Artis Mystiklan
Volume I
Secrets of the Mystic Arts
Xilan Horidre in Dark Ages
Acknowledgement: Korda - for being a great guy and helping me compile this lore.
Section 1
Mileth Research
Speakin’ with the great dark wizard of Mileth, Dar, ye will discover there are many different types o’ research ye can study. Dar only allows ye to research alchemy, sorcery, and enchantment, at the lab he has set up on-site in his shop. Ye can research up ta’ four times every six Temuairan days. Our minds can only take so much though, therefore ye must rest them every six Temuarian days ((18 real-life hours)) after research. Be aware, ye should always perform research with an assistant. Ye assistant improves the chance of ye completing the research properly, as well as stayin’ alive. Ye can die from the strain which research causes, so be wary.
Alchemy
First, there’s Alchemy. Alchemy is the ancient art of bringing together different materia into one useful whole. Apparently, we as wizards ‘ave the ability to create things once thought to be exclusive to other classes. Due to our quest for knowledge and everlasting diligence, this however, is no longer the case. With the aid of a viper’s gland, ye can create a red potion, known as a "beothaich deum," normally created by priests. First, place the viper’s gland in the vices in the lab. Then, proceed to squeeze the extract into a potion bottle. It will be a bright-green color, similar to that of the viper. Then, find a reactant on the table called "beovapaid." Place 3 drops of this into the potion bottle with the viper gland extract. If the potion becomes distinctively red, ye ‘ave successfully created a beothaich deum. These can be used to revive your group members when they are in the clutches of Sgrios in the middle o’ heated battle. To use these potions, when ye partner is unconscious ((there’s a little skull/crossbones floating over their head)), ye must stand next to them and pour the potion down their throat ((double-click to use the potion)). It will revive them, with lil’ health, but alive nonetheless. Another way ye can research alchemy is through the creation of Smokey Spheres, once thought to be crafted solely by rogues. To craft these, ye must ‘ave blue powder. Wizards are the only ones that can make blue powder, with the ‘elp of Cian the alchemist. He is right across the way from Dar’s, and all he asks to make the powders are either wolf’s teeth, spider’s eyes, mantis’ eyes, kobold or goblin skulls, or bat’s wings. The easiest of all ta’ get would be the spider’s eyes, for those who are not yet strong enough to kill a kobold or goblin. All ye must do is use the grinding tool Cian keeps behind his counter to grind ye materia into a fine powder. After it is able to be sifted through a sheet with many pinholes, add a bit of dried hemloch root, which Cian keeps a large supply of because ‘e needs it for ‘is pipe. From this, ye get blue powder. Take the blue powders over to Dar’s immediately and pack it tightly into the hollow black balls he keeps under the table. Seal it with fire and there ye ‘ave ye Smokey Sphere. Ye know ye ‘ave performed the task correctly if inside there is smoke swirling in a definitive clockwise pattern. These smokey spheres can only be used by rogues, however, they turn a nice profit at the higglers in Rucesion and Undine. They sell for a hefty 2500 gold and are a nice way to make some easy money.
Sorcery
Sorcery is the art of making magical connections. There is no money to be made from sorcery, but very useful tools can be created. These tools are songs of home. With them, ye can transport to the entrances of every town in Temuair, if ye are lucky enough to correctly scribe the magical incantations upon a parchment scroll. These scrolls can only be purchased from Dar, for 500 gold a scroll. After ye attain a scroll, there will be a pen on the lab table. It looks ordinary, but dip it into the contents of the test tube filled with a red liquid. Write where ye wish to go onto the scroll, then utter the words "Transportan daichaidi van" over the scroll. When correctly done, they become arcane scrolls and the magic which is written upon them causes them to change to a greyish color instead of orange. Wizards, however, cannot identify these scrolls. This makes absolutely no sense to me, but I ‘spose the gods know best. Ye must seek out a priest with perish lore to get them identified. Otherwise, when ye use an arcane scroll, ye will ‘ave no idea where ye are goin’ which is not always a good thing.
Enchantment
Lastly, there is Enchantment, the art of leaving a magical mark on something from the natural world. This is the simplest of all the types of research ye can do. Dar makes it a point ta’ tell ye that ye need a perfect item to enchant before ye even attempt it. Firstly, we apparently are skilled in jewelry, so we can research earrings. To make the earrings ye wish to make, ye must have the proper materia to do so. To make coral earrings, ye must have a piece of raw coral to work with. Coral earrings raise ye intelligence a bit and are very useful to those of our profession. Then, ye ‘ave beryl, the less powerful version of coral, for which ye need a raw beryl gem. Then there are ruby earrings, for which, you need a raw ruby. We can also make silver and gold earrings. All ye need to make these is the sufficient amount of gold in your inventory. For gold, ‘tis 500 gold at least, for silver, I believe ‘tis 250. All the earrings ‘ave molds on the lab table. Use the candle to melt down the materia ye wish to make into a pair of earrings, place into the mold and allow to cool for 1 Temuairan Day. Ye can also enchant gauntlets. The enchantment done at Dar’s is but a small taste of the possible enchantments ye can do, which will be later referred to in section 2. To enchant gauntlets, ye need a unenchanted leather or iron gauntlet. Speak the words "Blessan armano accuvan" over the gauntlets. If successful, the gauntlet will become "blessed," giving +5 to your hit percentage.
Section 2
Enchantment
‘Ere we ‘ave real enchanting. Not to put down Dar’s or anything, but ‘ere ye get to experience a variety of different types of enchanting. There are four different types: magic, blessed, might, and abundance. For all of these enchantments, ye will need an assistant of another class, and a specific item. Items which ye can enchant include: greaves, gauntlets, earrings, boots, and shields. Similar to Mileth Research, ye must rest ye mind before and after ye perform these enchantments for a total of 6 Temuairan Days. I will list the enchantments ye are capable of in order of increasin’ difficulty.
Blessed Enchantments
Blessed enchantments make ye aim more accurate ((+5 to your to hit percentage)). This is useful to monks, warriors, and rogues, for they are the ones that are dependent on their physical prowess and battle skills to prosper. Ye must be of the 2nd circle of insight, the 20th at least. Ye must ‘ave a rogue of the 11th insight or greater ta’ assist ye in ye enchantment. Also, ye must ‘ave a tuft of wolf’s fur, which can be gained in the Eastern Woodlands from wolves. To perform the enchantment, ye must go to the alchemist in Abel. All 3 of ye must say, while all touching the item ye wish to enchant, " Blessan armano accuvan". If all goes well, ye will ‘ave a blessed item ta’ do whatever ye wish.
Abundance Enchantments
Abundance enchantments are valuable to those who depend on their melee skills as well, because it increases the strength of your attack ((adds 1 point of damage)). Ye must be the 28th insight and bring along a monk ta’ assist in the deed. Also, ye need a scorpion’s sting from a scorpion in the crypt. The legendary strength of the scorpion makes it apparent why ye may need such a gland. Ye should ‘ead to the Undine wizard. ‘Ere, ‘e may ‘ave an extraction mechanism similar to the one at Cian’s. Extract the essence from the scorpion sting, and rub it all over the item ye wish ta’ enchant. Then, similar ta’ the others, all 3 of the participants must lay hands on the item, and chant the incantation "Itemos abunduzi." As always, if ye all do it in sync, the item will be enchanted with the magical properties of abundance.
Might Enchantments
Might enchantments ‘ave the ability to make ye a bit ‘ealthier ((give ye 100 more vitality points)). This is useful to all classes, as always is with health. Ye must be 35th insight to perform this feat, and a warrior must assist ye in doin’ so. Also, ye must ‘ave a bat’s wing, which can be attained from bats in the crypt anywhere below the 2nd level. To perform this enchantment, ye must go to Piet, to the alchemist in the south-east corner of town, near the Piet Dungeons. Once inside, ye must use the warrior’s blade to slice up the bat’s wing finely. Then, using resin from the alchemist, apply pieces of it sparingly to the item ye wish to enchant. After doin’ so, all 3 of ye must hold the item and say over it "Durabliz fas spinemra," hopin’ ye said it correctly; of course if ye did, then ye ‘ave yeself a item enchanted with might.
Magic Enchantments
Perhaps the most difficult of all to perform, the magic enchantment requires that ye be in touch with the mystic arts beyond ye average wizard. Properly enchanting an item with magic allows the wearer ta’ ‘ave more will, depending on the item. For example, Magic Boots give ye a small amount of will ((50 more mana points)). Ye must be of the 60th insight to perform this miracle upon an item, as well as ‘ave a finished ruby to work wit’. Ye must also ‘ave a priest or priestess ta’ assist ye. The ruby ‘tis needed because of the magical beauty it possesses, especially when properly polished. To enchant the item, ye must take the ruby and imbed it into the item, not only for decorative purposes, but also to imbue the item with the magical properties of the ruby. Then, ye, the priest/ess, and the alchemist all chant over the item with ruby in mind, "Mystiklan inchlan endowus." If properly focused, all of ye magic energies will be focused into the item, enchanting it with magic.
Section 3
Elementalism
Recently, the grand wizards of Temuair discovered that by collecting the essence of the elements they studied, they could harness them, allowing them to recover will from their use. In Undine, ye can go speak with Kiril, the dark wizard. He sells somethin’ ye need ta’ even sense these nodes of elemental power: the Nadurra necklace. This necklace is sold for a mere 500 gold, and allows ye to sense all elemental nodes. Kiril will also offer ta’ teach ye leasaich spells if ye are great enough insight. Ye learn the spell which coincides with ye element of study of course. So, the respective elements are :sal, athar, srad, and creag. ‘ere is an idea of what ye need ta’ learn these leasaich spells. Be aware that ye can only attempt ta’ collect elements 18 times every 6 Temuairan Days, and it does take up ye efforts so ye cannot do anything else which requires them.
Sal | Athar | Srad | Creag | |
Strength | 7 | 5 | 42 | 10 |
Intelligence | 7 | 7 | 7 | 10 |
Wisdom | 52 | 7 | 5 | 7 |
Constitution | 7 | 5 | 7 | 50 |
Dexterity | 30 | 52 | 5 | 7 |
After ye learn ye leasaich spell and equip ye Nadurra necklace, ye are on ye way to creating fiors, the bottled element. These fiors give ye a random amount of will, anywhere from 1000 to 5000. ‘ere is a listin’ of the places ye can find ye elemental nodes.
Creag: Ye can find ye element outside of crypts, and at large rocks.
Sal: The best place to find ye element is in the wells of Temuair.
Srad: There are flames to be found near torches as well as hearths.
Athar: Ye can find ye athar elements a few paces back from trees. We all know that lightnin’ ‘as a ‘abit of strikin’ trees, hence the ability to locate it here.
Miscellaneous Information
Some things are rarely put out there ta’ ‘elp a young wizard with their decisions. I will tell ye of a few things ye usually do not discover until ye ‘ave gained great amount of insight. First, sal is the hardest element ta’ master, as srad is the easiest. Sal, however, gives ye wisdom which is a bit more useful ta’ a wizard than strength is. In decreasing order of difficulty ta’ master, it goes like this: sal, creag, athar, then srad. Secondly, there is a spell that is unknown ta’ most wizards, including meself. Strioch bais, a spell which uses all ye will at once, but supposedly strikes a fatal blow ta’ anything ye cast it upon is a spell most Aislings do not know of. Ye must train hard in every possible category of ye being ta’ learn it. ((You need 40 in str/int/wis/con/dex, all of them.)) Thirdly, we as wizards can learn ‘erbal Lore, but it takes a master ta’ learn it. ((The stats are 5 str, 40 int, 30 wis, 20 con, 10 dex.)) ‘tis all I ‘ave ta’ share with ye of most things that go unknown in the brethren of wizardry.
Conclusion
‘Tis the end of the first volume of "Artis Mystiklan." ‘tis only a sampling of what wizards are capable of, but ‘tis more than has been offered in a long while. Ta’ discover the basics of wizardry, read master wizard Kedian’s guide. ‘tis all I ‘ave to offer up now young Aislings; may the "Artis Mystiklan" ‘elp ye in ye journeys, and may Deoch find favor with ye.
~ Xilan Horidre
Summer of Deoch 6
The piece is written on 100% recycled
parchment. Keep Temuair clean! And not only with the trash and paper, but
heretics too!(<thanks Lethalia
for the inspiration>)
I. Introduction Hail
fellow Aislings. Within this piece, Artis Mystiklan, Volume II, I hope to
enlighten you in only a way that Deoch himself could. The path of the wizard,
unquestionably the most difficult path one can embark upon in Temuair, is
very trying. We lack the comfort of decent armor, seeing as the metals found
in most of them, conflict with our ability to summon the essence of the
elements; on top of that, most wizards are frail and cannot handle such
equipment. We have no proficiency with weaponry, a Great Kindjal means about
the same to us as say, a dulled oaken stick We have one true asset, one
that when harnessed is more powerful than any weapon, can withstand more
than any armor: our minds. Less we forget, the mind is what crafted these
implements of protection and destruction, alike. A true wizard will not
only master the elements, but attempt to perfect his mind. You cannot teach
perfection, much less attain it; it is, however, a goal worth striving for.
If the mind is strong, the rest of you will follow. You will attain grand
strength with brute force, discuss grandiose matters with other mages and
Aislings; you might even climb atop the political mountain to help your
fellow citizens of Temuair. In all seriousness, the path of the wizard is
one that will be well-trodden, so begin your journey cautiously.
II. A Wizard's EtiquetteBeing
or at least hoping to be knowledgeable, a true wizard thinks before he speaks
and can legitimately support what he says with empirical evidence. In a
matter of speaking, we are scientists. Granted, this does not mean avoid
religious matters, as the gods are responsible for our abilities. Luathas
is the patron god of the wizards, being the god of "gnosis" or knowledge.
That of course, is history. The life-threatening research we conduct is
a search for such knowledge. ((It should be looked at as more than a vessel
for experience.)) There is much more to be learned outside of Dar's, than
within his mildewed halls. (Sorry Dar.)
a. The Wizard Behind the WizardThough
we are titled as wizards, there is much more to being a wizard than just
casting spells and alchemy. You can always refine yourself, being just a
wizard is a very broad term. I myself, am a Seer as well as a Mage. I
was taught by an older Seer, Velet Horidre, who adopted me as his son and
took me in. His lessons, which expand far past what I can tell you in a
lore piece, were geared towards one thing: awareness. Be aware of your surroundings,
know them, understand them. Oft in attempting to understand, do we venture
places that we may not necessarily want to go; as a Seer, however, your
heart calls you to it. The Seer makes a good politician as he watches situations
and disputes from as many perspectives as he can, to determine the proper
action to be taken; s/he is the master of gathering empirical evidence.
The Mage part of my being is simple in concept as well. I am always looking
to better myself, to increase my skills, to discover new things. Practicing
your spells without killing the creatures of the forests and the sewers
is ok. Many prefer to use a kobold's head for a target, which is fine too
if that is your desire. These are called Warlocks. The Warlock is somewhat
like a warrior in spirit; a mage with a bloodlust if you will. A lot of
wizards have explored being a Warlock, without even knowing it. Once again,
whatever fits you is fine. I do not necessarily pray for the deaths of furry
woodland creatures, but what you do with your business is precisely that.
Lastly, which I also consider myself, there is the Tutor/Teacher. I believe
this is self-explanatory. Wizards, who are sometimes selfish with their
knowledge do not have to be. It is your job to make sure that younger wizards
coming up have the same opportunities as we did. I had no mentor, nor a
very "guiding" guide, but he was a great friend; shaman, that is. You can
read up on teaching in Lethalia's and my library on the scroll about "Mentors."
The Tutor shows students the ways of Temuair, not only of the path of wizardry.
This makes way for a better Aisling on top of a better wizard to boot. Now,
let's examine the woodland analogy from the four different perspectives.
A Seer: In the woodlands, would probably watch
the creatures roam, defend himself if need be. He may study the culture,
or watch Aislings interact with each other as they oft do in the forest.
He also may question why the Aisling ventures into the woodlands to kill
the creatures, wonders what purpose it serves, and what good really
comes of it.A Warlock: A Warlock would
kill all the beasts. For glory, for fame, for experiencing the feeling of
taking one's life; who knows. A Mage:
A Mage would stand in the woodlands, and chat with other people while practicing
his spells. Uttering the arcane Graymayre is as effective as the Warlock's
killing of a goblin; only it lacks the death in the after-effect.A
Tutor: A Tutor may stand, helping the younger Aislings find their things
in the woodlands themselves. They may also give advice as how to approach
combat, through specific techniques and tactics.There
are many different things to explore, embark upon one of these paths yourself.
Maybe even make a new one. We have yet to see a true Necromancer here in
Temuair, not that I'd want to, but we haven't seen one yet.
III. Getting StartedIn
the tutorial, it tells you the general description of a wizard. I will place
it here for you as well.Wizard:
Master of Arcane ElementsAdvantages:
Ranged elemental attack Research,
enchant itemsDisadvantages:
Must specialize attributes carefully
Weakest armor. Most vulnerable to damageAll
this is true, and somewhat spoken to already in the introduction. The
first step is exploring Mileth. It is good to know where you are and how
to get around before finding a guide/mentor. This makes the job of the mentor/guide
a whole lot easier as well as gives you a sense of adventure in exploring
your new surroundings. Of course, you don't have to do it this way, the
mentor should be willing to show you around. The place that you should be
most familiar with is Dar's shop. This is where you will learn all of your
spells as a young wizard. As you progress and age, you will find your spells
in Undine and Suomi, which I will talk about later. You will recognize the
wizards of villages by the green cloak they wear and their hidden faces.
Also at Dar's, you will need to study up on the Graymayre, but you cannot
do that until you are guided as a wizard. If you wish to read it, you can
always visit Lethalia's and my library, once again, as it is transcribed
there as well. The second step is finding a suitable mentor and a suitable
guide. A mentor is not required, though I suggest it. The rewards in learning
are as greater than those received when the mentorship
is completed in a technical sense. Now, there is Lifelong Mentorship, in
which a teacher is your teacher for life. This will also be helpful, as
many new things will arise later on in your lives, and a person that is
bit more knowledgeable that is willing to help will be very useful and convenient.
Now you have a teacher and you know
where you are, sort of. This is very good. Your first armor will be the
Gardcorp. The gods have chosen some of the strangest looking armors for
wizards, but then again, they aren't really 'armor' which is probably why
they look so "unique."All the armor
is found in Lethalia's and my library, along with memories of them and their
defense statistics. So, you've donned your big yellow sweater, read up on
the Graymayre, and are chatting up about arcane things with Dar.. and you
think that makes you a wizard?! Of course it doesn't, but it sure is fun.
Still want to be a wizard? Alright then. You will not be able to do much
in regards to research/enchantment yet as they are done at higher insights
when your mind is more capable of withstanding the stress. So,
you will probably head over to the Mileth Crypts or the Wastelands of the
Eastern Woodlands. Your mentor should show you where these places are. The
Crypts look like a large rock that rose out of the ground, with dragons'
heads sitting on top of it and the entrances cut into the rock; here you
will find mice, spiders, and centipedes.. Oh my! Avoid the centipedes, similar
to mantises until you are sure that you can handle their deadly sting. The
wastelands are directly to the east of the entrance to the Eastern Woodlands;
here you will find vipers, mantises, and wasps. Avoid the mantises until
you're positive you can handle them and have honed your spells, because
they pack quite the wallop. A bit of advice if I will; always hunt in groups.
Wizards are extremely ineffective alone, unlike the monk or the warrior,
the rogue, or even the priest with deo saighead/naomh aite/mor cradh/pramh.
So you still want to be a wizard? You should hunt down
some vipers for their glands, and take them to sell at Cian's, the alchemist
that works next door to Dar. He pays nicely for such things, and will tell
you what he needs; he also buys rotten fruit. We have yet to figure out
precisely what he does with these items, similar to Dar and the wings of
bats... who knows. Either way, you will need one viper's gland to hear either
your mentor lecture on the elements, or Dar himself. There
are 6 elements, 4 which the wizard can master.. I've appealed to the gods
to master all 6 as that's all wizards CAN do.. Light, Darkness, Creag, Srad,
Athar, and Sal. Out of the Graymayre, into more everyday language they are
Light, Darkness, Earth, Fire, Wind, and Water. As stated previously, wizards
must specialize their attributes. The need to master the elements, are precisely
why we must do so. Creag requires constitution, which in turn gives you
a great deal of health. Sal requires wisdom, which in turn gives you a great
deal of will (mana). Srad requires strength, which allows you to do your
best to fight with a weapon though using one depletes your will and sort
of negates your magehood. The spells of srad are more ranged than that of
creag and sal, because the rewards you receive are not given by strength.
Athar requires dexterity, which allows for the ability to dodge proficiently;
similar to srad, the spells of athar have a wider range. The elements are
all related in one way or another. Srad and creag are sibling elements as
they both have an affinity for strength and constitution as you will see
later. Sal and athar are the same, both requiring wisdom and dexterity.
This means that you will gain minor benefits from the sibling element of
the one you choose to study. For example, an athar wizard will have a bit
more will than srad and creag, but will still be weak like a wizard of sal.
From these choices, you must decide upon an element to study. It is very
hard to master more than one due to the specialization of elements, therefore
you must be SURE you want to use the one that you end up choosing; otherwise,
in the long run you will most likely be disappointed and desire a change,
and it might be too late. So now, you have your Gardcorp, your first spell,
a bit of insight under your belt.. So you STILL.. Oh wait, you're a wizard
now, and there's no turning back so enjoy it.
IV. The Knowledge and Wisdom of the
Wizard I think this is obvious. Our
minds, being the most important thing to us - apparently knowledge and wisdom
wouldn't be very far behind. Knowledge is most often found in books, wisdom
is found in experiences. Wisdom is more important to the wizard as it is
what guides you in effective use of knowledge. To obtain knowledge, find
books, works (like this one) about anything and everything. Wizards are
by nature striving "know-it-alls" so live up to your reputation by Deoch.
Good wizards will know about the hunt, about all the other professions.
They will know about themselves and others like them, as well as the Aisling
race and the history of it. Finally, they will know about Temuair and its
inner workings, its depths (because it has many) and existence in it. There
are many people that have written for the libraries of Temuair, however
there aren't enough wizards doing so and they should be the main ones! So,
write something! Now, to gain wisdom. No one can teach you to be wise, like
previously stated, only experiences can do so. You cannot have experiences
without interaction. I do not mean, stay in the woods constantly and interact
solely with the group of people standing in front of the entranceways to
the more dangerous areas. I mean, read the boards, post your opinions, join
a religion, commit to Fae love.. All of these things provide experiences
and all can teach you a whole lot about Aisling life.
a. Mastering the Elements These
are some simple tables I've put together that tell you what you will need
to train in to be able to learn certain spells.
Sal Spells
Required Attribute: | Strength | Intelligence | Wisdom | Constitution | Dexterity |
beag sal | 3 | 4 | 7 | 3 | 5 |
beag sal lamh | 4 | 5 | 3 | 4 | 7 |
sal | 4 | 7 | 18 | 5 | 13 |
sal lamh | 3 | 8 | 24 | 5 | 4 |
mor sal | 10 | 14 | 52 | 10 | 24 |
sal meall | 11 | 19 | 60 | 11 | 26 |
ard sal | 16 | 35 | 72 | 68 | 12 |
sal gar | 22 | 34 | 84 | 22 | 43 |
Creag Spells
Required Attribute: | Strength | Intelligence | Wisdom | Constitution | Dexterity |
beag creag | 3 | 4 | 3 | 7 | 3 |
beag creag lamh | 5 | 5 | 3 | 13 | 3 |
creag | 7 | 7 | 3 | 20 | 3 |
creag lamh | 8 | 8 | 3 | 24 | 3 |
mor creag | 14 | 14 | 8 | 44 | 8 |
creag meall | 14 | 19 | 9 | 51 | 9 |
ard creag | 19 | 32 | 12 | 19 | 12 |
creag gar | 25 | 34 | 15 | 84 | 15 |
Athar Spells
Required Attribute: | Strength | Intelligence | Wisdom | Constitution | Dexterity |
beag athar | 3 | 4 | 3 | 3 | 7 |
beag athar lamh | 3 | 5 | 4 | 3 | 12 |
athar | 3 | 7 | 6 | 3 | 20 |
athar lamh | 3 | 8 | 7 | 3 | 24 |
mor athar | 8 | 14 | 14 | 8 | 42 |
athar meall | 9 | 19 | 15 | 9 | 46 |
ard athar | 12 | 32 | 19 | 12 | 62 |
athar gar | 14 | 34 | 31 | 14 | 78 |
Srad Spells
Required Attribute: | Strength | Intelligence | Wisdom | Constitution | Dexterity |
beag srad | 6 | 4 | 3 | 3 | 3 |
beag srad lamh | 11 | 5 | 3 | 4 | 3 |
srad | 17 | 7 | 3 | 6 | 3 |
srad lamh | 20 | 8 | 3 | 7 | 3 |
mor srad | 36 | 14 | 8 | 14 | 8 |
srad meall | 40 | 19 | 9 | 15 | 9 |
ard srad | 54 | 32 | 12 | 19 | 12 |
srad gar | 22 | 34 | 84 | 22 | 43 |