death's Servant, transport 150 monsters using a doom portal.&lt;br /&gt;
** Occurred July 2020.&lt;br /&gt;
** Can only be completed as Death's Servant.&lt;br /&gt;
&lt;br /&gt;
* '''Archery Addict''' - Kill 200 monsters while over a combo shot of 10.&lt;br /&gt;
** Occurred August 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Big Spender''' - As a monster, spend 60k mana.&lt;br /&gt;
** Occurred September 2020.&lt;br /&gt;
** Can only be completed as a monster.&lt;br /&gt;
&lt;br /&gt;
* '''Wear and Tear''' - Slay 1000 monsters while missing a piece of armor.&lt;br /&gt;
** Occurred November 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
== Event Quests ==&lt;br /&gt;
&lt;br /&gt;
These quests occur during their respective [[Events|Event]] and revolve around the gameplay changes in those events. Progress towards event quests resets at the end of each event.&lt;br /&gt;
&lt;br /&gt;
* '''Specter Deflector''' - Slay 500 ghosts during the Halloween event.&lt;br /&gt;
** Occurs during the Halloween event.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Special Delivery''' - Retrieve 1000 presents from [[Monsters#Special_Monsters|Special Monsters]] during the Winter event.&lt;br /&gt;
** Occurs during the Winter event.&lt;br /&gt;
** This achievement was a playerbase collective achievement. Any player who retrieved a single present as a dwarf or hero during the event would receive its completion.&lt;br /&gt;
&lt;br /&gt;
* '''Showjump Showdown''' - Slay 250 monsters while under the effect of SuperHorse's Horse Force during the April event.&lt;br /&gt;
** Occurs during the April event.&lt;br /&gt;
** Can only be completed as a dwarf or hero that directly receives SuperHorse's Jump Boost buff.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Heroes&amp;diff=1090</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Heroes&amp;diff=1090"/>
		<updated>2021-01-04T16:49:14Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Minor Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the beginning of nearly every game a small selection of dwarves are chosen to become '''heroes'''. Heroes are individuals with additional or enhanced powers over regular dwarves, but can do everything a normal dwarf can do. These heroes are split into two categories that vary in relative power and spawning requirements.&lt;br /&gt;
&lt;br /&gt;
To become a hero, you are simply chosen completely randomly from the pool of players at the beginning of the game, excluding players which have opted out of becoming a hero or those which have opted into the [[Plague]].&lt;br /&gt;
&lt;br /&gt;
== Spawning Requirements ==&lt;br /&gt;
&lt;br /&gt;
Different numbers of players in the game at the start will result in a different number of heroes comprising different amounts of Major and Minor Heroes. The ramp up of these requirements is detailed below:&lt;br /&gt;
* Under 10 players, no hero will spawn.&lt;br /&gt;
* Between 10 and 14 players, one Minor Hero will spawn.&lt;br /&gt;
* Between 15 and 19 players, two Minor Heroes will spawn.&lt;br /&gt;
* Between 20 and 24 players, three Minor Heroes will spawn.&lt;br /&gt;
* Between 25 and 29 players, one Major Hero and two Minor Heroes will spawn.&lt;br /&gt;
* Between 30 and 34 players, two Major Heroes and one Minor Hero will spawn.&lt;br /&gt;
* With 35 or more players, three Major Heroes will spawn.&lt;br /&gt;
&lt;br /&gt;
== Universal Hero Abilities ==&lt;br /&gt;
&lt;br /&gt;
There is a small number of abilities each hero has regardless of who they are. These are listed below:&lt;br /&gt;
* Every single hero receives immunity to Blindness in the dark. Though this is incredibly useful in melee combat for constantly critical hitting and ranged combat to see far off targets, it does not prevent monsters that get buffs in the dark such as [[Zombie|Zombies]], [[Venomburner|Venomburners]], and [[Wolf|Wolves]], so placing light sources can still be useful.&lt;br /&gt;
* All heroes are immune to the [[Plague]].&lt;br /&gt;
* All heroes receive a Healing Ale of some sort that can purge all negative status effects such as burning, poison, etc.&lt;br /&gt;
* All Heroes receive some sort of Knockback Resistance item, that being an item they either wear or hold that negates all non-explosion knockback effects.&lt;br /&gt;
* Hero boots all have Feather Falling V on them.&lt;br /&gt;
&lt;br /&gt;
== Minor Heroes ==&lt;br /&gt;
&lt;br /&gt;
Minor Heroes are somewhat selfish, their abilities are mostly of benefit to themselves though do have some level of team utility. They are however much weaker than Major Heroes and only receive one special item outside of the Minor Hero kit.&lt;br /&gt;
&lt;br /&gt;
The current Minor Heroes and their special items are as follows:&lt;br /&gt;
* [[Grand Paladin Ziros]]&lt;br /&gt;
** '''Lightbringer''' - A sword which empowers Ziros with longer rampages.&lt;br /&gt;
* [[Salogel Sureshot]]&lt;br /&gt;
** '''Nohdalag''' - A bow that does an area of effect of damage upon hitting monsters.&lt;br /&gt;
* [[Lord of the Undead]]&lt;br /&gt;
** '''Staff of Defile''' - A shovel that empowers Lord with Resistance 2 when holding it, and double Scavenger.&lt;br /&gt;
* [[Priestess Arianna]]&lt;br /&gt;
** '''Ruby Necklace''' - A Healing Ale that can place Regeneration and Night Vision wards and give Regeneration IV upon healing.&lt;br /&gt;
* [[Guard Captain Alfon]]&lt;br /&gt;
** '''Hookshot''' - A tool that allows Alfon to hook monsters to him and hook himself to locations.&lt;br /&gt;
&lt;br /&gt;
=== Minor Hero Kit ===&lt;br /&gt;
&lt;br /&gt;
Minor Heroes generally receive 5 Wiggly Wrenches, 10 Slabs, 20 Enchanted Lamps, 32 Super Mortar, 5 stacks of Cobblestone, 2 stacks of Arrows, a permanently activated Dwarven Oak Shield, a Mighty Healing Ale, and their one special item.&lt;br /&gt;
&lt;br /&gt;
Some of these items may possibly be replaced with the special hero item each hero spawns with, but that item is either equivalent or better than what would have been provided. A few of the heroes are also provided title weapons or renamed armor, but these give no gameplay advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven oak shield.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
==== Hero Dwarven Oak Shield ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''These heavy shields were once used in the Great Wars by dwarven soldiers. Few survived the devastation and they are now wielded by only our finest.''&lt;br /&gt;
&lt;br /&gt;
* A shield which negates all knockback when held and can be used to block 50% incoming damage when right clicked, it also does not need to be charged like the normal Dwarven Oak Shield and is always active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Healing ale.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
==== Mighty Healing Ale ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''My friend, Jimmy is stuck with the crappy ale. You, however, get the good stuff.''&lt;br /&gt;
&lt;br /&gt;
* Same as a regular Healing Ale except it purges all negative status effects except nausea such as poison, burning, slowness, wither, etc.&lt;br /&gt;
&lt;br /&gt;
== Major Heroes ==&lt;br /&gt;
&lt;br /&gt;
Major Heroes are incredibly powerful, game-shaping individuals with abilities that affect the dwarves as a whole. They all play extremely differently, almost as if playing different classes that dominate the battlefield simply with their presence alone.&lt;br /&gt;
&lt;br /&gt;
The current Major Heroes and their special items are as follows:&lt;br /&gt;
* [[General Kurt]]&lt;br /&gt;
** '''Caliburn''' - A greatly empowered golden sword that gives Kurt longer rampages and kills monsters around him.&lt;br /&gt;
** '''Melia''' - A powerful bow with Punch X.&lt;br /&gt;
** '''Horn of the Buffalo''' - A Horn that allows Kurt to empower all dwarves with a special rampage globally.&lt;br /&gt;
* [[Magnus the Red]]&lt;br /&gt;
** '''Holy Purifier''' - A flamethrower.&lt;br /&gt;
** '''Holy Water''' - A Healing Ale that can heal all nearby dwarves in an area of effect.&lt;br /&gt;
* [[Sprocket]]&lt;br /&gt;
** '''Tinder Flame MV711''' - A hitscan gun that also acts as Sprocket's sword.&lt;br /&gt;
** '''Wand of Limited Probabilities''' - A wand that casts random spells as well as a global shield of absorption hearts.&lt;br /&gt;
** '''Gnomish Rocket Boots''' - A set of boots that launch Sprocket in a desired direction.&lt;br /&gt;
* [[Margrave Hector]]&lt;br /&gt;
** '''Durendal''' - A longsword that gives Hector an extra block of range in melee.&lt;br /&gt;
** '''Runic Aegis''' - A shield that gives all nearby dwarves and himself Resistance as well as globally give everyone Resistance and Knockback Resistance.&lt;br /&gt;
* [[Lady Lorelei]]&lt;br /&gt;
** '''Regrowth Pendant''' - A Healing Ale that allows Lorelei to heal others and pick up monsters.&lt;br /&gt;
** '''Empyrean''' - A bow that shoots beams that penetrates monsters and gives dwarves rampages.&lt;br /&gt;
&lt;br /&gt;
=== Major Hero Kit ===&lt;br /&gt;
&lt;br /&gt;
Major Heroes generally receive 5 Wiggly Wrenches, 10 Slabs, 20 Enchanted Lamps, 32 Super Mortar, 5 stacks of Cobblestone, 2 stacks of Arrows, a Mighty Healing Ale, and their special items. They also receive Dwarven Hero Armor which has Unbreaking X on every piece, Protection II and a health boost of an additional 2.5 hearts on the Chestplate and Leggings, and Knockback Resistance on the helmet.&lt;br /&gt;
&lt;br /&gt;
Like Minor Heroes, some of these items may possibly be replaced with the special hero item each hero spawns with, but that item is either equivalent or better than what would have been provided. A few of the heroes are also provided title weapons or renamed armor, but these give no gameplay advantage.&lt;br /&gt;
&lt;br /&gt;
== Event Heroes ==&lt;br /&gt;
&lt;br /&gt;
Event Heroes are those which typically only spawn during [[Events]]. They are generally more whimsical and unbalanced than typical heroes and may not adhere to the normal Major/Minor Hero scheme the others do.&lt;br /&gt;
&lt;br /&gt;
The current Event Heroes and their special items are as follows:&lt;br /&gt;
* [[SuperHorse]]&lt;br /&gt;
** '''Mighty Hooves''' - A sword that gives SuperHorse the ability to leap.&lt;br /&gt;
** '''Equine Arrowslinger''' - A bow with Infinity.&lt;br /&gt;
** '''Super Saddle''' - A saddle that gives SuperHorse the ability to pick up dwarves and give them rampages, as well as Jump Boost in an area of effect.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Sprocket&amp;diff=1081</id>
		<title>Sprocket</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Sprocket&amp;diff=1081"/>
		<updated>2020-12-14T00:04:19Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sprocket.png|250px|frameless|right]]&lt;br /&gt;
'''Sprocket''' is a [[Heroes#Major_Heroes|Major Hero]]. Being particularly complicated, he shares few abilities with normal dwarves or even his fellow heroes. With his random spells, incredible range, and smaller player model, Sprocket is a powerful oddity on the battlefield.&lt;br /&gt;
&lt;br /&gt;
: ''Venturing further than the rest of his race ever dare, Sprocket brings his small stature, fantastic devices, and eccentric personality to the battlefield. An engineer who has mastered control over spatial ether itself, Sprocket looks to test his trinkets and machines on the demon hordes that are in abundance in the dwarven lands. Gadgets capable of creating shields around all of his allies, blasting essence out of his enemies, and even pulling demons across the battlefield to a single point, the dwarves cannot begin fathom how they function but all that matters is that they keep the monsters at bay. Taking some time while experimenting to study the strange weapons and oddities on the battlefield, Sprocket does wonder if he could find some way to break General Kurt's curse. ''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Sprocket has the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], as well as his Gnomish Rocket Boots. He also carries the Wand of Limited Probabilities and the dual-function ranged and melee weapon Tinder Flame MV711. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Tinder flame mv711.png|32px|frameless|left]]&lt;br /&gt;
=== Tinder Flame MV711 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A high-tech weapon designed by Sprocket for the war. It can shoot high-powered laser beams to strike at range, while its tough material enables it to slay monsters in melee for a rampage.''&lt;br /&gt;
&lt;br /&gt;
* Right click acts as hitscan weapon that fires a beam in a line that deals 13 damage on hit, but is somewhat difficult to hit [[Rat|Rats]] and [[Wolf|Wolves]] with. Firing this weapon also slightly knocks Sprocket back, so checking his footing is advised. Any monster within 5 blocks of Sprocket however will take no damage. These shots have a 2 second cooldown between them.&lt;br /&gt;
* This gun also acts as Sprocket's sword with the same stats as a Dwarven Runeblade, and also counts for sword kills for the purposes of obtaining the [[Titles#Paladin|Paladin]] title.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wand of limited probabilities.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Wand of Limited Probabilities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A technologically-enhanced wand used by Sprocket for both research and combat. Left-clicking will cast a variety of random spells in the heat of combat, while right-clicking will cast a protective barrier to shield all dwarves.''&lt;br /&gt;
&lt;br /&gt;
* Right clicking the Wand of Limited Probabilities casts '''Super Shield''' and gives all dwarves, as well as Sprocket himself, 20 absorption hearts that last as long as it takes to lose them via damage, or for 30 seconds. This ability has a 90 second cooldown.&lt;br /&gt;
* Left clicking the Wand of Limited Probabilities has a 15 second cooldown that throws out a slow-moving projectile that, upon landing, fires a randomly chosen spell from the following list:&lt;br /&gt;
** '''Wormhole''': A 20 block radius black hole that raises monsters 5 blocks into the air, doing some damage and grouping them up.&lt;br /&gt;
** '''Dwarven Ale''': Gives all monsters in a 4 block radius Slowness II, Mining Fatigue II, Weakness II, Nausea II, and Silence (not able to use cooldown abilities like leap) for 10 seconds.&lt;br /&gt;
** '''Knockback 50''': A 4 block radius cloud that knocks back all monsters within it.&lt;br /&gt;
** '''Tinder Flame''': A 4 block radius attack that does 10 damage and launches monsters into the air.&lt;br /&gt;
** '''Explosion''': A 4 block radius attack that does 10 damage to monsters hit by it.&lt;br /&gt;
* Holding the Wand of Limited Probabilities also gives Sprocket Knockback Resistance, which is useful if his Gnomish Hero Helmet has broken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Diamond boots.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Gnomish Rocket Boots ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''Rocket Boots developed by Sprocket to quickly traverse the battlefield. Just crouch to Waaaaahhooooooooo!''&lt;br /&gt;
&lt;br /&gt;
* Shifting while wearing the rocket boots will cause Sprocket to launch about 50 blocks horizontally on a 20 second cooldown.&lt;br /&gt;
* These boots also have Feather Falling V.&lt;br /&gt;
&lt;br /&gt;
== Tips as Sprocket ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Sprocket has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. He can also traverse the map much quicker than any dwarf can with the use of his Gnomish Rocket Boots.&lt;br /&gt;
* Sprocket can use his small size to avoid being spotted by monsters at range. Hiding one block lower than usual will mean that he is almost completely obscured to monsters, but able to see himself. He can also make use of his size to kite monsters such as [[Iron Golem|Iron Golems]] to deal armor damage without taking damage himself.&lt;br /&gt;
* When it comes to Tinder Flame, the aiming is a bit finicky, though the best results usually come from when Sprocket aims at the monsters' feet. Since Tinder Flame can start rampages and acts like a sword, periodically just shooting with it will fire a beam that will one shot monsters that can be killed with a rampage as long as they are at least 5 blocks away.&lt;br /&gt;
* Sprocket can also use a bow while waiting for the cooldown on his Tinder Flame to stay in combat.&lt;br /&gt;
* Using the Wand of Limited Probabilities left click to cast spells as often as possible is advised since the spell produced is entirely random, and the effects almost never have a downside.&lt;br /&gt;
* The spells Tinder Flame and Explosion when cast during a rampage can also one shot any monster in the 4 block radius who can be killed with a rampage as long as Sprocket switches to his melee weapon before the spell lands.&lt;br /&gt;
* Casting Super Shield with the right click on the Wand of Limited Probabilities can save dwarves from certain death. Whether fighting [[Wolf|Wolves]] or [[Venomburner|Venomburners]] at night, or [[Iron Golem|Iron Golems]] at any time, the 20 absorption hearts can lessen the damage taken for a short time. Its greatest use however is to save dwarves from falling from a great height after being launched by a [[Super Creeper]], almost completely negating the fall damage. It should be noted however that not using the Super Shield for extended periods of time can be wasteful, so it should be used timely, but not without reason.&lt;br /&gt;
* Gnomish Rocket Boots can serve as a quick getaway in almost any situation, completely removing Sprocket from the horde of monsters he may find himself stuck in. Sprocket can also use them to quickly close a gap to high value monster targets like [[Blaze Cannon|Blaze Cannons]] or simply to get to the next AI Zombie to continue his rampage. Though the boots may seem more of a novelty, the freedom of movement Sprocket employs is more valuable than it may seem.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1080</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1080"/>
		<updated>2020-12-13T20:38:33Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hero Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
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=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
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=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
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=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
&lt;br /&gt;
There are a couple cosmetic hero changes for the Winter Event which do not affect any of their mechanics, just their appearance.&lt;br /&gt;
&lt;br /&gt;
* Magnus The Red is renamed to Magnus The Merry and wields the Snow Blaster instead of the Holy Purifier.&lt;br /&gt;
* Salogel Sureshot is renamed to Salogel Snowshot and wields Snowdalag instead of Nohdalag and an Ice Arrow instead of the Arrow of Light.&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Frostodur&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Magnus_the_Red&amp;diff=1079</id>
		<title>Magnus the Red</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Magnus_the_Red&amp;diff=1079"/>
		<updated>2020-12-13T20:37:57Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: added magnus lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magnus the red.png|250px|frameless|right]]&lt;br /&gt;
'''Magnus the Red''' is a [[Heroes#Major_Heroes|Major Hero]] and a god at close-quarters combat, able to melt anything coming his way with his Holy Purifier, and keep his fellow dwarves alive with his Holy Water.&lt;br /&gt;
&lt;br /&gt;
: ''A renound war hero, Magnus the Red is one of the Paladin Order's most decorated leaders. A good friend of General Kurt and an aspirational icon, Magnus has earned the right to wield weapons capable of burning away anything and anyone that keeps him from rocking and rolling his way to victory. Lesser paladins look in awe as waves of death pass over the demon hordes, embellished to entice them into wanting to be even greater than themselves. Whenever he heals, they do, whenever he slays demons, they feel inspired to do the same, and with their efforts maybe one day they too will become heroes.''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
Magnus has the standard [[Heroes#Major_Hero_Kit|Major Hero kit]] and he carries a flamethrower: The Holy Purifier. He also uses the Holy Ale to heal his wounds and those of this allies around him.&lt;br /&gt;
&lt;br /&gt;
[[File:Holy purifier.png|frameless|left]]&lt;br /&gt;
=== Holy Purifier ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A flamethrower gifted to Magnus by Kurt. Its flames are capable of purifying whole hordes of monsters.''&lt;br /&gt;
&lt;br /&gt;
* The Holy Purifier is a flamethrower capable of melting monsters' health incredibly quickly with flames that can travel 15 blocks in an arc. It requires only 3 ammo to kill an AI Zombie and penetrates monsters, meaning multiple can be hit by the same pump of flame.&lt;br /&gt;
* The flamethrower can hold 100 ammo at any point which is the equivalent of 25 continuous seconds of firing. To refill his ammo, Magnus has to stand on top of oil blocks and left click, during which the name of the Holy Purifier will display its current ammo. Each left click will refill 2 ammo. Magnus also cannot refill within 6 seconds of the last time he used the Holy Purifier, but it does have 8 Attack Damage which can be used to protect himself while refilling.&lt;br /&gt;
* Though still potent against them, the Holy Purifier only does half damage to [[Iron Golem|Iron Golems]]. It also does no damage whatsoever to [[Death's Servant]].&lt;br /&gt;
* Holding the Holy Purifier also gives Magnus Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Holy water.png|32px|frameless|left]]&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A vial of holy water blessed by the priests of the paladin order. Magnus uses the water amidst the melee to christen his allies healing any dwarves within healing range.''&lt;br /&gt;
&lt;br /&gt;
* The Holy Water acts as Magnus's potion; as such, left clicking it will fully heal Magnus and clear all negative status effects at the cost of 100 mana. In addition, all dwarves in a 4 block radius of Magnus will also get fully healed at no cost.&lt;br /&gt;
* Magnus can also use this ale when already at full health, something that could potentially be dangerous as he could rapidly drain his mana, so he should be extra careful not to do so.&lt;br /&gt;
&lt;br /&gt;
== Tips as Magnus ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Magnus has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. Magnus should also spend time locating the Oil around the map, as it will be required to refill his Holy Purifier.&lt;br /&gt;
* At any given point, Magnus can give himself a rampage by firing 2 bouts of flame and then swinging at an AI Zombie once at the cost of only 2 ammo. By this process, Magnus can virtually have a rampage throughout the whole game.&lt;br /&gt;
* The Holy Purifier's flames can also one shot as long as Magnus has a rampage. Getting a kill and then immediately firing a few bouts of flame can clear an entire room with little effort, only at a cost of a few ammo.&lt;br /&gt;
* If there is no quicker way to acquire a rampage and use these powerful skills, Magnus can just unload his Holy Purifier into a room at the cost of a large amount of ammo, but still clearing the room. A scenario where this may occur is when the shrine is at very low health and the monsters need to be taken off it extremely quickly.&lt;br /&gt;
* Though not instant, using the Holy Purifier to melt [[Iron Golem]] chestplates is effective in mitigating the time they spend alive causing damage.&lt;br /&gt;
* Going out to refill the Holy Purifier can be a dangerous task, so usage of the Holy Purifier should be done sparingly when in situations where Oil is close to monster spawn. Sometimes Magnus can take another dwarf with him in order to help him reach and acquire Oil as long as it does not leave the shrine defenseless.&lt;br /&gt;
* In addition to just simply helping dwarves not use mana by healing near them, Magnus can effectively keep dwarves in danger alive by using his Holy Water over and over near them, whether they're trapped in a Dwarven Slab or just being mauled by monster hordes.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1078</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1078"/>
		<updated>2020-12-13T19:09:20Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hero Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
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=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
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=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
&lt;br /&gt;
There are a couple cosmetic hero changes for the Winter Event which do not affect any of their mechanics, just their appearance.&lt;br /&gt;
&lt;br /&gt;
* Magnus The Red is renamed to Magnus The Merry and wields the Snow Cannon instead of the Holy Purifier.&lt;br /&gt;
* Salogel Sureshot is renamed to Salogel Snowshot and wields Snowdalag instead of Nohdalag and an Ice Arrow instead of the Arrow of Light.&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Frostodur&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Quests&amp;diff=1077</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Quests&amp;diff=1077"/>
		<updated>2020-12-13T03:52:34Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Event Quests */ changed present requirement to 1000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each month, there is an active '''quest''' which can be earned by players. Quest progress can only be made in the month that quest is active, but progress persists between games throughout that month, collectively adding to the final goal of quest and announcing a player's or the playerbase as a whole's completion of that quest as it would for [[achievements]]. Quests reward a high amount of experience, much more than that of any achievement.&lt;br /&gt;
&lt;br /&gt;
Quest progress is tracked automatically, so you do not need to activate or opt into the quest before you play. You can check your progress by visiting the Quests NPC in the lobby.&lt;br /&gt;
&lt;br /&gt;
== Past Quests ==&lt;br /&gt;
&lt;br /&gt;
These quests have already occurred. While they can not be completed at the moment, they may return in the future to be completed by players next time they occur. The progress towards non-event quests does not reset, meaning that if the quest returns and players are able to pick up where they left off.&lt;br /&gt;
&lt;br /&gt;
* '''Demon Slayer''' - Slay 500 player monsters.&lt;br /&gt;
** Occurred August 2019 with a requirement of 1000 player monsters.&lt;br /&gt;
** Recurred January 2020 lowering the requirement to 500 player monsters.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''The Art of PROC''' - Rampage for an hour collectively.&lt;br /&gt;
** Occurred September 2019.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Creeper Keeper''' - Defuse 150 [[Creeper|Creepers]] or [[Super Creeper|Super Creepers]]&lt;br /&gt;
** Occurred October 2019 with a requirement of 250 Creepers and Super Creepers.&lt;br /&gt;
** Recurred October 2020 lowering the requirement to 150 Creepers and Super Creepers.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
** Creepers and Super Creepers are defused by hitting them when they are hissing to explode.&lt;br /&gt;
&lt;br /&gt;
* '''Finders Keepers''' - Deposit 500 scavenged gold into the shrine.&lt;br /&gt;
** Occurred December 2019.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Shrine Siphoner''' - Drain 1000 shrine health.&lt;br /&gt;
** Occurred February 2020.&lt;br /&gt;
** Can only be completed as a monster.&lt;br /&gt;
&lt;br /&gt;
* '''Suited and Booted''' - Restore 20 armour pieces using [[Dwarven_Equipment#Wiggly_Wrenches|Wiggly Wrenches]].&lt;br /&gt;
** Occurred March 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Lifetime Commitment''' - Survive for 10 hours while defending the [[shrine]] or in combat.&lt;br /&gt;
** Occurred April 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Torch Trouncer''' - Break 500 torches as a monster.&lt;br /&gt;
** Occurred May 2020.&lt;br /&gt;
** Can only be completed as a monster.&lt;br /&gt;
&lt;br /&gt;
* '''Bloody Murder''' - Get 1000 kills below 250 mana.&lt;br /&gt;
** Occurred June 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Transit''' - As Death's Servant, transport 150 monsters using a doom portal.&lt;br /&gt;
** Occurred July 2020.&lt;br /&gt;
** Can only be completed as Death's Servant.&lt;br /&gt;
&lt;br /&gt;
* '''Archery Addict''' - Kill 200 monsters while over a combo shot of 10.&lt;br /&gt;
** Occurred August 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Big Spender''' - As a monster, spend 60k mana.&lt;br /&gt;
** Occurred September 2020.&lt;br /&gt;
** Can only be completed as a monster.&lt;br /&gt;
&lt;br /&gt;
* '''Wear and Tear''' - Slay 1000 monsters while missing a piece of armor.&lt;br /&gt;
** Occurred November 2020.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
== Event Quests ==&lt;br /&gt;
&lt;br /&gt;
These quests occur during their respective [[Events|Event]] and revolve around the gameplay changes in those events. Progress towards event quests resets at the end of each event.&lt;br /&gt;
&lt;br /&gt;
* '''Specter Deflector''' - Slay 500 ghosts during the Halloween event.&lt;br /&gt;
** Occurs during the Halloween event.&lt;br /&gt;
** Can only be completed as a dwarf or hero.&lt;br /&gt;
&lt;br /&gt;
* '''Special Delivery''' - Retrieve 1000 presents from [[Monsters#Special_Monsters|Special Monsters]] during the Winter event.&lt;br /&gt;
** Occurs during the Winter event.&lt;br /&gt;
** This achievement was a playerbase collective achievement. Any player who retrieved a single present as a dwarf or hero during the event would receive its completion.&lt;br /&gt;
&lt;br /&gt;
* '''Showjump Showdown''' - Slay 250 monsters while under the effect of SuperHorse's Horse Force during the April event.&lt;br /&gt;
** Occurs during the April event.&lt;br /&gt;
** Can only be completed as a dwarf or hero that directly receives SuperHorse's Jump Boost buff.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1076</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1076"/>
		<updated>2020-12-13T01:35:12Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hero Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
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=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
&lt;br /&gt;
There are a couple cosmetic hero changes for the Winter Event which do not affect any of their mechanics, just their appearance.&lt;br /&gt;
&lt;br /&gt;
* Magnus The Red is renamed to Magnus The Merry and wields the Snow Cannon instead of the Holy Purifier.&lt;br /&gt;
* Salogel Sureshot is renamed to Salogel Snowshot and wields Snowdalag instead of Nohdalag and a Ice Arrows instead of the Arrow of Light.&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Frostodur&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1075</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1075"/>
		<updated>2020-12-13T01:34:37Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hero Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
&lt;br /&gt;
There are a couple cosmetic hero changes for the Winter Event which do not affect any of their mechanics, just their appearance.&lt;br /&gt;
&lt;br /&gt;
* Magnus The Red is renamed to Magnus The Merry and wields the Snow Cannon instead of the Holy Purifier.&lt;br /&gt;
* Salogel Sureshot is renamed to Salogel Snowshot and wields Snowdalag instead of Nohdalag and a Ice Arrows instead of Arrow of Light.&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Frostodur&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1074</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1074"/>
		<updated>2020-12-12T20:38:16Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Winter Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
&lt;br /&gt;
There are a couple cosmetic hero changes for the Winter Event which do not affect any of their mechanics, just their appearance.&lt;br /&gt;
&lt;br /&gt;
* Magnus The Red is renamed to Magnus The Merry and wields the Snow Cannon instead of the Holy Purifier.&lt;br /&gt;
* Salogel Sureshot is renamed to Salogel Snowshot and wields Snowdalag instead of Nohdalag.&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Frostodur&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1073</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1073"/>
		<updated>2020-12-12T19:45:51Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hero Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
&lt;br /&gt;
There are a couple cosmetic hero changes for the Winter Event which do not affect any of their mechanics, just their appearance.&lt;br /&gt;
&lt;br /&gt;
* Magnus The Red is renamed to Magnus The Merry and wields the Snow Cannon instead of the Holy Purifier.&lt;br /&gt;
* Salogel Sureshot is renamed to Salogel Snowshot and wields Snowdalag instead of Nohdalag.&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Throntodur (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1072</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1072"/>
		<updated>2020-12-12T19:45:32Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Winter Event */ added hero changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
&lt;br /&gt;
There are a couple cosmetic hero changes for the Winter Event which do not affect any of their mechanics, just their appearance.&lt;br /&gt;
&lt;br /&gt;
* MagnusTheRed is renamed to MagnusTheMerry and wields the Snow Cannon instead of the Holy Purifier.&lt;br /&gt;
* SalogelSureshot is renamed to SalogelSnowshot and wields Snowdalag instead of Nohdalag.&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Throntodur (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Maps/Other&amp;diff=1070</id>
		<title>Maps/Other</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Maps/Other&amp;diff=1070"/>
		<updated>2020-12-12T03:24:24Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Toyshop Terror */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There are several maps that can be played on for DvZ. Every map is very different but all strive for the same kind of “not too big” style that was common before the most recent &amp;quot;loadouts&amp;quot; version of DvZ. Every map has all the resources necessary to operate in some form or another and have at least one shrine, but most maps have at least two. Each of these sections will just be a little story write-up.&lt;br /&gt;
&lt;br /&gt;
Maps are divided into two categories: Primary and Other. Primary maps are those which are played more often, whether it be automatically queued or regularly played. Other maps are those which are irregular in their game style, are played much less often, and are typically relegated to the weekend event map vote.&lt;br /&gt;
&lt;br /&gt;
{{:Maps/Gallery}}&lt;br /&gt;
&lt;br /&gt;
== Other Maps ==&lt;br /&gt;
&lt;br /&gt;
Other maps are those which are played rarely and often do not follow the typical conventions a Dwarves vs Zombies map should follow. These maps are typically only seen in the weekend event map vote or special admin games, and may have balance issues.&lt;br /&gt;
&lt;br /&gt;
=== Accretion Ridge ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Accretion ridge.png|thumb|right|The bridge to the emerald factory of Accretion Ridge.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Some distant islands hold secrets long forgotten, possibly waiting to be rediscovered. On one such island a volcano holds an old magnet created by Sprocket for the intention of attracting meteorites. Using the stardust harvested from this accretion, dwarves and elves alike created a factory in order to produce Star Trinkets and Regrowth Stars.&lt;br /&gt;
Outfitted to service hundreds of ships at any given time, this port was equipped to ship supplies out to the furthest reaches of the realm. With high production eventually came shortages however, and the supply of stardust eventually ran down to the point of almost non-existence. With no strategic importance and no way to retro-fit the factories on the island, it was left abandoned.&lt;br /&gt;
Sailing, desperate to find salvation, a group of dwarves would come upon the island; but not alone. On the other side of the island would come a ship full of demons, ready to take control of the old factory for their own wicked machinations. Set to prevent catastrophe, the dwarves would scrounge what little resources they could find to prepare armaments for the monster assault on the beaches...&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Bellows ===&lt;br /&gt;
Created by: Creator Unknown, Restored by the Gazebo Build Team&lt;br /&gt;
[[File:Bellows.png|thumb|right|Overview of the keep of The Bellows.]]&lt;br /&gt;
&lt;br /&gt;
''The first shrine is a split-shrine, meaning that there are two shrines with a common health pool. Monsters can drain shrine health by standing on either shrine.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The dwarves ventured deep underground, where it's never day and the sky is always dark. Where everything is always lit, yet never bright. They built a circular keep under the assurance that this would protect them from any incoming monster hordes. They divided the forces in an effort to squash the problem. They harvested the Ice Tree for resources, but it was all in vain.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Belly of the Beast ===&lt;br /&gt;
Created by: FallDamage312, a_tebboth, and Team Neutral&lt;br /&gt;
[[File:Belly.png|thumb|right|View of the ships of the Belly of the Beast.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The S.S. Anne and the S.S. Tebboth, filled with survivors from Trojan Keep come upon a mysterious island. Nicknamed Neutral Isle by the crew, it was an island filled with vast secrets and buried treasure…&lt;br /&gt;
One fateful night however, the dwarves awoke to a crash, the Anne had been attacked by a massive sea monster, hungering for her shrine! As if it couldn’t have been any worse, the volcano on the mountain erupts, but not just lava, monsters as well! The dwarven crew set to reinforce their ships and make one last stand, sink or swim on the high seas, fearing they might soon lie in Davy Jones’s locker.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bryce Monastery ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Bryce.png|thumb|right|Overview of the area between the first and second shrines of Bryce Monastery.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|On top of the Paladirnoom Plateau in the Bryce Canyon is a Monastery. Home to some of the most devout dwarvenkind had to offer; while their prayer was strong, even it could not stave off the monsters’ arrival.&lt;br /&gt;
While the Abbot of Bryce Monastery insisted they continue to turn to prayer, many of the dwarves began to cast away their faith and take up their swords, asserting that the gods had forsaken them, and that they wouldn’t go down without a fight. They’d do their best to reinforce the structures laid before them, some of which had fallen into disrepair, but would eventually succumb to the same fate so many had before them.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnomish Observatory ===&lt;br /&gt;
Created by: psycholizardboy and Leewp&lt;br /&gt;
[[File:Nisovins lab.png|thumb|right|View of the front wall and guns of Gnomish Observatory.]]&lt;br /&gt;
&lt;br /&gt;
''This map has large prebuilt guns that cost drastic amounts of mana to fire and damage monsters.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Returning home, the Gnome Wizard Engineer Sprocket led a troop of dwarves to his lab in the South. Powering up his cannons and heading up into the Observatory, Sprocket saw the monsters on their way within a massive hulking ghost. He taught the dwarves how to shoot his cannons, told them where to be when the monsters came, and prepared them for battle with the endless wealth of gold from the hills surrounding.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Golestandt's Den ===&lt;br /&gt;
Created by: MasterMegaGamer and Oldmantoby&lt;br /&gt;
[[File:Golestandts den.png|thumb|right|The forward shrine and monster spawn of Goldestand's Den.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|A beautiful Dwarven water treatment center and an essential component to making Dwarven Healing Ale. It rests on the shores of the east ocean.&lt;br /&gt;
Annoyed by the Dwarves great success, Golestandt became envious and slaughtered everyone who was unlucky enough to be living there. For many years the Dwarves did not return out of fear that challenging Golestandt would destroy their civilization.&lt;br /&gt;
But, circumstances made it necessary that they return and recolonize. Upon arrival, they did not find Golestandt, but instead a various assortment of great eggs.&lt;br /&gt;
The dwarves began using the eggs as a power source for their work since they emanated great energy. This was not a wise decision however, because Dragons do not like others in their den.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hergesnerv ===&lt;br /&gt;
Created by: a_tebboth and Team Neutral&lt;br /&gt;
[[File:Hergesnerv.png|thumb|right|View of the mountain of Hergesnerv.]]&lt;br /&gt;
&lt;br /&gt;
''Monsters do not use the staircase from second to third shrine since their spawn is above third shrine.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|HERGESNERV THE UNFATHOMABLE. That was the name inscribed at the top of the archway in front of the Mythril chains holding down a ship that appeared to be of monster origin. Though they didn’t quite understand how it got there and who chained it down, it was clear to the dwarves that the monsters wanted it back. A strong and surprisingly coordinated force of monsters armed with catapults and battering rams would make their way to the dwarven keep in order to free what was once theirs; and crush the dwarves that stood in their way.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Incinerator ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Incinerator.png|thumb|right|View of the keep of The Incinerator and its sole shrine.]]&lt;br /&gt;
&lt;br /&gt;
''Monsters spawn randomly on multiple pillars surrounding the keep.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|A relatively small building in the Malkar Pine Barrens, ‘The Incinerator’ is a building constructed to burn the bodies of the undead so that they would not rise again; or at least if they did, they’d be in charred shambles. Distant from any major dwarven keeps, the small team would operate day and night cremating bodies, some slain in distant lands and others by their own hand.}}&lt;br /&gt;
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&lt;br /&gt;
=== Molgan ===&lt;br /&gt;
Created by: Creator Unknown, Rebuilt by pvjm2000, _Genn, and Tonu&lt;br /&gt;
[[File:Molgan 1.png|thumb|right|The keep and front wall of Molgan.]]&lt;br /&gt;
&lt;br /&gt;
''The first shrine is a split-shrine, meaning that there are two shrines with a common health pool. Monsters can drain shrine health by standing on either shrine.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The dwarves, while looking for a new refuge to make a stand against the monsters, found a rather strange and colorful forest. Filled with pink, purple, and blue trees, it seemed as good a place as any to set up shop and prepare for battle. Employing a defense based around a large lava-filled pit that one must cross to enter the keep, some dwarves would inevitably find themselves floating in its fiery magma, contemplating in their final moments if they should have just moved on…&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Rainbowland ===&lt;br /&gt;
Created by: TheKazbot, Samsterzzzzz, SirSpammo, StormKiller, and ComKreaper&lt;br /&gt;
[[File:Rainbowland.png|thumb|right|Monster spawn and the front wall of Rainbowland.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Deep within Kurt’s dreams, another battle between the dwarves and the monsters plays out. Instead of being on the old tired battlefields however, this one was made of cotton candy trees, ice cream clouds, and rainbows abound. Even in those dreams however, the dwarves cannot stem their inevitable demise, despite the world so wondrous...&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Rift ===&lt;br /&gt;
Created by: Doom_Bringer&lt;br /&gt;
[[File:Rift.png|thumb|right|View of the bridges over the Rift itself.]]&lt;br /&gt;
&lt;br /&gt;
''First monster spawn has a set of teleporters which send monsters do different bridges adjacent to the main bridge.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|In one of the most inhospitable regions of the Dwarven homeland lies the Rift.&lt;br /&gt;
Once an unassuming landscape lush with wildlife, mountains and beauty it became the home of an Ancient and powerful being. But this creature was deep-seated with evil beyond measure and it's very presence began to wither the terrains beauty. Plants and animals died out, the earth darkened and turned to stone and the great mountains crumbled to nothing leaving a barren and blackened wasteland encrusted with the darkness and evil that the being revelled in. The Dwarves feared this evil would spread and grow to take over their home and so sent an army to vanquish the entity. Thousands died in the great war that raged between the two species and after years of bloodshed they were finally able to defeat it. But the evil wasn't about to just die out, with its remaining power it exploded wiping out the Dwarven forces sent to defeat it. The earth-shattering tremor split the fragile rock in two. The ground tore apart opening up a bottomless ravine straight into the void. With the tremor felt in nearby settlements, further reinforcements were sent fearing the Dwarves failure. When they arrived to find no trace of any life the wasteland was condemned for bringing nothing but death to their race and left abandoned.&lt;br /&gt;
Millennia later; three Architects ventured to the site in hopes of building their final monument. The Rift was seen as a gap between the two worlds; the living and the dead. One side connected to the rest of the Dwarven homeland, the other isolated from all life. They set about building an elaborate array of catacombs to honour the dead. Bridges were constructed joining the two worlds to allow open access to the many graves strewn within the walls of the tunnels. They carved deeper into the walls of the ravine unearthing gold, stone and other riches, but the Architects saw no value in the materials. They went ever deeper and constructed the Hall of the Dead, the 8 tombs it holds said to be in memory of the Generals that died taking the region back from the evil. The Architects cast their insignia into the roof of the tomb and began work on their own resting place; The Crypt. Each Architect built their own grave and upon completion of the monument they sealed themselves in their tomb.&lt;br /&gt;
As the Dwarven race saw it's inevitable demise at the hands of the monsters, a legion fled to the barren Blackrock wastelands in hopes of establishing a colony unnoticed by the evil decimating the realm. But the evil followed them there. Hiding in their shadows, the monsters caught up to them as they reached the Rift. In an attempt to isolate themselves from the monsters they caved in the tunnels and escaped across the bridges. But what they found was a dead end. The path descended into a tomb with no escape. With no way out of the Rift they prepared for the only thing they knew, war. The Bridges served as a chokepoint for the monsters and it was imperative they defend this point, with their enemy funnelled over a deathly abyss it is their only means of surviving the onslaught. But a wrong step and the Dwarves will find themselves in the nothingness. As the monsters burrowed through the cave-in they began to attack the group. With their numbers limitless and their power ever-growing the monsters' victory is ensured, these Dwarves had built their tomb. And they will bury them in it.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Satellite Outpost 12E ===&lt;br /&gt;
Created by: Imanota, with edits by Captain_M654&lt;br /&gt;
[[File:Space.png|thumb|right|Overview of the first and second shrines of Satellite Outpost 12E.]]&lt;br /&gt;
&lt;br /&gt;
''Both dwarves and monsters are given Jump Boost II at all times on this map.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Years ago on Mt Willy, the dwarves saw something strange happen. A group of Super Creepers amassed, and this was not an ordinary gaggle of Supers, normally about 4 or 5, no, this was over two hundred Super Creepers. All at once, this group of Supers charged at the wall and exploded at once, sending the Dwarves into space.&lt;br /&gt;
Presently, the dwarves had landed on an asteroid and made an outpost in the name of General Kurt. Using resources found on nearby meteorites, Sprocket was able to fashion laser weapons capable of vaporizing the monsters down back on the overworld. However, in the process of making a way home to use these weapons, a black hole opened right before the eyes of the dwarves, unleashing a whole new horde of mutated zombies upon them. This horde could withstand Sprocket's new weapons, they pushed forward upon the dwarves, and as it always seems, the dwarves would fall to the hordes of monsters, even in the depths of space.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Scorched Canyon ===&lt;br /&gt;
Created by: Doom_Bringer&lt;br /&gt;
[[File:Scorched canyon.png|thumb|right|The first shrine and entrance to the keep of Scorched Canyon.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Deep in the heart of the Dwarven homeland stands a sacred civilization. Built in the youth of the Dwarven race, the Ancients that erected the structures have long been forgotten but the monuments they left behind stand as a testament to Dwarven ingenuity. The once bountiful canyon was filled with lush wildlife but it held another secret, one of riches. With their quest for gold legendary, the Dwarves mined into the very walls of the ravine. The riches they found within the walls of the canyon were plentiful and so they continued. Lost in their greed they didn't notice the impending evil set to cleanse the world of dwarvenkind, they didn't notice the oncoming hordes sent to slay their brothers and sisters, and they didn't notice the Dragon that glazed their canyon... Trees turned to ash, the soil melted beneath their feet, the water boiled away and all life was diminished.&lt;br /&gt;
Tainted with death, the once Sacred Canyon was abandoned, it wasn't until the dying days of Dwarven kind that they returned. Hoping to change their fate they set about preparing for war. With a decrepit front wall, a fading tree and ample resources the outlook seemed bleak. But the keep is extensive; reaching deep into the crust of the Earth. The Great Hall filled with literature of Dwarven History and a commemorative fresco, now holds the tools of war. The retreat from the mine now serves as a hold for the hallowed Shrine. Spiralling downwards, the forges that formerly processed all the minerals from the mine fell into disrepair and the room was sealed. The remnants of said mine were outfitted to hold The Grand Boltazeer Shrine, the last hope for defending their heritage. Isolated and outnumbered, four shrines are all that stand in the monsters’ way before they can finally claim the Canyon for themselves.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shipwreck Shore ===&lt;br /&gt;
Created by: Jarnes, MuffinToaster, and Build Team&lt;br /&gt;
[[File:Shipwreck shore.png|thumb|right|The first shrine of Shipwreck Shore.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Sailing can be a perilous pursuit, and nowhere is that more evident than with the anomalies of the Adumreb Sea. Countless ships lost to freak storms, tidal waves, cyclones, sea monsters, and even ghost ships, many to never be seen again. Everything from leisure ships like the Persimmon to great warships such as the Incharran were lost to an area of the sea no one truly understood.&lt;br /&gt;
...but those ships did have to go somewhere. Inside the Adumreb sea sat many small islands, one of which appeared to be the dumping ground for all those ships that had gone missing. Seen only in glimpses when the tides are just right, some dwarves have come to create rumors of the great Shipwreck Shore. Unknown to possess any inhabitants, its unlikely anyone will know for certain the fate of those crews who were lost.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Skalamyrr Citadel ===&lt;br /&gt;
Created by: demolitiondane&lt;br /&gt;
[[File:Skalamyr.png|thumb|right|The bridge from first shrine to the keep.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Though they don't interact often, the dwarven and elven lands do have many well-defended trade routes. One such pass, named after the dwarven outpost at one end: Skalamyrr, was used for much more than just trade of goods or passage of tourists.&lt;br /&gt;
During the Great H'cet War, elven troops would take control of the passage and overtake the forces at Skalamyr. Entire divisions of elven archers, warriors, and artillery would travel through until they were eventually stopped at the Battle of Marlark. In the peace negotiations the dwarves and elves would share a weary ownership over the pass. The dwarves would set up several checkpoints throughout their part to alert of any unusual movement from the elven side.&lt;br /&gt;
In recent times, Lady Lorelei and her royal guard including Salogel Sureshot took the pass as a show of good faith in their diplomatic mission through heavily defended territory. Little did the dwarves know that they would have to use those defenses to fight side by side with elven nobles against their brethren that had fallen so long ago.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Toyshop Terror ===&lt;br /&gt;
Created by: nightowl950, Bcats2, jloevur, hariesh, Meekaachuuu, and Demi_Fiend_&lt;br /&gt;
[[File:Toyshop terror.png|thumb|right|Tinseltown with its clocktower and first shrine.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|In the far north, past Frost Hold Canyon and Tinkertown, there is a small settlement full of cheery Christmas dwarves. These dwarves spent all if their time celebrating Christmas and making toys and shrines for all the good dwarves in the land.&lt;br /&gt;
One day however, a dwarf went out into the forest to decorate a tree with tinsel and ornaments. This tree however wasn't as idle as the rest of those surrounding it. This tree did not want to be decorated and went on a rampage! He knocked down trees and made his way toward Tinseltown. The dwarves, seeing this threat, sent out messengers on their quickest reindeer to other dwarven keeps to ask for aid in their fight against the tree. Little did those dwarves know, the tree held a secret surprise. The tree was approached by a horde of monsters who had sensed the shrines the Christmas dwarves were making and wanted to wield their power. So the dwarves barricaded their walls and fortified their shrines to prepare for the oncoming horde.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Tree of Eenoln ===&lt;br /&gt;
Created by: FizZMc&lt;br /&gt;
[[File:Tree.png|thumb|right|Front wall of the keep of Tree of Eenoln.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Deep inside the Feral Mountains there was an ancient Dwarven civilization, exploiting the caves full of precious stones and living a peaceful life. Branching off the Grand Cavern, a place blessed and cursed by Thor's appearance, there was a long but narrow tunnel, which had walls made of pure gold. The Dwarves mined most of it, but the ones who headed deeper were never seen again, which made the citizens think it was cursed. A long time after, the Dwarves called the tunnel the &amp;quot;Cavern of Despair&amp;quot;. Eenoln, a young brave explorer, had ventured inside of it, and found a sapling fallen to the floor. He ignored it at first, like the others did, but when his courage was replaced with fear, he ran out of the cave, grabbing the sapling on the way back. Every time Eenoln held it, he felt a magical surge inside his veins, so he planted the tree in a hidden glade. Now, that little magical sapling is a giant tree, taller than the mountains around it. It generates a tasty liquid that is able to regenerate and heal all kinds of wounds, but also attracts evil beings never seen by the dwarven civilization before. The tree attracted the monsters, but now it's going to help the dwarves defend, or at least... try.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Trojan Keep ===&lt;br /&gt;
Created by: a_tebboth and Team Neutral&lt;br /&gt;
[[File:Trojan keep.png|thumb|right|The town of Troy which houses the final dwarven shrine of Trojan Keep.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The town of Troy was built with a large keep overlook, its sight would span most of the surrounding landscape and solidified Troy’s safety. It was never thought that the threat of Troy could come from their protector itself; the Keep.&lt;br /&gt;
A gift, sent from a boat with no identifying documentation, promised great weaponry, armor, and food stocks. The residents felt there was no greater place to keep such a stockade then at their impenetrable keep. Overnight however, the gift would spawn a more sinister purpose and root a massive monster portal. The dwarves had no choice, they began to flee to the port at Troy and sail to find the security they had once had, leaving their home behind.&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== Winter Workshop ===&lt;br /&gt;
Created by: Gina and LOM Community&lt;br /&gt;
[[File:Nismas hq.png|thumb|right|First shrine and factory entrance of Winter Workshop.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|A factory run by small, gnome-like “elves” to make presents. From things like stuffed bears and toy wagons to powerful weapons and armor, they’d give all the good inhabitants of the realm wonderful gifts!&lt;br /&gt;
This was not a time of joy for all though, the monsters had no hope to be given gifts, and so they set about conquering the factory so they too could have new toys. The dwarves weren’t about to let this happen, and set up defenses to keep the factory and their presents safe.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Maps/Gallery&amp;diff=1069</id>
		<title>Maps/Gallery</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Maps/Gallery&amp;diff=1069"/>
		<updated>2020-12-12T03:24:07Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: added toyshop terror&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== [[Maps/Primary|Primary Maps]] =====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ancient grove.png|[[Maps/Primary#Ancient Grove|Ancient Grove]]&lt;br /&gt;
File:Archives.png|[[Maps/Primary#The Archives|The Archives]]&lt;br /&gt;
File:Daragor.png|[[Maps/Primary#Daragor|Daragor]]&lt;br /&gt;
File:Deadwood spires.png|[[Maps/Primary#Deadwood Spires|Deadwood Spires]]&lt;br /&gt;
File:Dirge.png|[[Maps/Primary#The Dirge|The Dirge]]&lt;br /&gt;
File:Dogekac.png|[[Maps/Primary#Dogekac|Dogekac]]&lt;br /&gt;
File:Eryn envala.png|[[Maps/Primary#Eryn Envala|Eryn Envala]]&lt;br /&gt;
File:Asylum.png|[[Maps/Primary#Forgotten Asylum|Forgotten Asylum]]&lt;br /&gt;
File:Forgotten mines.png|[[Maps/Primary#Forgotten Mines|Forgotten Mines]]&lt;br /&gt;
File:Friendship town.png|[[Maps/Primary#Friendship Town IV|Friendship Town IV]]&lt;br /&gt;
File:Frost hold canyon.png|[[Maps/Primary#Frost Hold Canyon|Frost Hold Canyon]]&lt;br /&gt;
File:Geyser rock.png|[[Maps/Primary#Geyser Rock|Geyser Rock]]&lt;br /&gt;
File:Grape.png|[[Maps/Primary#Grapevine Vale|Grapevine Vale]]&lt;br /&gt;
File:Hcet.png|[[Maps/Primary#Great_H.27cet_War|Great H'cet War]]&lt;br /&gt;
File:Valley.png|[[Maps/Primary#Hidden Valley|Hidden Valley]]&lt;br /&gt;
File:Hinterland.png|[[Maps/Primary#Hinterland Frontier|Hinterland Frontier]]&lt;br /&gt;
File:Nolrim.png|[[Maps/Primary#Hold of Nolrim|Hold of Nolrim]]&lt;br /&gt;
File:Mount Willakers.png|[[Maps/Primary#Mt Willy|Mt Willy]]&lt;br /&gt;
File:Plagued marsh.png|[[Maps/Primary#Plagued Marsh|Plagued Marsh]]&lt;br /&gt;
File:Plains.png|[[Maps/Primary#Plains|Plains]]&lt;br /&gt;
File:Queens citadel.png|[[Maps/Primary#Queen.27s_Citadel|Queen's Citadel]]&lt;br /&gt;
File:Redstone gorge.png|[[Maps/Primary#Redstone Gorge|Redstone Gorge]]&lt;br /&gt;
File:Raenil.png|[[Maps/Primary#Raenil Sanctuary|Raenil Sanctuary]]&lt;br /&gt;
File:Sophanem.png|[[Maps/Primary#Sophanem|Sophanem]]&lt;br /&gt;
File:Throntodur.png|[[Maps/Primary#Throntodur|Throntodur]]&lt;br /&gt;
File:West delphia.png|[[Maps/Primary#West Delphia|West Delphia]]&lt;br /&gt;
File:Windy run river.png|[[Maps/Primary#Windy Run River|Windy Run River]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== [[Maps/Other|Other Maps]] =====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Accretion ridge.png|[[Maps/Other#Accretion Ridge|Accretion Ridge]]&lt;br /&gt;
File:Bellows.png|[[Maps/Other#The Bellows|The Bellows]]&lt;br /&gt;
File:Belly.png|[[Maps/Other#Belly of the Beast|Belly of the Beast]]&lt;br /&gt;
File:Bryce.png|[[Maps/Other#Bryce Monastery|Bryce Monastery]]&lt;br /&gt;
File:Nisovins lab.png|[[Maps/Other#Gnomish Observatory|Gnomish Observatory]]&lt;br /&gt;
File:Golestandts den.png|[[Maps/Other#Golestandt.27s_Den|Golestandt's Den]]&lt;br /&gt;
File:Hergesnerv.png|[[Maps/Other#Hergesnerv|Hergesnerv]]&lt;br /&gt;
File:Incinerator.png|[[Maps/Other#The Incinerator|The Incinerator]]&lt;br /&gt;
File:Molgan 1.png|[[Maps/Other#Molgan|Molgan]]&lt;br /&gt;
File:Rainbowland.png|[[Maps/Other#Rainbowland|Rainbowland]]&lt;br /&gt;
File:Rift.png|[[Maps/Other#Rift|Rift]]&lt;br /&gt;
File:Space.png|[[Maps/Other#Satellite Outpost 12E|Satellite Outpost 12E]]&lt;br /&gt;
File:Scorched canyon.png|[[Maps/Other#Scorched Canyon|Scorched Canyon]]&lt;br /&gt;
File:Shipwreck shore.png|[[Maps/Other#Shipwreck Shore|Shipwreck Shore]]&lt;br /&gt;
File:Skalamyr.png|[[Maps/Other#Skalamyrr Citadel|Skalamyrr Citadel]]&lt;br /&gt;
File:Toyshop terror.png|[[Maps/Other#Toyshop Terror|Toyshop Terror]]&lt;br /&gt;
File:Tree.png|[[Maps/Other#Tree of Eenoln|Tree of Eenoln]]&lt;br /&gt;
File:Trojan keep.png|[[Maps/Other#Trojan Keep|Trojan Keep]]&lt;br /&gt;
File:Nismas hq.png|[[Maps/Other#Winter Workshop|Winter Workshop]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Maps/Other&amp;diff=1068</id>
		<title>Maps/Other</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Maps/Other&amp;diff=1068"/>
		<updated>2020-12-12T03:23:04Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Other Maps */  added Toyshop Terror&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There are several maps that can be played on for DvZ. Every map is very different but all strive for the same kind of “not too big” style that was common before the most recent &amp;quot;loadouts&amp;quot; version of DvZ. Every map has all the resources necessary to operate in some form or another and have at least one shrine, but most maps have at least two. Each of these sections will just be a little story write-up.&lt;br /&gt;
&lt;br /&gt;
Maps are divided into two categories: Primary and Other. Primary maps are those which are played more often, whether it be automatically queued or regularly played. Other maps are those which are irregular in their game style, are played much less often, and are typically relegated to the weekend event map vote.&lt;br /&gt;
&lt;br /&gt;
{{:Maps/Gallery}}&lt;br /&gt;
&lt;br /&gt;
== Other Maps ==&lt;br /&gt;
&lt;br /&gt;
Other maps are those which are played rarely and often do not follow the typical conventions a Dwarves vs Zombies map should follow. These maps are typically only seen in the weekend event map vote or special admin games, and may have balance issues.&lt;br /&gt;
&lt;br /&gt;
=== Accretion Ridge ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Accretion ridge.png|thumb|right|The bridge to the emerald factory of Accretion Ridge.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Some distant islands hold secrets long forgotten, possibly waiting to be rediscovered. On one such island a volcano holds an old magnet created by Sprocket for the intention of attracting meteorites. Using the stardust harvested from this accretion, dwarves and elves alike created a factory in order to produce Star Trinkets and Regrowth Stars.&lt;br /&gt;
Outfitted to service hundreds of ships at any given time, this port was equipped to ship supplies out to the furthest reaches of the realm. With high production eventually came shortages however, and the supply of stardust eventually ran down to the point of almost non-existence. With no strategic importance and no way to retro-fit the factories on the island, it was left abandoned.&lt;br /&gt;
Sailing, desperate to find salvation, a group of dwarves would come upon the island; but not alone. On the other side of the island would come a ship full of demons, ready to take control of the old factory for their own wicked machinations. Set to prevent catastrophe, the dwarves would scrounge what little resources they could find to prepare armaments for the monster assault on the beaches...&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
=== The Bellows ===&lt;br /&gt;
Created by: Creator Unknown, Restored by the Gazebo Build Team&lt;br /&gt;
[[File:Bellows.png|thumb|right|Overview of the keep of The Bellows.]]&lt;br /&gt;
&lt;br /&gt;
''The first shrine is a split-shrine, meaning that there are two shrines with a common health pool. Monsters can drain shrine health by standing on either shrine.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The dwarves ventured deep underground, where it's never day and the sky is always dark. Where everything is always lit, yet never bright. They built a circular keep under the assurance that this would protect them from any incoming monster hordes. They divided the forces in an effort to squash the problem. They harvested the Ice Tree for resources, but it was all in vain.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Belly of the Beast ===&lt;br /&gt;
Created by: FallDamage312, a_tebboth, and Team Neutral&lt;br /&gt;
[[File:Belly.png|thumb|right|View of the ships of the Belly of the Beast.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The S.S. Anne and the S.S. Tebboth, filled with survivors from Trojan Keep come upon a mysterious island. Nicknamed Neutral Isle by the crew, it was an island filled with vast secrets and buried treasure…&lt;br /&gt;
One fateful night however, the dwarves awoke to a crash, the Anne had been attacked by a massive sea monster, hungering for her shrine! As if it couldn’t have been any worse, the volcano on the mountain erupts, but not just lava, monsters as well! The dwarven crew set to reinforce their ships and make one last stand, sink or swim on the high seas, fearing they might soon lie in Davy Jones’s locker.&lt;br /&gt;
}}&lt;br /&gt;
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=== Bryce Monastery ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Bryce.png|thumb|right|Overview of the area between the first and second shrines of Bryce Monastery.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|On top of the Paladirnoom Plateau in the Bryce Canyon is a Monastery. Home to some of the most devout dwarvenkind had to offer; while their prayer was strong, even it could not stave off the monsters’ arrival.&lt;br /&gt;
While the Abbot of Bryce Monastery insisted they continue to turn to prayer, many of the dwarves began to cast away their faith and take up their swords, asserting that the gods had forsaken them, and that they wouldn’t go down without a fight. They’d do their best to reinforce the structures laid before them, some of which had fallen into disrepair, but would eventually succumb to the same fate so many had before them.&lt;br /&gt;
}}&lt;br /&gt;
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=== Gnomish Observatory ===&lt;br /&gt;
Created by: psycholizardboy and Leewp&lt;br /&gt;
[[File:Nisovins lab.png|thumb|right|View of the front wall and guns of Gnomish Observatory.]]&lt;br /&gt;
&lt;br /&gt;
''This map has large prebuilt guns that cost drastic amounts of mana to fire and damage monsters.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Returning home, the Gnome Wizard Engineer Sprocket led a troop of dwarves to his lab in the South. Powering up his cannons and heading up into the Observatory, Sprocket saw the monsters on their way within a massive hulking ghost. He taught the dwarves how to shoot his cannons, told them where to be when the monsters came, and prepared them for battle with the endless wealth of gold from the hills surrounding.&lt;br /&gt;
}}&lt;br /&gt;
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=== Golestandt's Den ===&lt;br /&gt;
Created by: MasterMegaGamer and Oldmantoby&lt;br /&gt;
[[File:Golestandts den.png|thumb|right|The forward shrine and monster spawn of Goldestand's Den.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|A beautiful Dwarven water treatment center and an essential component to making Dwarven Healing Ale. It rests on the shores of the east ocean.&lt;br /&gt;
Annoyed by the Dwarves great success, Golestandt became envious and slaughtered everyone who was unlucky enough to be living there. For many years the Dwarves did not return out of fear that challenging Golestandt would destroy their civilization.&lt;br /&gt;
But, circumstances made it necessary that they return and recolonize. Upon arrival, they did not find Golestandt, but instead a various assortment of great eggs.&lt;br /&gt;
The dwarves began using the eggs as a power source for their work since they emanated great energy. This was not a wise decision however, because Dragons do not like others in their den.&lt;br /&gt;
}}&lt;br /&gt;
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=== Hergesnerv ===&lt;br /&gt;
Created by: a_tebboth and Team Neutral&lt;br /&gt;
[[File:Hergesnerv.png|thumb|right|View of the mountain of Hergesnerv.]]&lt;br /&gt;
&lt;br /&gt;
''Monsters do not use the staircase from second to third shrine since their spawn is above third shrine.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|HERGESNERV THE UNFATHOMABLE. That was the name inscribed at the top of the archway in front of the Mythril chains holding down a ship that appeared to be of monster origin. Though they didn’t quite understand how it got there and who chained it down, it was clear to the dwarves that the monsters wanted it back. A strong and surprisingly coordinated force of monsters armed with catapults and battering rams would make their way to the dwarven keep in order to free what was once theirs; and crush the dwarves that stood in their way.&lt;br /&gt;
}}&lt;br /&gt;
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=== The Incinerator ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Incinerator.png|thumb|right|View of the keep of The Incinerator and its sole shrine.]]&lt;br /&gt;
&lt;br /&gt;
''Monsters spawn randomly on multiple pillars surrounding the keep.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|A relatively small building in the Malkar Pine Barrens, ‘The Incinerator’ is a building constructed to burn the bodies of the undead so that they would not rise again; or at least if they did, they’d be in charred shambles. Distant from any major dwarven keeps, the small team would operate day and night cremating bodies, some slain in distant lands and others by their own hand.}}&lt;br /&gt;
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=== Molgan ===&lt;br /&gt;
Created by: Creator Unknown, Rebuilt by pvjm2000, _Genn, and Tonu&lt;br /&gt;
[[File:Molgan 1.png|thumb|right|The keep and front wall of Molgan.]]&lt;br /&gt;
&lt;br /&gt;
''The first shrine is a split-shrine, meaning that there are two shrines with a common health pool. Monsters can drain shrine health by standing on either shrine.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The dwarves, while looking for a new refuge to make a stand against the monsters, found a rather strange and colorful forest. Filled with pink, purple, and blue trees, it seemed as good a place as any to set up shop and prepare for battle. Employing a defense based around a large lava-filled pit that one must cross to enter the keep, some dwarves would inevitably find themselves floating in its fiery magma, contemplating in their final moments if they should have just moved on…&lt;br /&gt;
}}&lt;br /&gt;
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=== Rainbowland ===&lt;br /&gt;
Created by: TheKazbot, Samsterzzzzz, SirSpammo, StormKiller, and ComKreaper&lt;br /&gt;
[[File:Rainbowland.png|thumb|right|Monster spawn and the front wall of Rainbowland.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Deep within Kurt’s dreams, another battle between the dwarves and the monsters plays out. Instead of being on the old tired battlefields however, this one was made of cotton candy trees, ice cream clouds, and rainbows abound. Even in those dreams however, the dwarves cannot stem their inevitable demise, despite the world so wondrous...&lt;br /&gt;
}}&lt;br /&gt;
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=== Rift ===&lt;br /&gt;
Created by: Doom_Bringer&lt;br /&gt;
[[File:Rift.png|thumb|right|View of the bridges over the Rift itself.]]&lt;br /&gt;
&lt;br /&gt;
''First monster spawn has a set of teleporters which send monsters do different bridges adjacent to the main bridge.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|In one of the most inhospitable regions of the Dwarven homeland lies the Rift.&lt;br /&gt;
Once an unassuming landscape lush with wildlife, mountains and beauty it became the home of an Ancient and powerful being. But this creature was deep-seated with evil beyond measure and it's very presence began to wither the terrains beauty. Plants and animals died out, the earth darkened and turned to stone and the great mountains crumbled to nothing leaving a barren and blackened wasteland encrusted with the darkness and evil that the being revelled in. The Dwarves feared this evil would spread and grow to take over their home and so sent an army to vanquish the entity. Thousands died in the great war that raged between the two species and after years of bloodshed they were finally able to defeat it. But the evil wasn't about to just die out, with its remaining power it exploded wiping out the Dwarven forces sent to defeat it. The earth-shattering tremor split the fragile rock in two. The ground tore apart opening up a bottomless ravine straight into the void. With the tremor felt in nearby settlements, further reinforcements were sent fearing the Dwarves failure. When they arrived to find no trace of any life the wasteland was condemned for bringing nothing but death to their race and left abandoned.&lt;br /&gt;
Millennia later; three Architects ventured to the site in hopes of building their final monument. The Rift was seen as a gap between the two worlds; the living and the dead. One side connected to the rest of the Dwarven homeland, the other isolated from all life. They set about building an elaborate array of catacombs to honour the dead. Bridges were constructed joining the two worlds to allow open access to the many graves strewn within the walls of the tunnels. They carved deeper into the walls of the ravine unearthing gold, stone and other riches, but the Architects saw no value in the materials. They went ever deeper and constructed the Hall of the Dead, the 8 tombs it holds said to be in memory of the Generals that died taking the region back from the evil. The Architects cast their insignia into the roof of the tomb and began work on their own resting place; The Crypt. Each Architect built their own grave and upon completion of the monument they sealed themselves in their tomb.&lt;br /&gt;
As the Dwarven race saw it's inevitable demise at the hands of the monsters, a legion fled to the barren Blackrock wastelands in hopes of establishing a colony unnoticed by the evil decimating the realm. But the evil followed them there. Hiding in their shadows, the monsters caught up to them as they reached the Rift. In an attempt to isolate themselves from the monsters they caved in the tunnels and escaped across the bridges. But what they found was a dead end. The path descended into a tomb with no escape. With no way out of the Rift they prepared for the only thing they knew, war. The Bridges served as a chokepoint for the monsters and it was imperative they defend this point, with their enemy funnelled over a deathly abyss it is their only means of surviving the onslaught. But a wrong step and the Dwarves will find themselves in the nothingness. As the monsters burrowed through the cave-in they began to attack the group. With their numbers limitless and their power ever-growing the monsters' victory is ensured, these Dwarves had built their tomb. And they will bury them in it.&lt;br /&gt;
}}&lt;br /&gt;
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=== Satellite Outpost 12E ===&lt;br /&gt;
Created by: Imanota, with edits by Captain_M654&lt;br /&gt;
[[File:Space.png|thumb|right|Overview of the first and second shrines of Satellite Outpost 12E.]]&lt;br /&gt;
&lt;br /&gt;
''Both dwarves and monsters are given Jump Boost II at all times on this map.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Years ago on Mt Willy, the dwarves saw something strange happen. A group of Super Creepers amassed, and this was not an ordinary gaggle of Supers, normally about 4 or 5, no, this was over two hundred Super Creepers. All at once, this group of Supers charged at the wall and exploded at once, sending the Dwarves into space.&lt;br /&gt;
Presently, the dwarves had landed on an asteroid and made an outpost in the name of General Kurt. Using resources found on nearby meteorites, Sprocket was able to fashion laser weapons capable of vaporizing the monsters down back on the overworld. However, in the process of making a way home to use these weapons, a black hole opened right before the eyes of the dwarves, unleashing a whole new horde of mutated zombies upon them. This horde could withstand Sprocket's new weapons, they pushed forward upon the dwarves, and as it always seems, the dwarves would fall to the hordes of monsters, even in the depths of space.&lt;br /&gt;
}}&lt;br /&gt;
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=== Scorched Canyon ===&lt;br /&gt;
Created by: Doom_Bringer&lt;br /&gt;
[[File:Scorched canyon.png|thumb|right|The first shrine and entrance to the keep of Scorched Canyon.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Deep in the heart of the Dwarven homeland stands a sacred civilization. Built in the youth of the Dwarven race, the Ancients that erected the structures have long been forgotten but the monuments they left behind stand as a testament to Dwarven ingenuity. The once bountiful canyon was filled with lush wildlife but it held another secret, one of riches. With their quest for gold legendary, the Dwarves mined into the very walls of the ravine. The riches they found within the walls of the canyon were plentiful and so they continued. Lost in their greed they didn't notice the impending evil set to cleanse the world of dwarvenkind, they didn't notice the oncoming hordes sent to slay their brothers and sisters, and they didn't notice the Dragon that glazed their canyon... Trees turned to ash, the soil melted beneath their feet, the water boiled away and all life was diminished.&lt;br /&gt;
Tainted with death, the once Sacred Canyon was abandoned, it wasn't until the dying days of Dwarven kind that they returned. Hoping to change their fate they set about preparing for war. With a decrepit front wall, a fading tree and ample resources the outlook seemed bleak. But the keep is extensive; reaching deep into the crust of the Earth. The Great Hall filled with literature of Dwarven History and a commemorative fresco, now holds the tools of war. The retreat from the mine now serves as a hold for the hallowed Shrine. Spiralling downwards, the forges that formerly processed all the minerals from the mine fell into disrepair and the room was sealed. The remnants of said mine were outfitted to hold The Grand Boltazeer Shrine, the last hope for defending their heritage. Isolated and outnumbered, four shrines are all that stand in the monsters’ way before they can finally claim the Canyon for themselves.&lt;br /&gt;
}}&lt;br /&gt;
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=== Shipwreck Shore ===&lt;br /&gt;
Created by: Jarnes, MuffinToaster, and Build Team&lt;br /&gt;
[[File:Shipwreck shore.png|thumb|right|The first shrine of Shipwreck Shore.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Sailing can be a perilous pursuit, and nowhere is that more evident than with the anomalies of the Adumreb Sea. Countless ships lost to freak storms, tidal waves, cyclones, sea monsters, and even ghost ships, many to never be seen again. Everything from leisure ships like the Persimmon to great warships such as the Incharran were lost to an area of the sea no one truly understood.&lt;br /&gt;
...but those ships did have to go somewhere. Inside the Adumreb sea sat many small islands, one of which appeared to be the dumping ground for all those ships that had gone missing. Seen only in glimpses when the tides are just right, some dwarves have come to create rumors of the great Shipwreck Shore. Unknown to possess any inhabitants, its unlikely anyone will know for certain the fate of those crews who were lost.&lt;br /&gt;
}}&lt;br /&gt;
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=== Skalamyrr Citadel ===&lt;br /&gt;
Created by: demolitiondane&lt;br /&gt;
[[File:Skalamyr.png|thumb|right|The bridge from first shrine to the keep.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Though they don't interact often, the dwarven and elven lands do have many well-defended trade routes. One such pass, named after the dwarven outpost at one end: Skalamyrr, was used for much more than just trade of goods or passage of tourists.&lt;br /&gt;
During the Great H'cet War, elven troops would take control of the passage and overtake the forces at Skalamyr. Entire divisions of elven archers, warriors, and artillery would travel through until they were eventually stopped at the Battle of Marlark. In the peace negotiations the dwarves and elves would share a weary ownership over the pass. The dwarves would set up several checkpoints throughout their part to alert of any unusual movement from the elven side.&lt;br /&gt;
In recent times, Lady Lorelei and her royal guard including Salogel Sureshot took the pass as a show of good faith in their diplomatic mission through heavily defended territory. Little did the dwarves know that they would have to use those defenses to fight side by side with elven nobles against their brethren that had fallen so long ago.&lt;br /&gt;
}}&lt;br /&gt;
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=== Toyshop Terror ===&lt;br /&gt;
Created by: nightowl950, Bcats2, jloevur, hariesh, Meekaachuuu, and Demi_Fiend_&lt;br /&gt;
[[File:Toyshop terror.png|thumb|right|Tinseltown and its clocktower and first shrine.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|In the far north, past Frost Hold Canyon and Tinkertown, there is a small settlement full of cheery Christmas dwarves. These dwarves spent all if their time celebrating Christmas and making toys and shrines for all the good dwarves in the land.&lt;br /&gt;
One day however, a dwarf went out into the forest to decorate a tree with tinsel and ornaments. This tree however wasn't as idle as the rest of those surrounding it. This tree did not want to be decorated and went on a rampage! He knocked down trees and made his way toward Tinseltown. The dwarves, seeing this threat, sent out messengers on their quickest reindeer to other dwarven keeps to ask for aid in their fight against the tree. Little did those dwarves know, the tree held a secret surprise. The tree was approached by a horde of monsters who had sensed the shrines the Christmas dwarves were making and wanted to wield their power. So the dwarves barricaded their walls and fortified their shrines to prepare for the oncoming horde.&lt;br /&gt;
}}&lt;br /&gt;
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=== Tree of Eenoln ===&lt;br /&gt;
Created by: FizZMc&lt;br /&gt;
[[File:Tree.png|thumb|right|Front wall of the keep of Tree of Eenoln.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Deep inside the Feral Mountains there was an ancient Dwarven civilization, exploiting the caves full of precious stones and living a peaceful life. Branching off the Grand Cavern, a place blessed and cursed by Thor's appearance, there was a long but narrow tunnel, which had walls made of pure gold. The Dwarves mined most of it, but the ones who headed deeper were never seen again, which made the citizens think it was cursed. A long time after, the Dwarves called the tunnel the &amp;quot;Cavern of Despair&amp;quot;. Eenoln, a young brave explorer, had ventured inside of it, and found a sapling fallen to the floor. He ignored it at first, like the others did, but when his courage was replaced with fear, he ran out of the cave, grabbing the sapling on the way back. Every time Eenoln held it, he felt a magical surge inside his veins, so he planted the tree in a hidden glade. Now, that little magical sapling is a giant tree, taller than the mountains around it. It generates a tasty liquid that is able to regenerate and heal all kinds of wounds, but also attracts evil beings never seen by the dwarven civilization before. The tree attracted the monsters, but now it's going to help the dwarves defend, or at least... try.&lt;br /&gt;
}}&lt;br /&gt;
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=== Trojan Keep ===&lt;br /&gt;
Created by: a_tebboth and Team Neutral&lt;br /&gt;
[[File:Trojan keep.png|thumb|right|The town of Troy which houses the final dwarven shrine of Trojan Keep.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|The town of Troy was built with a large keep overlook, its sight would span most of the surrounding landscape and solidified Troy’s safety. It was never thought that the threat of Troy could come from their protector itself; the Keep.&lt;br /&gt;
A gift, sent from a boat with no identifying documentation, promised great weaponry, armor, and food stocks. The residents felt there was no greater place to keep such a stockade then at their impenetrable keep. Overnight however, the gift would spawn a more sinister purpose and root a massive monster portal. The dwarves had no choice, they began to flee to the port at Troy and sail to find the security they had once had, leaving their home behind.&lt;br /&gt;
}}&lt;br /&gt;
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=== Winter Workshop ===&lt;br /&gt;
Created by: Gina and LOM Community&lt;br /&gt;
[[File:Nismas hq.png|thumb|right|First shrine and factory entrance of Winter Workshop.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|A factory run by small, gnome-like “elves” to make presents. From things like stuffed bears and toy wagons to powerful weapons and armor, they’d give all the good inhabitants of the realm wonderful gifts!&lt;br /&gt;
This was not a time of joy for all though, the monsters had no hope to be given gifts, and so they set about conquering the factory so they too could have new toys. The dwarves weren’t about to let this happen, and set up defenses to keep the factory and their presents safe.&lt;br /&gt;
}}&lt;br /&gt;
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		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=File:Toyshop_terror.png&amp;diff=1067</id>
		<title>File:Toyshop terror.png</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=File:Toyshop_terror.png&amp;diff=1067"/>
		<updated>2020-12-12T03:21:07Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
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&lt;div&gt;Screenshot of Toyshop Terror&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1066</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1066"/>
		<updated>2020-12-12T03:04:43Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Winter Maps */&lt;/p&gt;
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&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
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=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
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=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
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If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
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=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
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=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
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== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
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=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
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=== Ghosts ===&lt;br /&gt;
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As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
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=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
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=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
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=== Quest: Specter Deflector === &lt;br /&gt;
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For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
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== Winter Event ==&lt;br /&gt;
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Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
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=== Dwarven Equipment Changes ===&lt;br /&gt;
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* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
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=== Resource Pack Changes ===&lt;br /&gt;
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A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
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=== Presents ===&lt;br /&gt;
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During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
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=== Winter Maps ===&lt;br /&gt;
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* Hidden Valley (Winter)&lt;br /&gt;
* Throntodur (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Snow Plains&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
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=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Maps/Primary&amp;diff=1065</id>
		<title>Maps/Primary</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Maps/Primary&amp;diff=1065"/>
		<updated>2020-12-11T23:31:07Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Geyser Rock */  remove the 1 epic epic hell yeah&lt;/p&gt;
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There are several maps that can be played on for DvZ. Every map is very different but all strive for the same kind of “not too big” style that was common before the most recent &amp;quot;loadouts&amp;quot; version of DvZ. Every map has all the resources necessary to operate in some form or another and have at least one shrine, but most maps have at least two. Each of these sections will just be a little story write-up.&lt;br /&gt;
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Maps are divided into two categories: Primary and [[Maps/Other|Other]]. Primary maps are those which are played more often, whether it be automatically queued or regularly played. Other maps are those which are irregular in their game style, are played much less often, and are typically relegated to the weekend event map vote.&lt;br /&gt;
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{{:Maps/Gallery}}&lt;br /&gt;
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== Primary Maps ==&lt;br /&gt;
&lt;br /&gt;
Primary maps are those which are played often and generally follow the typical conventions a Dwarves vs Zombies map should follow. These are maps that are relatively balanced for normal play and will be often automatically queued up for games.&lt;br /&gt;
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=== Ancient Grove ===&lt;br /&gt;
Created by: Shovel, Neropolitan, and Lubbock&lt;br /&gt;
[[File:Ancient grove.png|thumb|right|The entrance to the keep of Ancient Grove.]]&lt;br /&gt;
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{{Maplore|After yet another defeat in lands unknown to their current generation, a group of dwarves found themselves delving deep into the forests of the South, hoping to escape the clutches of the monsters that plagued them for a millennia. As such, they stumbled on a lost civilization surrounded by mountains and overgrowth. They made quick work of the woodland around, building paths and digging for resources to climb up the ladder.&lt;br /&gt;
One day, the group of dwarves made a tremendous discovery: a huge temple with its entrance built into an overhang in the mountains. They turned the rundown temple into a forum of sorts; placing a dais shrine in the center to act as a tribute to those of the old.&lt;br /&gt;
Things, however, began to change drastically for the group. After a lonely dwarf burrowed his way into a massive cave, full of ore deposits and minerals as far as the eye could see. The dwarves built one last shrine in the center of the cave in order to give thanks to the land. Little did they know, the terrain far off would begin to change monumentally as a punishment for its rediscovery. Slowly but surely, the area and its life began to die off and corrupt. Eventually, a demonic portal would form out of the land, plaguing some of its residents and bringing back the same threat the dwarves worried about for years. The monster plague had arisen on their new lands. Every remaining dwarf that had not succumbed to the wretched curse picked up their swords, bows, and shovels, and prepared to face the enemy head-on.&lt;br /&gt;
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=== The Archives ===&lt;br /&gt;
Created by: Fortfoxtrot&lt;br /&gt;
[[File:Archives.png|thumb|right|The front wall and first shrine of The Archives.]]&lt;br /&gt;
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{{Maplore|Faced with the destruction of their race, the dwarves retreated to Archives, the place of great dwarven knowledge. There they combed through their records in search of a weapon to turn the tide of the devastating battle. Within their books they learned of weapons long gone with unimaginable power; enchanted bricks capable of creating Slabs infinitely, powerful bows possessed by angry spirits or attuned to mother nature herself, and even fallen stars that could pull dwarves to its holder. With their wielders long gone however, and without the means to recreate them, it seemed the Archives didn't hold as much knowledge as they had hoped.&lt;br /&gt;
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=== Daragor ===&lt;br /&gt;
Created by: Butterknife and Ladomiand, Restored by the Gazebo Build Team&lt;br /&gt;
[[File:Daragor.png|thumb|right|The entire keep and front wall of Daragor.]]&lt;br /&gt;
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{{Maplore|A massive stone mountain, the dwarves thought it would be difficult terrain to make a last stand against the monsters, but as it turned out, they were incredibly resourceful. Making a multi-layered symmetrical masterpiece, the dwarves were ready for almost anything. However, they were not prepared for what they would soon learn; that the mountain was home to not just the dwarves, but son to the mother of flame, Daragor himself!&lt;br /&gt;
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=== Deadwood Spires ===&lt;br /&gt;
Created by: Cocoa15&lt;br /&gt;
[[File:Deadwood spires.png|thumb|right|The first shrine and front of the keep of Deadwood Spires.]]&lt;br /&gt;
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{{Maplore|Airships are primarily of gnomish design, but on the edge of gnome lands there are few dwarven settlements, forcing those that do exist to trade with the gnomes frequently and necessitating some understanding of airship design. Having constructed an airship port across a narrow pass through the Kaolmar Mountains, the dwarves would not only survive, but thrive through trade. Since gusts of air carry the ships with great speed, the pass was especially popular with shipping companies and traders and thus so was the port. Within this port also stood a crown jewel, paid for with all the riches merchants had brought: The Scarlet Armoury; which armed guards to enforce fair trade for all those passing through.&lt;br /&gt;
Even with the Armoury though, the dwarves could not be prepared for the plague brought upon their domain. The great trees on the outskirts of the land would wither and die, turning to Deadwood, oozing a foul stench of death over the area and sending merchants fleeing. The narrow pass, once a valley of riches, would sprout spikes made of rapidly growing Deadwood roots, popping the few airships that dare to fly through. With the port decaying, the remaining dwarves began to load up the supplies and weaponry they could into the few airships left and prepared to evacuate until they were interrupted by the dragon Rednamrahc. Spitting the undead over the landscape, the dwarves must poise to guard their port from the beast and its hordes as the last bits of supplies are packed and they can escape.&lt;br /&gt;
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=== The Dirge ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Dirge.png|thumb|right|The entire keep of The Dirge.]]&lt;br /&gt;
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{{Maplore|In the glacial valleys of the North, a keep degrades. Echoes travel through the canyons of a lament, a dirge for those dwarves that had last stood defending that frozen land. It is a song that the dwarves did not believe they’d have to sing again so soon.&lt;br /&gt;
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=== Dogekac ===&lt;br /&gt;
Created by: Darkflux and Build Team&lt;br /&gt;
[[File:Dogekac.png|thumb|right|The bridge over the lava ravine of Dogekac.]]&lt;br /&gt;
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{{Maplore|Founded after the Cake Knights, protector of the cake shrines, this dwarven keep was erected in homage to the great Dogekac, the Cake God. Outfitted with the newest in oven technology and with a large shrine to the Cake God himself, the dwarves and cake knights at this keep face their incoming doom!&lt;br /&gt;
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=== Eryn Envala ===&lt;br /&gt;
Created by: TheDoctor1138 and Scrael&lt;br /&gt;
[[File:Eryn envala.png|thumb|right|The entrance to the keep at Eryn Envala.]]&lt;br /&gt;
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{{Maplore|A long time ago, chaos reigned over Elya. Dwarves, along with many creatures of the forest were terrorized by an evil force and were forced to seek refuge. Months passed, all hope was lost; until one day, a brave young Salogel took Nohdalag, a powerful bow crafted by the royal guard to defeat the source of the evil.&lt;br /&gt;
In the following centuries, the story of Salogel became legend and young elves and dwarves alike celebrated the hero. However, unbeknownst to them, the Evil was returning. Larger dwarven holdfasts had already fallen, while some had already fallen back to the mysterious forest of Envala.&lt;br /&gt;
A small, sacred forest, it was home to the elven keep that held Nohdalag until the one worthy to wield it came forth. Throughout centuries several had tried wielding its power, only for them to fall in battle, unable to bear its full strength. It is here that the elves and dwarves prepared to fight their final battle; one which they could not win.&lt;br /&gt;
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=== Forgotten Asylum ===&lt;br /&gt;
Created by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Asylum.png|thumb|right|The bridge and main entrance to Forgotten Asylum.]]&lt;br /&gt;
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{{Maplore|In the volcanic craters of Vaar-Cz'h, there lies an asylum, one long forgotten by General Kurt and his dwarves. It originally housed numerous insane dwarves that thought themselves as elves and ogres and even monsters themselves! Travelling towards distress beacons further east Kurt came upon this sight, of those original inmates going back to their instincts, and defending against the monster horde for the shrine.&lt;br /&gt;
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=== Forgotten Mines ===&lt;br /&gt;
Created by: Konpaatre, Miano_, TheGaront&lt;br /&gt;
[[File:Forgotten mines.png|thumb|right|The entrance to the Forgotten Mines themselves.]]&lt;br /&gt;
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{{Maplore|In service during a bygone age, the Northcott mines were one of the dwarven empire’s premier gold sources. After a tragic cave-in, the entire mine would collapse, causing most of the miners to meet their tragic demise, the main chamber to become inundated with magma, and the entrance sealed.&lt;br /&gt;
It was centuries later the mine was rediscovered, found from structures buried and forgotten that had resurfaced after large mudslides. Supplies were brought to the mine to reopen the entrance and begin a new mining operation. Before said efforts could commence however, the dwarves would feel an evil presence watching them…&lt;br /&gt;
An evil presence had awoken! With it, a monster horde would spew and occupy the mines, destroying the defenders, and leaving the mine to be forgotten for centuries once more.&lt;br /&gt;
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=== Friendship Town IV ===&lt;br /&gt;
Created by: Cayoties&lt;br /&gt;
[[File:Friendship town.png|thumb|right|View over the entirety of Friendship Town IV.]]&lt;br /&gt;
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{{Maplore|An abandoned town. A corrupted tower. And a refugee team of dwarves, that believe they have found the promised Friendship Town. However, this town, Melpomene, is the fourth report in the ever growing list of false Friendship Towns, this just becomes another blip on the radar for General Kurt. A false belief. A fallen shrine. A group of dead dwarves.&lt;br /&gt;
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=== Frost Hold Canyon ===&lt;br /&gt;
Created by: MegaFitzy&lt;br /&gt;
[[File:Frost hold canyon.png|thumb|right|The first shrine and courtyard of Frost Hold Canyon.]]&lt;br /&gt;
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{{Maplore|High in the North a group of dwarves built their home in the ice hills around a large lake, modelling the entrance around the grand keep of Mt Willy. These dwarves worked as loggers, cutting many of the trees around and leaving the diamonds in the hills about the land. They were attacked long after the other keeps due to their solitude, and because of this they were armed to the teeth and as prepared as can be.&lt;br /&gt;
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=== Geyser Rock ===&lt;br /&gt;
Created by: JTHousek&lt;br /&gt;
[[File:Geyser rock.png|thumb|right|View of the Geyser Shrine and the entrance to the keep of Geyser Rock.]]&lt;br /&gt;
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{{Maplore|Hidden in one of the most inhospitable regions of the realm, high in the Turakc Mountains, lies a keep. Named after the geysers that give the dwarves the warmth necessary to survive, Geyser Rock served as a retreat for relaxation and training away from the battlefield. As of late, a much larger dwarven force has retreated here and intends to hide from the monster hordes overtaking the realm, but inadvertently will bring about the keep’s destruction…&lt;br /&gt;
Buried beneath one of the mountains lies a massive and ancient evil: The Colossus. Dormant for centuries, it has been awakened by the influx of dwarves entering the area, and has begun climbing out of the mountain from its peak. Spewing from its mouth comes the endless monster horde, poised to bring about an end to every last dwarf, and have silence fall once more on Geyser Rock.&lt;br /&gt;
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=== Grapevine Vale ===&lt;br /&gt;
Created by: dropbearloc&lt;br /&gt;
[[File:Grape.png|thumb|right|Front wall of Grapevine Vale.]]&lt;br /&gt;
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{{Maplore|Hidden in a shroud of mountain, this dwarven vineyard in Laglurok was inhabited by the richest of Dwarves; and they lived comfortably within their Vale. However, they could not have been more foolish. The monsters drive to feast on shrines is unstoppable, and even Grapevine was found, a monster portal erected, and the shrines were dispatched.&lt;br /&gt;
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=== Great H'cet War ===&lt;br /&gt;
Created by: Rawtech Community, Rebuilt by: the Gazebo Build Team&lt;br /&gt;
[[File:Hcet.png|thumb|right|Entrance to the keep of H'cet War.]]&lt;br /&gt;
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{{Maplore|Marlark, the site of battle between the elves and the dwarves; this sacred battle zone would become an experience of deja vu of defense against an army. However this time, instead of an army of elves, it's a horde of the undead that aim to take the Dwarves down.&lt;br /&gt;
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=== Hidden Valley ===&lt;br /&gt;
Created by: EternalNinja0&lt;br /&gt;
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[[File:Valley.png|thumb|right|The tree and entrance to the keep of Hidden Valley.]]&lt;br /&gt;
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''The second shrine is a split-shrine, meaning that there are two shrines with a common health pool. Monsters can drain shrine health by standing on either shrine.''&lt;br /&gt;
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{{Maplore|A ranch, and a hole dug out of a hill, leading out into a large valley. That's what the dwarves built, and it wasn't much but it did its job; to be home. As all the other keeps, this was attacked as well, and as all the others, the dwarves would fall defending their home.&lt;br /&gt;
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=== Hinterland Frontier ===&lt;br /&gt;
Created by: Imanota, with edits by the Gazebo Build Team&lt;br /&gt;
[[File:Hinterland.png|thumb|right|The staircase leading to the entrance to the keep of Hinterland Frontier.]]&lt;br /&gt;
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{{Maplore|Uncharted frontier lies in the Hinterland, a place few dwarves have ventured and even less have come back from. Stories of great spiritual beasts, horrifying monsters, clandestine tribes, powerful heroes, and other fantastical tales come from these lands. It is here, between civilization and wasteland that the dwarves would seek to hide from the monsters and flourish. As noble as their cause, it was not to be… the monsters would find them even here too. Dwarves fear-stricken by the proposition of a ghostly bear now have packs of bloodthirsty wolves at their doorstep, ready to exploit their fear at a moment’s notice.}}&lt;br /&gt;
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=== Hold of Nolrim ===&lt;br /&gt;
Created by: MasterMegaGamer&lt;br /&gt;
[[File:Nolrim.png|thumb|right|The keep and secondary walls of Nolrim.]]&lt;br /&gt;
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{{Maplore|Nolrim was a rather rich dwarf, a devout follower of the Paladins, and very cold hearted. He sought to impress Ziros and join his high ranks somehow. He planned a great keep, a fortress from any who looked to destroy him to show his worth.&lt;br /&gt;
For this project he would need help, but that help didn't come voluntarily. For years upon years Nolrim and his slaves worked to build this fortress. As his slaves starved, and progress dwindled; Nolrim did not care. It was not until he sat in his chambers alone drinking dwarven ale that he realized he had worked everyone he had known to death without a second thought. With his construction complete and having been plunged into complete loneliness, he began to lose his mind one sleepless night after the other.&lt;br /&gt;
All the humanity he ever had seemed to have been gone as he tore through an armor station with his great hammer and proceeded to deface the keep that had taken so many lives before seeing any battles. All his reason to live seemed to be gone until he heard the rumbles of an army outside his gate. It was General Kurt. He learned that the old man had been cursed by Thor the thunder god, and all of dwarf kind were doomed to become horrible creatures.&lt;br /&gt;
Nolrim did the only thing he could to rectify his inhumanity; he supplied and sheltered the dwarves for their inevitable demise. He knew he would follow them to the grave as well... but what he truly feared was damnation for his horrible acts.&lt;br /&gt;
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=== Mt Willy ===&lt;br /&gt;
Remake by: FallDamage312 and Alderdash&lt;br /&gt;
[[File:Mount Willakers.png|thumb|right|Entrance to the keep of Mt Willy.]]&lt;br /&gt;
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{{Maplore|The original keep of the dwarves and the home to many generations of General Kurt's bloodline; this fortress was built to last. Using the philosophy of divide and conquer, the keep was split into two tunnels, and through teamwork and determination, the dwarves were thought to be able to drive the monsters back from whence they came!&lt;br /&gt;
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=== Plagued Marsh ===&lt;br /&gt;
Created by: MegaFitzy, with edits by the Gazebo Build Team&lt;br /&gt;
[[File:Plagued marsh.png|thumb|right|The front wall, first shrine, and second shrine of Plagued Marsh.]]&lt;br /&gt;
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{{Maplore|The tar pits of the Plagued Marsh are some of the oldest in existence, swallowing up centuries old beasts and monsters. With that time and acquired materials though came something more; something more sinister lurking, sentient and angry beneath the marsh. A swamp beast would form, standing tall with the dwarven keep, it formed demons from the remains it had swallowed up. Dwarves with decaying flesh, all the flesh stripped from their bones, or their entire form shifted spewed from its mouth, and they would advance to the dwarven shrines to claim the living too for the marsh.&lt;br /&gt;
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=== Plains ===&lt;br /&gt;
Created by: Minecraft World Generation&lt;br /&gt;
[[File:Plains.png|thumb|right|The sole dwarven shrine of Plains.]]&lt;br /&gt;
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{{Maplore|Dwarves from Mt Willy had ventured out before the attack in search of the fabled Friendship Town. When the dwarves started their journey, they brought plenty of supplies, enough to sustain a makeshift keep. Little did they know during their journey they'd be stopped in a large field by one singular shrine out in the open. The dwarves knew what to do, they set up their keep, prepared their walls, fletched their arrows, dug their pits, cut the trees and got ready to defend from the horde.&lt;br /&gt;
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=== Queen's Citadel ===&lt;br /&gt;
Created by: MegaFitzy&lt;br /&gt;
[[File:Queens citadel.png|thumb|right|The front of Queen's Citadel.]]&lt;br /&gt;
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{{Maplore|In a place where reality shifts and fades, where light bends around islands in the clouds, Queen Enelyahs built her prison. Those that defy her words, break her laws, and ignore her decrees would be sent there. They did not require guards or walls, as there was no escape; falling off the islands meant death. Supplies would be sent to the prisoners in exchange for something that could only be created at the Citadel: Rainbows. Produced from light passing through the magic color trees, liquid rainbows would flow and be processed into solid ones for export by the prisoners.&lt;br /&gt;
While reality can bend to produce wonder with rainbows, it can also produce horror. An amalgamation of eyeballs, tentacles, and corruption would spew the demon hordes upon the prison. Without any other choice, Queen Enelyahs chose to send armaments to those prisoners that remained in order to protect her factory. If they succeed, they were promised a pardon. One they are unlikely to see...&lt;br /&gt;
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=== Redstone Gorge ===&lt;br /&gt;
Created by: IllusionarySpy&lt;br /&gt;
[[File:Redstone gorge.png|thumb|right|The front wall and first shrine of Redstone Gorge.]]&lt;br /&gt;
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{{Maplore|An abandoned outpost in the Sethobli region, this keep originally held operations for a mine of a grand mechanical resource: redstone. Built in a strategically significant, heavily defensible gorge, it was outfitted to withstand attacks from rival empires. While it has seen better days, the dwarves saw no better place to set a foothold against the impending undead horde.&lt;br /&gt;
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=== Raenil Sanctuary ===&lt;br /&gt;
Created by: Jadja&lt;br /&gt;
[[File:Raenil.png|thumb|right|Entrance to the keep of Raenil and the bridge over the ravine.]]&lt;br /&gt;
&lt;br /&gt;
''[[Dwarven_Equipment#Healing_Ale|Healing Ale]] is replaced with Jimmy Tears on this map, which are functionally the same.''&lt;br /&gt;
&lt;br /&gt;
''There is an alternate version of this map called Raenil Retreat which is the same except for changing the number of shrines to seven.''&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Dwarves of Raenil were of a higher enlightenment, praying to their gods for forgiveness and knowledge. As General Kurt knew though, the gods had no remorse for the dwarves, and so using their altitude high above the RugnGorog Sea these dwarves set up a sanctuary to defend against the coming hordes, hoping they wouldn't fall to their doom…&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sophanem ===&lt;br /&gt;
Created by: Emmacakes69&lt;br /&gt;
[[File:Sophanem.png|thumb|right|Overview of the first two shrines of Sophanem.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Hearing distress calls from the Sophanem Desert, the dwarves venture out in search of their suffering comrades. This team of dwarves came up upon a huge sand hill baked in the hot sun; this was the location of the calls. Digging into the sand, they found the remnants of a large tree and fountain, now replaced by a lava filled pool and a blood soaked oasis. Excavating further, the dwarves found a sphinx, and in it, a long forgotten pyramid. The dwarves dug out the area, set up shrines and walls, and researched the fallen dwarves of the area. Soon enough, they found out why the past civilization was in such distress; Anubis rose from the sands, the monsters leaped from his head, and the dwarves set out to not repeat history a second time.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Throntodur ===&lt;br /&gt;
Created by: MasterMegaGamer&lt;br /&gt;
[[File:Throntodur.png|thumb|right|The courtyard of Throntodur.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Throntodur was carved deep into the mountains of the west, where the mountains are rich with gold, gems, and precious minerals. Quickly inhabited by thousands, the caverns grew ever deeper. It rewarded those who went looking for fortune, and their expeditions continued.&lt;br /&gt;
With so much gold, the dwarves decided they would build a magnificent ornate keep to show off their wealth. Infatuated by their success, rich dwarves spent their fortunes carving solid rock into massive pillars 30 times their height. The dwarves were so obsessed by their gold that they left great veins of it in their walls just for show.&lt;br /&gt;
This obsession blinded the dwarves, their hearts filled with greed and envy. They lost their foresight and cut all contact from the outside world in fear that others would come seeking a similar fortune. This proved to be a huge mistake, as they ignored the signs of Thor the thunder god's curse on General Kurt and continued their gluttony ignorant, naive, and obtuse to their fate.&lt;br /&gt;
The dwarves began brooding and planned to kill each other for their fortune. However, the chance for such treachery would never be given. They had a different fate, the fate shared by all of their kin. Slaughter and eternal perdition, reliving their sad, sumptuous greed tormented by demons that they themselves would soon become.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== West Delphia ===&lt;br /&gt;
Created by: Cocoa15&lt;br /&gt;
[[File:West delphia.png|thumb|right|The Dais Shrine on West Delphia.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Guarded by a narrow pass lies a dwarven outpost in the Ronhorn region, West Delphia. It is rumored that the Prince Smith lives in this &amp;quot;Delphia&amp;quot;, with his granite ore mines protected by the outpost in the West. As the monsters take over the region, Prince Smith sends more dwarves to defend his granite. Soon the monsters will conquer The West and come for Prince Smith himself, but using the granite ore for new and powerful weapons, the dwarves will make a formidable fight.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Windy Run River ===&lt;br /&gt;
Created by: Fornan_II&lt;br /&gt;
[[File:Windy run river.png|thumb|right|The forward shrine of Windy Run River.]]&lt;br /&gt;
&lt;br /&gt;
{{Maplore|Originally constructed as an astronomical device of Gnomish design, the lens hidden within the canyon walls of the Windy Run River was combined with the power of a dwarven shrine. Through this glorious combination the area would become a fertile canyon for not only crops, but for ores as well, generated from the power of the dwarven shrine amplified by the lens.&lt;br /&gt;
The dwarves would create a town within the walls of the canyon with bridges to cross to the most important areas therein. They would awaken to the sounds of the large clock at the center and go to farm and mine right on the edge of the arid wastes, prosperous and rewarded for their faith in the shrine.&lt;br /&gt;
This display of great power would not go unnoticed however. Great beasts and the spirits of the fallen traverse the sands. With the rising activity and commotion within the canyon, monsters and marauders alike would descend to take the riches for their own. The dwarves must defend their home from the coming hordes and giant sand worms, or find that the additional power they gained is the agent of their undoing.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1064</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1064"/>
		<updated>2020-12-11T23:23:31Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Winter Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Hidden Valley (Winter)&lt;br /&gt;
* Throntodur (Winter)&lt;br /&gt;
* Daragor (Winter)&lt;br /&gt;
* Friendship Town IV (Winter)&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Toyshop Terror&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1063</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1063"/>
		<updated>2020-12-11T22:46:43Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Winter Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowy Valley&lt;br /&gt;
* Snowy Throntodor&lt;br /&gt;
* Winter Workshop&lt;br /&gt;
* Snowgekac&lt;br /&gt;
* Festive Town IV&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Zombie&amp;diff=1060</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Zombie&amp;diff=1060"/>
		<updated>2020-12-06T01:46:48Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Monster Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zombie.png|250px|frameless|right]]&lt;br /&gt;
'''Zombies''' are [[monsters]] which serve as the workhorse of the game as a whole. The most numerous of all monsters, Zombies generally make the most headway to progressing the game and will be the most encountered monster by dwarves.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Makeshift blade.png|32px|frameless|left]]&lt;br /&gt;
Zombies are initially given one item; the Makeshift Blade:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, the Zombie will deal damage.&lt;br /&gt;
* Once the Leap upgrade is unlocked, a right click will initiate the leap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Makeshift pick.png|32px|frameless|left]]&lt;br /&gt;
Through upgrades, two other items can be obtained, the first being the Makeshift Pick:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With left click, the Zombie will break blocks. This has a chance to instantly break Cobblestone and Gray Stone Bricks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Rebirth orb.png|32px|frameless|left]]&lt;br /&gt;
The other item is the Rebirth Orb:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left or right click, the Zombie will return to where it had just died, consuming the Orb.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
&lt;br /&gt;
* Zombies make the most progress to the game as a whole. Capable of doing strong melee damage, having a larger health pool to take hits and capture shrines, and having some level of mobility, Zombies are the most prevalent and most frequently encountered monster.&lt;br /&gt;
* Though no ranged potential, with Rapid Regeneration, Leap, and Pursuit, Player Zombies can avoid being hit by arrows and rampaging dwarves fairly well.&lt;br /&gt;
* With Vampirism and a fairly high health pool, Player Zombies are generally not used to start rampages, instead dwarves rely on killing AI Zombies to start them instead.&lt;br /&gt;
* Dwarves which are isolated are extremely vulnerable targets for Zombies, especially those which have unlocked Furious. Easily knocked around, put into darkness, and kept from rampaging, Zombies can wear down these dwarves especially quickly. Melee attacks which are augmented by Furious will have additional red particles and a sound cue.&lt;br /&gt;
* AI Zombies serve to populate hordes of monsters, chasing dwarves with murderous intent but lack most of the evasion potential that Player Zombies have. They can also be used as meat shields for other, more effective monsters.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Player Zombies are best avoided until they can be dealt with using a rampage or with 3 consecutive quick bow shots. They can tank most damage and are fairly nimble with their Leap, so starting a rampage of them is difficult.&lt;br /&gt;
* Zombies will attempt to corner and manipulate a dwarf's position to be favorable to them and easily deal mass damage. Denying this with the use of the [[Dwarven Equipment#Dwarven Oak Shield|Dwarven Oak Shield]] or crafty movement can give a dwarf the upper hand in combat.&lt;br /&gt;
* Dwarves should absolutely avoid being isolated by a Zombie, since they can make it especially hard to get a rampage, and when they have upgraded to Furious can deal tons of damage with each hit.&lt;br /&gt;
* AI Zombies can deal a large amount of damage and are not to be underestimated, but are somewhat dumb and generally only run to the nearest dwarf. These can easily start rampages in 4 to 5 hits, so focusing one and then clearing the rest with a rampage is usually the best course of action.&lt;br /&gt;
* AI Zombies can also be a good indicator of nearby Player monsters, since they spawn around them when a dwarf is nearby.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Raw Damage || Increases a Zombie's damage with their Makeshift Blade. || Upgrade Level x 10 mana, capping at 50&lt;br /&gt;
|-&lt;br /&gt;
| Tough Flesh || Increases a Zombie's base health. || Upgrade Level x 10 mana, capping at 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Pursuit || Gives a Zombie Speed when hitting a dwarf. Subsequent levels increase the level of Speed. || Upgrade Level x 50 mana&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism || Gives a Zombie health when hitting a dwarf. Subsequent levels increases the amount of health gained. || Upgrade Level x 50 mana&lt;br /&gt;
|-&lt;br /&gt;
| Leap || Gives a Zombie the ability to leap by right clicking their Makeshift Blade. Subsequent levels decrease the cooldown on leap. || Upgrade Level x 20 mana&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift Pick || Gives a Zombie a wooden pick to break blocks with. Subsequent levels increase the durability of the pick and the chance to instantly break blocks. || Upgrade Level x 10 mana&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Regeneration || Gives a Zombie Regeneration III when hit by an arrow. Subsequent levels increase the duration of the Regeneration III. || Upgrade Level x 20 mana&lt;br /&gt;
|-&lt;br /&gt;
| Rebirth || Gives a Zombie the ability to instantly teleport to where they last died via a Rebirth Orb. Subsequent levels increase the chance the Rebirth Orb will appear in the Zombie's inventory. || Upgrade Level x 20 mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Furious || Hitting a dwarf between 15 and 30 blocks of another dwarf gives that dwarf Slowness I. Hitting a dwarf 30 or more blocks or out of line of sight of another dwarf or while in darkness gives them Slowness II. Both levels give the Zombie extra damage on that dwarf. A dwarf within 15 blocks of another dwarf or within the shrine region is not affected. || 500 mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AI Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fast and a heavy hitter, the AI Zombie should not be underestimated. However, they are dumb and will generally run to the nearest dwarf. They spawn around all monsters that are nearby dwarves except for [[Skeleton|Infiltrator Skeletons]] that have completed the Infiltrator vine upgrade.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Titles&amp;diff=1059</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Titles&amp;diff=1059"/>
		<updated>2020-12-05T20:44:07Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Cultist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Titles''' are earned through various means, and are added to a player’s name as a prefix (Title_Jimmy). All of these titles give a player a special item which has no considerable difference from the conventional weapons given to other Dwarves other than possibly appearance. &lt;br /&gt;
&lt;br /&gt;
Except for Mason, titles are earned on a season by season basis and are reset at the start of every new season. Each one has a corresponding title for the person with the most kills of each category.&lt;br /&gt;
&lt;br /&gt;
== Paladin ==&lt;br /&gt;
&lt;br /&gt;
[[File:Holy blade.png|32px|frameless|left]]&lt;br /&gt;
''Forged in light, this blade will shine green on the destruction of your enemies, paving the way to glory.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters with a sword in a single season. Paladins spawn with the Holy Blade, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most sword kills in a season possesses the title of GrandPaladin.&lt;br /&gt;
&lt;br /&gt;
== Ranger ==&lt;br /&gt;
&lt;br /&gt;
[[File:bow.png|32px|frameless|left]]&lt;br /&gt;
''My lad, the boys who can't aim get the short bow. You, however, get the good stuff.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters with a bow in a single season. Rangers spawn with the Dwarven Longbow, a weapon identical to the Dwarven Shortbow except in name.&lt;br /&gt;
&lt;br /&gt;
The player with the most bow kills in a season possesses the title of Sureshot.&lt;br /&gt;
&lt;br /&gt;
== Gravedigger ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tomb maker.png|32px|frameless|left]]&lt;br /&gt;
''I dig the graves for old and young men. We bring only doom and decay, my friend. A shovel is no sword, but in battle it thrives. Once you have killed, more death shall arrive.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters with a shovel in a single season. Gravediggers spawn with the Tomb Maker, a weapon identical to the Dwarven Shovel except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most shovel kills in a season possesses the title of Lord.&lt;br /&gt;
&lt;br /&gt;
== Guardsman ==&lt;br /&gt;
&lt;br /&gt;
[[File:Radiant blade.png|32px|frameless|left]]&lt;br /&gt;
''A blade forged in light which shines brightest in the presence of Thor. It will bring swift end to any who dare to defile our shrines.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters protecting the shrine (close to the shrine) in a single season. Guardsmen spawn with the Radiant Blade, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most shrine kills in a season possesses the title of Sentinel.&lt;br /&gt;
&lt;br /&gt;
== Cultist ==&lt;br /&gt;
&lt;br /&gt;
[[File:Cultist dagger.png|32px|frameless|left]]&lt;br /&gt;
''Light ends on this night. The undead rise with their might. An end filled with fright.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for earning 30 monster medals in a single season. Cultists spawn with the Bloodied Dagger, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most monster medals in a season possesses the title of Necromancer.&lt;br /&gt;
&lt;br /&gt;
Monster medals are gained by being one of the top players for the following statistics per game as a monster:&lt;br /&gt;
* Damage done to dwarves.&lt;br /&gt;
* Shrine health drained.&lt;br /&gt;
* Torches broken.&lt;br /&gt;
* Armor pieces broken.&lt;br /&gt;
* Gold stolen from the shrine or off the ground.&lt;br /&gt;
&lt;br /&gt;
== Mason ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mason brick.png|32px|frameless|left]]&lt;br /&gt;
''I tried to come up with a pun, but all the jokes were just about getting laid.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for building or helping build an approved map for play. The map must be fully approved, not just submitted, in order to receive this title. Masons spawn with the Mason Brick, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Titles&amp;diff=1058</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Titles&amp;diff=1058"/>
		<updated>2020-12-05T20:43:50Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Cultist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Titles''' are earned through various means, and are added to a player’s name as a prefix (Title_Jimmy). All of these titles give a player a special item which has no considerable difference from the conventional weapons given to other Dwarves other than possibly appearance. &lt;br /&gt;
&lt;br /&gt;
Except for Mason, titles are earned on a season by season basis and are reset at the start of every new season. Each one has a corresponding title for the person with the most kills of each category.&lt;br /&gt;
&lt;br /&gt;
== Paladin ==&lt;br /&gt;
&lt;br /&gt;
[[File:Holy blade.png|32px|frameless|left]]&lt;br /&gt;
''Forged in light, this blade will shine green on the destruction of your enemies, paving the way to glory.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters with a sword in a single season. Paladins spawn with the Holy Blade, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most sword kills in a season possesses the title of GrandPaladin.&lt;br /&gt;
&lt;br /&gt;
== Ranger ==&lt;br /&gt;
&lt;br /&gt;
[[File:bow.png|32px|frameless|left]]&lt;br /&gt;
''My lad, the boys who can't aim get the short bow. You, however, get the good stuff.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters with a bow in a single season. Rangers spawn with the Dwarven Longbow, a weapon identical to the Dwarven Shortbow except in name.&lt;br /&gt;
&lt;br /&gt;
The player with the most bow kills in a season possesses the title of Sureshot.&lt;br /&gt;
&lt;br /&gt;
== Gravedigger ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tomb maker.png|32px|frameless|left]]&lt;br /&gt;
''I dig the graves for old and young men. We bring only doom and decay, my friend. A shovel is no sword, but in battle it thrives. Once you have killed, more death shall arrive.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters with a shovel in a single season. Gravediggers spawn with the Tomb Maker, a weapon identical to the Dwarven Shovel except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most shovel kills in a season possesses the title of Lord.&lt;br /&gt;
&lt;br /&gt;
== Guardsman ==&lt;br /&gt;
&lt;br /&gt;
[[File:Radiant blade.png|32px|frameless|left]]&lt;br /&gt;
''A blade forged in light which shines brightest in the presence of Thor. It will bring swift end to any who dare to defile our shrines.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for killing 3,000 monsters protecting the shrine (close to the shrine) in a single season. Guardsmen spawn with the Radiant Blade, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most shrine kills in a season possesses the title of Sentinel.&lt;br /&gt;
&lt;br /&gt;
== Cultist ==&lt;br /&gt;
&lt;br /&gt;
[[File:Cultist dagger.png|32px|frameless|left]]&lt;br /&gt;
''Light ends on this night. The undead rise with their might. An end filled with fright.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for earnin 30 monster medals in a single season. Cultists spawn with the Bloodied Dagger, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;br /&gt;
&lt;br /&gt;
The player with the most monster medals in a season possesses the title of Necromancer.&lt;br /&gt;
&lt;br /&gt;
Monster medals are gained by being one of the top players for the following statistics per game as a monster:&lt;br /&gt;
* Damage done to dwarves.&lt;br /&gt;
* Shrine health drained.&lt;br /&gt;
* Torches broken.&lt;br /&gt;
* Armor pieces broken.&lt;br /&gt;
* Gold stolen from the shrine or off the ground.&lt;br /&gt;
&lt;br /&gt;
== Mason ==&lt;br /&gt;
&lt;br /&gt;
[[File:Mason brick.png|32px|frameless|left]]&lt;br /&gt;
''I tried to come up with a pun, but all the jokes were just about getting laid.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A reward for building or helping build an approved map for play. The map must be fully approved, not just submitted, in order to receive this title. Masons spawn with the Mason Brick, a weapon identical to the Dwarven Runeblade except in appearance and name.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1056</id>
		<title>Death's Servant</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Death%27s_Servant&amp;diff=1056"/>
		<updated>2020-12-04T18:35:47Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Monster Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Enderman.png|250px|frameless|right]]&lt;br /&gt;
'''Death's Servant''' is a [[Monsters#Special_Monsters|special monster]] which is slightly different from others of its class. Instead of spawning randomly in waves, a monster gains access to the Death’s Servant by unlocking the final upgrade on all generic monsters ([[Zombie]], [[Skeleton]], [[Creeper]]), and then spending 1000 additional mana to use it once.&lt;br /&gt;
&lt;br /&gt;
If a game has been going too long, a Death's Servant is soon to arrive. Capable of moving the monster spawn, sapping dwarves of mana, and teleporting great distances, Death's Servant is the ultimate monster to fight in battle.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths touch.png|32px|frameless|left]]&lt;br /&gt;
Death's Servant is given two items, the first being Death's Touch:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant deals damage as well as steals mana from dwarves at an even higher rate than [[Venomburner|Venomburners]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Deaths essence.png|32px|frameless|left]]&lt;br /&gt;
The other item Death's Servant is given is Death's Essence:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Death's Servant will place down a Doom Portal. This will temporarily give all monsters that spawn a Doom Portal Orb that will teleport them to this Doom Portal, effectively moving their mob spawn. This Doom Portal will stay open as long as the Death's Servant is alive and has over 0 mana. Mana is gained as a Death's Servant by being close to dwarves and by attacking them with Death's Touch. Opening the doom portal will also fully repair the Death's Servant's chestplate.&lt;br /&gt;
* With a right click, Death's Servant teleports to wherever they are looking.&lt;br /&gt;
&lt;br /&gt;
Death's Servant also cannot be killed with a rampage and have Knockback Resistance as long as their chestplate is not broken.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
[[File:Outside doom portal.png|thumb|right|A Doom Portal summoned outside.]]&lt;br /&gt;
&lt;br /&gt;
* Death's Servant's first task is to set up the Doom Portal. There are limitations to how close it can be to a shrine, but getting it in a position that is favorable to mobs and as close to the shrine as possible is advised. It is also worth knowing that wherever the Death's Servant is looking when the portal is opened is where all monsters will look when passing through it.&lt;br /&gt;
* Once the Doom Portal is set up, Death's Servant is given 1000 mana that begins to tick down after a short grace period. They should attempt to keep this above 0 as long as possible and weaken the dwarves while doing so. Diving in to drain dwarves mana and fill their own mana back to 1000, then teleporting back out of the fray is the best way to optimize a Doom Portal's duration.&lt;br /&gt;
* Even if a Doom Portal closes, Death's Servant is still extremely potent at killing dwarves. Dwarves which have low mana and are bleeding are the most obvious targets since their remaining mana can be sapped away, preventing them from healing. Melee attacks which drain mana will have additional purple particles and a sound cue.&lt;br /&gt;
* In melee, kiting dwarves with their thin hitbox that fades in and out of reality as well as their ability to teleport best mitigates how much armor damage a Death's Servant will take at any one time.&lt;br /&gt;
[[File:Indoor doom portal.png|thumb|right|A Doom Portal summoned indoors.]]&lt;br /&gt;
&lt;br /&gt;
==== Doom Portal Mechanics ====&lt;br /&gt;
&lt;br /&gt;
* Outside, or places with extremely high roofs, the Doom Portal will spawn high in the air and monsters will drop out of it through a hole in the center. Inside, an area of the environment will be corrupted, leaving the spawn point at the center. &lt;br /&gt;
* All monsters can use all their abilities once going through the Doom Portal except for [[Creeper|Creepers]] and [[Super Creeper|Super Creepers]], which cannot explode for a short duration.&lt;br /&gt;
* The Doom Portal has the same anti-dwarf mechanics as the regular monster spawn, meaning all dwarves that enter its radius will experience negative effects.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Death's Servant is the highest value target for dwarves. Killing it or denying its ability to keep the Doom Portal open is imperative as the longer the Doom Portal is open, the more unrelenting the monster hordes will be. Like an [[Iron Golem]], the easiest way to kill it is by breaking its chestplate, especially when using the Strength buff gained through rampaging.&lt;br /&gt;
* Keeping the Death's Servant at bay can also be effective, because as long as it cannot get close to the dwarves it cannot regain mana to keep the Doom Portal open.&lt;br /&gt;
* It is best to avoid being cornered by the Death's Servant, as they can quickly drain mana to a point that a dwarf can no longer heal and resilient enough to have the time to do so. Kiting the Death's Servant the same way the Servant will kite dwarves is advisable.&lt;br /&gt;
* In tandem, dwarves should look to stay away from the Doom Portal once it is opened, as it gives negative status effects the same way a typical monster spawn does, monsters that come out will still have rampage immunity from spawning in most cases, and the repeated spawning can catch some unsuspecting dwarves off guard when more powerful monsters come through.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Venomburner&amp;diff=1055</id>
		<title>Venomburner</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Venomburner&amp;diff=1055"/>
		<updated>2020-12-04T18:34:39Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Monster Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Venomburner.png|250px|frameless|right]]&lt;br /&gt;
: ''A cluster of venomburners approaches.''&lt;br /&gt;
&lt;br /&gt;
'''Venomburners''' are [[Monsters#Special_Monsters|special monsters]] which are tanky and highly capable at harassing dwarves, able to take many hits and drain dwarves' mana rapidly.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Spider fangs.png|32px|frameless|left]]&lt;br /&gt;
Venomburners are given Spider Fangs:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, Venomburners ignite dwarves and have lifesteal. In darkness, Venomburners will also drain dwarves' mana drastically.&lt;br /&gt;
* With a right click, Venomburners spit a trail of falling fire which ignites dwarves that come in contact with it. If the Venomburner is also within melee range it will get the same lifesteal and manasteal as it would get from left clicking.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
&lt;br /&gt;
* Venomburners are especially tanky with their high health pool and lifesteal, meaning they can take hits and unless the dwarf is rampaging will probably escape with most of their health intact. &lt;br /&gt;
* Sitting above dwarves on shrine boxes, walls, trees, and even just jumping above them and spitting fire can be especially harassing and disruptive to dwarves, especially if within melee range due to the manasteal.&lt;br /&gt;
* Venomburners, even with their larger hitbox, are deceptively hard to hit with a bow due to the way the true target is the player hitbox for arrows. With this added layer of difficulty and jump boost, it is difficult to take out a Venomburner from range.&lt;br /&gt;
* If a Venomburner can single out a dwarf in the dark it is an opportunity to drain all of the dwarf's mana and leave them helpless to higher damaging monsters such as [[Zombie|zombies]] and [[Wolf|wolves]]. Melee attacks and flame spit which drain mana will have additional purple particles and a sound cue.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Venomburners, while not directly damaging, are incredibly powerful in sapping the dwarves of resources and inhibiting their ability to perform long rampage chains. Due to their jump boost they will often be found in hard to reach places and will either need to be taken out creatively or through shooting an arrow at them while rampaging.&lt;br /&gt;
* Though resiliant, aiming slightly above the Venomburner with bow shots is the most consistent way of hitting them, making it possible, though tough, to take them out from range.&lt;br /&gt;
* Much like when dealing with [[Wolf|wolves]], staying within lit areas when fighting Venomburners is ideal since they cannot steal mana in the light.&lt;br /&gt;
* Starting a rampage with a Venomburner is difficult due to their lifesteal capability and tankiness. It is much easier to start a rampage with an [[Zombie|AI zombie]] and roll it to kill the Venomburner instead.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Digging_Zombie&amp;diff=1054</id>
		<title>Digging Zombie</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Digging_Zombie&amp;diff=1054"/>
		<updated>2020-12-04T18:33:33Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Monster Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Digging zombie.png|250px|frameless|right]]&lt;br /&gt;
'''Digging Zombies''' are [[Monsters#Special_Monsters|special monsters]] which are smaller, faster zombies capable of boring holes in walls and making quick, powerful strikes on dwarves with a rapidly degrading pickaxe.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Makeshift blade.png|32px|frameless|left]]&lt;br /&gt;
Digging Zombies are given two items, the first being the Makeshift Blade:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, the Digging Zombie will deal damage equal to that of an unupgraded zombie, but also gains Fury of the Night, meaning that damage is enhanced by a Strength buff gained in darkness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Broken pickaxe.png|32px|frameless|left]]&lt;br /&gt;
The other item Digging Zombies are given is the Broken Pickaxe:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, a Digging Zombie can break blocks and bore holes through walls more precisely than [[Blaze Cannon|Blaze Cannons]] and [[Spiderling|Spiderlings]], as well as deal more damage than with their Makeshift Blade, but at the cost of durability, meaning the pick will break. This pick can also be augmented by Fury of the Night.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
&lt;br /&gt;
* Digging Zombies get most of their value from their enhanced speed and smaller size, meaning they can sneak past or run by dwarves and bore holes in walls as entrances for other monsters.&lt;br /&gt;
* With Fury of the Night in darkness, Digging Zombies are also extremely strong in melee combat until their pickaxe breaks. Melee attacks which are augmented by Fury of the Night will have additional red particles. They can use their speed to kite dwarves more effectively.&lt;br /&gt;
* Though no ranged potential, they are excellent at completely avoiding ranged combat altogether by closing gaps quickly or moving out of harm's way entirely within seconds.&lt;br /&gt;
* Without any sort of lifesteal or regeneration, Digging Zombies must stay diligent in avoiding damage altogether, as it takes extremely long to heal it back.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Digging Zombies are a lingering threat, hard to see due to their speed and size but boring holes throughout walls and structures, leaving entrances everywhere that will need to be patched up. Continuing wall maintenance is key.&lt;br /&gt;
* While hard to hit, Digging Zombies have no health recovery. As such, landing hits on them leave them weak for the next time they attack, even if they aren't killed in the initial melee. Every hit on a Digging Zombie is valuable.&lt;br /&gt;
* Avoid fighting Digging Zombies in darkness so they cannot take advantage of their Fury of the Night buff.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Wolf&amp;diff=1053</id>
		<title>Wolf</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Wolf&amp;diff=1053"/>
		<updated>2020-12-04T18:33:04Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Monster Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wolf.png|250px|frameless|right]]&lt;br /&gt;
: ''A pack of wolves approaches.''&lt;br /&gt;
&lt;br /&gt;
'''Wolves''' are [[Monsters#Special_Monsters|special monsters]] capable of extremely high damage on dwarves in the dark and are incredibly agile. Their abilities are extremely similar to that of a fully upgraded [[Zombie]], with some slight variances. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wolf fangs.png|frameless|left]]&lt;br /&gt;
Wolves are given Wolf Fangs:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, the Wolf will deal damage which is drastically increased with the Strength effect they gain in darkness via their ability Fury of the Night. With a smaller hitbox, strong lifesteal, and speed upon hitting a dwarf, wolves excel in melee combat and can catch unsuspecting dwarves off guard with their high damage.&lt;br /&gt;
* With a right click, the Wolf will leap through the air, able to hop over most walls and away from danger or towards dwarves to attack them.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
&lt;br /&gt;
* Wolves should constantly be looking for dark areas to be able to strike dwarves with their Strength-enhanced melee attack. Melee attacks which are augmented by Fury of the Night will have additional red particles. Leaping around the map into and out of these areas are the typical routes wolves will take in their attack strategy.&lt;br /&gt;
* Within melee range wolves should look to kite dwarves using the speed they gain from attacking. Moving back and forth to avoid sword swings will be effective in avoiding a rampaging dwarf. If the dwarf is about to hit the Wolf, they can also leap away avoiding the attack altogether.&lt;br /&gt;
* Even if a dwarf seems capable of outhealing the Wolf damage, the continued pressure will deplete their mana and armor much quicker than other monsters can manage, and can be done constantly.&lt;br /&gt;
* Though inheriting Rapid Regeneration from their [[Zombie|zombie]] counterpart upon getting struck by an arrow, the Wolf version is less potent. The window of time a dwarf has to hit the Wolf with successive shots is much larger and so wolves should avoid ranged combat altogether since they have no means of fighting back in such a scenario.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Wolves are extremely dangerous melee threats that should be dealt with before they can cause major damage in the darkness. Fighting them in the light, with a rampage, or outside melee range with a bow are advisable.&lt;br /&gt;
* Wolves passively make growling sounds out of combat, making it easier to know when they are nearby.&lt;br /&gt;
* Due to their reduced Rapid Regeneration when struck by an arrow dwarves are much more capable of killing a Wolf with successive bow shots than their [[Zombie|zombie]] counterpart.&lt;br /&gt;
* Starting a rampage with a Wolf is difficult due to their lifesteal capability and speed from hitting a dwarf. It is much easier to start a rampage with an [[Zombie|AI zombie]] and roll it to kill the Wolf instead.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Zombie&amp;diff=1052</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Zombie&amp;diff=1052"/>
		<updated>2020-12-04T18:32:10Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Monster Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zombie.png|250px|frameless|right]]&lt;br /&gt;
'''Zombies''' are [[monsters]] which serve as the workhorse of the game as a whole. The most numerous of all monsters, Zombies generally make the most headway to progressing the game and will be the most encountered monster by dwarves.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Makeshift blade.png|32px|frameless|left]]&lt;br /&gt;
Zombies are initially given one item; the Makeshift Blade:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left click, the Zombie will deal damage.&lt;br /&gt;
* Once the Leap upgrade is unlocked, a right click will initiate the leap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Makeshift pick.png|32px|frameless|left]]&lt;br /&gt;
Through upgrades, two other items can be obtained, the first being the Makeshift Pick:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With left click, the Zombie will break blocks. This has a chance to instantly break Cobblestone and Gray Stone Bricks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Rebirth orb.png|32px|frameless|left]]&lt;br /&gt;
The other item is the Rebirth Orb:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* With a left or right click, the Zombie will return to where it had just died, consuming the Orb.&lt;br /&gt;
&lt;br /&gt;
== Monster Role ==&lt;br /&gt;
&lt;br /&gt;
* Zombies make the most progress to the game as a whole. Capable of doing strong melee damage, having a larger health pool to take hits and capture shrines, and having some level of mobility, Zombies are the most prevalent and most frequently encountered monster.&lt;br /&gt;
* Though no ranged potential, with Rapid Regeneration, Leap, and Pursuit, Player Zombies can avoid being hit by arrows and rampaging dwarves fairly well.&lt;br /&gt;
* With Vampirism and a fairly high health pool, Player Zombies are generally not used to start rampages, instead dwarves rely on killing AI Zombies to start them instead.&lt;br /&gt;
* Dwarves which are isolated are extremely vulnerable targets for Zombies, especially those which have unlocked Furious. Easily knocked around, put into darkness, and kept from rampaging, Zombies can wear down these dwarves especially quickly. Melee attacks which are augmented by Fury will have additional red particles and a sound cue.&lt;br /&gt;
* AI Zombies serve to populate hordes of monsters, chasing dwarves with murderous intent but lack most of the evasion potential that Player Zombies have. They can also be used as meat shields for other, more effective monsters.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Strategy ==&lt;br /&gt;
&lt;br /&gt;
* Player Zombies are best avoided until they can be dealt with using a rampage or with 3 consecutive quick bow shots. They can tank most damage and are fairly nimble with their Leap, so starting a rampage of them is difficult.&lt;br /&gt;
* Zombies will attempt to corner and manipulate a dwarf's position to be favorable to them and easily deal mass damage. Denying this with the use of the [[Dwarven Equipment#Dwarven Oak Shield|Dwarven Oak Shield]] or crafty movement can give a dwarf the upper hand in combat.&lt;br /&gt;
* Dwarves should absolutely avoid being isolated by a Zombie, since they can make it especially hard to get a rampage, and when they have upgraded to Furious can deal tons of damage with each hit.&lt;br /&gt;
* AI Zombies can deal a large amount of damage and are not to be underestimated, but are somewhat dumb and generally only run to the nearest dwarf. These can easily start rampages in 4 to 5 hits, so focusing one and then clearing the rest with a rampage is usually the best course of action.&lt;br /&gt;
* AI Zombies can also be a good indicator of nearby Player monsters, since they spawn around them when a dwarf is nearby.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Raw Damage || Increases a Zombie's damage with their Makeshift Blade. || Upgrade Level x 10 mana, capping at 50&lt;br /&gt;
|-&lt;br /&gt;
| Tough Flesh || Increases a Zombie's base health. || Upgrade Level x 10 mana, capping at 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Pursuit || Gives a Zombie Speed when hitting a dwarf. Subsequent levels increase the level of Speed. || Upgrade Level x 50 mana&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism || Gives a Zombie health when hitting a dwarf. Subsequent levels increases the amount of health gained. || Upgrade Level x 50 mana&lt;br /&gt;
|-&lt;br /&gt;
| Leap || Gives a Zombie the ability to leap by right clicking their Makeshift Blade. Subsequent levels decrease the cooldown on leap. || Upgrade Level x 20 mana&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift Pick || Gives a Zombie a wooden pick to break blocks with. Subsequent levels increase the durability of the pick and the chance to instantly break blocks. || Upgrade Level x 10 mana&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Regeneration || Gives a Zombie Regeneration III when hit by an arrow. Subsequent levels increase the duration of the Regeneration III. || Upgrade Level x 20 mana&lt;br /&gt;
|-&lt;br /&gt;
| Rebirth || Gives a Zombie the ability to instantly teleport to where they last died via a Rebirth Orb. Subsequent levels increase the chance the Rebirth Orb will appear in the Zombie's inventory. || Upgrade Level x 20 mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 Upgrades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Upgrade Name !! Description !! Mana Cost&lt;br /&gt;
|-&lt;br /&gt;
| Furious || Hitting a dwarf between 15 and 30 blocks of another dwarf gives that dwarf Slowness I. Hitting a dwarf 30 or more blocks or out of line of sight of another dwarf or while in darkness gives them Slowness II. Both levels give the Zombie extra damage on that dwarf. A dwarf within 15 blocks of another dwarf or within the shrine region is not affected. || 500 mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AI Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fast and a heavy hitter, the AI Zombie should not be underestimated. However, they are dumb and will generally run to the nearest dwarf. They spawn around all monsters that are nearby dwarves except for [[Skeleton|Infiltrator Skeletons]] that have completed the Infiltrator vine upgrade.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1051</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Events&amp;diff=1051"/>
		<updated>2020-12-04T18:30:48Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Slimes */ changed slime mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of the year there are a number of '''events''' that occur for a short time. During these events, some game mechanics will differ and there will be a [[Quests|quest]] tailored to that event for the duration. The past events are listed below.&lt;br /&gt;
&lt;br /&gt;
== April Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around April Fools Day, the April Event has changes based around mechanics that are more fun than being completely balanced. The following features have been exclusive to the event.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
During the April Event SuperHorse is guaranteed to spawn in every game, regardless of size. He also does not impede the spawning of other heroes.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chickens ===&lt;br /&gt;
[[File:Chicken.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to pick up monsters by right clicking their Chicken Talons, Chickens are fairly weak but can help monsters such as the Iron Golem and Blaze Cannon overcome their Slowness debuffs. They have an amount of innate Speed and can also crouch when falling to float down slowly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slimes ===&lt;br /&gt;
[[File:Slime1.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
A Special Monster with the ability to jockey dwarves, substantially impairing their ability to fight. They are equipped with the Slimey Saddle, which when right clicked on a dwarf will place the Slime on their head.&lt;br /&gt;
&lt;br /&gt;
When riding a dwarf, that dwarf is given Poison, Slowness, Weakness, is unable to rampage, and has a much larger hitbox. Monsters should coordinate with a Slime and go after the dwarf that has their name show up in chat, using their weakness to their advantage. Hitting the Slime will apply that equivalent damage to the dwarf, acting as a proxy.&lt;br /&gt;
&lt;br /&gt;
The Slime cannot ride dwarves with Knockback Resistance active, whether it be from a Dwarven Oak Shield or from their armor if they are a Major Hero. The Slime's health will also refresh every time it switches targets, so rapidly switching between dwarves to keep health up is effective. Slimes cannot be killed with a rampage when riding a dwarf, but can when unlatched. Slimes can also be hit by the dwarf they are riding. &lt;br /&gt;
&lt;br /&gt;
If the dwarf a Slime is jockeying dies, the Slime will grow in size. It can do this 3 times. This will make it that dwarves which the slime jockeys will have an even larger hitbox.&lt;br /&gt;
&lt;br /&gt;
=== Distraction Creepers ===&lt;br /&gt;
&lt;br /&gt;
The right click on the Creeper's and Super Creeper's Explosion and Super Explosion no longer only imitates the hiss sound, but can also imitate a number of random and strange sounds. Everything from a block breaking to the sounds of a dragon dying can occur.&lt;br /&gt;
&lt;br /&gt;
=== Quest: Showjump Showdown ===&lt;br /&gt;
&lt;br /&gt;
For the April Event, the [[Quests|Quest]] Showjump Showdown is available, tasking players to slay 250 monsters while under the effect of SuperHorse's Horse Force. Kills only count as a dwarf or hero when under the effects of SuperHorse's Jump Boost.&lt;br /&gt;
&lt;br /&gt;
== Halloween Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Halloween, the Halloween Event changes much of the game to reflect a more spooky and scary tone. The event has a number of changes which affect the appearance of the game, such as added ambient monsters and a number of Halloween themed maps.&lt;br /&gt;
&lt;br /&gt;
=== SuperHorse ===&lt;br /&gt;
[[File:Super horse skeleton.png|250px|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
: ''Main article: [[SuperHorse]]''&lt;br /&gt;
&lt;br /&gt;
Exactly the same as the April Event, SuperHorse also appears in the Halloween event, except with an amazing skeleton costume. He also is not guaranteed to spawn and is only added to the Minor Hero pool.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghosts ===&lt;br /&gt;
&lt;br /&gt;
As well as the normal AI Zombies, AI Ghosts will spawn around player Monsters near dwarves. These Ghosts function similarly to AI Zombies, except they are partially invisible and have Jump Boost.&lt;br /&gt;
&lt;br /&gt;
=== Bats ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf dies, a cloud of bats leaves their body. Whether these bats are inside the dwarf, manifest from their released soul, or are an indication of the dwarves' vampiric nature, it is not known...&lt;br /&gt;
&lt;br /&gt;
=== Halloween Maps ===&lt;br /&gt;
&lt;br /&gt;
* Nolrim Manor&lt;br /&gt;
* Count Willy&lt;br /&gt;
* Unforgotten Asylum&lt;br /&gt;
* Gravestone Vale&lt;br /&gt;
* West Hellfear&lt;br /&gt;
&lt;br /&gt;
=== Quest: Specter Deflector === &lt;br /&gt;
&lt;br /&gt;
For the Halloween Event, the [[Quests|Quest]] Specter Deflector is available, tasking players to slay 500 ghosts. Kills only count as a dwarf or a hero.&lt;br /&gt;
&lt;br /&gt;
== Winter Event ==&lt;br /&gt;
&lt;br /&gt;
Occurring around Christmas, the Winter Event puts on a seasonal layer of paint over the game as a whole but does not alter any of its core gameplay, leaving most of it to be cosmetic. Several winter maps are also played at this time, one of which is exclusive to the event itself.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Equipment Changes ===&lt;br /&gt;
&lt;br /&gt;
* Candy Cane&lt;br /&gt;
* Egg Nog&lt;br /&gt;
* Ice Pick&lt;br /&gt;
* Snow Shovel&lt;br /&gt;
* Canadian Lumberjack Axe&lt;br /&gt;
&lt;br /&gt;
=== Resource Pack Changes ===&lt;br /&gt;
&lt;br /&gt;
A large portion of the textures in the game are changed, including monster skins such as Creeper, Zombie, etc.&lt;br /&gt;
&lt;br /&gt;
=== Presents ===&lt;br /&gt;
&lt;br /&gt;
During the Winter Event, [[Monsters#Special_Monsters|Special Monsters]] that are slain will drop presents on the ground. Right clicking these presents as a dwarf will pick them up, increasing the counter on the sidebar for each present collected.&lt;br /&gt;
&lt;br /&gt;
=== Winter Maps ===&lt;br /&gt;
&lt;br /&gt;
* Sleighnil Sanctuary&lt;br /&gt;
* Snowy Valley&lt;br /&gt;
* Snowy Throntodor&lt;br /&gt;
* Nismas HQ&lt;br /&gt;
&lt;br /&gt;
=== Quest: Special Delivery ===&lt;br /&gt;
&lt;br /&gt;
For the Christmas Event, the [[Quests|Quest]] Special Delivery is available, tasking players to retrieve 750 presents collectively. Presents can only be collected as a dwarf or a hero, and each player that collects at least one present during the event will receive credit for the completion of the quest.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1050</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1050"/>
		<updated>2020-12-04T18:25:33Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Common General Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As long as there are at least 10 players in a Gazebo DvZ game, players can earn '''achievements'''. Achievements are earnable awards that recognize somewhat rarer events that occur to players and their team over the course of a game. Achievements cannot be earned until monsters are released, and the reward for doing them is server XP.&lt;br /&gt;
&lt;br /&gt;
There are 4 categories of achievements; Dwarf, [[Heroes|Hero]], [[Monsters|Monster]], and General, and 3 levels of achievements; Common, Rare, and Team. Common achievements can be earned multiple times but only show for all players once when first unlocked, Rare can be unlocked and earned multiple times and shows for all players each time, and Team can be earned repeatedly and are unlocked as long as you are on the team it is earned for at that point of the game. &lt;br /&gt;
&lt;br /&gt;
Similar to achievements are [[quests]], which are achievements that run for a limited time but have progress persist from game to game in that time period. These are listed on their own page.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Achievements ==&lt;br /&gt;
&lt;br /&gt;
Dwarf achievements are those earned while playing dwarf. If the achievement is prefaced with “as a dwarf”, it cannot be earned by players which are playing [[heroes]] that game.&lt;br /&gt;
&lt;br /&gt;
=== Common Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Brew''' - Activate your Healing Ale with only 0.5 hearts remaining.&lt;br /&gt;
** This achievement only activates if the dwarf is in combat when they trigger the Healing Ale.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven Brew''' - Have 10 status effects active at once.&lt;br /&gt;
** This achievement can be earned through the use of positive and negative status effects, and burning counts as a status effect.&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Wizardry''' - As a dwarf, use a launch pad and slay a monster before you land.&lt;br /&gt;
** This achievement can be earned after using a gold or iron launch pad.&lt;br /&gt;
&lt;br /&gt;
* '''Topsy Turvy''' - Slay 20 upside down monsters in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''What Goes Up''' - As a dwarf, survive a Super Creeper explosion.&lt;br /&gt;
** The dwarf that is launched must be considered outside (have 30 open blocks above them) to get this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Devout Worship''' - Regenerate 500 shrine health in a single game.&lt;br /&gt;
** Shrine health is regenerated by standing within the shrine capture region as a dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Recommissioned''' - Fully restore all 4 broken pieces of armor using a single Wiggly Wrench.&lt;br /&gt;
** Restoring armor does not require a Wiggly Wrench to be fully channelled, as such, a simple left click that returns those armor pieces is all that is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Rare Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Going Commando''' - Slay an Iron Golem whilst one of your armor pieces is missing.&lt;br /&gt;
** The dwarf only needs to get the final killing blow to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Catch ‘Em All''' - Slay at least 1 of every monster class in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''Rapid Fire''' - As a dwarf, get a combo shot of 50 or greater.&lt;br /&gt;
&lt;br /&gt;
* '''PROC and Roll''' - As a dwarf, roll a powerful rampage for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Priority Mail''' - Kill a Blaze Cannon by deflecting a fireball into it.&lt;br /&gt;
** A fireball cannot be deflected with melee attacks, and can only be deflected by shooting an arrow at it.&lt;br /&gt;
&lt;br /&gt;
* '''Quarry Run''' - After the gold has run dry, gather and deposit 100 gold. &lt;br /&gt;
** This gold must be obtained after the total gold hits 0 at least once.&lt;br /&gt;
&lt;br /&gt;
* '''Ranger Danger''' - As a dwarf, get 200 bow kills in a single game while maintaining at least 70% accuracy.&lt;br /&gt;
** Shots that are hit while in a bow-nerf scenario (being under a roof or within 5 blocks of the target) count as a miss.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand''' - As the last dwarf standing, hold the final dwarven shrine for 5 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Even Blink''' - Slay [[Death's Servant]] before it can summon a doom portal.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Medley''' - Slay 7 different types of monsters in a single rampage.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Team Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Thor’s Zealots''' - Restore a shrine to full from 5% health.&lt;br /&gt;
&lt;br /&gt;
* '''Impenetrable Defense''' - Get 1000 kills without the shrine taking any damage.&lt;br /&gt;
&lt;br /&gt;
* '''Two's Company''' - Slay 1000 monsters as the last two remaining dwarves.&lt;br /&gt;
** No more or less than two dwarves can be alive for progress to this achievement to be made. Both dwarves can contribute any amount of kills as long as they are both alive when they collectively hit 1000.&lt;br /&gt;
&lt;br /&gt;
== Hero Achievements ==&lt;br /&gt;
&lt;br /&gt;
Hero achievements can only be earned on the hero stated in the achievement itself.&lt;br /&gt;
&lt;br /&gt;
=== Common Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Enlightenment''' - As [[Grand Paladin Ziros]], have a total rampage uptime of at least 50% of the game.&lt;br /&gt;
** This does not include [[Progression#Build_Phase|Build Phase]].&lt;br /&gt;
&lt;br /&gt;
* '''Unfocused Fire''' - As [[Salogel Sureshot]], shoot 4 different types of monsters in a single shot using [[Salogel_Sureshot#Nohdalag|Nohdalag]].&lt;br /&gt;
** The monsters hit do not need to die to count to the total.&lt;br /&gt;
&lt;br /&gt;
* '''Blood Panner''' - As [[Lord of the Undead]], scavenge 15 gold in a single rampage.&lt;br /&gt;
&lt;br /&gt;
* '''From Cleric to Saint''' - As [[Priestess Arianna]], regenerate 500 hearts with a single use of your [[Priestess_Arianna#Ruby_Necklace|Pylon]].&lt;br /&gt;
** These hearts can be your own and other dwarves'.&lt;br /&gt;
&lt;br /&gt;
* '''Hook, Line and Sinker''' - As [[Guard Captain Alfon]], use the [[Guard_Captain_Alfon#Hookshot|Hookshot]] to pull in one of every monster type.&lt;br /&gt;
** This does not necessarily mean that the monster needs to be physically pulled to you, only simply be hit by the left click of the Hookshot.&lt;br /&gt;
&lt;br /&gt;
* '''Old Man’s Bold Plan''' - As [[General Kurt]], successfully get a powerful rampage from a bow PROC.&lt;br /&gt;
** A bow PROC is possible to gain with [[General_Kurt#Melia|Melia]] if Kurt fires an arrow and switches to [[General_Kurt#Caliburn|Caliburn]] before the arrow lands.&lt;br /&gt;
&lt;br /&gt;
* '''Purifying Flames''' - As [[Magnus the Red]], slay 70 monsters using [[Magnus_the_Red#Holy_Purifier|Holy Purifier]] with a single tank of gas.&lt;br /&gt;
** Flames from the Holy Purifier do travel through monsters, meaning each flame can kill more than one monster.&lt;br /&gt;
&lt;br /&gt;
* '''Fortified''' - As [[Margrave Hector]], block 200 hearts of damage with a single use of the [[Margrave_Hector#Runic_Aegis|Runic Aegis's]] Resolute.&lt;br /&gt;
** The global right-click ability is Resolute, the damage blocked can be on Hector himself and all other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Rare Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''A Massive Collection''' - As [[Sprocket]], trap 7 different types of monsters in a single [[Sprocket#Wand_of_Limited_Probabilities|wormhole]]. &lt;br /&gt;
&lt;br /&gt;
* '''Emergency Christening''' - As Magnus, provide 50 hearts of healing with a single use of your [[Magnus_the_Red#Holy_Water|Holy Water]].&lt;br /&gt;
&lt;br /&gt;
* '''Ether Energy''' - As [[Lady Lorelei]], grant rampages to 5 dwarves with a single beam of [[Lady_Lorelei#Empyrean|Empyrean]].&lt;br /&gt;
** A single monster killed by the beam can provide all dwarves close to it a rampage, not just one.&lt;br /&gt;
&lt;br /&gt;
* '''Strikingly Effective''' - As Lady Lorelei, throw an [[Iron Golem]] into Shrine Protection using the [[Lady_Lorelei#Regrowth_Pendant|Regrowth Pendant]].&lt;br /&gt;
** Shrine Protection is the area which the Dwarven Gods strike down monsters beyond the active Shrine.&lt;br /&gt;
&lt;br /&gt;
== Monster Achievements ==&lt;br /&gt;
&lt;br /&gt;
Monster achievements are those earned while playing monster. Certain achievements can only be earned while playing certain monster classes.&lt;br /&gt;
&lt;br /&gt;
=== Common Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Burning Sensation''' - As a Fire Skeleton, ignite 10 dwarves with conflagration.&lt;br /&gt;
** This achievement requires the final tier 3 upgrade for Fire Skeleton: Conflagration, to be unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''A Not So Safefall''' - Throw a dwarf to their death.&lt;br /&gt;
** This achievement is possible to be earned by killing a dwarf with a Super Creeper, as long as they die to the fall, not the explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Decommissioned''' - Break a piece of dwarven armor.&lt;br /&gt;
** The monster only needs to get the final blow to break the armor piece to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''PROC Blocked''' - Slay a rampaging dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Beyond the Grave''' - As a Zombie, rebirth and kill the dwarf which previously killed you.&lt;br /&gt;
** The Zombie must kill the dwarf in the life they use their rebirth in.&lt;br /&gt;
&lt;br /&gt;
* '''Per-HISS-tent''' - As a Creeper, successfully explode after having your fuse cancelled 6 times. &lt;br /&gt;
&lt;br /&gt;
* '''Baker’s Dozen'''  - As a Creeper, destroy 13 cakes with a single explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Money Hungry''' - As a Broodmother, successfully steal 100 gold using awakened rats.&lt;br /&gt;
** Gold the Broodmother personally steals does not count to this goal, but this can be done over multiple Broodmother lives.&lt;br /&gt;
&lt;br /&gt;
* '''Siege Support''' - As a Blaze Cannon, provide absorption buffs to 50 monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Slayer''' - Destroy a shrine shield before it naturally expires.&lt;br /&gt;
** This achievement can be unlocked by breaking the first night shield on the first shrine, or the 30 second shield on subsequent shrines. &lt;br /&gt;
** Only the monsters on the shrine at the time it has its shield broken will unlock the achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Brink of Death''' - As [[Death's Servant]], summon a doom portal after your chestplate has broken.&lt;br /&gt;
&lt;br /&gt;
=== Rare Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Double Kill''' - Kill 2 dwarves within 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Hat Trick''' - Kill 3 dwarves with 3 different monster classes in a single game.&lt;br /&gt;
** This achievement requires only a total of 3 dwarf kills, so 1 kill with each different monster class.&lt;br /&gt;
** Monster classes don’t only include the 3 base classes; Zombie, Skeleton, Creeper, it also includes the Special Monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Highway Robbery''' - Kill a dwarf carrying at least 100 gold.&lt;br /&gt;
&lt;br /&gt;
* '''Combat Rat''' - As a Rat, slay a dwarf.&lt;br /&gt;
** This achievement unlocks if the dwarf death message says they were slain by a rat. This means if a rat is the last monster to hit a dwarf before they die, they will get the kill and thus the achievement as well.&lt;br /&gt;
&lt;br /&gt;
* '''Highway to Hell''' - As a Servant of Death, keep a doom portal open for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Mana Guru''' - Spawn as a Servant of Death before 1500 seconds have elapsed.&lt;br /&gt;
&lt;br /&gt;
* '''NUCLEAR!''' - As a Super Creeper, throw 4 dwarves into the sky with a single explosion.&lt;br /&gt;
** The dwarves don’t necessarily need to die after being launched.&lt;br /&gt;
** The dwarves that are launched must be considered outside (have 30 open blocks above them) to count towards this achievement.&lt;br /&gt;
&lt;br /&gt;
=== Team Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Back Capped''' - Break a shrine’s shield and capture it within 60 seconds of activating.&lt;br /&gt;
&lt;br /&gt;
* '''High Pressure''' - Keep final shrine below 50% health for 5 minutes.&lt;br /&gt;
** The shrine does not need to be under 50% health continuously for 5 minutes, just collectively, meaning it can be brought back to 100% while not resetting progress.&lt;br /&gt;
&lt;br /&gt;
== General Achievements ==&lt;br /&gt;
&lt;br /&gt;
General achievements are those earned playing as any class. These achievements should trigger no matter if the player is a dwarf, hero, or monster. &lt;br /&gt;
&lt;br /&gt;
=== Common General Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Entitled''' - Earn a [[Titles|title]].&lt;br /&gt;
&lt;br /&gt;
* '''Well Accomplished''' - Earn three achievements in one game.&lt;br /&gt;
** Any combination of Dwarf, Hero, or Monster achievements will fulfil this requirement.&lt;br /&gt;
** While they may not show for all players, repeating achievements does count towards this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Decorated''' - Earn six medals in a single game.&lt;br /&gt;
** Medals are those which are shown on the end-of-game statistics card. The availability of those medals below gold (silver and bronze) depend on the number of players in the game. &lt;br /&gt;
** The rank of each medal does not matter for this achievement.&lt;br /&gt;
** A player must get at least one medal from each side (Dwarf and Monster) in order to get this achievement.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1049</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1049"/>
		<updated>2020-12-04T18:25:08Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Common General Achievements */ added Decorated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As long as there are at least 10 players in a Gazebo DvZ game, players can earn '''achievements'''. Achievements are earnable awards that recognize somewhat rarer events that occur to players and their team over the course of a game. Achievements cannot be earned until monsters are released, and the reward for doing them is server XP.&lt;br /&gt;
&lt;br /&gt;
There are 4 categories of achievements; Dwarf, [[Heroes|Hero]], [[Monsters|Monster]], and General, and 3 levels of achievements; Common, Rare, and Team. Common achievements can be earned multiple times but only show for all players once when first unlocked, Rare can be unlocked and earned multiple times and shows for all players each time, and Team can be earned repeatedly and are unlocked as long as you are on the team it is earned for at that point of the game. &lt;br /&gt;
&lt;br /&gt;
Similar to achievements are [[quests]], which are achievements that run for a limited time but have progress persist from game to game in that time period. These are listed on their own page.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Achievements ==&lt;br /&gt;
&lt;br /&gt;
Dwarf achievements are those earned while playing dwarf. If the achievement is prefaced with “as a dwarf”, it cannot be earned by players which are playing [[heroes]] that game.&lt;br /&gt;
&lt;br /&gt;
=== Common Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Brew''' - Activate your Healing Ale with only 0.5 hearts remaining.&lt;br /&gt;
** This achievement only activates if the dwarf is in combat when they trigger the Healing Ale.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven Brew''' - Have 10 status effects active at once.&lt;br /&gt;
** This achievement can be earned through the use of positive and negative status effects, and burning counts as a status effect.&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Wizardry''' - As a dwarf, use a launch pad and slay a monster before you land.&lt;br /&gt;
** This achievement can be earned after using a gold or iron launch pad.&lt;br /&gt;
&lt;br /&gt;
* '''Topsy Turvy''' - Slay 20 upside down monsters in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''What Goes Up''' - As a dwarf, survive a Super Creeper explosion.&lt;br /&gt;
** The dwarf that is launched must be considered outside (have 30 open blocks above them) to get this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Devout Worship''' - Regenerate 500 shrine health in a single game.&lt;br /&gt;
** Shrine health is regenerated by standing within the shrine capture region as a dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Recommissioned''' - Fully restore all 4 broken pieces of armor using a single Wiggly Wrench.&lt;br /&gt;
** Restoring armor does not require a Wiggly Wrench to be fully channelled, as such, a simple left click that returns those armor pieces is all that is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Rare Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Going Commando''' - Slay an Iron Golem whilst one of your armor pieces is missing.&lt;br /&gt;
** The dwarf only needs to get the final killing blow to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Catch ‘Em All''' - Slay at least 1 of every monster class in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''Rapid Fire''' - As a dwarf, get a combo shot of 50 or greater.&lt;br /&gt;
&lt;br /&gt;
* '''PROC and Roll''' - As a dwarf, roll a powerful rampage for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Priority Mail''' - Kill a Blaze Cannon by deflecting a fireball into it.&lt;br /&gt;
** A fireball cannot be deflected with melee attacks, and can only be deflected by shooting an arrow at it.&lt;br /&gt;
&lt;br /&gt;
* '''Quarry Run''' - After the gold has run dry, gather and deposit 100 gold. &lt;br /&gt;
** This gold must be obtained after the total gold hits 0 at least once.&lt;br /&gt;
&lt;br /&gt;
* '''Ranger Danger''' - As a dwarf, get 200 bow kills in a single game while maintaining at least 70% accuracy.&lt;br /&gt;
** Shots that are hit while in a bow-nerf scenario (being under a roof or within 5 blocks of the target) count as a miss.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand''' - As the last dwarf standing, hold the final dwarven shrine for 5 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Even Blink''' - Slay [[Death's Servant]] before it can summon a doom portal.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Medley''' - Slay 7 different types of monsters in a single rampage.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Team Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Thor’s Zealots''' - Restore a shrine to full from 5% health.&lt;br /&gt;
&lt;br /&gt;
* '''Impenetrable Defense''' - Get 1000 kills without the shrine taking any damage.&lt;br /&gt;
&lt;br /&gt;
* '''Two's Company''' - Slay 1000 monsters as the last two remaining dwarves.&lt;br /&gt;
** No more or less than two dwarves can be alive for progress to this achievement to be made. Both dwarves can contribute any amount of kills as long as they are both alive when they collectively hit 1000.&lt;br /&gt;
&lt;br /&gt;
== Hero Achievements ==&lt;br /&gt;
&lt;br /&gt;
Hero achievements can only be earned on the hero stated in the achievement itself.&lt;br /&gt;
&lt;br /&gt;
=== Common Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Enlightenment''' - As [[Grand Paladin Ziros]], have a total rampage uptime of at least 50% of the game.&lt;br /&gt;
** This does not include [[Progression#Build_Phase|Build Phase]].&lt;br /&gt;
&lt;br /&gt;
* '''Unfocused Fire''' - As [[Salogel Sureshot]], shoot 4 different types of monsters in a single shot using [[Salogel_Sureshot#Nohdalag|Nohdalag]].&lt;br /&gt;
** The monsters hit do not need to die to count to the total.&lt;br /&gt;
&lt;br /&gt;
* '''Blood Panner''' - As [[Lord of the Undead]], scavenge 15 gold in a single rampage.&lt;br /&gt;
&lt;br /&gt;
* '''From Cleric to Saint''' - As [[Priestess Arianna]], regenerate 500 hearts with a single use of your [[Priestess_Arianna#Ruby_Necklace|Pylon]].&lt;br /&gt;
** These hearts can be your own and other dwarves'.&lt;br /&gt;
&lt;br /&gt;
* '''Hook, Line and Sinker''' - As [[Guard Captain Alfon]], use the [[Guard_Captain_Alfon#Hookshot|Hookshot]] to pull in one of every monster type.&lt;br /&gt;
** This does not necessarily mean that the monster needs to be physically pulled to you, only simply be hit by the left click of the Hookshot.&lt;br /&gt;
&lt;br /&gt;
* '''Old Man’s Bold Plan''' - As [[General Kurt]], successfully get a powerful rampage from a bow PROC.&lt;br /&gt;
** A bow PROC is possible to gain with [[General_Kurt#Melia|Melia]] if Kurt fires an arrow and switches to [[General_Kurt#Caliburn|Caliburn]] before the arrow lands.&lt;br /&gt;
&lt;br /&gt;
* '''Purifying Flames''' - As [[Magnus the Red]], slay 70 monsters using [[Magnus_the_Red#Holy_Purifier|Holy Purifier]] with a single tank of gas.&lt;br /&gt;
** Flames from the Holy Purifier do travel through monsters, meaning each flame can kill more than one monster.&lt;br /&gt;
&lt;br /&gt;
* '''Fortified''' - As [[Margrave Hector]], block 200 hearts of damage with a single use of the [[Margrave_Hector#Runic_Aegis|Runic Aegis's]] Resolute.&lt;br /&gt;
** The global right-click ability is Resolute, the damage blocked can be on Hector himself and all other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Rare Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''A Massive Collection''' - As [[Sprocket]], trap 7 different types of monsters in a single [[Sprocket#Wand_of_Limited_Probabilities|wormhole]]. &lt;br /&gt;
&lt;br /&gt;
* '''Emergency Christening''' - As Magnus, provide 50 hearts of healing with a single use of your [[Magnus_the_Red#Holy_Water|Holy Water]].&lt;br /&gt;
&lt;br /&gt;
* '''Ether Energy''' - As [[Lady Lorelei]], grant rampages to 5 dwarves with a single beam of [[Lady_Lorelei#Empyrean|Empyrean]].&lt;br /&gt;
** A single monster killed by the beam can provide all dwarves close to it a rampage, not just one.&lt;br /&gt;
&lt;br /&gt;
* '''Strikingly Effective''' - As Lady Lorelei, throw an [[Iron Golem]] into Shrine Protection using the [[Lady_Lorelei#Regrowth_Pendant|Regrowth Pendant]].&lt;br /&gt;
** Shrine Protection is the area which the Dwarven Gods strike down monsters beyond the active Shrine.&lt;br /&gt;
&lt;br /&gt;
== Monster Achievements ==&lt;br /&gt;
&lt;br /&gt;
Monster achievements are those earned while playing monster. Certain achievements can only be earned while playing certain monster classes.&lt;br /&gt;
&lt;br /&gt;
=== Common Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Burning Sensation''' - As a Fire Skeleton, ignite 10 dwarves with conflagration.&lt;br /&gt;
** This achievement requires the final tier 3 upgrade for Fire Skeleton: Conflagration, to be unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''A Not So Safefall''' - Throw a dwarf to their death.&lt;br /&gt;
** This achievement is possible to be earned by killing a dwarf with a Super Creeper, as long as they die to the fall, not the explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Decommissioned''' - Break a piece of dwarven armor.&lt;br /&gt;
** The monster only needs to get the final blow to break the armor piece to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''PROC Blocked''' - Slay a rampaging dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Beyond the Grave''' - As a Zombie, rebirth and kill the dwarf which previously killed you.&lt;br /&gt;
** The Zombie must kill the dwarf in the life they use their rebirth in.&lt;br /&gt;
&lt;br /&gt;
* '''Per-HISS-tent''' - As a Creeper, successfully explode after having your fuse cancelled 6 times. &lt;br /&gt;
&lt;br /&gt;
* '''Baker’s Dozen'''  - As a Creeper, destroy 13 cakes with a single explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Money Hungry''' - As a Broodmother, successfully steal 100 gold using awakened rats.&lt;br /&gt;
** Gold the Broodmother personally steals does not count to this goal, but this can be done over multiple Broodmother lives.&lt;br /&gt;
&lt;br /&gt;
* '''Siege Support''' - As a Blaze Cannon, provide absorption buffs to 50 monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Slayer''' - Destroy a shrine shield before it naturally expires.&lt;br /&gt;
** This achievement can be unlocked by breaking the first night shield on the first shrine, or the 30 second shield on subsequent shrines. &lt;br /&gt;
** Only the monsters on the shrine at the time it has its shield broken will unlock the achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Brink of Death''' - As [[Death's Servant]], summon a doom portal after your chestplate has broken.&lt;br /&gt;
&lt;br /&gt;
=== Rare Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Double Kill''' - Kill 2 dwarves within 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Hat Trick''' - Kill 3 dwarves with 3 different monster classes in a single game.&lt;br /&gt;
** This achievement requires only a total of 3 dwarf kills, so 1 kill with each different monster class.&lt;br /&gt;
** Monster classes don’t only include the 3 base classes; Zombie, Skeleton, Creeper, it also includes the Special Monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Highway Robbery''' - Kill a dwarf carrying at least 100 gold.&lt;br /&gt;
&lt;br /&gt;
* '''Combat Rat''' - As a Rat, slay a dwarf.&lt;br /&gt;
** This achievement unlocks if the dwarf death message says they were slain by a rat. This means if a rat is the last monster to hit a dwarf before they die, they will get the kill and thus the achievement as well.&lt;br /&gt;
&lt;br /&gt;
* '''Highway to Hell''' - As a Servant of Death, keep a doom portal open for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Mana Guru''' - Spawn as a Servant of Death before 1500 seconds have elapsed.&lt;br /&gt;
&lt;br /&gt;
* '''NUCLEAR!''' - As a Super Creeper, throw 4 dwarves into the sky with a single explosion.&lt;br /&gt;
** The dwarves don’t necessarily need to die after being launched.&lt;br /&gt;
** The dwarves that are launched must be considered outside (have 30 open blocks above them) to count towards this achievement.&lt;br /&gt;
&lt;br /&gt;
=== Team Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Back Capped''' - Break a shrine’s shield and capture it within 60 seconds of activating.&lt;br /&gt;
&lt;br /&gt;
* '''High Pressure''' - Keep final shrine below 50% health for 5 minutes.&lt;br /&gt;
** The shrine does not need to be under 50% health continuously for 5 minutes, just collectively, meaning it can be brought back to 100% while not resetting progress.&lt;br /&gt;
&lt;br /&gt;
== General Achievements ==&lt;br /&gt;
&lt;br /&gt;
General achievements are those earned playing as any class. These achievements should trigger no matter if the player is a dwarf, hero, or monster. &lt;br /&gt;
&lt;br /&gt;
=== Common General Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Entitled''' - Earn a [[Titles|title]].&lt;br /&gt;
&lt;br /&gt;
* '''Well Accomplished''' - Earn three achievements in one game.&lt;br /&gt;
** Any combination of Dwarf, Hero, or Monster achievements will fulfil this requirement.&lt;br /&gt;
** While they may not show for all players, repeating achievements does count towards this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Decorated''' - Earn six medals in a single game.&lt;br /&gt;
** Medals are those which are shown on the end-of-game statistics card. The availability of those medals below gold (silver and bronze) depend on the number of players per game. &lt;br /&gt;
** The rank of each medal does not matter for this achievement.&lt;br /&gt;
** A player must get at least one medal from each side (Dwarf and Monster) in order to get this achievement.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1048</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1048"/>
		<updated>2020-12-04T18:22:26Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Hero Achievements */ Updated requirements for some minor hero achievements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As long as there are at least 10 players in a Gazebo DvZ game, players can earn '''achievements'''. Achievements are earnable awards that recognize somewhat rarer events that occur to players and their team over the course of a game. Achievements cannot be earned until monsters are released, and the reward for doing them is server XP.&lt;br /&gt;
&lt;br /&gt;
There are 4 categories of achievements; Dwarf, [[Heroes|Hero]], [[Monsters|Monster]], and General, and 3 levels of achievements; Common, Rare, and Team. Common achievements can be earned multiple times but only show for all players once when first unlocked, Rare can be unlocked and earned multiple times and shows for all players each time, and Team can be earned repeatedly and are unlocked as long as you are on the team it is earned for at that point of the game. &lt;br /&gt;
&lt;br /&gt;
Similar to achievements are [[quests]], which are achievements that run for a limited time but have progress persist from game to game in that time period. These are listed on their own page.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Achievements ==&lt;br /&gt;
&lt;br /&gt;
Dwarf achievements are those earned while playing dwarf. If the achievement is prefaced with “as a dwarf”, it cannot be earned by players which are playing [[heroes]] that game.&lt;br /&gt;
&lt;br /&gt;
=== Common Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Brew''' - Activate your Healing Ale with only 0.5 hearts remaining.&lt;br /&gt;
** This achievement only activates if the dwarf is in combat when they trigger the Healing Ale.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven Brew''' - Have 10 status effects active at once.&lt;br /&gt;
** This achievement can be earned through the use of positive and negative status effects, and burning counts as a status effect.&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Wizardry''' - As a dwarf, use a launch pad and slay a monster before you land.&lt;br /&gt;
** This achievement can be earned after using a gold or iron launch pad.&lt;br /&gt;
&lt;br /&gt;
* '''Topsy Turvy''' - Slay 20 upside down monsters in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''What Goes Up''' - As a dwarf, survive a Super Creeper explosion.&lt;br /&gt;
** The dwarf that is launched must be considered outside (have 30 open blocks above them) to get this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Devout Worship''' - Regenerate 500 shrine health in a single game.&lt;br /&gt;
** Shrine health is regenerated by standing within the shrine capture region as a dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Recommissioned''' - Fully restore all 4 broken pieces of armor using a single Wiggly Wrench.&lt;br /&gt;
** Restoring armor does not require a Wiggly Wrench to be fully channelled, as such, a simple left click that returns those armor pieces is all that is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Rare Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Going Commando''' - Slay an Iron Golem whilst one of your armor pieces is missing.&lt;br /&gt;
** The dwarf only needs to get the final killing blow to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Catch ‘Em All''' - Slay at least 1 of every monster class in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''Rapid Fire''' - As a dwarf, get a combo shot of 50 or greater.&lt;br /&gt;
&lt;br /&gt;
* '''PROC and Roll''' - As a dwarf, roll a powerful rampage for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Priority Mail''' - Kill a Blaze Cannon by deflecting a fireball into it.&lt;br /&gt;
** A fireball cannot be deflected with melee attacks, and can only be deflected by shooting an arrow at it.&lt;br /&gt;
&lt;br /&gt;
* '''Quarry Run''' - After the gold has run dry, gather and deposit 100 gold. &lt;br /&gt;
** This gold must be obtained after the total gold hits 0 at least once.&lt;br /&gt;
&lt;br /&gt;
* '''Ranger Danger''' - As a dwarf, get 200 bow kills in a single game while maintaining at least 70% accuracy.&lt;br /&gt;
** Shots that are hit while in a bow-nerf scenario (being under a roof or within 5 blocks of the target) count as a miss.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand''' - As the last dwarf standing, hold the final dwarven shrine for 5 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Even Blink''' - Slay [[Death's Servant]] before it can summon a doom portal.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Medley''' - Slay 7 different types of monsters in a single rampage.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Team Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Thor’s Zealots''' - Restore a shrine to full from 5% health.&lt;br /&gt;
&lt;br /&gt;
* '''Impenetrable Defense''' - Get 1000 kills without the shrine taking any damage.&lt;br /&gt;
&lt;br /&gt;
* '''Two's Company''' - Slay 1000 monsters as the last two remaining dwarves.&lt;br /&gt;
** No more or less than two dwarves can be alive for progress to this achievement to be made. Both dwarves can contribute any amount of kills as long as they are both alive when they collectively hit 1000.&lt;br /&gt;
&lt;br /&gt;
== Hero Achievements ==&lt;br /&gt;
&lt;br /&gt;
Hero achievements can only be earned on the hero stated in the achievement itself.&lt;br /&gt;
&lt;br /&gt;
=== Common Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Enlightenment''' - As [[Grand Paladin Ziros]], have a total rampage uptime of at least 50% of the game.&lt;br /&gt;
** This does not include [[Progression#Build_Phase|Build Phase]].&lt;br /&gt;
&lt;br /&gt;
* '''Unfocused Fire''' - As [[Salogel Sureshot]], shoot 4 different types of monsters in a single shot using [[Salogel_Sureshot#Nohdalag|Nohdalag]].&lt;br /&gt;
** The monsters hit do not need to die to count to the total.&lt;br /&gt;
&lt;br /&gt;
* '''Blood Panner''' - As [[Lord of the Undead]], scavenge 15 gold in a single rampage.&lt;br /&gt;
&lt;br /&gt;
* '''From Cleric to Saint''' - As [[Priestess Arianna]], regenerate 500 hearts with a single use of your [[Priestess_Arianna#Ruby_Necklace|Pylon]].&lt;br /&gt;
** These hearts can be your own and other dwarves'.&lt;br /&gt;
&lt;br /&gt;
* '''Hook, Line and Sinker''' - As [[Guard Captain Alfon]], use the [[Guard_Captain_Alfon#Hookshot|Hookshot]] to pull in one of every monster type.&lt;br /&gt;
** This does not necessarily mean that the monster needs to be physically pulled to you, only simply be hit by the left click of the Hookshot.&lt;br /&gt;
&lt;br /&gt;
* '''Old Man’s Bold Plan''' - As [[General Kurt]], successfully get a powerful rampage from a bow PROC.&lt;br /&gt;
** A bow PROC is possible to gain with [[General_Kurt#Melia|Melia]] if Kurt fires an arrow and switches to [[General_Kurt#Caliburn|Caliburn]] before the arrow lands.&lt;br /&gt;
&lt;br /&gt;
* '''Purifying Flames''' - As [[Magnus the Red]], slay 70 monsters using [[Magnus_the_Red#Holy_Purifier|Holy Purifier]] with a single tank of gas.&lt;br /&gt;
** Flames from the Holy Purifier do travel through monsters, meaning each flame can kill more than one monster.&lt;br /&gt;
&lt;br /&gt;
* '''Fortified''' - As [[Margrave Hector]], block 200 hearts of damage with a single use of the [[Margrave_Hector#Runic_Aegis|Runic Aegis's]] Resolute.&lt;br /&gt;
** The global right-click ability is Resolute, the damage blocked can be on Hector himself and all other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Rare Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''A Massive Collection''' - As [[Sprocket]], trap 7 different types of monsters in a single [[Sprocket#Wand_of_Limited_Probabilities|wormhole]]. &lt;br /&gt;
&lt;br /&gt;
* '''Emergency Christening''' - As Magnus, provide 50 hearts of healing with a single use of your [[Magnus_the_Red#Holy_Water|Holy Water]].&lt;br /&gt;
&lt;br /&gt;
* '''Ether Energy''' - As [[Lady Lorelei]], grant rampages to 5 dwarves with a single beam of [[Lady_Lorelei#Empyrean|Empyrean]].&lt;br /&gt;
** A single monster killed by the beam can provide all dwarves close to it a rampage, not just one.&lt;br /&gt;
&lt;br /&gt;
* '''Strikingly Effective''' - As Lady Lorelei, throw an [[Iron Golem]] into Shrine Protection using the [[Lady_Lorelei#Regrowth_Pendant|Regrowth Pendant]].&lt;br /&gt;
** Shrine Protection is the area which the Dwarven Gods strike down monsters beyond the active Shrine.&lt;br /&gt;
&lt;br /&gt;
== Monster Achievements ==&lt;br /&gt;
&lt;br /&gt;
Monster achievements are those earned while playing monster. Certain achievements can only be earned while playing certain monster classes.&lt;br /&gt;
&lt;br /&gt;
=== Common Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Burning Sensation''' - As a Fire Skeleton, ignite 10 dwarves with conflagration.&lt;br /&gt;
** This achievement requires the final tier 3 upgrade for Fire Skeleton: Conflagration, to be unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''A Not So Safefall''' - Throw a dwarf to their death.&lt;br /&gt;
** This achievement is possible to be earned by killing a dwarf with a Super Creeper, as long as they die to the fall, not the explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Decommissioned''' - Break a piece of dwarven armor.&lt;br /&gt;
** The monster only needs to get the final blow to break the armor piece to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''PROC Blocked''' - Slay a rampaging dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Beyond the Grave''' - As a Zombie, rebirth and kill the dwarf which previously killed you.&lt;br /&gt;
** The Zombie must kill the dwarf in the life they use their rebirth in.&lt;br /&gt;
&lt;br /&gt;
* '''Per-HISS-tent''' - As a Creeper, successfully explode after having your fuse cancelled 6 times. &lt;br /&gt;
&lt;br /&gt;
* '''Baker’s Dozen'''  - As a Creeper, destroy 13 cakes with a single explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Money Hungry''' - As a Broodmother, successfully steal 100 gold using awakened rats.&lt;br /&gt;
** Gold the Broodmother personally steals does not count to this goal, but this can be done over multiple Broodmother lives.&lt;br /&gt;
&lt;br /&gt;
* '''Siege Support''' - As a Blaze Cannon, provide absorption buffs to 50 monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Slayer''' - Destroy a shrine shield before it naturally expires.&lt;br /&gt;
** This achievement can be unlocked by breaking the first night shield on the first shrine, or the 30 second shield on subsequent shrines. &lt;br /&gt;
** Only the monsters on the shrine at the time it has its shield broken will unlock the achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Brink of Death''' - As [[Death's Servant]], summon a doom portal after your chestplate has broken.&lt;br /&gt;
&lt;br /&gt;
=== Rare Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Double Kill''' - Kill 2 dwarves within 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Hat Trick''' - Kill 3 dwarves with 3 different monster classes in a single game.&lt;br /&gt;
** This achievement requires only a total of 3 dwarf kills, so 1 kill with each different monster class.&lt;br /&gt;
** Monster classes don’t only include the 3 base classes; Zombie, Skeleton, Creeper, it also includes the Special Monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Highway Robbery''' - Kill a dwarf carrying at least 100 gold.&lt;br /&gt;
&lt;br /&gt;
* '''Combat Rat''' - As a Rat, slay a dwarf.&lt;br /&gt;
** This achievement unlocks if the dwarf death message says they were slain by a rat. This means if a rat is the last monster to hit a dwarf before they die, they will get the kill and thus the achievement as well.&lt;br /&gt;
&lt;br /&gt;
* '''Highway to Hell''' - As a Servant of Death, keep a doom portal open for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Mana Guru''' - Spawn as a Servant of Death before 1500 seconds have elapsed.&lt;br /&gt;
&lt;br /&gt;
* '''NUCLEAR!''' - As a Super Creeper, throw 4 dwarves into the sky with a single explosion.&lt;br /&gt;
** The dwarves don’t necessarily need to die after being launched.&lt;br /&gt;
** The dwarves that are launched must be considered outside (have 30 open blocks above them) to count towards this achievement.&lt;br /&gt;
&lt;br /&gt;
=== Team Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Back Capped''' - Break a shrine’s shield and capture it within 60 seconds of activating.&lt;br /&gt;
&lt;br /&gt;
* '''High Pressure''' - Keep final shrine below 50% health for 5 minutes.&lt;br /&gt;
** The shrine does not need to be under 50% health continuously for 5 minutes, just collectively, meaning it can be brought back to 100% while not resetting progress.&lt;br /&gt;
&lt;br /&gt;
== General Achievements ==&lt;br /&gt;
&lt;br /&gt;
General achievements are those earned playing as any class. These achievements should trigger no matter if the player is a dwarf, hero, or monster. &lt;br /&gt;
&lt;br /&gt;
=== Common General Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Entitled''' - Earn a [[Titles|title]].&lt;br /&gt;
&lt;br /&gt;
* '''Well Accomplished''' - Earn three achievements in one game.&lt;br /&gt;
** Any combination of Dwarf, Hero, or Monster achievements will fulfil this requirement.&lt;br /&gt;
** While they may not show for all players, repeating achievements does count towards this achievement.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1043</id>
		<title>General Kurt</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1043"/>
		<updated>2020-11-19T04:34:00Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:General kurt.png|250px|frameless|right]]&lt;br /&gt;
'''General Kurt''' is a [[Heroes#Major_Heroes|Major Hero]] with a kit that revolves around having better versions of normal dwarves' equipment to the point of complete monster destruction.&lt;br /&gt;
&lt;br /&gt;
: ''Held in high regard as a masterful tactician and fighter without equal, General Kurt brings the limits of a single dwarf’s potential into question. Kurt maintains a simultaneous blessing and curse from Thor, the Thunder God. Thor’s boon of strength has given the dwarven general pure unmitigated might, but his curse has brought about an enemy which cannot be contained-- condemning Kurt to an endless cycle of death and rebirth against the legions of demise. Throughout his cycle of eternal struggle, General Kurt has grown ever more bold and authoritative, ignoring even the Dwarven Council’s authority to take charge and fight back against the curse he cannot hope to conquer. Though every battle is lost, Kurt refuses to concede defeat, powering through each fight as if it were his last.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], Kurt also receives the golden sword Caliburn, his powerful bow Melia, and the Horn of the Buffalo.&lt;br /&gt;
&lt;br /&gt;
[[File:Excaliju.png|frameless|left]]&lt;br /&gt;
=== Caliburn ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''Broken and reforged a thousand times, Caliburn is a legendary blade stronger than normal weapons despite its brittle material.''&lt;br /&gt;
&lt;br /&gt;
* Caliburn is a gold sword which radiates Kurt's rampages in all directions. With a 4.5 second rampage signified by gold particles instead of green, Kurt can also, upon killing a monster, kill 5 monsters in a 1 block radius around himself.&lt;br /&gt;
* Right clicking Kurt can also use Caliburn to block 50% of all incoming damage and simply holding it gives him Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Virendra32x.png|32px|frameless|left]]&lt;br /&gt;
=== Melia ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A bow created from the bones of a dragon and the soul of Kurt's late wife. When drawn, her strings are imbued with the force of Kurt's love and regret, resulting in immense damage and knockback when piercing monster skulls.''&lt;br /&gt;
&lt;br /&gt;
* Melia possesses Punch X and has 1.5x the damage of a normal Dwarven Shortbow.&lt;br /&gt;
* Melia is however subject to the same rules as Dwarven Shortbows, meaning that under a roof it will deal 70% less damage and within 5 blocks will deal 100% less damage.&lt;br /&gt;
* An additional capability is that if Kurt fires an arrow with Melia and switches to Caliburn before the arrow kills its target, Kurt will gain a rampage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Buffalo Horn.png|32px|frameless|left]]&lt;br /&gt;
=== Horn of the Buffalo ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A well-crafted horn made for use by dwarven generals to direct their allies. A mighty blow from this horn inspires other dwarves, sending them into a powerful rampage.''&lt;br /&gt;
&lt;br /&gt;
* Left click blows this horn to invigorate all dwarves on the battlefield, giving them a 10 second special rampage with Speed III and Haste I after a short 2 second delay. This rampage however will be overridden upon rolling it, replacing its special buffs with that of the normal rampage.&lt;br /&gt;
* The cooldown for the horn is dependent on the number of dwarves alive times 6, with a minimum of 60 seconds. Meaning the more dwarves that die, the more the horn can be used.&lt;br /&gt;
* Kurt can also right-click the Horn to block 50% of all incoming damage.&lt;br /&gt;
&lt;br /&gt;
== Tips as Kurt ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Kurt has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. His horn gives Speed III and Haste I as well which is useful in helping other dwarves collect stone and gold, so blowing it often is recommended.&lt;br /&gt;
* Kurt's ability to mow through monster hordes is unmatched. Every time he kills a monster, another 5 can die around him. This should be noted when other dwarves are starting to get rampages, as being around them could cause them to be unable to do so. Kurt can stand at the very front lines will little repercussion, so he should probably stick to doing so.&lt;br /&gt;
* When using Melia, anticipating where the Punch X will send the monster after the first shot and firing there can allow Kurt to hit a monster with two shots in quick succession.&lt;br /&gt;
* Melia doesn't strictly need to be used to kill monsters alone. Since she has Punch X, using her to knock back monsters out of melee range is useful, and when able to kill monsters switching to Caliburn to get an instant rampage is particularly powerful.&lt;br /&gt;
* Using the Horn of the Buffalo is an easy way to get many dwarves out of trouble fast. When fighting [[Wolf|Wolves]] or [[Venomburner|Venomburners]] at night, or [[Iron Golem|Iron Golems]] at any time, using the horn can help dwarves make swift work of them. It should be noted however that not using the horn for extended periods of time can be wasteful, so it should be used timely, but not without reason.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1042</id>
		<title>General Kurt</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1042"/>
		<updated>2020-11-19T04:33:03Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:General Kurt.png|250px|frameless|right]]&lt;br /&gt;
'''General Kurt''' is a [[Heroes#Major_Heroes|Major Hero]] with a kit that revolves around having better versions of normal dwarves' equipment to the point of complete monster destruction.&lt;br /&gt;
&lt;br /&gt;
: ''Held in high regard as a masterful tactician and fighter without equal, General Kurt brings the limits of a single dwarf’s potential into question. Kurt maintains a simultaneous blessing and curse from Thor, the Thunder God. Thor’s boon of strength has given the dwarven general pure unmitigated might, but his curse has brought about an enemy which cannot be contained-- condemning Kurt to an endless cycle of death and rebirth against the legions of demise. Throughout his cycle of eternal struggle, General Kurt has grown ever more bold and authoritative, ignoring even the Dwarven Council’s authority to take charge and fight back against the curse he cannot hope to conquer. Though every battle is lost, Kurt refuses to concede defeat, powering through each fight as if it were his last.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], Kurt also receives the golden sword Caliburn, his powerful bow Melia, and the Horn of the Buffalo.&lt;br /&gt;
&lt;br /&gt;
[[File:Excaliju.png|frameless|left]]&lt;br /&gt;
=== Caliburn ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''Broken and reforged a thousand times, Caliburn is a legendary blade stronger than normal weapons despite its brittle material.''&lt;br /&gt;
&lt;br /&gt;
* Caliburn is a gold sword which radiates Kurt's rampages in all directions. With a 4.5 second rampage signified by gold particles instead of green, Kurt can also, upon killing a monster, kill 5 monsters in a 1 block radius around himself.&lt;br /&gt;
* Right clicking Kurt can also use Caliburn to block 50% of all incoming damage and simply holding it gives him Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Virendra32x.png|32px|frameless|left]]&lt;br /&gt;
=== Melia ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A bow created from the bones of a dragon and the soul of Kurt's late wife. When drawn, her strings are imbued with the force of Kurt's love and regret, resulting in immense damage and knockback when piercing monster skulls.''&lt;br /&gt;
&lt;br /&gt;
* Melia possesses Punch X and has 1.5x the damage of a normal Dwarven Shortbow.&lt;br /&gt;
* Melia is however subject to the same rules as Dwarven Shortbows, meaning that under a roof it will deal 70% less damage and within 5 blocks will deal 100% less damage.&lt;br /&gt;
* An additional capability is that if Kurt fires an arrow with Melia and switches to Caliburn before the arrow kills its target, Kurt will gain a rampage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Buffalo Horn.png|32px|frameless|left]]&lt;br /&gt;
=== Horn of the Buffalo ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A well-crafted horn made for use by dwarven generals to direct their allies. A mighty blow from this horn inspires other dwarves, sending them into a powerful rampage.''&lt;br /&gt;
&lt;br /&gt;
* Left click blows this horn to invigorate all dwarves on the battlefield, giving them a 10 second special rampage with Speed III and Haste I after a short 2 second delay. This rampage however will be overridden upon rolling it, replacing its special buffs with that of the normal rampage.&lt;br /&gt;
* The cooldown for the horn is dependent on the number of dwarves alive times 6, with a minimum of 60 seconds. Meaning the more dwarves that die, the more the horn can be used.&lt;br /&gt;
* Kurt can also right-click the Horn to block 50% of all incoming damage.&lt;br /&gt;
&lt;br /&gt;
== Tips as Kurt ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Kurt has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. His horn gives Speed III and Haste I as well which is useful in helping other dwarves collect stone and gold, so blowing it often is recommended.&lt;br /&gt;
* Kurt's ability to mow through monster hordes is unmatched. Every time he kills a monster, another 5 can die around him. This should be noted when other dwarves are starting to get rampages, as being around them could cause them to be unable to do so. Kurt can stand at the very front lines will little repercussion, so he should probably stick to doing so.&lt;br /&gt;
* When using Melia, anticipating where the Punch X will send the monster after the first shot and firing there can allow Kurt to hit a monster with two shots in quick succession.&lt;br /&gt;
* Melia doesn't strictly need to be used to kill monsters alone. Since she has Punch X, using her to knock back monsters out of melee range is useful, and when able to kill monsters switching to Caliburn to get an instant rampage is particularly powerful.&lt;br /&gt;
* Using the Horn of the Buffalo is an easy way to get many dwarves out of trouble fast. When fighting [[Wolf|Wolves]] or [[Venomburner|Venomburners]] at night, or [[Iron Golem|Iron Golems]] at any time, using the horn can help dwarves make swift work of them. It should be noted however that not using the horn for extended periods of time can be wasteful, so it should be used timely, but not without reason.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=File:General_kurt.png&amp;diff=1041</id>
		<title>File:General kurt.png</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=File:General_kurt.png&amp;diff=1041"/>
		<updated>2020-11-19T04:32:42Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of General Kurt.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Margrave_Hector&amp;diff=1035</id>
		<title>Margrave Hector</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Margrave_Hector&amp;diff=1035"/>
		<updated>2020-11-17T06:07:46Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Margrave hector.png|250px|frameless|right]]&lt;br /&gt;
'''Margrave Hector''' is a [[Heroes#Major_Heroes|Major Hero]] and is a stalwart guard of every shrine; an impenetrable wall of unending strength. His kit revolves around increasing the resistances of himself and his fellow dwarves.&lt;br /&gt;
&lt;br /&gt;
: ''Unassuming and seemingly unimportant, Hector was cast into a life of battle when [[Grand Paladin Ziros]] took an interest in training the young margrave. With a stunning aspiration to prove his worth in battle, Ziros had a legendary blade forged for Hector in the Golden Forge of Randinburg: Durendal, and a shield engineered by [[Sprocket]] using a magically conductive alloy: the Runic Aegis. Hector is stalwart and forever-faithful to the dwarven shrine and his comrades. Beyond capable in melee-- Hector will stop at nothing to prove to his teacher and the rest of dwarvenkind that he can live up to that which is asked of him-- that he is not just a boy, but a man.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], Hector also receives his sword, Durendal, and the Runic Aegis.&lt;br /&gt;
&lt;br /&gt;
[[File:Holy longsword faithful.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Durendal ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A blade forged in the golden flames of Randinburg and presented to Hector by Ziros. The durable yet lightweight design enables its user to dispatch hordes of enemies which would otherwise evade it.''&lt;br /&gt;
&lt;br /&gt;
* Durendal is extremely similar to the Dwarven Runeblade except for one core difference. Instead of being able to hit monsters a maximum of 5 blocks away, Durendal can hit them 6 blocks away.&lt;br /&gt;
* As a result of the additional reach, Durendal also has a larger hit region, meaning monsters on the peripheral of the crosshair can also be hit when they normally wouldn't be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Runeblessed shield.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Runic Aegis ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''An aegis made of a durable, magically conductive alloy. Holding the aegis will grant nearby dwarves resistance. Right-clicking will provide all dwarves with knockback resistance. This aegis will start a rampage upon slaying a monster.''&lt;br /&gt;
&lt;br /&gt;
* Holding the Runic Aegis gives Hector Resistance II and all dwarves in a 15 block radius Resistance I. &lt;br /&gt;
* Right clicking the aegis initiates '''Resolute''', giving all dwarves Resistance I, Speed I, and Knockback Resistance for 15 seconds as indicated by the gold particles circling at their waist. This ability has a cooldown of 120 seconds.&lt;br /&gt;
* The Runic Aegis can also roll a rampage like a Dwarven Runeblade or Dwarven Shovel, and also counts for sword kills for the purposes of obtaining the [[Titles#Paladin|Paladin]] title, but does only have 5 Attack Damage.&lt;br /&gt;
* Holding the Runic Aegis also gives Hector Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
&lt;br /&gt;
== Tips as Hector ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Hector has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole.&lt;br /&gt;
* Hector's ability to obtain a rampage is greatly enhanced due to Durendal's larger hit region at the extended reach range. Being able to hit monsters on his peripherals allows him to hit them much easier than usual. His extended range also gives him the ability to hit monsters on the top of most [[Defenses#Shrine_Box|Shrine Boxes]] from below. He can also use his sword when rampaging to &amp;quot;sweep&amp;quot; a shrine room, clearing out all the monsters within. This is especially useful when a shrine is raised, since the larger melee hit region can kill monsters out of sight hiding in the corners.&lt;br /&gt;
* Though it can be tempting to use Durendal in every situation, when near other dwarves or even by himself the Runic Aegis is a stronger melee weapon due to its constant Knockback Resistance and Resistance II to himself, and the Resistance I to his fellow dwarves is immeasurable in its strength. Switching between the two weapons much like how [[Titles#Gravedigger|Gravediggers]] switch between the Dwarven Runeblade and their Dwarven Shovel can utilize the extra range of Durendal for getting and maintaining a rampage while switching to the Runic Aegis to simply roll it is optimal.&lt;br /&gt;
* Casting Resolute with the right click on the Runic Aegis can save dwarves from certain death, especially when traversing over high places. Whether fighting [[Wolf|Wolves]] or [[Venomburner|Venomburners]] at night, or [[Iron Golem|Iron Golems]] at any time, the Resistance can lessen the damage taken for a short time and allow for much more freedom of movement. It is especially useful when retreating over bridges or near cliffs, since the Knockback Resistance allows dwarves to stay in combat while not getting knocked around by monsters and reach a safer location. It should be noted however that not using Resolute for extended periods of time can be wasteful, so it should be used timely, but not too reason.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Margrave_Hector&amp;diff=1034</id>
		<title>Margrave Hector</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Margrave_Hector&amp;diff=1034"/>
		<updated>2020-11-17T06:07:23Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Margrave hector.png|250px|frameless|right]]&lt;br /&gt;
'''Margrave Hector''' is a [[Heroes#Major_Heroes|Major Hero]] and is a stalwart guard of every shrine; an impenetrable wall of unending strength. His kit revolves around increasing the resistances of himself and his fellow dwarves.&lt;br /&gt;
&lt;br /&gt;
: ''Unassuming and seemingly unimportant, Hector was cast into a life of battle when Grand Paladin Ziros took an interest in training the young margrave. With a stunning aspiration to prove his worth in battle, Ziros had a legendary blade forged for Hector in the Golden Forge of Randinburg: Durendal, and a shield engineered by Sprocket using a magically conductive alloy: the Runic Aegis. Hector is stalwart and forever-faithful to the dwarven shrine and his comrades. Beyond capable in melee-- Hector will stop at nothing to prove to his teacher and the rest of dwarvenkind that he can live up to that which is asked of him-- that he is not just a boy, but a man.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], Hector also receives his sword, Durendal, and the Runic Aegis.&lt;br /&gt;
&lt;br /&gt;
[[File:Holy longsword faithful.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Durendal ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A blade forged in the golden flames of Randinburg and presented to Hector by Ziros. The durable yet lightweight design enables its user to dispatch hordes of enemies which would otherwise evade it.''&lt;br /&gt;
&lt;br /&gt;
* Durendal is extremely similar to the Dwarven Runeblade except for one core difference. Instead of being able to hit monsters a maximum of 5 blocks away, Durendal can hit them 6 blocks away.&lt;br /&gt;
* As a result of the additional reach, Durendal also has a larger hit region, meaning monsters on the peripheral of the crosshair can also be hit when they normally wouldn't be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Runeblessed shield.png|32px|frameless|left]]&lt;br /&gt;
&lt;br /&gt;
=== Runic Aegis ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''An aegis made of a durable, magically conductive alloy. Holding the aegis will grant nearby dwarves resistance. Right-clicking will provide all dwarves with knockback resistance. This aegis will start a rampage upon slaying a monster.''&lt;br /&gt;
&lt;br /&gt;
* Holding the Runic Aegis gives Hector Resistance II and all dwarves in a 15 block radius Resistance I. &lt;br /&gt;
* Right clicking the aegis initiates '''Resolute''', giving all dwarves Resistance I, Speed I, and Knockback Resistance for 15 seconds as indicated by the gold particles circling at their waist. This ability has a cooldown of 120 seconds.&lt;br /&gt;
* The Runic Aegis can also roll a rampage like a Dwarven Runeblade or Dwarven Shovel, and also counts for sword kills for the purposes of obtaining the [[Titles#Paladin|Paladin]] title, but does only have 5 Attack Damage.&lt;br /&gt;
* Holding the Runic Aegis also gives Hector Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
&lt;br /&gt;
== Tips as Hector ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Hector has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole.&lt;br /&gt;
* Hector's ability to obtain a rampage is greatly enhanced due to Durendal's larger hit region at the extended reach range. Being able to hit monsters on his peripherals allows him to hit them much easier than usual. His extended range also gives him the ability to hit monsters on the top of most [[Defenses#Shrine_Box|Shrine Boxes]] from below. He can also use his sword when rampaging to &amp;quot;sweep&amp;quot; a shrine room, clearing out all the monsters within. This is especially useful when a shrine is raised, since the larger melee hit region can kill monsters out of sight hiding in the corners.&lt;br /&gt;
* Though it can be tempting to use Durendal in every situation, when near other dwarves or even by himself the Runic Aegis is a stronger melee weapon due to its constant Knockback Resistance and Resistance II to himself, and the Resistance I to his fellow dwarves is immeasurable in its strength. Switching between the two weapons much like how [[Titles#Gravedigger|Gravediggers]] switch between the Dwarven Runeblade and their Dwarven Shovel can utilize the extra range of Durendal for getting and maintaining a rampage while switching to the Runic Aegis to simply roll it is optimal.&lt;br /&gt;
* Casting Resolute with the right click on the Runic Aegis can save dwarves from certain death, especially when traversing over high places. Whether fighting [[Wolf|Wolves]] or [[Venomburner|Venomburners]] at night, or [[Iron Golem|Iron Golems]] at any time, the Resistance can lessen the damage taken for a short time and allow for much more freedom of movement. It is especially useful when retreating over bridges or near cliffs, since the Knockback Resistance allows dwarves to stay in combat while not getting knocked around by monsters and reach a safer location. It should be noted however that not using Resolute for extended periods of time can be wasteful, so it should be used timely, but not too reason.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1033</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1033"/>
		<updated>2020-11-16T03:59:35Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Common Hero Achievements */ edited Fortified, added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As long as there are at least 10 players in a Gazebo DvZ game, players can earn '''achievements'''. Achievements are earnable awards that recognize somewhat rarer events that occur to players and their team over the course of a game. Achievements cannot be earned until monsters are released, and the reward for doing them is server XP.&lt;br /&gt;
&lt;br /&gt;
There are 4 categories of achievements; Dwarf, [[Heroes|Hero]], [[Monsters|Monster]], and General, and 3 levels of achievements; Common, Rare, and Team. Common achievements can be earned multiple times but only show for all players once when first unlocked, Rare can be unlocked and earned multiple times and shows for all players each time, and Team can be earned repeatedly and are unlocked as long as you are on the team it is earned for at that point of the game. &lt;br /&gt;
&lt;br /&gt;
Similar to achievements are [[quests]], which are achievements that run for a limited time but have progress persist from game to game in that time period. These are listed on their own page.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Achievements ==&lt;br /&gt;
&lt;br /&gt;
Dwarf achievements are those earned while playing dwarf. If the achievement is prefaced with “as a dwarf”, it cannot be earned by players which are playing [[heroes]] that game.&lt;br /&gt;
&lt;br /&gt;
=== Common Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Brew''' - Activate your Healing Ale with only 0.5 hearts remaining.&lt;br /&gt;
** This achievement only activates if the dwarf is in combat when they trigger the Healing Ale.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven Brew''' - Have 10 status effects active at once.&lt;br /&gt;
** This achievement can be earned through the use of positive and negative status effects, and burning counts as a status effect.&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Wizardry''' - As a dwarf, use a launch pad and slay a monster before you land.&lt;br /&gt;
** This achievement can be earned after using a gold or iron launch pad.&lt;br /&gt;
&lt;br /&gt;
* '''Topsy Turvy''' - Slay 20 upside down monsters in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''What Goes Up''' - As a dwarf, survive a Super Creeper explosion.&lt;br /&gt;
** The dwarf that is launched must be considered outside (have 30 open blocks above them) to get this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Devout Worship''' - Regenerate 500 shrine health in a single game.&lt;br /&gt;
** Shrine health is regenerated by standing within the shrine capture region as a dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Recommissioned''' - Fully restore all 4 broken pieces of armor using a single Wiggly Wrench.&lt;br /&gt;
** Restoring armor does not require a Wiggly Wrench to be fully channelled, as such, a simple left click that returns those armor pieces is all that is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Rare Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Going Commando''' - Slay an Iron Golem whilst one of your armor pieces is missing.&lt;br /&gt;
** The dwarf only needs to get the final killing blow to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Catch ‘Em All''' - Slay at least 1 of every monster class in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''Rapid Fire''' - As a dwarf, get a combo shot of 50 or greater.&lt;br /&gt;
&lt;br /&gt;
* '''PROC and Roll''' - As a dwarf, roll a powerful rampage for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Priority Mail''' - Kill a Blaze Cannon by deflecting a fireball into it.&lt;br /&gt;
** A fireball cannot be deflected with melee attacks, and can only be deflected by shooting an arrow at it.&lt;br /&gt;
&lt;br /&gt;
* '''Quarry Run''' - After the gold has run dry, gather and deposit 100 gold. &lt;br /&gt;
** This gold must be obtained after the total gold hits 0 at least once.&lt;br /&gt;
&lt;br /&gt;
* '''Ranger Danger''' - As a dwarf, get 200 bow kills in a single game while maintaining at least 70% accuracy.&lt;br /&gt;
** Shots that are hit while in a bow-nerf scenario (being under a roof or within 5 blocks of the target) count as a miss.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand''' - As the last dwarf standing, hold the final dwarven shrine for 5 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Even Blink''' - Slay [[Death's Servant]] before it can summon a doom portal.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Medley''' - Slay 7 different types of monsters in a single rampage.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Team Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Thor’s Zealots''' - Restore a shrine to full from 5% health.&lt;br /&gt;
&lt;br /&gt;
* '''Impenetrable Defense''' - Get 1000 kills without the shrine taking any damage.&lt;br /&gt;
&lt;br /&gt;
* '''Two's Company''' - Slay 1000 monsters as the last two remaining dwarves.&lt;br /&gt;
** No more or less than two dwarves can be alive for progress to this achievement to be made. Both dwarves can contribute any amount of kills as long as they are both alive when they collectively hit 1000.&lt;br /&gt;
&lt;br /&gt;
== Hero Achievements ==&lt;br /&gt;
&lt;br /&gt;
Hero achievements can only be earned on the hero stated in the achievement itself.&lt;br /&gt;
&lt;br /&gt;
=== Common Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Enlightenment''' - As [[Grand Paladin Ziros]], maintain a powerful rampage for 1/3 of the game.&lt;br /&gt;
** This does not include [[Progression#Build_Phase|Build Phase]].&lt;br /&gt;
&lt;br /&gt;
* '''Unfocused Fire''' - As [[Salogel Sureshot]], shoot 4 different types of monsters in a single shot using [[Salogel_Sureshot#Nohdalag|Nohdalag]].&lt;br /&gt;
** The monsters hit do not need to die to count to the total.&lt;br /&gt;
&lt;br /&gt;
* '''Blood Panner''' - As [[Lord of the Undead]], scavenge 20 gold in a single rampage.&lt;br /&gt;
&lt;br /&gt;
* '''From Cleric to Saint''' - As [[Priestess Arianna]], regenerate 100 hearts with a single use of your [[Priestess_Arianna#Ruby_Necklace|Pylon]].&lt;br /&gt;
** These hearts can be your own and other dwarves'.&lt;br /&gt;
&lt;br /&gt;
* '''Hook, Line and Sinker''' - As [[Guard Captain Alfon]], use the [[Guard_Captain_Alfon#Hookshot|Hookshot]] to pull in one of every monster type.&lt;br /&gt;
** This does not necessarily mean that the monster needs to be physically pulled to you, only simply be hit by the left click of the Hookshot.&lt;br /&gt;
&lt;br /&gt;
* '''Old Man’s Bold Plan''' - As [[General Kurt]], successfully get a powerful rampage from a bow PROC.&lt;br /&gt;
** A bow PROC is possible to gain with [[General_Kurt#Melia|Melia]] if Kurt fires an arrow and switches to [[General_Kurt#Caliburn|Caliburn]] before the arrow lands.&lt;br /&gt;
&lt;br /&gt;
* '''Purifying Flames''' - As [[Magnus the Red]], slay 70 monsters using [[Magnus_the_Red#Holy_Purifier|Holy Purifier]] with a single tank of gas.&lt;br /&gt;
** Flames from the Holy Purifier do travel through monsters, meaning each flame can kill more than one monster.&lt;br /&gt;
&lt;br /&gt;
* '''Fortified''' - As [[Margrave Hector]], block 200 hearts of damage with a single use of the [[Margrave_Hector#Runic_Aegis|Runic Aegis's]] Resolute.&lt;br /&gt;
** The global right-click ability is Resolute, the damage blocked can be on Hector himself and all other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Rare Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''A Massive Collection''' - As [[Sprocket]], trap 7 different types of monsters in a single [[Sprocket#Wand_of_Limited_Probabilities|wormhole]]. &lt;br /&gt;
&lt;br /&gt;
* '''Emergency Christening''' - As Magnus, provide 50 hearts of healing with a single use of your [[Magnus_the_Red#Holy_Water|Holy Water]].&lt;br /&gt;
&lt;br /&gt;
* '''Ether Energy''' - As [[Lady Lorelei]], grant rampages to 5 dwarves with a single beam of [[Lady_Lorelei#Empyrean|Empyrean]].&lt;br /&gt;
** A single monster killed by the beam can provide all dwarves close to it a rampage, not just one.&lt;br /&gt;
&lt;br /&gt;
* '''Strikingly Effective''' - As Lady Lorelei, throw an [[Iron Golem]] into Shrine Protection using the [[Lady_Lorelei#Regrowth_Pendant|Regrowth Pendant]].&lt;br /&gt;
** Shrine Protection is the area which the Dwarven Gods strike down monsters beyond the active Shrine.&lt;br /&gt;
&lt;br /&gt;
== Monster Achievements ==&lt;br /&gt;
&lt;br /&gt;
Monster achievements are those earned while playing monster. Certain achievements can only be earned while playing certain monster classes.&lt;br /&gt;
&lt;br /&gt;
=== Common Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Burning Sensation''' - As a Fire Skeleton, ignite 10 dwarves with conflagration.&lt;br /&gt;
** This achievement requires the final tier 3 upgrade for Fire Skeleton: Conflagration, to be unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''A Not So Safefall''' - Throw a dwarf to their death.&lt;br /&gt;
** This achievement is possible to be earned by killing a dwarf with a Super Creeper, as long as they die to the fall, not the explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Decommissioned''' - Break a piece of dwarven armor.&lt;br /&gt;
** The monster only needs to get the final blow to break the armor piece to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''PROC Blocked''' - Slay a rampaging dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Beyond the Grave''' - As a Zombie, rebirth and kill the dwarf which previously killed you.&lt;br /&gt;
** The Zombie must kill the dwarf in the life they use their rebirth in.&lt;br /&gt;
&lt;br /&gt;
* '''Per-HISS-tent''' - As a Creeper, successfully explode after having your fuse cancelled 6 times. &lt;br /&gt;
&lt;br /&gt;
* '''Baker’s Dozen'''  - As a Creeper, destroy 13 cakes with a single explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Money Hungry''' - As a Broodmother, successfully steal 100 gold using awakened rats.&lt;br /&gt;
** Gold the Broodmother personally steals does not count to this goal, but this can be done over multiple Broodmother lives.&lt;br /&gt;
&lt;br /&gt;
* '''Siege Support''' - As a Blaze Cannon, provide absorption buffs to 50 monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Slayer''' - Destroy a shrine shield before it naturally expires.&lt;br /&gt;
** This achievement can be unlocked by breaking the first night shield on the first shrine, or the 30 second shield on subsequent shrines. &lt;br /&gt;
** Only the monsters on the shrine at the time it has its shield broken will unlock the achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Brink of Death''' - As [[Death's Servant]], summon a doom portal after your chestplate has broken.&lt;br /&gt;
&lt;br /&gt;
=== Rare Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Double Kill''' - Kill 2 dwarves within 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Hat Trick''' - Kill 3 dwarves with 3 different monster classes in a single game.&lt;br /&gt;
** This achievement requires only a total of 3 dwarf kills, so 1 kill with each different monster class.&lt;br /&gt;
** Monster classes don’t only include the 3 base classes; Zombie, Skeleton, Creeper, it also includes the Special Monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Highway Robbery''' - Kill a dwarf carrying at least 100 gold.&lt;br /&gt;
&lt;br /&gt;
* '''Combat Rat''' - As a Rat, slay a dwarf.&lt;br /&gt;
** This achievement unlocks if the dwarf death message says they were slain by a rat. This means if a rat is the last monster to hit a dwarf before they die, they will get the kill and thus the achievement as well.&lt;br /&gt;
&lt;br /&gt;
* '''Highway to Hell''' - As a Servant of Death, keep a doom portal open for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Mana Guru''' - Spawn as a Servant of Death before 1500 seconds have elapsed.&lt;br /&gt;
&lt;br /&gt;
* '''NUCLEAR!''' - As a Super Creeper, throw 4 dwarves into the sky with a single explosion.&lt;br /&gt;
** The dwarves don’t necessarily need to die after being launched.&lt;br /&gt;
** The dwarves that are launched must be considered outside (have 30 open blocks above them) to count towards this achievement.&lt;br /&gt;
&lt;br /&gt;
=== Team Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Back Capped''' - Break a shrine’s shield and capture it within 60 seconds of activating.&lt;br /&gt;
&lt;br /&gt;
* '''High Pressure''' - Keep final shrine below 50% health for 5 minutes.&lt;br /&gt;
** The shrine does not need to be under 50% health continuously for 5 minutes, just collectively, meaning it can be brought back to 100% while not resetting progress.&lt;br /&gt;
&lt;br /&gt;
== General Achievements ==&lt;br /&gt;
&lt;br /&gt;
General achievements are those earned playing as any class. These achievements should trigger no matter if the player is a dwarf, hero, or monster. &lt;br /&gt;
&lt;br /&gt;
=== Common General Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Entitled''' - Earn a [[Titles|title]].&lt;br /&gt;
&lt;br /&gt;
* '''Well Accomplished''' - Earn three achievements in one game.&lt;br /&gt;
** Any combination of Dwarf, Hero, or Monster achievements will fulfil this requirement.&lt;br /&gt;
** While they may not show for all players, repeating achievements does count towards this achievement.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1032</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Achievements&amp;diff=1032"/>
		<updated>2020-11-16T03:52:20Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: /* Rare Hero Achievements */ added Strikingly Effective and some links for items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As long as there are at least 10 players in a Gazebo DvZ game, players can earn '''achievements'''. Achievements are earnable awards that recognize somewhat rarer events that occur to players and their team over the course of a game. Achievements cannot be earned until monsters are released, and the reward for doing them is server XP.&lt;br /&gt;
&lt;br /&gt;
There are 4 categories of achievements; Dwarf, [[Heroes|Hero]], [[Monsters|Monster]], and General, and 3 levels of achievements; Common, Rare, and Team. Common achievements can be earned multiple times but only show for all players once when first unlocked, Rare can be unlocked and earned multiple times and shows for all players each time, and Team can be earned repeatedly and are unlocked as long as you are on the team it is earned for at that point of the game. &lt;br /&gt;
&lt;br /&gt;
Similar to achievements are [[quests]], which are achievements that run for a limited time but have progress persist from game to game in that time period. These are listed on their own page.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Achievements ==&lt;br /&gt;
&lt;br /&gt;
Dwarf achievements are those earned while playing dwarf. If the achievement is prefaced with “as a dwarf”, it cannot be earned by players which are playing [[heroes]] that game.&lt;br /&gt;
&lt;br /&gt;
=== Common Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Brew''' - Activate your Healing Ale with only 0.5 hearts remaining.&lt;br /&gt;
** This achievement only activates if the dwarf is in combat when they trigger the Healing Ale.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven Brew''' - Have 10 status effects active at once.&lt;br /&gt;
** This achievement can be earned through the use of positive and negative status effects, and burning counts as a status effect.&lt;br /&gt;
&lt;br /&gt;
* '''Aerial Wizardry''' - As a dwarf, use a launch pad and slay a monster before you land.&lt;br /&gt;
** This achievement can be earned after using a gold or iron launch pad.&lt;br /&gt;
&lt;br /&gt;
* '''Topsy Turvy''' - Slay 20 upside down monsters in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''What Goes Up''' - As a dwarf, survive a Super Creeper explosion.&lt;br /&gt;
** The dwarf that is launched must be considered outside (have 30 open blocks above them) to get this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Devout Worship''' - Regenerate 500 shrine health in a single game.&lt;br /&gt;
** Shrine health is regenerated by standing within the shrine capture region as a dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Recommissioned''' - Fully restore all 4 broken pieces of armor using a single Wiggly Wrench.&lt;br /&gt;
** Restoring armor does not require a Wiggly Wrench to be fully channelled, as such, a simple left click that returns those armor pieces is all that is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Rare Dwarf Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Going Commando''' - Slay an Iron Golem whilst one of your armor pieces is missing.&lt;br /&gt;
** The dwarf only needs to get the final killing blow to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Catch ‘Em All''' - Slay at least 1 of every monster class in a single game.&lt;br /&gt;
&lt;br /&gt;
* '''Rapid Fire''' - As a dwarf, get a combo shot of 50 or greater.&lt;br /&gt;
&lt;br /&gt;
* '''PROC and Roll''' - As a dwarf, roll a powerful rampage for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Priority Mail''' - Kill a Blaze Cannon by deflecting a fireball into it.&lt;br /&gt;
** A fireball cannot be deflected with melee attacks, and can only be deflected by shooting an arrow at it.&lt;br /&gt;
&lt;br /&gt;
* '''Quarry Run''' - After the gold has run dry, gather and deposit 100 gold. &lt;br /&gt;
** This gold must be obtained after the total gold hits 0 at least once.&lt;br /&gt;
&lt;br /&gt;
* '''Ranger Danger''' - As a dwarf, get 200 bow kills in a single game while maintaining at least 70% accuracy.&lt;br /&gt;
** Shots that are hit while in a bow-nerf scenario (being under a roof or within 5 blocks of the target) count as a miss.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand''' - As the last dwarf standing, hold the final dwarven shrine for 5 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Don't Even Blink''' - Slay [[Death's Servant]] before it can summon a doom portal.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Medley''' - Slay 7 different types of monsters in a single rampage.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Team Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Thor’s Zealots''' - Restore a shrine to full from 5% health.&lt;br /&gt;
&lt;br /&gt;
* '''Impenetrable Defense''' - Get 1000 kills without the shrine taking any damage.&lt;br /&gt;
&lt;br /&gt;
* '''Two's Company''' - Slay 1000 monsters as the last two remaining dwarves.&lt;br /&gt;
** No more or less than two dwarves can be alive for progress to this achievement to be made. Both dwarves can contribute any amount of kills as long as they are both alive when they collectively hit 1000.&lt;br /&gt;
&lt;br /&gt;
== Hero Achievements ==&lt;br /&gt;
&lt;br /&gt;
Hero achievements can only be earned on the hero stated in the achievement itself.&lt;br /&gt;
&lt;br /&gt;
=== Common Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Enlightenment''' - As [[Grand Paladin Ziros]], maintain a powerful rampage for 1/3 of the game.&lt;br /&gt;
** This does not include Build Phase.&lt;br /&gt;
&lt;br /&gt;
* '''Unfocused Fire''' - As [[Salogel Sureshot]], shoot 4 different types of monsters in a single shot using Nohdalag.&lt;br /&gt;
** The monsters hit do not need to die to count to the total.&lt;br /&gt;
&lt;br /&gt;
* '''Blood Panner''' - As [[Lord of the Undead]], scavenge 20 gold in a single rampage.&lt;br /&gt;
&lt;br /&gt;
* '''From Cleric to Saint''' - As [[Priestess Arianna]], regenerate 100 hearts with a single use of your Pylon.&lt;br /&gt;
** These hearts can be your own and other dwarves'.&lt;br /&gt;
&lt;br /&gt;
* '''Hook, Line and Sinker''' - As [[Guard Captain Alfon]], use the Hookshot to pull in one of every monster type.&lt;br /&gt;
** This does not necessarily mean that the monster needs to be physically pulled to you, only simply be hit by the left click of the Hookshot.&lt;br /&gt;
&lt;br /&gt;
* '''Old Man’s Bold Plan''' - As [[General Kurt]], successfully get a powerful rampage from a bow PROC.&lt;br /&gt;
** A bow PROC is possible to gain with Melia if Kurt fires an arrow and switches to Caliburn before the arrow lands.&lt;br /&gt;
&lt;br /&gt;
* '''Purifying Flames''' - As [[Magnus the Red]], slay 70 monsters using Holy Purifier with a single tank of gas.&lt;br /&gt;
** Flames from the Holy Purifier do travel through monsters, meaning each flame can kill more than one monster.&lt;br /&gt;
&lt;br /&gt;
* '''Fortified''' - As [[Margrave Hector]], provide an AoE resistance buff to 10 dwarves at the same time.&lt;br /&gt;
** The AoE resistance buff is provided by holding the Runic Aegis, not the global right-click buff: Resolute.&lt;br /&gt;
&lt;br /&gt;
=== Rare Hero Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''A Massive Collection''' - As [[Sprocket]], trap 7 different types of monsters in a single [[Sprocket#Wand_of_Limited_Probabilities|wormhole]]. &lt;br /&gt;
&lt;br /&gt;
* '''Emergency Christening''' - As Magnus, provide 50 hearts of healing with a single use of your [[Magnus_the_Red#Holy_Water|Holy Water]].&lt;br /&gt;
&lt;br /&gt;
* '''Ether Energy''' - As [[Lady Lorelei]], grant rampages to 5 dwarves with a single beam of [[Lady_Lorelei#Empyrean|Empyrean]].&lt;br /&gt;
** A single monster killed by the beam can provide all dwarves close to it a rampage, not just one.&lt;br /&gt;
&lt;br /&gt;
* '''Strikingly Effective''' - As Lady Lorelei, throw an [[Iron Golem]] into Shrine Protection using the [[Lady_Lorelei#Regrowth_Pendant|Regrowth Pendant]].&lt;br /&gt;
** Shrine Protection is the area which the Dwarven Gods strike down monsters beyond the active Shrine.&lt;br /&gt;
&lt;br /&gt;
== Monster Achievements ==&lt;br /&gt;
&lt;br /&gt;
Monster achievements are those earned while playing monster. Certain achievements can only be earned while playing certain monster classes.&lt;br /&gt;
&lt;br /&gt;
=== Common Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Burning Sensation''' - As a Fire Skeleton, ignite 10 dwarves with conflagration.&lt;br /&gt;
** This achievement requires the final tier 3 upgrade for Fire Skeleton: Conflagration, to be unlocked.&lt;br /&gt;
&lt;br /&gt;
* '''A Not So Safefall''' - Throw a dwarf to their death.&lt;br /&gt;
** This achievement is possible to be earned by killing a dwarf with a Super Creeper, as long as they die to the fall, not the explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Decommissioned''' - Break a piece of dwarven armor.&lt;br /&gt;
** The monster only needs to get the final blow to break the armor piece to unlock this achievement.&lt;br /&gt;
&lt;br /&gt;
* '''PROC Blocked''' - Slay a rampaging dwarf.&lt;br /&gt;
&lt;br /&gt;
* '''Beyond the Grave''' - As a Zombie, rebirth and kill the dwarf which previously killed you.&lt;br /&gt;
** The Zombie must kill the dwarf in the life they use their rebirth in.&lt;br /&gt;
&lt;br /&gt;
* '''Per-HISS-tent''' - As a Creeper, successfully explode after having your fuse cancelled 6 times. &lt;br /&gt;
&lt;br /&gt;
* '''Baker’s Dozen'''  - As a Creeper, destroy 13 cakes with a single explosion.&lt;br /&gt;
&lt;br /&gt;
* '''Money Hungry''' - As a Broodmother, successfully steal 100 gold using awakened rats.&lt;br /&gt;
** Gold the Broodmother personally steals does not count to this goal, but this can be done over multiple Broodmother lives.&lt;br /&gt;
&lt;br /&gt;
* '''Siege Support''' - As a Blaze Cannon, provide absorption buffs to 50 monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Shield Slayer''' - Destroy a shrine shield before it naturally expires.&lt;br /&gt;
** This achievement can be unlocked by breaking the first night shield on the first shrine, or the 30 second shield on subsequent shrines. &lt;br /&gt;
** Only the monsters on the shrine at the time it has its shield broken will unlock the achievement.&lt;br /&gt;
&lt;br /&gt;
* '''Brink of Death''' - As [[Death's Servant]], summon a doom portal after your chestplate has broken.&lt;br /&gt;
&lt;br /&gt;
=== Rare Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Double Kill''' - Kill 2 dwarves within 10 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Hat Trick''' - Kill 3 dwarves with 3 different monster classes in a single game.&lt;br /&gt;
** This achievement requires only a total of 3 dwarf kills, so 1 kill with each different monster class.&lt;br /&gt;
** Monster classes don’t only include the 3 base classes; Zombie, Skeleton, Creeper, it also includes the Special Monsters.&lt;br /&gt;
&lt;br /&gt;
* '''Highway Robbery''' - Kill a dwarf carrying at least 100 gold.&lt;br /&gt;
&lt;br /&gt;
* '''Combat Rat''' - As a Rat, slay a dwarf.&lt;br /&gt;
** This achievement unlocks if the dwarf death message says they were slain by a rat. This means if a rat is the last monster to hit a dwarf before they die, they will get the kill and thus the achievement as well.&lt;br /&gt;
&lt;br /&gt;
* '''Highway to Hell''' - As a Servant of Death, keep a doom portal open for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
* '''Mana Guru''' - Spawn as a Servant of Death before 1500 seconds have elapsed.&lt;br /&gt;
&lt;br /&gt;
* '''NUCLEAR!''' - As a Super Creeper, throw 4 dwarves into the sky with a single explosion.&lt;br /&gt;
** The dwarves don’t necessarily need to die after being launched.&lt;br /&gt;
** The dwarves that are launched must be considered outside (have 30 open blocks above them) to count towards this achievement.&lt;br /&gt;
&lt;br /&gt;
=== Team Monster Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Back Capped''' - Break a shrine’s shield and capture it within 60 seconds of activating.&lt;br /&gt;
&lt;br /&gt;
* '''High Pressure''' - Keep final shrine below 50% health for 5 minutes.&lt;br /&gt;
** The shrine does not need to be under 50% health continuously for 5 minutes, just collectively, meaning it can be brought back to 100% while not resetting progress.&lt;br /&gt;
&lt;br /&gt;
== General Achievements ==&lt;br /&gt;
&lt;br /&gt;
General achievements are those earned playing as any class. These achievements should trigger no matter if the player is a dwarf, hero, or monster. &lt;br /&gt;
&lt;br /&gt;
=== Common General Achievements ===&lt;br /&gt;
&lt;br /&gt;
* '''Entitled''' - Earn a [[Titles|title]].&lt;br /&gt;
&lt;br /&gt;
* '''Well Accomplished''' - Earn three achievements in one game.&lt;br /&gt;
** Any combination of Dwarf, Hero, or Monster achievements will fulfil this requirement.&lt;br /&gt;
** While they may not show for all players, repeating achievements does count towards this achievement.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1031</id>
		<title>General Kurt</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1031"/>
		<updated>2020-11-16T03:24:08Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---[[File:General Kurt.png|250px|frameless|right]]---&amp;gt;&lt;br /&gt;
'''General Kurt''' is a [[Heroes#Major_Heroes|Major Hero]] with a kit that revolves around having better versions of normal dwarves' equipment to the point of complete monster destruction.&lt;br /&gt;
&lt;br /&gt;
: ''Held in high regard as a masterful tactician and fighter without equal, General Kurt brings the limits of a single dwarf’s potential into question. Kurt maintains a simultaneous blessing and curse from Thor, the Thunder God. Thor’s boon of strength has given the dwarven general pure unmitigated might, but his curse has brought about an enemy which cannot be contained-- condemning Kurt to an endless cycle of death and rebirth against the legions of demise. Throughout his cycle of eternal struggle, General Kurt has grown ever more bold and authoritative, ignoring even the Dwarven Council’s authority to take charge and fight back against the curse he cannot hope to conquer. Though every battle is lost, Kurt refuses to concede defeat, powering through each fight as if it were his last.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In addition to the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], Kurt also receives the golden sword Caliburn, his powerful bow Melia, and the Horn of the Buffalo.&lt;br /&gt;
&lt;br /&gt;
[[File:Excaliju.png|frameless|left]]&lt;br /&gt;
=== Caliburn ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''Broken and reforged a thousand times, Caliburn is a legendary blade stronger than normal weapons despite its brittle material.''&lt;br /&gt;
&lt;br /&gt;
* Caliburn is a gold sword which radiates Kurt's rampages in all directions. With a 4.5 second rampage signified by gold particles instead of green, Kurt can also, upon killing a monster, kill 5 monsters in a 1 block radius around himself.&lt;br /&gt;
* Right clicking Kurt can also use Caliburn to block 50% of all incoming damage and simply holding it gives him Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Virendra32x.png|32px|frameless|left]]&lt;br /&gt;
=== Melia ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A bow created from the bones of a dragon and the soul of Kurt's late wife. When drawn, her strings are imbued with the force of Kurt's love and regret, resulting in immense damage and knockback when piercing monster skulls.''&lt;br /&gt;
&lt;br /&gt;
* Melia possesses Punch X and has 1.5x the damage of a normal Dwarven Shortbow.&lt;br /&gt;
* Melia is however subject to the same rules as Dwarven Shortbows, meaning that under a roof it will deal 70% less damage and within 5 blocks will deal 100% less damage.&lt;br /&gt;
* An additional capability is that if Kurt fires an arrow with Melia and switches to Caliburn before the arrow kills its target, Kurt will gain a rampage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Buffalo Horn.png|32px|frameless|left]]&lt;br /&gt;
=== Horn of the Buffalo ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A well-crafted horn made for use by dwarven generals to direct their allies. A mighty blow from this horn inspires other dwarves, sending them into a powerful rampage.''&lt;br /&gt;
&lt;br /&gt;
* Left click blows this horn to invigorate all dwarves on the battlefield, giving them a 10 second special rampage with Speed III and Haste I after a short 2 second delay. This rampage however will be overridden upon rolling it, replacing its special buffs with that of the normal rampage.&lt;br /&gt;
* The cooldown for the horn is dependent on the number of dwarves alive times 6, with a minimum of 60 seconds. Meaning the more dwarves that die, the more the horn can be used.&lt;br /&gt;
* Kurt can also right-click the Horn to block 50% of all incoming damage.&lt;br /&gt;
&lt;br /&gt;
== Tips as Kurt ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Kurt has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. His horn gives Speed III and Haste I as well which is useful in helping other dwarves collect stone and gold, so blowing it often is recommended.&lt;br /&gt;
* Kurt's ability to mow through monster hordes is unmatched. Every time he kills a monster, another 5 can die around him. This should be noted when other dwarves are starting to get rampages, as being around them could cause them to be unable to do so. Kurt can stand at the very front lines will little repercussion, so he should probably stick to doing so.&lt;br /&gt;
* When using Melia, anticipating where the Punch X will send the monster after the first shot and firing there can allow Kurt to hit a monster with two shots in quick succession.&lt;br /&gt;
* Melia doesn't strictly need to be used to kill monsters alone. Since she has Punch X, using her to knock back monsters out of melee range is useful, and when able to kill monsters switching to Caliburn to get an instant rampage is particularly powerful.&lt;br /&gt;
* Using the Horn of the Buffalo is an easy way to get many dwarves out of trouble fast. When fighting [[Wolf|Wolves]] or [[Venomburner|Venomburners]] at night, or [[Iron Golem|Iron Golems]] at any time, using the horn can help dwarves make swift work of them. It should be noted however that not using the horn for extended periods of time can be wasteful, so it should be used timely, but not without reason.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1029</id>
		<title>General Kurt</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=General_Kurt&amp;diff=1029"/>
		<updated>2020-11-16T01:33:42Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---[[File:General Kurt.png|250px|frameless|right]]---&amp;gt;&lt;br /&gt;
'''General Kurt''' is a [[Heroes#Major_Heroes|Major Hero]] with a kit that revolves around having better versions of normal dwarves' equipment to the point of complete monster destruction.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
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In addition to the standard [[Heroes#Major_Hero_Kit|Major Hero kit]], Kurt also receives the golden sword Caliburn, his powerful bow Melia, and the Horn of the Buffalo.&lt;br /&gt;
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[[File:Excaliju.png|frameless|left]]&lt;br /&gt;
=== Caliburn ===&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
: ''Broken and reforged a thousand times, Caliburn is a legendary blade stronger than normal weapons despite its brittle material.''&lt;br /&gt;
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* Caliburn is a gold sword which radiates Kurt's rampages in all directions. With a 4.5 second rampage signified by gold particles instead of green, Kurt can also, upon killing a monster, kill 5 monsters in a 1 block radius around himself.&lt;br /&gt;
* Right clicking Kurt can also use Caliburn to block 50% of all incoming damage and simply holding it gives him Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Virendra32x.png|32px|frameless|left]]&lt;br /&gt;
=== Melia ===&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A bow created from the bones of a dragon and the soul of Kurt's late wife. When drawn, her strings are imbued with the force of Kurt's love and regret, resulting in immense damage and knockback when piercing monster skulls.''&lt;br /&gt;
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* Melia possesses Punch X and has 1.5x the damage of a normal Dwarven Shortbow.&lt;br /&gt;
* Melia is however subject to the same rules as Dwarven Shortbows, meaning that under a roof it will deal 70% less damage and within 5 blocks will deal 100% less damage.&lt;br /&gt;
* An additional capability is that if Kurt fires an arrow with Melia and switches to Caliburn before the arrow kills its target, Kurt will gain a rampage.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Buffalo Horn.png|32px|frameless|left]]&lt;br /&gt;
=== Horn of the Buffalo ===&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A well-crafted horn made for use by dwarven generals to direct their allies. A mighty blow from this horn inspires other dwarves, sending them into a powerful rampage.''&lt;br /&gt;
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* Left click blows this horn to invigorate all dwarves on the battlefield, giving them a 10 second special rampage with Speed III and Haste I after a short 2 second delay. This rampage however will be overridden upon rolling it, replacing its special buffs with that of the normal rampage.&lt;br /&gt;
* The cooldown for the horn is dependent on the number of dwarves alive times 6, with a minimum of 60 seconds. Meaning the more dwarves that die, the more the horn can be used.&lt;br /&gt;
* Kurt can also right-click the Horn to block 50% of all incoming damage.&lt;br /&gt;
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== Tips as Kurt ==&lt;br /&gt;
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* During build phase Kurt has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. His horn gives Speed III and Haste I as well which is useful in helping other dwarves collect stone and gold, so blowing it often is recommended.&lt;br /&gt;
* Kurt's ability to mow through monster hordes is unmatched. Every time he kills a monster, another 5 can die around him. This should be noted when other dwarves are starting to get rampages, as being around them could cause them to be unable to do so. Kurt can stand at the very front lines will little repercussion, so he should probably stick to doing so.&lt;br /&gt;
* When using Melia, anticipating where the Punch X will send the monster after the first shot and firing there can allow Kurt to hit a monster with two shots in quick succession.&lt;br /&gt;
* Melia doesn't strictly need to be used to kill monsters alone. Since she has Punch X, using her to knock back monsters out of melee range is useful, and when able to kill monsters switching to Caliburn to get an instant rampage is particularly powerful.&lt;br /&gt;
* Using the Horn of the Buffalo is an easy way to get many dwarves out of trouble fast. When fighting [[Wolf|Wolves]] or [[Venomburner|Venomburners]] at night, or [[Iron Golem|Iron Golems]] at any time, using the horn can help dwarves make swift work of them. It should be noted however that not using the horn for extended periods of time can be wasteful, so it should be used timely, but not without reason.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
	<entry>
		<id>https://guide.gazebodvz.com/index.php?title=Magnus_the_Red&amp;diff=1028</id>
		<title>Magnus the Red</title>
		<link rel="alternate" type="text/html" href="https://guide.gazebodvz.com/index.php?title=Magnus_the_Red&amp;diff=1028"/>
		<updated>2020-11-16T01:29:38Z</updated>

		<summary type="html">&lt;p&gt;JTHousek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magnus the red.png|250px|frameless|right]]&lt;br /&gt;
'''Magnus the Red''' is a [[Heroes#Major_Heroes|Major Hero]] and a god at close-quarters combat, able to melt anything coming his way with his Holy Purifier, and keep his fellow dwarves alive with his Holy Water.&lt;br /&gt;
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&lt;br /&gt;
== Items ==&lt;br /&gt;
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Magnus has the standard [[Heroes#Major_Hero_Kit|Major Hero kit]] and he carries a flamethrower: The Holy Purifier. He also uses the Holy Ale to heal his wounds and those of this allies around him.&lt;br /&gt;
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[[File:Holy purifier.png|frameless|left]]&lt;br /&gt;
=== Holy Purifier ===&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A flamethrower gifted to Magnus by Kurt. Its flames are capable of purifying whole hordes of monsters.''&lt;br /&gt;
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* The Holy Purifier is a flamethrower capable of melting monsters' health incredibly quickly with flames that can travel 15 blocks in an arc. It requires only 3 ammo to kill an AI Zombie and penetrates monsters, meaning multiple can be hit by the same pump of flame.&lt;br /&gt;
* The flamethrower can hold 100 ammo at any point which is the equivalent of 25 continuous seconds of firing. To refill his ammo, Magnus has to stand on top of oil blocks and left click, during which the name of the Holy Purifier will display its current ammo. Each left click will refill 2 ammo. Magnus also cannot refill within 6 seconds of the last time he used the Holy Purifier, but it does have 8 Attack Damage which can be used to protect himself while refilling.&lt;br /&gt;
* Though still potent against them, the Holy Purifier only does half damage to [[Iron Golem|Iron Golems]]. It also does no damage whatsoever to [[Death's Servant]].&lt;br /&gt;
* Holding the Holy Purifier also gives Magnus Knockback Resistance, which is useful if his Dwarven Hero Helmet has broken.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Holy water.png|32px|frameless|left]]&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: ''A vial of holy water blessed by the priests of the paladin order. Magnus uses the water amidst the melee to christen his allies healing any dwarves within healing range.''&lt;br /&gt;
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* The Holy Water acts as Magnus's potion; as such, left clicking it will fully heal Magnus and clear all negative status effects at the cost of 100 mana. In addition, all dwarves in a 4 block radius of Magnus will also get fully healed at no cost.&lt;br /&gt;
* Magnus can also use this ale when already at full health, something that could potentially be dangerous as he could rapidly drain his mana, so he should be extra careful not to do so.&lt;br /&gt;
&lt;br /&gt;
== Tips as Magnus ==&lt;br /&gt;
&lt;br /&gt;
* During build phase Magnus has a lot of spare time due to spawning with much of the supplies he needs, thus he can spend his time building or mining gold, doing actions to support the dwarves as a whole. Magnus should also spend time locating the Oil around the map, as it will be required to refill his Holy Purifier.&lt;br /&gt;
* At any given point, Magnus can give himself a rampage by firing 2 bouts of flame and then swinging at an AI Zombie once at the cost of only 2 ammo. By this process, Magnus can virtually have a rampage throughout the whole game.&lt;br /&gt;
* The Holy Purifier's flames can also one shot as long as Magnus has a rampage. Getting a kill and then immediately firing a few bouts of flame can clear an entire room with little effort, only at a cost of a few ammo.&lt;br /&gt;
* If there is no quicker way to acquire a rampage and use these powerful skills, Magnus can just unload his Holy Purifier into a room at the cost of a large amount of ammo, but still clearing the room. A scenario where this may occur is when the shrine is at very low health and the monsters need to be taken off it extremely quickly.&lt;br /&gt;
* Though not instant, using the Holy Purifier to melt [[Iron Golem]] chestplates is effective in mitigating the time they spend alive causing damage.&lt;br /&gt;
* Going out to refill the Holy Purifier can be a dangerous task, so usage of the Holy Purifier should be done sparingly when in situations where Oil is close to monster spawn. Sometimes Magnus can take another dwarf with him in order to help him reach and acquire Oil as long as it does not leave the shrine defenseless.&lt;br /&gt;
* In addition to just simply helping dwarves not use mana by healing near them, Magnus can effectively keep dwarves in danger alive by using his Holy Water over and over near them, whether they're trapped in a Dwarven Slab or just being mauled by monster hordes.&lt;/div&gt;</summary>
		<author><name>JTHousek</name></author>
		
	</entry>
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