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==Techniques== Techniques are purchased with XP. Most will have a prerequisite of a certain number of ranks in a relevant skill, and some may have Attribute and/or Virtue requirements as well. Active techniques take resources (actions, MP, etc.), while Passive techniques are always in effect.<!-- Not sure if this is correct. --> ====Racial Techniques==== '''Deku Bubble''' (Active) *Requirements: Deku Scrub *XP Cost: 3 *Action: X *MP Cost: X This Deku may spend X actions to fire one bubble with the Stun property from his "nose" at a single target. For each action spent, the Deku spends 1 magic point and adds 1/4 heart to the damage increment and 10 metres to the range. The maximum number of actions a Deku can spend on this techniques is equal to their Power, and the attack is made as the final action of the technique. '''Goron Spikes''' (Active) *Requirements: Goron *XP Cost: 3 *Action: Double *MP Cost: 2 Sustained Goron may spend 1 turn in rolled-up form to generate magical Spikes with a 1/2 Damage increment; each turn this is active, the Goron spends 2 Magic Points. If the Goron leaves the ball form or comes to a stop, they must spend an additional turn to "regrow" them. '''Goron Might''' (Passive) *Requirements: Goron, Brawler technique *XP Cost: 3 Your attacks gain +1/4H damage, and you can choose to do fire damage. '''Stonefist Suplex''' (Active) *Requirements: Goron Might *XP Cost: 6 *Action: Double Make an unarmed attack against an enemy that has equal or less mass than you. You deal 1 Heart dmg increment and you choose one space adjacent to you where you can move your target to, the target is also prone after the attack is resolved. You gain an extra kept dice for this attack for every 2 points of extra mass that you have over your target. '''Step Lively''' (Passive) *Requirements: Skull Kid *XP Cost:3 You are light on your feet, so much so that rough terrain doesn't effect you (excluding water) and you can easily clear large holes (the length of which you can jump is your Movement minus -2, unless your Physical is over 5 then it is your Physical minus -1). '''Pitch Perfect''' (Active) *Requirements: Skull Kid *XP Cost 6 *MP Cost X Using your magic, you add just the right melody to your song. For any song that requires a roll, you my pay increments of 3 MP to add 1k0 to the roll. '''Shadow Hide''' (Active) *Requirements: Twili *XP Cost: 2 *Action: Double You can hide in the shadow of another party member. You occupy their place without taking up any room. You remain in whichever square they happen to be in or enter at any time. You cannot take any actions, but have a general awareness of the situation and your surroundings. If the character whose shadow you're hiding in is hit by light magic, you are forced out and appear in a space adjacent to the character. This uses our next double action. '''Bladed fins''' (Passive) *Requirements: Zora, Brawler technique *XP Cost: 2 Your unarmed attacks gain the Edged property. In addition, as a Single Action you can make a Ranged/Wisdom attack using the damage of your unarmed attack damage with a range of 10. Your fins return when you take an extra action to retrieve them, and until then you cannot use them to attack. '''Lightning Shield''' (Active) *Requirements: Zora *XP Cost: 4 *Action: Double+ *MP Cost: 2 Sustained This Zora may exude an aura that hits every creature within 2 meters in water for 1/2 heart of electrical damage. This technique requires an action to activate as well as an action to deactivate (the attack takes effect during both of these actions). This costs 2 points of magic and may be sustained for an additional 2 points of magic per turn. No other actions may be taken while this technique is being sustained. This ability may only be used in water. '''Sustained Flight''' (Active) *Requirements: Rito *XP Cost: 3 *Action: Single This Rito may attempt to stay in the air as part of a move action by making a Physical Power check. Success allows the Rito to remain airborne until the end of their next turn or until they are incapacitated. '''Tail Wipe Out''' (Active) *Requirements: Yeti *XP Cost: 5 *Action:Double Action The Yeti uses it beaver like tail to take-out the legs of all friends and foes adjacent to it. All players my roll and |Acrobatic|check vs Physical/Power check to try and avoid the attack. All effected targets are knocked Prone and take 1/4 H damage per success ( this attack cannot be used for one round after use and double there after ie. second use; cannot use for 4 round, then 8 etc.). ====Melee Techniques==== '''Spin Attack''' (Active) *Requirements: |Melee| 1 *XP Cost: 2 *Action: Double After taking an action to prepare the Spin Attack the player may make a |Melee|(Power)[knockback] action striking all adjacent targets. Once an action has been taken to prepare the player may hold his action to perform the |Melee|(Power) portion of this technique at any time. Taking damage or performing any action other than moving at half movement interrupts this technique. '''Lunging Strike''' (Active) *Requirements: |Melee| 1 or |Heavy| 1 *XP Cost: 2 *Action: Single Make a normal melee attack with a |Melee| or |Heavy| weapon with an additional meter added to the range of that attack. All your defense rolls have a -1k0 penalty until your next turn. '''Follow-through''' (Active) *Requirements: |Melee| 3, Lunging Strike *XP Cost: 3 *Action: Single In order to use this technique, you must use the Lunging Strike technique immediately beforehand. You move 1 space closer to your enemy and make another attack against that opponent at a -1 penalty to your rolled pool. Use of this technique also negates the defense roll penalty from Lunging Strike. '''Back Slice''' (Active) *Requirements: |Melee| 1, |Acrobatics| 2 *XP Cost: 2 *Action: Single You quickly tumble around your opponent to find a hole in his defense and strike. You may move to another space adjacent to the enemy and make an |Acrobatics|(Wisdom) check as an Attack action. Your target suffers a -1k1 penalty to his defense roll against this attack. If you hold an action and use Back Slice to interrupt an attack action against you, then the target suffers an additional -1k1 penalty to his defense against this attack. '''Evading Slice''' (Passive) *Requirements: |Melee| 3, Back Slice *XP Cost: 3 When your opponent is too slow to strike you, it's definitely too slow to avoid your quick blade. When you use your Acrobatics Active or Total Defense to fully evade an enemy's attack, you may freely use Back Slice as if you had it readied against that opponent once per round. If you succeed, you still move as normal. '''Parry''' (Passive) *Requirements: |Melee| 2 *XP Cost: 2 *Action: Single As an active defense, you may use your |Melee| skill with a Physical/Wisdom roll '''Riposte''' (Passive) *Requirements: |Melee| 4, Parry *XP Cost: 3 When you Parry an attack, deal an increment of your weapon's damage for each successful die (minus ties). If dual-wielding, only Riposte with one weapon. '''Assassin's Training''' (Passive) *Prerequisites: |Melee| 2, Wisdom 2 *XP Cost: 2 Wisdom-based |Melee| and small |Ranged| weapons (shuriken, darts, etc.) weapons do +1/4H more damage. '''Backstab''' (Passive) *Prerequisites: |Melee| 2, |Stealth| 1 *XP Cost: 2 When making |Melee| attacks using Wisdom-based weapons against a foe you are flanking with one of your allies (they are in a square adjacent to the enemy on the opposite side of them) your attacks deal an extra 1/4H more damage. '''Dual Wield''' (Passive) *Requirements: |Melee| 3, |Acrobatics| 1 *XP Cost: 4 Two blades are better than one. While wielding two |Melee| weapons you get +0k1 to your dice pool for all Defense rolls against any attacker wielding only one weapon, as well as +0k1 to your dice pool for Attack rolls against targets wielding one weapon who do not have a shield. Gerudo may learn this technique for half cost. '''Helm Splitter''' (Active) *Prerequisites: |Melee| 3, |Acrobatics| 3 *XP Cost: 4 *Actions: 2 You jump over the enemy, striking at its head as you pass. Make a normal |Melee| attack against the enemy, ignoring any damage reduction it might have from armor. You end this technique in the square directly opposite the target from where you started. This technique can't be used on any enemy more than one scale rating larger than you. '''Helm Splitter Combo''' (Active) *Prerequisites: Helm Splitter, Shield Bash *XP Cost: 2 *Actions: 1 (special) You have learned how to use a Shield Bash to set up for a devastating Helm Splitter attack. You may only use this technique if you used your previous action this turn to successfully stun a foe using the Shield Bash technique. This technique functions as the Helm Splitter technique, except it takes only a single action to use, and the enemy must use passive defense to oppose your attack roll. '''Mortal Draw''' (Active) *Requirements: |Melee| 4 *XP Cost: 4 *Special: Cannot have weapons drawn last turn. *Action: Single Draw weapon and attack as a single action(+2k0 attack, +1/4 Damage increment) '''Counter Attack''' (Passive) *Requirements: |Melee| 4, |Wisdom| 3 *XP Cost: 5 Unopposed successes on Active Defense rolls now deal damage to attackers as if they were unopposed successes on an Attack roll. '''Sneak Attack''' (Passive) *Requirements: |Melee| 2, |Stealth| 2 *XP Cost: 2 *Special: You must be wielding a |Melee| weapon or a non-Explosive |Ranged| weapon. When you attack a creature you are hidden from, your attack uses Wisdom instead of its usual Virtue and does 2x damage. When attacking with a weapons that already uses Wisdom, the weapon's damage increment is increased by +1/4. '''Low Blow''' (Active) *Requirements: Brawler *XP Cost: 3 *Action: Single You make an unsportsmanlike |Melee| strike to an armored target, ignoring up to 1/2 heart of armor reduction on the target. '''Balanced Charge''' (Passive) *Prerequisites: Courage 2, Wisdom 2, |Melee| or |Heavy| 2 *XP Cost: 3 When you use a charge, it no longer causes a defense penalty. '''Charge Attack Mastery''' (Passive) *Prerequisites: Physical 3, |Melee| or |Heavy| 3 *XP Cost: 2 You gain a +1k0 bonus to any offensive option at the end of a charge. ====Heavy Techniques==== When you use any Active technique with a |Heavy| weapon, you must take a recovery action as normal for attacking with a |Heavy| weapon. '''Lunging Strike''' (Active) * Requirements: |Melee| 1, or |Heavy| 1 * XP Cost: 2 * Action: Single Make a normal melee attack with a |melee| or |heavy| weapon with an additional meter added to the range of that attack. All your defense rolls have a -1k0 penalty until your next turn. '''Heavy Blow''' (Passive) *Prereq: |Heavy| 2 *XP Cost: 2 Your blows carry unusual force. |Heavy| attacks with the Knockback quality that you make have their Knockback rating increased by 1. '''Brutal Strike''' (Active) *Prereq: |Heavy| 3 *XP Cost: 2 *Action: Single You strike the enemy a mighty blow, pushing it away from you. Make a normal |heavy| attack; it gains Knockback 1. '''Earthshaker''' (Active) * Requirements: |Heavy| 2, Physical 4, Power 4 * XP Cost: 4 * Action: Single Smash the ground with your weapon. All grounded enemies directly next to you are Stunned and knocked Prone. All grounded enemies in three meters are knocked Prone. '''Staggering Blow''' (Active) *Prereq: |Heavy| 4, Brutal Strike *XP Cost: 4 *Action: Double You strike a powerful blow with the blunt of your weapon. As a double action, make a |heavy| attack with the Staggering quality. *A Staggering attack has different effects depending on how the target defends: **A target using a shield defence is Stunned whether the attack is successful or not (since a successful shield defense is still being struck by the blow). **A target using a non-shield defence suffers Knockback 1 and Knockdown if the Staggering attack hits, but avoids these effects if the attack misses (since a successful non-shield defense dodges or deflects the force of the attack rather than absorbing it). '''Rubble Spray''' (Active) * Requirements: |Heavy| 3 * MP Cost: 2 -or- Dazed next round * XP Cost: ? * Action: Single Swing your weapon upward through the ground, smashing and launching debris in a two-meter cone in front of you. Treat this technique as a |Heavy| attack with a damage increment of 3/4H. Make a single attack roll, with each creature in the area of effect rolling defense separately. '''Darunia's Might''' (Passive) *Requirements: Power 5, |Heavy| 5 *XP Cost: 7 *Benefit: You may attack with a Heavy weapon without recovering after a previous strike, but at a -1k1 penalty to the attack. You may take an action to recover normally to negate this penalty for your next Heavy weapon attack. ====Ranged Techniques==== '''Take Aim''' (Active) *Requirements: |Ranged| 3 *XP Cost: 2 *Action: Single+ You focus your aim to gain a bonus to your next attack with a ranged weapon. You may spend a number of actions on this technique equal to your ranks in Ranged. For the 1st, 3rd, and 5th action spent this way, you gain +1k0 to your attack. For the 2nd, 4th, and 6th action spent, you gain +0k1 to your attack. You must designate a target for your aim, and the target must remain in line of sight for the entire duration of your aim. If you switch targets or the target moves out of your line of sight, you have to start over. If you take any action other than making a Ranged attack after taking actions to aim, your aim is wasted. If you take damage from an attack, you lose the benefit of your previous 2 aiming actions. '''Penetrating Shot''' (Active) * Requirements: |Ranged| 2 * Weapons: "Piercing" ranged weapon * XP Cost: 3 * Action: Single Fire a shot that shoots through your first target into a second. The second target must be within your max range. You and both targets must all be within a straight line. Apply the same attack roll for both targets, with a -0k1 penalty to the roll against the secondary target, minus an additional -0k1 for every 1/4 heart negation from armor on the primary target. '''Explosive Shot''' (Active) * Requirements: |Ranged| 2, |Magic| 3 * MP Cost: 5 * XP Cost: 3 * Action: Single You make a shot rigged with either a physical or magic explosive charge that explodes for bomb damage after the shot lands. Requires the expenditure of either one bomb or the cost in magic points of the according spell rigged to the arrow. '''Curved Shot''' (Active) * Requirements: |Ranged| 3, |Magic| 2 * MP Cost: 3 * XP Cost: 4 * Action: Single You shoot or throw one direction and then telekinetically redirect the shot toward where you want it to land. This allows you to overcome a target's cover. '''Dual Shot''' (Active) * Requirements: |Ranged| 4 * XP Cost: 3 * Action: Single Attack with a ranged weapon twice in one action, provided the weapon does not require an action to reload. Each attack is made at a -2k1 penalty. '''Ricochet Shot''' (Active) * Requirements: |Ranged| 4 * XP Cost: 3 * Action: Double You aim your weapon carefully, so that it ricochets off a surface to shoot targets that you don't have a direct shot at. The tightest possible angle is 45 degrees. If the target is out of Line of Sight, the attack suffers a -1k0 penalty. '''Volley''' (Active) * Requirements: |Ranged| 5 * XP Cost: 4 * Action: Double You can unleash a barrage of missiles to strike multiple foes. Make an attack with AoE 1, centered on a space within half your weapon's maximum range. Make a single |Ranged| attack roll, with each target in the area of effect rolling defense separately. If a target occupies multiple squares in the area of effect, it makes a single defensive roll but any damage it takes from the attack is multiplied by the number of affected squares it occupies. This action consumes 5 units of ammunition. '''Tripshot''' (Active) * Requirements: |Ranged| 3 * XP Cost: 2 * Weapons: "Grip" ranged weapon * Action: Single Fire at the the feet of a target to attempt to knock them prone. Make a |Ranged|(Wisdom) attack roll opposed by the target's Physical/Courage. The target may substitute an |Acrobatics| roll to oppose if it has prepared an acrobatic active defense. If you and the target are of different Mass categories, you gain a +1k1 bonus to your roll for each Mass category you are larger than the opponent, or a -1k1 penalty for each Mass category smaller. If you score more successes than the target, it is knocked prone. Note that use of this technique deals no damage. ====Shield Techniques==== '''Shield Attack''' (Active) *Requirements: |Melee| 1, |Shield| 2 *XP Cost: 2 *Action: Single As a single action this person is able to thrust his shield forward striking an enemy. Make a |Shield| skill check as an attack with your shield. The damage increment is equal to the shield's reduction value. '''Shield Bash''' (Active) *Requirements: Shield Attack *XP Cost: 3 *Action: Single As a single action this person may thrust his shield at his enemy with great force, throwing them off their guard. Make a |Shield| skill check as an attack against your target, opposed by their defense (Active or Passive, whichever they have in place). If you score more successes than your opponent, you deal no damage but the target is stunned for 1 round. '''Shield Slam''' (Active) *Requirements: Shield Attack *XP Cost: 3 *Actions: 2 As a double action this person may, from a static standing position, put all of his weight into his shield shield slamming it into an enemy and forcing them back. Make a |Shield| skill check against your target's defense. If you score more successes than your opponent, you deal no damage but the target suffers Knockback 2 and is knocked prone. '''Shield Charge''' (Active) *Requirements: Shield Attack *XP Cost: 4 *Action: Double As a double action this person may charge, running at full speed with his shield and tossing enemies aside. Make an opposed Physical(Power) check against each creature whose space you enter. The creature may instead opt to use |Acrobatics| to simply move out of the way. If you succeed, the target suffers Knockback 2 (always moving out of your path, direction chosen by you) and is knocked prone. If a target beats you at a Physical(Power) roll (not an Acrobatics roll) your movement stops and you are knocked prone. '''Shield Throw''' (Active) *Requirements: Shield Attack *XP Cost: 5 *Action: Single This person may throw his shield as a Range 5 Physical(Power) attack. '''Guard and Attack''' (Active) *Requirements: |Melee| 3, |Shield| 3 *XP Cost: 6 *Action: Immediate When you succeed on a |Shield| active defense roll, you can immediately make an attack against your attacker as an immediate action. A Hylian can purchase this technique for half cost. ====Magic Techniques==== After using an Active magic technique, your next action must be either to cast a spell or use another Active magic technique. When calculating MP cost of a spell modified by an Active technique, figure out the total cost of all modifications to the spell without rounding, and then round up. Note that although the word "spell" is used for these techniques, they can be applied with equal ease whether the effect is produced from a magic item or cast from the character's own learned or innate ability. See the [[Legend_of_Zelda_RPG#Magic_Rules|Magic Rules]] section for further details on the distinction (or, more accurately, relative lack thereof) between learned and item-based magic. '''Area Spell''' (Active) *Requirements: |Magic| 3 *XP Cost: 3 *Action: Single *Effect: Your next basic spell that targets a single creature or object instead targets all creatures and objects in an area centered in an origin space within range of the spell. This increases the cost of the spell by 100% per meter outward from the origin space the spell reaches, to a maximum number of meters equal to your Magic skill. '''Burst Spell''' (Active) *Requirements: |Magic| 2 *XP Cost: 2 *Action: Single *Effect: Your next basic spell that targets a single creature or object instead targets all creatures and objects in a burst outward from your own space. This increases the cost of the spell by 50% per meter outward from your space the spell reaches, to a maximum number of meters equal to your Magic skill. '''Chain Spell''' (Active) *Requirements: |Magic| 3 *XP Cost: 4 *Action: Single *Effect: Your next basic spell that targets a single creature or object also targets additional creatures or objects within range of the spell. This increases the cost of be spell by 50% per additional target, to a maximum number of target equal to your Magic skill. '''Channel Spell''' (Active) *Requirements: |Magic| 3; |Melee|, |Heavy|, or |Ranged| 2 *XP Cost: 5 *Action: Single *Effect: The next basic spell you cast is channeled into a weapon or piece of ammunition you touch. After that, the next attack with the enchanted weapon delivers the spell's effect as well as the weapon's damage. After the weapon attack is resolved, resolve the spell effect as if it had been cast normally with your weapon's target as the target and origin of the spell. If the weapon attack is not successful, the channeled spell is wasted. A weapon or piece of ammunition can only hold a single channeled spell at a time, and the channeled spell fades after one minute if unused. '''Charge Spell''' (Active) *Requirements: |Magic| 3 *XP Cost: 2 *Action: Single+ *Effect: The next basic spell you cast has its effects increased. This increases the cost of the spell by 50% for doubled effects. You may spend multiple consecutive actions charging a spell, adding an additional multiplication of the spell's effects and increasing its cost by an additional +50% per action spent charging. The maximum number actions you can spend charging a spell is equal to your Magic skill. ====Miscellaneous Techniques==== '''Flash Bomb Vanish''' (Active) * Prerequisites: |Stealth| 3 * XP Cost: 4 * Action: Single * Special: Requires a Deku nut/Flash bomb You activate the flash bomb in your space and can immediately move your speed. Make a |Stealth| check with a +2k2 bonus. You are hidden from enemies who do not beat your |Stealth| roll with their |Perception| for the remainder of your turn, and if you end your turn behind cover you remain hidden. Shiekah can purchase this techniques at half cost. '''Intercept''' (Active) * Prerequisites: |Acrobatics| 4 or |Shield| 4 * XP Cost: 4 * Action: Immediate When an ally within a number of spaces equal to half your speed is targeted by an attack, you can immediately move half your speed into your ally's space, push them 1 space, and force the enemy to roll the attack against you instead. '''Heavy Armor Training''' (Passive) *Prerequisites: Physical 2 *XP Cost: 3 You can wear heavy armor. '''Brawler''' (Passive) * Prerequisites: |Melee| 3 * XP Cost: 2 Your unarmed attacks gain +1/4H. In addition, you can use Power, Wisdom, or Courage as your virtue when making unarmed attacks. '''Halt the Advance''' (Passive) *Requirements: Physical 3, Courage 2 *XP Cost: 4 *Benefit: If you deal damage to a target with an opportunity attack, you may end the movement that provoked the attack in the square from which the attack was provoked. '''Dedicated Defender''' (Passive) *Requirements: Physical 3, Courage 3 *XP Cost: 5 *Benefit: If you have spent your immediate action for the round to make an opportunity attack, anytime an enemy against whom you have not already made an opportunity attack this round would provoke an opportunity attack from you, you may make that attack as a free action. This does not allow you to make extra attacks with a |heavy| weapon without recovering. '''Battle-Hardened''' (Passive) *Prerequisites: Physical 3 *XP Cost: 5/10/15 *The character is an experienced veteran and has learned to move with the ebb and flow of battle. The character gets a +1k1 boost to passive defense rolls. This technique may be taken up to 3 times, with the XP cost increasing for each additional time you take it, as noted above. '''Natural Rider''' (Passive) * Prerequisites: Spiritual 3, Courage 3 * XP Cost: 3 You can control your mount's actions without making checks. '''Lore''' (Passive) * Prerequisites: None * XP Cost: 2 Your studies have yielded knowledge above and beyond what is commonly known. When you learn this technique, choose a subject, such as "History" or "Religion". You gain a +1k1 bonus to Mental/Wisdom rolls made to recall stories and facts related to your subject of choice. This technique may be taken multiple times. Each time you take it, you may apply the bonus to a new subject, or to a subject you have already studied. The bonuses from this technique are cumulative -- for example, if you take Lore (History) twice, you gain +2k2 to checks made to recall historical information. '''Monkey Climb''' (Passive) * Prerequisites: |Acrobatics| 3 * XP Cost: 2 Your study of acrobatics has made it much easier for you to climb quickly. You can now climb at your full speed, rather than at half of it. ====Brainstorming section:==== Minish Cap's Tiger Scroll techniques: Spin Attack, Sword Beam, Dash Attack, Peril Beam, Rock Breaker, Roll Attack, Down Thrust, Great Spin Attack.<br> Twilight Princess's Hidden Skills: Ending Blow, Shield Attack, Back Slice, Helm Splitter, Mortal Draw, Jump Strike, Great Spin.<br> /tg/ Ideas: Chu Chu Refiner, Magic Infuser.<br> As a general guideline, here's one way to consider what rank to set skill requirements at while making Techniques. *1 - the Technique requires a minimal level of competence in the skill *2 - you should probably have some level of confidence in your skill level to perform this Technique *3 - you should be at least somewhat specialized in the skill in order to learn this Technique *4 - to learn this Technique you should have some dedication to the study of this skill(spent xp on it after character creation) and a significant level of competence *5 - the Technique requires an impressive level of expertise to perform *6 - only the truly masterful can learn this Technique Skill requirements and in some cases Attribute requirements will be the primary factor keeping players from buying powerful Techniques too early in the game rather than exorbitant XP costs, so the XP costs for Techniques should probably start at a minimum of 2 and a maximum of no more than 8. Point requirement for use of Active Techniques ("Tech points"). Should be implemented if technique use completely replaces normal attacking or if it proves a bit more powerful than intended.
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