I've received news about a phishing attack on facebook.com and if you are a facebook user such as me please read on...
If you get an email message that looks to be from Facebook with the subject, “Hello,” and featuring the text below, don’t bother clicking on the link included. Doing so takes you to a site called fbaction.net that mimics the look of the main Facebook login page, hoping to get you to sign in. Naturally, if you do that, the site will have access to your account and can send out more of these messages to your friends.
The message body will apparently read something like this (with YOURFRIEND being replaced by the name of a friend of yours):
YOURFRIEND sent you a message.
Subject: Hello
“Visit http://www.facebook.com/l/4253f;http://fbaction.net/”
Thursday, April 30, 2009
Facebook phishing by Fbaction.net
Wednesday, April 29, 2009
Patch exit codes
As a UNIX system admin you probably would be familiar with some of these errors when patching. For easier reference I've put some patch exits codes here. Feel free to comment on anything missed.
Patch Exit Codes
----------------
0 No error
1 Usage error
2 Attempt to apply a patch that's already been applied
3 Effective UID is not root
4 Attempt to save original files failed
5 pkgadd failed
6 Patch is obsoleted
7 Invalid package directory
8 Attempting to patch a package that is not installed
9 Cannot access /usr/sbin/pkgadd (client problem)
10 Package validation errors
11 Error adding patch to root template
12 Patch script terminated due to signal
13 Symbolic link included in patch
14 NOT USED
15 The prepatch script had a return code other than 0.
16 The postpatch script had a return code other than 0.
17 Mismatch of the -d option between a previous patch install and the current one.
18 Not enough space in the file systems that are targets of the patch.
19 $SOFTINFO/INST_RELEASE file not found
20 A direct instance patch was required but not found
21 The required patches have not been installed on the manager
22 A progressive instance patch was required but not found
23 A restricted patch is already applied to the package
24 An incompatible patch is applied
25 A required patch is not applied
26 The user specified backout data can't be found
27 The relative directory supplied can't be found
28 A pkginfo file is corrupt or missing
29 Bad patch ID format
30 Dryrun failure(s)
31 Path given for -C option is invalid
32 Must be running Solaris 2.6 or greater
33 Bad formatted patch file or patch file not found
34 Incorrect patch spool directory
35 Later revision already installed
36 Cannot create safe temporary directory
37 Illegal backout directory specified
38 A prepatch, prePatch or a postpatch script could not be executed
39 A compressed patch was unable to be decompressed
40 Error downloading a patch
41 Error verifying signed patch
Tuesday, April 28, 2009
recreate /dev/null
If you've somehow messed up /dev/null, here are procedures you can do to mend it...
1. Recreate the soft link "/dev/null"
You probably have access to root to have messed-up /dev/null so as root re-create the softlink:
#devlinks
2. If you have messed up the original device in /devices
mknod /devices/pseudo/mm@0:null c 13 2
chown root:sys /devices/pseudo/mm@0:null
chmod 666 /devices/pseudo/mm@0:null
cd /dev
ln -s ../devices/pseudo/mm@0:null null
Monday, April 27, 2009
FATAL: system is not bootable, boot command is disabled
Here's how to dealing with the error ""FATAL: system is not bootable, boot command is disabled" when trying to boot a system from OBP...
This type of a warning can appear on systems such as a Sun Fire V880.
In most cases, this warning occurs at the OBP "ok" prompt if the power-up
initialization (right after the banner was displayed) was aborted. Usually,
this is done by using the Stop-A keystroke (XIR Reset).
If after such an occurence "boot" command is executed, the system displays
the following error:
{1} ok boot
FATAL: OpenBoot initialization sequence prematurely terminated.
FATAL: system is not bootable, boot command is disabled
The system at that point does not boot.
In most cases, this just means that since the proper initialization of the
machine wasn't allowed to complete, the system is unable to boot. This is
done to make sure that OS deamons (such as picld) do not have problems as
they start up during boot (because of the improperly initialized memory,
etc.).
To get the machine to boot properly, issue the "reset-all" command or press
"STOP" key and "N" key together while machine is turning on (release both
keys when you see lights flash on keyboard) and allow the machine to boot
up "hands off".
Note: This "Stop + N" combination is only true when keyboard and
monitor/console are attached to the machine.
If for whatever reason the "boot" command has to be entered manually,
execute the following commands at the "ok" prompt:
setenv auto-boot? false
reset-all
Now, the machine will reset. Allow it to fully initialize. It will then
give the ok prompt without booting automatically.
At this point if the "boot" command is manually executed, it should work
without errors. Also, before running the manual boot, the "auto-boot?"
variable can be set back to "true". This way, the system will again be
set back to its original setting for the next time it is reset or power
cycled.
NOTE: seeing only the "FATAL: system is not bootable ..." message even
after following the above procedure most likely indicates a real problem
(possibly a hardware problem) with that machine.
Sunday, April 26, 2009
Rohan Guardian Knight Build
I’m using a dual-wield Guardian Knight with a sword as the main weapon and a dagger in place of the shield. Remember as well that if you want your Guardian Knight to wield 2 weapons, the dagger should be in place of the shield slot.
Anyway, my stat has been distributed to 3 STR: 1 VIT every level.
3 STR: 1 VIT build gives me enough strength to deal damage and the VIT, of course, gives me HP and defense.
Skill Point Distribution
As for the skills, here’s how I distributed them.
5 Frozen
1 Taunt
5 Rising Might
5 Sharpen Blade
1 Invoke
Only to those skills. Yes. I only distributed 17 points out of 50 in the Knight class. I saved the other 33 for the Guardian Skills which are the following. For the Frozen, I chose Frozen since it slows down monsters and other players.
5 Sword Mastery
1 Taunt Roar
5 Rush
5 Crazy Strength
1 Final Crash
5 Crazy Standing
1 Blue Drain
5 Order
5 Heavy Weapon
5 Crit Aura
1 Roha’s Blessing
5 Knight Symbol
5 Stone Skin
These skills gives me superb offensive power and at the same time defense to survive most of the PVE and PVP attacks.
Credits to chinoray.com
Saturday, April 25, 2009
Half Elf Ranger Class Build (PvP/PvE)
IThe half elf ranger build in my opinion is the king of solo. This build is designed to bombard enemies from an insane attack range. The Ranger has a decent critical rate and some great rooting spells.
Stat Build: Your leveling points should be distributed as 1VIT - 3 DEX or This ranger build has no psyche so you are gonna rely on pots for your mana so you must be careful not to deplete it too soon.. You will have some decent HP with 130 points of VIT just in case someone might be lucky enough to get close to you.
This build has a large distribution of DEX to boost your ranged attack quite a bit. You will have great damage and a long range to do it in.
PvE: The easiest class to solo with by far and one of the fasted classes to level also. Most mobs won't even get close enough to you to do any damage since you have long attack range and have the ability to slow your target mobility speed. Only ranged mobs will have that chance to get a few shots off before they hit the ground bleeding. You only really need to cast one skill per mob before they die since you will be doing some nasty normal ranged attack damage. You will also have an easy time when in a high level mob grind party. You don't really have to move around much just let tankers tank and do a little pulling here and there.
PvP: The ranger class i one of the few classes that do well agains ranged and melee based classes in PvP. You take down magic type classes pretty easily and melee classes can be stunned and slowed down to a crawl before they can get to you. You can do some powerful critical damage at a long range using Critical Shot. The ranger has some great PvP skill at their disposal including Luxury Shot and Premium Shot leaving enemies with missed parts of their HP bar lol. A nice spell to initiate your PvP sequence is Speed Wind which boosts your attack speed to an insane rate that lasts 10 seconds. When a melee class finally does get to you, hit them with Brandish Kick which has a 70% chance to stun target for 9 seconds. You can kite away from enemies easily since you have increased mobility skills.
Conclusion: This ranger build is balanced and you will have extended use of your skills and will be able to solo and pvp well. You don't have a whole lot of mana so be careful. Remember that range is your advantage, don't let melee get to close or they will rip you up :)
Stat Point Build at Level 99
The recommended spell upgrades:
(Half Elf Archer Tree)
1. Darkness-Level 5: Increase dark dmg 100%, res50% 8% chance decrease target's 30% atk spd for 7 sec.
2. Psychic Pierce-Level 1: 160% of normal dmg.
3. Long Shot-Level 5: Increase 50% of attacking range for 9 min.
4. Enchanted Arrow-Level 5: Increase arrow damage by 30 for 30 min.
5. Fainting Pierce-Level 5: 35% chance decrease target movement speed by 50% for 10 sec, last 18 min.
6. Bleeding Shot-Level 1: Effect 'bleed' dealt 70% of normal dmg every 3 seconds, occur 5 times.
7. Nimble-Level 5: Increase dex by 30%, lasts 30 min.
8. Brandish Kick-Level 5: 70% chance stun the target that last 9 second.
9. Feeble Arrow-Level 1: Decrease target 3% of str last 30 seconds.
10. Fatal-Level 5: Critical dmg increases by dex * 3.0, last 15 min.
11. Sprint-Level 4: Increase movement speed by 80% in 27 seconds.
12. Evade-Level 1: Increase evasion rate by 10% last 18 min.
13. Piercing Root-Level 4: Normal attacks 130%, 50% chance hold the target in place for 5 second.
14. Double Strike-Level 1: Increase 20% of normal dmg, attack target twice.
The recommended spell upgrades:
(Half Elf RangerTree)
1. Crossbow Mastery-Level 5: Increase X-bow's atk by 25%, last 30 min.
2. Open Eyes-Level 1: Instantly removes root status.
3. Trick-Level 1: Wouldn't get attack by npc guard during gvg and during red-name period, last 5 min.
4. Detect-Level 1: Detect hidden target within the range of 10m, last 30 sec.
5. Dissapear-Level 1: 50% chance become hidden, last 30min. moving, atking or using item will expose.
6. Siege Shot-Level 5: Unable to move for 10 sec, mean while atk + 90%.
7. Murder Shot-Level 5: Increase atk dmg by murder count * 90.
8. Speed Wind-Level 5: Increase atk spd by 160%, last 10 sec.
9. Kael's Arrow-Level 2: Create 100 bolts with dmg of 120.
10. Alacrity Blow-Level 5: Increase dex by 15%, last 30 min.
11. Strip Shot-evel 5: Ignore defense, increase dmg by 70%
12. Rank Shot-Level 1: Total damage = weapon's rank * 50.
13. Critical Shot-Level 5: When hit the target, 90% chance occur critical hit.
14. Premium Shot-Level 1: Increases weapon's atk by 200%.
15. Magic Guard-Level 1: Do not affect by magics for 10 seconds.
16. Luxury Shot-Level 1: Increases weapon's atk by 200%.
17. Winged Foot-Level 5: 18 mp per sec, party member increase movement spd by 100%.
Build courtesy of freetoplaymmorpgs.com
Friday, April 24, 2009
Guide: Rohan Elf Templar Class Build
This is an awesome build for the Elf Templar, great at PvE and great at PvP. Templars are in a sense battle priests. They are extremely difficult to kill in PvP and PvE making it easy to solo and great in parties.
Stat Build:
This builds points are mostly distributed in Psyche but has some points in intelligence too. The main reason I put points into intelligence is to get the most out of the Hammer based attacks and the DoT's (Poison). This also leaves room to add skill points to some of the intelligence/psyche based healing and attack spells. I suggest if you get enough skill stones from cash shop or finding them from mobs you shoudl put them in Mental Barrier or Party Absorb HP, and Absorb HP.
Stat Point Build at Level 99
The recommended spell upgrades:
(Elf Healer Tree)
1. Heal-Level 5: Heals the target by 600% of Intelligence and 600% of Wisdom.
2. MP Recovery-Level 5: Increases the MP recovery speed of the target by 60% for 15 minutes.
3. Root-Level 1: For 4 seconds the target is unable to move.
4. Cure Confusion-Level 1: Cures the target of confusion.
5. Divine Aura-Level 1: Party only skill. When monsters become hostile, instantly resets the aggro value of the caster.
6. Cure Silence-Level 1: Cures target of Silence.
7. Magic Buff-Level 5: Increases the magical attack power of the target by 25% for 30 minutes.
8. Group Heal-Level 5: Heals the entire party by 700% of Wisdom and 200% of Intelligence.
9. Reveal Hidden-Level 1: Hidden players and monsters in a radius of 12 will be revealed for 30 seconds.
10. Magic Barrier-Level 5: Absorbs physical damage 12 times the caster's Wisdom, lasts 60 seconds if not all damage is absorbed.
11. Teleport-Level 1: Instantly teleports 7 meters in the direction that the caster selects.
12. Resurrection-Level 1: Resurrects target of up to level 20 with 10% of HP.
13. Poison-Level 5: Deals 10 ticks of damage over time by 100% of Intelligence and 50% of Wisdom over 30 seconds.
14. Kill Time-Level 1: Causes the next skill cast to not have a recast time. Effective duration 15 minutes if unused.
The recommended spell upgrades:
(Elf Templar Tree)
1. Wisdom Buff-Level 5: Increases the Wisdom of the target by 15% for 30 minutes.
2. Reincarnation-Level 5: Resurrects target of up to level 100 with 75% HP and MP. Restores 70% of the experience lost.
3. Intelligence Buff-Level 5: Increases the Intelligence of the target by 15% for 30 minutes.
4. Rebirth-Level 1: If the caster dies within 30 seconds of using this skill, experience loss will not apply.
5. Absorb HP-Level 1: 3% of physical damage dealt is converted into HP.
6. Dispel-Level 5: Randomly removes 5 buffs from an enemy or 5 debuffs from a friendly target.
7. Holy Hammer-Level 5: Increases 1-handed hammer damage by 12% and attack speed by 60% for 30 minutes.
8. Party Absorb HP-Level 1: 2% of physical damage dealt is converted into HP for the entire party.
9. Reflection-Level 5: Harmful skill effects and debuffs are reflected back to the caster for 50 seconds.
10. Holy Crash-Level 5: 1-handed hammer attack skill with damage equal to 500% of Intelligence. Also stuns the target.
11. MP Barrier-Level 5: Each 10 HP damage taken is converted to 10 MP consumed.
12. Unravel-Level 1: Removes root status from the target.
13. Hammer Stun-Level 5: 1-handed hammer attack that damages 8 enemies in a radius of 14 meters and stuns for 6 seconds.
14. Final Crash-Level 5: Attack spell with damage equal to 800% of Wisdom.
15. AOE MP Drain-Level 5: Attack spell that damages the target and X enemies around it with 90% MP damage and does 14 times that amount as HP damage.
16. Cast Over-Level 1: The next skill used within 30 seconds can be cast instantly.
Thursday, April 23, 2009
Oracle buys Sun
After some time of speculation of IBM buying out Sun, which failed to produce a result, today Oracle have swept in and bought Sun Microsystems.
Oracle Corporation suprise the industry when it struck a deal to buy Sun Microsystems for a whooping $7.38 billion and thus brushing aside IBM. This is the latest sign of how recession is taking it's toll on weaker player and leaving them open to be exploted, I guess.
Sun, whose server computers have long been sold along with Oracle's database software, was widely believed to need a bigger partner to compete with giants such as IBM, Hewlett-Packard Co. and Dell Inc. Sun has suffered from erratic profitability and revenue problems since a boom phase ended with the collapse of the dot-com bubble.
And taking from Don Clark's article:
Oracle has emerged as one of the most powerful players on the tech landscape, buying rivals to assemble a long list of programs used by companies.
The deal gives Oracle control over important Sun software -- notably the popular programming technology called Java, which is used to build software for Web sites and cellphones. Oracle Chief Executive Larry Ellison described Java as "the single most important software asset we have ever acquired."
Some analysts said they were stunned by Mr. Ellison's move, predicting that Oracle may eventually choose to divest Sun's hardware business. But Safra Catz, one of two Oracle presidents, said Oracle intends to make Sun's hardware operations a profitable business unit.
Wednesday, April 22, 2009
HP-UX GSP (Guardian Service Processor)
Some old notes on GSP, first what is GSP?
GSP is a low level HP utility used for checking systems states on a HP/UX box. This document is to describe how to perform similar functions such as prtdiag on a Sun system. GPS is built in on most HP 9000 systems (L-Class/N-Class).
1. Login to the HP system on the console.
2. Once connected to the console, issue a ^b (control + b) to enter into the GSP.
3. Once you have been given the GSP prompt you can issue any of the following commands to get various types of diagnostic information:
cl – Shows you the messages displayed to the console on the last system boot. This is a useful command when trying to locate a system startup problem.
ps – Shows the current states of all the power supplies and fans. This is a useful tool when trying to locate a failed/failing power supply or fan.
ss – Shows the current states of the CPU installed in the machine. This command can be used in a similar fashion as ps with CPU's
sl – Show log information regarding events that have occurred on the system, that might not be logged in other areas. Events such as power failures and system temperatures being too high are logged here. Any event that could turn on the attention or warning lights would be stored here. By viewing the messages you will turn off the attention light, fault lights will stay on till the issue is resolved.
vfp – Virtual Front Panel shows you the current states of the lights on the front panel of the HP box which you are attached to.
4. To view a detail list of GSP commands you can enter HE at the GSP prompt.
5. To exit the GSP type co, which will return you the console.
Tuesday, April 21, 2009
Create Solaris Package
Creating a Solaris package organizes the required software/packages. This greatly decreases the time needed to add software to a host.
Creation of the software
To package any software you need to know which files are to be included in the package which is easy if you created the software. Since in our application this will generally be the case, it will be covered by this blog.
1. Complete the following step, replacing "YOUR_DIR" with the directory that contains the software that you want to install:
% cd /YOUR_DIR
% find . -print sed 's/^\.//g' > /tmp/files
2. Create a prototype file to uses with your package. This file contains a table of contents suitable to be used by the package creation tool.
% cat /tmp/files l pkgproto > /tmp/Prototype
This will take the /tmp/files file and with each entry it will look at the file and it's attributes and then create a /tmp/Prototype file with the following in it:
d none /dir1 0755 actraadm actra
f none /script1.sh 0755 actraadm actra
f none /dir1/readme 0644 actraadm actra
The character in for of the line depicts which type of item is being created.
'i' means it's an informational or control file for the package subsystem.
'd' means the file in question is a directory.
'f' means the file is a regular file.
After manually reviewing the /tmp/Prototype file you may notice the permissions are not to your liking. The Prototype file can be edited by hand to change the owner, group or file permissions.
3. Add an entry to the Prototype file for the "pkginfo" file. This file contains a lot of the details about the package including who made it and how to install it. Add the following line to the TOP of the Prototype file.
i pkginfo
If you want a checkinstall, preinstall, postinstall or postremove script to run on installation of the package simply include them at the top of the prototype file after the pkginfo line. Make sure to prefix the line with the
'i'
A checkinstall is a script that is run at install time, by the user "nobody". With it you can check for dependancies and problems and if needed, exit the pkgadd gracefully.
preinstall is run as root when the package is being installed An abort here will require the user to pkgrm the half installed package. You are asked by pkgadd if you want to run this script.
postinstall is a script that runs after the rest of the package has been installed, as the root user. With it you can do tasks like startup the software you just installed.
postremove is a script that runs after the package has been removed from the system as root. It can be used for additional clean up steps which may need to be run after the package is removed.
To add them to the Prototype file put in a line like:
i postinstall
i postremove
Finally our Prototype file looks like:
i pkginfo
i postinstall
d none /dir1 0755 actraadm actra
f none
/script1.sh 0755 actraadm actra
f none /dir1/readme 0644 actraadm actra
See the prototype man page for further information on this file (man -s 4 prototype).
4. Create a pkginfo file in the /YOUR_DIR directory. The pkginfo file tells pkgmk what you actually want the package to be called. Here is an example of a pkginfo file, see the pkginfo man page for more details (man -s 4 pkginfo):
PKG="MIKESPKG"
NAME="Mikes test package"
VERSION="1.0"
ARCH="sparc"
CLASSES="none"
CATEGORY="utility"
VENDOR="WPS"
PSTAMP="4thOct2002"
EMAIL="support@yourdomain.com"
BASEDIR="/YOUR_DIR"
5. Create the package.
% pkgmk -o -r /YOUR_DIR -d /tmp
The above command means make the package, overwrite any previous attempts (-o), use '/YOUR_DIR' as the root directory for locating the files (-r) and build the package in the /tmp directory (-d)
The output produced was:
## Processing pkginfo file.
## Attempting to volumize 5 entries in pkgmap.
part 1 -- 990 blocks, 6 entries
## Packaging one part.
/tmp/pkginfo
/tmp/postinstall
/tmp/dir1
/tmp/script1.sh
/tmp/dir1/readme
## Packaging complete.
This command created a directory in /tmp called MIKESPKG. Inside that directory were two files called pkgmap and pkginfo. This is your completed package.
6. To allow easy storage and transportation of this package all you need to do is run the pkgtrans command to make a single archive of the package.
%pkgtrans -s /tmp/ /tmp/MIKESPKG.pkg
This command searches the /tmp for packages (-s) and any packages which you decided to include will be added to the file /tmp/MIKESPKG.pkg.
Monday, April 20, 2009
Jemini's Strength Assassin-Predator Guide
Firstly I'd like to say I've seen quite a few guides on this forum. Some of them I have of agreed with others I've not been so happy with. This guide pretty much sums up 9X levels of experience as a Str based Dhan. Hopefully it'll help some of the unexperienced players and maybe impart some knowledge to you pros.
First I'll start with the stat builds:
Levels 1-51: 3:1 Str:Vit
Levels 51-71 :4:2 Str:Vit
Levels 71-99 6:2 Str:Vit
*Atm I have 2XX vit with General Talisman+Blazing Temple Talisman no almighty.3XX vit with almighty*. I would suggest pumpin Str each level once you are satisfied with your hp.
*Note* Theres not really too many viable variations of the Str Build simply because unlike the Agi build you can't get away with low hp because you won't evade anything except a closed door.
Weapons:
Some Str Dhans suggest going for a weapon with high HP leech. Personally I prefer a weapon with high Melee atk/Dmg Drop. Dmg Drop helps alot more in PvP then HP leech does and also helps in PvE. People aren't going to miss you alot so the less damage you take from them the better off you are.
Swords vs Katars: Swords have better base damage then Katars but high melee attack swords are in high demand since Guardians use them as well. Melee attack katars however are cheaper to find since theres not ton of Str Dhans. This decision is pure preference. Personally I went with Katars from 1-9X and plan on sticking with katars. Katar Mastery makes up imo for the damage Katar Str Dhans lose to Sword Str Dhans.
PvP Tips.
Melee classes:
Silence+Transform+Ruin+Sealing Square This combo stops anything they can do to you either they will run*which Sealing Square will stop them from doing* or they will stay fight and usually die. Transformation ends the danger of them actually dealing damage to you from reg hits. Silence kills thier ability to use skills. Works hand in hand with silence. Ruin Trap lowers Defense to a manageable level for your Psychic Phantom to start really...really hurting them. This works for other Str Dhans...Str Guardians...Str Defenders..Str Scouts and Str Dekans.
Ranged Classes:
Same Combo works with ranged classes other thing I would do different is start with Sprint*if they are a ranger* then Mana Burn* 12 m*. Then start combo in reverse.
Magic Class:
VS Templars.Key:ALWAYS WATCH FOR REFLECT.Atk as soon as you see it drop after they chrono it*10 second or so window I think* Transform them xD and their overpowered Melee becomes useless. If you can catch them unaware with silence and a stun *they will cure silence usually but theres always one dumbass who will forget and try running* Sealing Square+Transform+Ruin Trap*Silence is maybe if they dont cure it*.
Assassin Skills*All skills that say 7 are skills that IF you have the ABILITY to get the lvl 7 YOU SHOULD.
1 - Hide
5 - Invenom *though it doesnt help with PP or Demolition dmg its DoT stacks nice with demolition*
5 - Boost *helps with reg hit crits at 9X my reg hits crit 7XX+ invenom so not bad*
5-7 Phantom Crow
5-7 Mortal Rising*crit dmg boost at lvl 6-7*
5-7 Deadly Blow*20% str boost lvl 7*
5- Parry
5- Pyschic Phantom *Level 7 if you want
5- Mana Burn
5-7 Silence * I maxed this skill early. Some people don't suggest this I did it because personally I'm a rebel lol.
?-?- Confusion
*Note* I didnt bother with Quickness OR Avoid. After you have 50 dex you honestly dont need Quickness only thing its good for is buffing Archers and Dex Guardians. Hehe my Guildmates hate coz of my lvl 1 Quickness lol*
Predator skills
5-7- Katar Mastery
5-7- Ruin Trap
1-Tracking Treasure *I suggest getting this skill as its a pretty good crone/rp maker*
5-7- Heart Trap
5-7- Transformation
5-7- Premium Slash *damn nice for kill bosses*
5- Demolition
5-7- Sealing Square
?-?- Timer Trap * I dont really like this trap as mobs break it as soon as they recieve tick dmg from it. Combined with a Mage aoes and its awesome though.
2 - Royal Mask
?-?- Black Mantle * Nice very...very Nice pvp skill provided there is no D.E around and the people u are fighting are in your parties level range.
Sunday, April 19, 2009
Veritas Volume Manager - Quick Start Command Reference
Setting Up Your File System
Make a VxFS file system - mkfs –F vxfs [generic_options] [-o vxfs_options] char_device [size]
Mount a file system - mount –F vxfs [generic_options] [-o vxfs_options] block_device mount_point
Unmount a file system - umount mount_point
Determine file system type - fstype [-v] block_device
Report free blocks/inodes - df –F vxfs [generic_options] [-o s] mount_point
Check/repair a file system - fsck –F vxfs [generic_options] [y|Y] [n|N] character_device
Online Administration
Resize a file system - fasdm [-b newsize] [-r raw_device] mount_point
Dump a file system - vxdump [options] mount_point
Restore a file system - vxrestore [options] mount_point
Create a snapshot file system - mount –F vxfs –o snapof=source_block_device,[snapsize=size] destination_block_device snap_mount_point
Create a storage checkpoint - fsckptadm [-nruv] create ckpt_name mount_point
List storage checkpoints - fsckptadm [-clv] list mount_point
Remove a checkpoint - fsckptadm [-sv] remove ckpt_name mount_point
Mount a checkpoint - mount –F vxfs –o ckpt=ckpt_name pseudo_device mount_point
Unmount a checkpoint - umount mount_point
Change checkpoint attributes - fsckptadm [-sv] set [nodata|nomount|remove] ckpt_name
Upgrade the VxFS layout - vxupgrade [-n new_version] [-r raw_device] mount_point
Display layout version - vxupgrade mount_point
Defragmenting a file system
Report on directory fragmentation - fsadm –D mount_point
Report on extent fragmentation - fsadm –E [-l largesize] mount_point
Defragment directories - fsadm –d mount_point
Defragment extents - fsadm –e mount_point
Reorganize a file system to support files > 2GB - fsadm –o largefiles mount_point
Intent Logging, I/O Types, and Cache Advisories
Change default logging behavior - fsck –F vxfs [generic_options] –o delaylog|tmplog|nodatainlog|blkclear block_device mount_point
Change how VxFS handles buffered I/O operations - mount –F vxfs [generic_options] –o mincache=closesync|direct|dsync|unbuffered| tmpcache block_device mount_point
Change how VxFS handles I/O requests for files opened with O_SYNC and O_DSYNC - mount –F vxfs [generic_options] –o convosync=closesync|direct|dsync|unbuffered |delay block_device mount_point
Quick I/O
Enable Quick I/O at mount - mount –F vxfs –o qio mount_point
Disable Quick I/O - mount –F vxfs –o noqio mount_point
Treat a file as a raw character device - filename::cdev:vxfs:
Create a Quick I/O file through a symbolic link - qiomkfile [-h header_size] [-a] [-s size] [-e|-r size] file
Get Quick I/O statistics - qiostat [-i interval][-c count] [-l] [-r] file
Enable cached QIO for all files in a file system - vxtunefs –s –o qio_cache_enable=1 mnt_point
Disable cached QIO for a file - qioadmin –S filename=OFF mount_point
Saturday, April 18, 2009
Notes for Installing VERITAS Volume Manager (VxVM)
* Check what VERITAS packages are currently running:
# pkginfo | grep –i VRTS
* Make sure the boot disk has at least two free partitions with 2048 contiguous sectors (512 bytes) aviable.
# prtvtoc /dev/rdsk/c0t0d0
* Make sure to save the boot disk information by using the “prtvtoc” command.
# prtvtoc /dev/rdsk/c0t0d0 > /etc/my_boot_disk_information
* Make sure to have a backup copy of the /etc/system and /etc/vfstab files.
* Add packages to your system.
# cd 2location_of_your_packages
# pkgadd –d . VRTSvxvm VRTSvmman VRTSvmdoc
* Add the license key by using vxlicinst.
# vxlicinst
* Then run the Volume Manager Installation program.
# vxinstall
* Check the .profile file to ensure the following paths:
# PATH=$PATH:/usr/lib/vxvm/bin:/opt/VRTSobgui/bin:/usr/sbin:/opt/VRTSob/bin
# MANPATH=$MANPATH:/opt/VRTS/man
# export PATH MANPATH
The VERITAS Enterprise Administrator (VEA) provides a Java-based graphical user interface for managing Veritas Volume Manager (VxVM).
Important Notes for how to set up VEA:
* Install the VEA software.
# cd 2location_of_your_packages
# pkgadd –a ../scripts/VRTSobadmin –d . VRTSob VRTSobgui VRTSvmpro VRTSfspro
* Start the VEA server if not, running.
# vxsvc –m (Check or monitor the VEA server is running)
# vxsvc (Start the VEA server)
* Start the Volume Manager User interface.
# vea &
The Most handy Volume Manager commands:
* # vxdiskadm
* # vxdctl enable (Force the VxVM configuration to rescan for the disks. See devfsadm)
* # vxassist (Assist to create a VxVM volume.)
* # vxdisk list rootdisk (Displays information about the header contents of the root disk.)
* # vxdg list rootdg (Displays information about the content of the rootdg disk group.)
* # vxprint –g rootdg –thf | more (Displays information about volumes in rootdg.)
In order to create VERITAS Volume Manager, you may use the following three methods:
(This article emphases on the CLI method.)
* VEA
* Command Line Interface (CLI)
* vxdiskadm
Steps to create a disk group:
* # vxdg init accountingdg disk01=c1t12d0
Steps to add a disk to a disk group:
* View the status of the disk.
# vxdisk list --or-- # vxdisk –s list
* Add one un-initialized disk to the free disk pool.
# vxdisksetup –i c1t8d0
* Add the disk to a disk group called accoutingdg.
# vxdg init accountingdg disk01=c1t8d0
# vxdg –g accountingdg adddisk disk02=c2t8d0
Steps to split objects between disk groups:
* # vxdg split sourcedg targetdg object …
Steps to join disk groups:
* # vxdg join sourcedg targetdg
Steps to remove a disk from a disk group:
* Remove the “disk01” disk from the “accountingdg” diskgroup.
# vxdg –g accountingdg rmdisk=disk01
Steps to remove a device from the free disk pool:
* Remove the c1t8d0 device from the free disk pool.
# vxdiskunsetup c2t8d0
Steps to manage disk group:
* To deport and import the “accountingdg” disk group.
# vxdg deport accountingdg
# vxdg –C import accountingdg
# vxdg –h other_hostname deport accountingdg
* To destroy the “accountingdg” disk group.
# vxdg destroy accountingdg
Steps to create a VOLUME:
* # vxassist –g accountingdg make payroll_vol 500m
* # vxassist –g accountingdg make gl_vol 1500m
Steps to mount a VOLUME:
If using ufs:
* # newfs /dev/vx/rdsk/accountingdg/payroll_vol
* # mkdir /payroll
* # mount –F ufs /dev/vx/dsk/accountingdg/payroll_vol /payroll
If using VxFS:
* # mkfs –f vxfs /dev/vx/rdsk/accountingdg/payroll_vol
* # mkdir /payroll
* # mount –F vxfs /dev/vx/dsk/accountingdg/payroll_vol /payroll
Steps to resize a VOLUME:
* # vxresize –g accountingdg payroll_vol 700m
Steps to remove a VOLUME:
* # vxedit –g accountingdg –rf rm payroll_vol
Steps to create a two striped and a mirror VOLUME:
* # vxassist –g accounting make ac_vol 500m layout=stripe,mirror
Steps to create a raid5 VOLUME:
* # vxassist –g accounting make ac_vol 500m layout=raid5 ncol=5 disk01 …
Display the VOLUME layout:
* # vxprint –rth
Add or remove a mirror to an existing VOLUME:
* # vxassist –g accountingdg mirror payroll_vol
* # vxplex –g accounitngdg –o rm dis payroll_plex01
Add a dirty region log to an existing VOLUME and specify the disk to use for the drl:
* # vxassist –g accountingdg addlog payroll_vol logtype=drl disk04
Move an existing VOLUME from its disk group to another disk group:
* # vxdg move accountingdg new_accountingdg payroll_vol
To start a VOLUME:
* #vxvol start
Steps to encapsulate and Root Disk Mirroring
* Use “vxdiskadm” to place another disk in rootdg with the same size or greater.
* Set the eeprom variable to enable VxVM to create a device alias in the openboot program.
# eeprom use-nvramrc?=true
* Use “vxdiskadm” to mirror the root volumes. (Option 6)
* Test you can reboot from mirror disk.
# vxmend off rootvol-01 (disable the boot disk)
# init 6
OK> devalias (check available boot disk aliases)
OK> boot vx-disk01
Write a script to use the “for” statement to do some work.
# for i in 0 1 2 3 4
>do
>cp –r /usr/sbin /mydir${i}
>mkfile 5m /mydir${i}
>dd if=/mydir/my_input_file of=/myother_dir/my_output_file &
>done
Friday, April 17, 2009
Finding Installed Perl Modules
Finding Installed Perl Modules
perl -MFile::Find=find -MFile::Spec::Functions -lwe 'find { wanted => sub { print canonpath $_ if /\.pm\z/ }, no_chdir => 1 }, @INC'
perl -e'print join "\n", @INC'
Thursday, April 16, 2009
LDAP Commands Notes
Here are my LDAP notes I kept at work for easy access, note that the LDAP setup you use might be different but these can serve as a reference of sorts...
*AUTO_HOME IN LDAP:
In case of non directory errors for user when logging in, whilst the home directory is already created in the filer and auto_home points to +auto_home do this:
check for ldap added maps:
#ldaplist -l auto_home ---> if users in passwd are added here do the next step
craft ldif file: (fabroro.ldif)
dn: automountkey=fabroro,automountMapName=auto_home,dc=SYSTEST,dc=devel,dc=unix,dc=bernx,dc=com
automountKey: fabroro
objectClass: top
objectClass: automount
automountInformation: filer01:/vol/home/home/fabroro
add the user to the auto_home map:
#ldapmodify -h LDAP_SERVER -D "cn=Directory Manager" -a -f fabroro.ldif
ADDING USERS TO GROUPS IN LDAP:
create ldif:
dn: cn=prasol,ou=group,dc=PRE,dc=prod,dc=unix,dc=bernx,dc=com
changetype: modify
add: memberuid
memberuid: fabroro
add user to group:
#ldapmodify -h LDAP_SVR -D "cn=Directory Manager" -a -f usertogroup
Wednesday, April 15, 2009
Shell commands collections
On the job, these are command I sometime use to make life easier or so. Feel free to add your own via comments or correct any of them...
Feed the list of all those empty files to the rm command one at a time, and you're done:
$ ls -tr |xargs -t -I{} rm -f {}
ls /var/log/*.[0-9]* | xargs gzip --best
What's eating /?
find / -xdev -ls | sort -n -k 7
recursive grep:
find . -type f -print | xargs -useful egrep -l foo
no truncate ps:
ps -auxwww
SUM USING BC:
awk '{ print "a = a + " $1 "; a" }' x.txt | bc -l | tail -1
Tuesday, April 14, 2009
without lsof
I've encountered situations when I had to find which ports certain processes are using, it will be a breeze "IF" the system has lsof installed. Otherwise I've found this script to do the job.
You can also use the commands in here if you don't want to use it as a script (credits to sysunconfig.net).
#!/bin/ksh
#
#
# find from a port the pid that started the port
#
line='-------------------------------------------------------------------------'
pids=`/usr/bin/ps -ef | sed 1d | awk '{print $2}'`
# Prompt users or use 1st cmdline argument
if [ $# -eq 0 ]; then
read ans?"Enter port you like to know pid for: "
else
ans=$1
fi
# Check all pids for this port, then list that process
for f in $pids
do
/usr/proc/bin/pfiles $f 2>/dev/null | /usr/xpg4/bin/grep -q "port: $ans"
if [ $? -eq 0 ] ; then
echo "$line\nPort: $ans is being used by PID: \c"
/usr/bin/ps -o pid -o args -p $f | sed 1d
fi
done
Monday, April 13, 2009
KSH FAQS
Got somewhat interested with the korn shell and looked up some faq's regarding it...
credits to kornshell.com
I. GENERAL QUESTIONS
Q1. What is KornShell?
A1. KornShell is a command and scripting language
that is a superset of the System V UNIX shell,
aka, BourneShell (or 'sh').
Q2. What is ksh?
A2. ksh is the name of the program that implements the
KornShell language.
Q3. What is the history of ksh?
A3. ksh was written by David Korn at Bell Telephone Laboratories.
David Korn is currently at AT&T Laboratories.
The first version of ksh was in 1983. It was the first
shell to have command line editing with both emacs
and vi style interaction. The 1986 version was the first
to offer multibyte support. The 1988 version of ksh
is the version that was adopted by System V Release 4 UNIX
and was a source document for the IEEE POSIX and ISO
shell standards. The 1993 version is a major rewrite
of the 1988 version and focuses more on scripting.
Q4. Where is the official description of the KornShell language?
A4. The Bolsky and Korn book, "The KornShell Command and Programming
Language", published by Prentice Hall, defines the 1988
version. The newer Bolsky and Korn book, "The New KornShell Command
and Programming Language", also published by Prentice Hall,
describes the 1993 version.
Q5. What are the major new features of KornShell 1993?
A5. The only major new interactive feature is key binding.
Major new language features are floating point arithmetic,
associative arrays, complete ANSI-C printf, name reference
variables, new expansion operators, dynamic loading of
built-in commands, active variables, and compound variables.
Active and compound variables allow shell variables to
behave like objects. In addition, ksh93 has been written to be
extensible with an C language API for programming extensions.
Q6. Are any further releases of ksh planned?
A6. Yes, we are in the process of planning for a newer version,
ksh200X. We are interested in suggestions for new features.
Again, most of the focus will be on scripting and reusability.
Q7. What new features are planned for ksh200X?
A7. We are in the early stage of planning but the likely additions
are namespaces, an inheritance mechanism for objects,
and support for binary objects. Support for multi-threading
is also being considered.
Q8. Is KornShell public domain?
A8. Yes, the language description is public domain and
can be reimplemented. Some of the KornShell language
features have been reimplemented in the GNU shell, bash
and in pdksh, a public domain implementation.
Q9. Is ksh public domain?
A9. No, earlier versions were owned by both AT&T and Novell.
The 1993 version is owned by both Lucent and AT&T.
Q10. Is source code available?
A10. Starting in March 2000, the ksh93 source is available
as part of a larger collection of software called
the ast-open software package which can be downloaded
from the site http://www.research.att.com/sw/download.
Q11. What are the licensing terms?
A11. The exact license terms can be found in
http://www.research.att.com/sw/license/ast-open.html
Q12. Does the license allow binaries to be freely redistributed?
A12. Yes, provided you make the license terms available to
everyone you distribute binaries to.
Q13. If I make changes to the code, do I have to make them public?
A13. No, you do not have to make them public. However, if you
distribute the changes, you must allow us to be able
to get these changes and distribute them along with the source.
Q14. Why do most vendors ship ksh88, not ksh93?
A14. Since ksh88 was included in System V release 4, most vendors
have just included this version. A separate license was
required for ksh93 from either Lucent or AT&T. We hope this
situation changes with the release of ksh93 in open source form.
Q15. Do you provide support for ksh?
A15. No, we will try to fix any bugs we hear about in future
releases, but we do not provide any official support.
Q16. Is ksh supported commercially?
A16. Global Technologies, Ltd, http://www.gtlinc.com, distributes
and supports the "Common Operating Environment" which includes
ksh all of the other ast-open tools. They support it across
a broad range of systems. Software vendors that supply ksh with
their systems typically support it for that system.
Q17. What is pdksh and is it related to ksh or KornShell?
A17. pdksh is a public domain version of a UNIX shell that is
unrelated to ksh. It supports most of the 1988
KornShell language features and some of the 1993 features.
Some KornShell scripts will not run with pdksh.
Q18. How is the MKS Toolkit Kornshell related to KornShell?
A18. MKS Tookit Kornshell is a completely independent implementation
that supports a subset of the 1988 KornShell language.
Q19. What systems does ksh run on?
A19. ksh has been written to be portable. It has been ported
to virtually every known UNIX system. In addition it runs
on non-UNIX systems such as IBM's MVS using OpenEdition, and
Microsoft's Windows 9X, Windows NT and Windows 2000.
ksh is part of the UWIN (Unix for Windows) software,
http://www.research.att.com/sw/tools/uwin.
Q20. Does ksh conform to the IEEE POSIX and ISO shell standard?
A20. The 1993 version should conform to the 1992 standard. At one
point it had passed the test suite created by X/OPEN.
Q21. Will KornShell 88 scripts run with KornShell 93?
A21. In almost all cases, the answer is yes. However,
the IEEE POSIX and ISO standards required a few
changes that could cause scripts to fail. There is a
separate document that lists all known incompatibilities.
Q22. Can ksh run as /bin/sh?
A22. We have installed ksh as /bin/sh on several systems without
encountering any problems. Our Linux systems use this
instead of bash.
=====================================================
II. INTERACTIVE SHELL QUESTIONS
Q1. How do I get separate history files for shell?
A1. ksh uses a shared history file for all shells that
use the same history file name. This means
that commands entered in one window will be seen by
shells in other windows. To get separate windows,
the HISTFILE variable needs to be set to different name
before the first history command is created.
Q2. Why does the screen width not function correctly when non-printing characters are in my prompt?
A2. The shell computes the screen width by subtracting the width of
the prompt from the screen width. To account for non-printing
characters, for example escape sequences that display in the title
bar, follow these characters with a carriage return. The shell
starts recomputing the width after each carriage return.
Q3. What is the PS4 prompt and how is it used?
A3. The PS4 prompt is evaluated and displayed before each line when
running an execution trace. If unset, a + and a
be output before each line in the trace. Putting '$LINENO'
inside PS4 will cause the line number to be displayed. Putting
'$SECONDS' in the PS4 prompt will cause the elapsed time
to be displayed before each line. Note that single quotes
are used to prevent the expansion from happening when PS4
is defined.
Q4. How is keybinding done?
A4. ksh93 provides a KEYBD trap that gets executed whenever a key
is entered from the keyboard. Using this trap, and the associate
array feature of ksh93, a keybind function can easily be written
which will map any entered key sequence to another key sequence.
Q5. How do I get the arrow keys to work?
A5. Starting with the 'h' point release, on most keyboards you
do not have to do anything to get the arrow keys to work.
However, if they do not generate standard escape sequences,
then you will have to use a keybinding function to get them
to work.
Q6. Does ksh support file name completion?
A6. Yes, it does. The default key binding is
however, starting with the 'g' point release,
for completion. Note, the vi users need to set -o viraw
in order to get
Q7. Does ksh support command completion?
A7. If you perform completion on the first word of a command,
ksh will do completion using aliases, functions, and commands.
Q8. Is completion programmable?
A8. Yes, using the key binding mechanism, you can script the behavior
of any key and therefore cause the current contents of any
line to be replaced by any other line.
Q9. Is there any way to get the command-line editor to go to more than a single line?
A9. In vi-mode, if you hit 'v' while in control mode, it will bring
up a full screen version of vi on the current command. The command
will execute when you exit vi.
Q10. Can I use the shell line editor on other commands?
A10. The command ie, that comes along with shell, can be used
to run line input oriented commands with command line editing.
Q11. When I do echo 0, I am getting 267. What does this mean?
A11. ksh93 reports process that terminate with a signal as 256+signo.
Earlier versions used 128+signo but this makes it impossible
to distinguish from a command exit with that value. If you run
kill -l $?
on this signal number, it will give the the name of the signal
that caused this exit.
Q12. When I type builtin, I notice that some of these are full pathnames. What does this mean?
A12. Builtins that are not bound to pathnames are always searched
for before doing a path search. Builtins that are bound
to pathnames are only executed when the path search would
bind to this pathname.
Q13. What is a self generating man page?
A13. A self generating man page is one that is generated by the
option parser within that command using an extended version
of the getopts function. The man page can be generated in html,
troff, or directly for the terminal. Most builtin commands
in the shell have self generating man pages so that you
can run for example, kill --man or kill --html to get
the description of kill to the screen or as an html file.
This same method can also be used for shell scripts. Run
getopts --man for more details.
Q14. What is autoloading?
A14. Autoloading was a method used in ksh88, and still permitted in ksh93
to declare that a name corresponded to a function. The function
would be loaded and executed when first referenced. This was
necessary since FPATH was always searched after PATH with ksh88
and therefore if you defined a function whose name was the same
as that of a program on your path, the program on your path
would have been executed. With ksh93, when a pathname is
encountered that is on PATH, but also is in FPATH, this directory
is assumed to be a function directory. Thus, you can have
function directories searched before program directories so
that autoloading is no longer needed.
=====================================================
III. SHELL PROGRAMMING QUESTIONS
Q1. What is the difference between * and @, for example, and ?
A1. When used outside of "", they are equivalent. However, within
double quotes, "$@" produces one argument for each positional
parameter, and "$* produces a single argument. Note that "$@"
preserves arguments lists, whereas $* may not unless both
word splitting and pathname expansion are disabled.
Q2. Why do I need spaces around { and } but not around ( and )?
A2. The characters ( and ) are shell metacharacters and are always
treated specially. For historical reasons, { and } were
treated as reserved words and are only special as separate
words at locations in which a command can begin.
Q3. How do I get read to maintain the \ characters?
A3. Use read -r instead.
Q4. How can a write a ksh script that responds directly to each
character so that you user just has to enter y, not y
A4. There are two ways to do this. The easiest is to use
read -n1 x
Alternatively, you could do
function keytrap
{
.sh.edchar=${sh.edchar}$'\n'
}
trap keytrap KEYBD
and then
read x
Q5. What is the purpose of $'...'?
A5. The $'...' option was added to ksh93 to solve the problem
of entering special characters in scripts. It uses
ANSI-C rules to translate the string between the '...'.
It would have been cleaner to have all "..." strings handle
ANSI-C escapes, but that would not be backwards compatible.
Q6. What is the -n option used for?
A6. You should always run ksh -n on each script you write. The -n
option will check for syntax errors on paths that might not
even be checked when you run the script. It also produces
a number of warning messages.
Q7. Why are both `...` and $(...) used for command substitution?
A7. The `...` method has some rather strange quoting rules
and does not nest easily. $(...) was added to ksh88 to
make command substitution easy to use. `...` is provided
for backwords compatibility only.
Q8. How can I tell if all the commands of a pipeline have succeeded?
A8. The pipefail option was added to the 'g' point release of ksh93.
With pipefail set, a pipeline will fail if any element of the
pipeline fails. The exit status will be that of the first
command that has failed.
Q9. How do I connect to a socket from a shell script?
A9. exec 3<> /dev/tcp/hostname/portnum
will open a tcp connection to portnum on hostname for
reading and writing on file descriptor 3. You can then
use read and print statements with file descriptor 3,
or redirection operators <&3 or >&3 to use these connections.
Q10. What is the difference between [...] and [[...]]?
A10. The [[...]] is processed as part of the shell grammar
whereas [...] is processed like any other command.
Operators and operands are detected when the command is
read, not after expansions are performed. The shell does not
do word splitting or pathname generation inside [[...]].
This allows patterns to be specified for string matching
purposes.
Q11. How come [[ $foo == $bar ]] is true and [[ $bar == $foo ]] is false?
A11. The == operator is not symmetrical. It takes a string on the left
and a pattern on the right. However, if you double quote the right
hand side, which removes the special meaning of pattern match
characters, then this becomes a string comparison so that
[[ "$foo" == "bar" ]] and [[ "$bar" == "$foo" ]] are equivalent.
Q12. Why does have print since echo already exists is is widely used?
A12. The behavior of echo varies from system to system.
The POSIX standard does not define the behavior of echo when
the first argument beings with a - or when any argument
contains a \ character. This makes echo pretty useless for
use in portable scripts.
Q13. What is $bar after, echo foo | read bar?
A13. The is foo. ksh runs the last component of a pipeline
in the current process. Some shells run it as a subshell
as if you had invoked it as echo foo | (read bar).
Q14. What is the difference between ((expr)) and $((expr))?
A14. ((expr)) is a command that evaluates an arithmetic expression.
The exit status of this command is 0 if the expression
evaluates to non-zero and is 1 if it evaluates to 0.
0 is an string expansion that expands to a string
representation of the value of this arithmetic expression.
It can be used anywhere a variable substitution is premitted.
Q15. What is the difference between $((x*y)) and $(($x*$y))?
A15. In the first case the value of x and the value of y are multiplied
together, and then their result is converted to a string. In the
second case variables $x, *, and $y are concatenated to form
an arithmetic expression which is then evaluated. This can
yield different results, for example,
x=2+3 y=4+5
print $((x*y)) \$(($x*$y))
45 19
Q16. How do I handle filenames with spaces in them?
A16. To be POSIX conforming, ksh has to do word splitting and
pathname expansion the results of substitutions. You can
enclose variable substitutions in "..." to prevent both
word splitting and pathname expansion. Alternatively,
you can disable word splitting by setting IFS='' and
pathname generation with set -o noglob.
Q17. What are active variables?
A17. By default shell variables are passive. They hold values
given to them on assignment, and return values on reference.
Active variables allow the assignment and reference (and
other actions) be controlled by functions specific to that
variable. At the shell level, a 'get', 'set', or 'unset'
shell function can be defined for any variable to make them
active, so that the function foo.set will be invoked whenever
the variable foo is assigned a value. At the C interface
level, several functions can be stacked together for an
active variable.
Q18. What is the difference between function name and name()?
A18. In ksh88 these were the same. However, the POSIX standard
choose foo() for functions and defined System V Release 2
semantics to them so that there are no local variables
and so that traps are not scoped. ksh93 keeps the ksh88
semantics for functions defined as function name, and
has changed the name() semantics to match the POSIX
semantics. Clearly, function name is more useful.
Q19. What are name reference variables and how are they used?
A19. Reference variables are variables in which all references
and assignments refer to the variable that they reference.
For example,
typeset -n name=$1
name=value
is equivalent to
eval \$1='value'
References are most useful for passing arguments such as
arrays to functions.
Q20. If i=1 and var1=some value, how do I print vartt to get its value?
A20. Either use
eval print var\$i
or
typeset -n x=var$i
print $x
Q21. How can I shift the elements of an array?
A21. The shift special builtin-command only works for positional
parameters. However, noting that array subscripts start at 0,
you can use
set -A name "${name[@]:1}"
to shift the array.
Q22. Why are the braces required with array references, e. g. ${x[1]}?
A22. It would be nice to do $x[1], but the POSIX shell would expand $x
and then search for the file pattern resulting by concatenating [1].
ksh is POSIX compatible.
Q23. How do I get the list of subscript names for an associative array?
A23. The prefix operator ! in variable expansions can be used to
get names. To get the names of subscripts for an array, associative
or indexed, use ${!var[@]}.
Q24. How do I do global substitutions on the contents of shell variables?
A24. Use // instead of / for global substitution, ${var//aa/bb} will
expand to the value of with each "aa" replace by "bb".
Q25. How can I convert %XX values to ascii?
A25. You can convert this to a sequence of ANSI C strings and then eval that
string, for example suppose the variable 'foo' contains %XX strings,
then
eval print -r -- "\$'${foo//'%'@(??)/'\x\1"'\$'"}'"
will print out the string in ascii.
Q26. I want to use exec to open a file. How do I prevent the script from exiting if the exec fails?
A26. If you run
command exec ... || error ...
then error will be executed if the exec fails, but the script
will not terminate. The command builtin will prevent the shell
from exiting when special built-ins fail.
Q27. How do I execute a builtin inside a function of the same name?
A27. You use the command builtin for this. For example,
function cd
{
command cd "$@" && title "$PWD"
}
will run the builtin command cd from within the function cd
rather than calling the function cd recursively.
Q28. How are variables scoped in ksh?
A28. The scoping of variables was not defined for ksh88 but in ksh93
static scoping was specified. For example the output from
function f1
{
print foo=$foo
}
function f2
{
typeset foo=local
f1
}
foo=global
f2
will be "global". To get f2 to cause f1 to print the local
value of foo, f2 can run "foo=$foo f1" instead.
Q29. Can you write a self reproducing program in KornShell?
A29. Yes, the following program is self reproducing. Any shorter ones?
n="
" q="'" x="cat <<-!" y=! z='n="$n" q="$q" x="$x" y=$y z=$q$z$q$n$x$n$z$n$y'
cat <<-!
n="$n" q="$q" x="$x" y=$y z=$q$z$q$n$x$n$z$n$y
!
=====================================================
IV. SHELL EXTENSIONS
Q1. Is there a shell compiler?
A1. There is a separate command named shcomp that will convert
a script into an intermediate machine independent form. The shell
will detect this format whenever it runs a script and execute
directly from this intermediate format.
Q2. What is the advantage of making commands built-in?
A2. The startup time is reduced by a couple of orders of
magnitude. In addition, built-in commands can access
ksh internals.
Q3. What is the disadvantage of making commands built-in?
A3. Errors in these built-ins can cause the shell to crash.
Q4. How do I add built-in commands?
A4. There are two ways to do this. One is write a shared library
with functions whose names are b_xxxx where xxxx is the name of
the builtin. The function b_xxxx takes three argument. The first
two are the same as a mail program. The third parameter is
a pointer argument which will point to the current shell context.
The second way is to write a shared library with a function named
lib_init(). This function will be called with an argument of 0
after the library is loaded. This function can add built-ins
with the sh_addbuiltin() API function. In both cases, the
library is loaded into the shell with the "builtin" utility.
Q5. Can ksh93 be embedded?
A5. Yes, ksh93 can be compiled as a shared or dynamically linked
library which can be embedded into applications. There is
an API for interfacing to shell variables and to several of
the internal shell functions.
Q6. Can I write GUI applications with ksh?
A6. There are two extensions to ksh that can be used to write
GUI applications as shell script. One is dtksh which
was written by Steve Pendergrast at Novell and is
included with the Common Desktop Environment, CDE. The other is
tksh which was written by Jeff Korn. tksh combines the tk graphics
package with ksh93 and reimplements the tcl language
as an extension so that both tcl and ksh scripts
can run in the same address space. The source for tksh
is included in the ast-open package.
Sunday, April 12, 2009
Solaris svc* commands
Here are examples of enabling and disabling of services using the svc* commands.
Looking at the state of the process:
# svcs -p network/telnet:default
STATE STIME FMRI
online Jul_23 svc:/network/telnet:default
Disabling:
# svcadm disable network/telnet
# svcs -p network/telnet:default
STATE STIME FMRI
disabled 13:08:15 svc:/network/telnet:default
# telnet localhost
Trying 127.0.0.1...
telnet: Unable to connect to remote host: Connection refused
Enabling:
# svcadm enable network/telnet
# svcs -p network/telnet:default
STATE STIME FMRI
online 13:08:29 svc:/network/telnet:default
# svcs -p network/telnet:default
STATE STIME FMRI
online 13:08:52 svc:/network/telnet:default
13:08:52 116400 in.telnetd
13:08:52 116403 login
Saturday, April 11, 2009
Crontab cheatsheet
I usually forget the fields order for crontab, so I decided to put it here as a cheatsheet...
# minute (0-59),
# | hour (0-23),
# | | day of the month (1-31),
# | | | month of the year (1-12),
# | | | | day of the week (0-6 with 0=Sunday).
# | | | | | commands
3 2 * * 0,6 /some/command/to/run
3 2 * * 1-5 /another/command/to/run
To make your life easier you can also use this as a header on your crontab file.
Friday, April 10, 2009
check CPU with prstat
We've grown so dependent with top that it is the default command we now use to see what processes are eating up CPU, what happens if the system you are administering doesn't have top...
To check for processes that are eating up the CPU in lieu of the top command is prstat, just give this command:
#prstat -s cpu -n 5
Thursday, April 9, 2009
Rohan Half Elf Archer Build
Here a Rohan half elf archer build...
guide courtesy of rohangame.vault.ign.com
Half-Elf Archer Build by Landor
----------------------------------------------------------------------------------------------
Here is what i ve seen on KR and TW ROHAN forums about Half Elves archers :
Stats distribution.
4pts in DEX untill lvl10. Then 3DEX 1VIT.
Skills.
There are 2 builds for skills.
The KR one:
The TW one:
Wednesday, April 8, 2009
Rohan Dekan Build/Guide by Obli
here's a rohan Dekan Build/Guide by Obli
guide courtesy of rohangame.vault.ign.com
-----Skill Builds
(Level 7 skills may only last 30 days because it requires a CS item, This has not been confirmed.)
[]Seperated Zhen[]
Least requirements:
1 Darkness
1 Taunt
5 Dragon's Power
1 seperation
1 sepa slash
1 Nail Zhen
5 Health Funnel
Total: 15
The most you should be at.:
5 Darkness
1 taunt
7 Dragon's Power
1 seperation
5 Sepa slash
5 nail zhen
7 Health funnel
7 Forefoot swing
Total:38
[]Non-sepa[]
Least Requirements:
1 darkness
1 taunt
5 Dragon's Power
1 into the two non sepa moves
1 hp to mp
1 mp to hp
5 forefoot Swing
Total: 15 points
Highest you should go:
5 darkness
1 taunt
7 Dragon's power
5 into the non sepa moves
5 hp to mp
5 mp to hp
7 forefoot swing
Total: 40
-----Stat Builds
4 vit
Crap attack, excellent def.
1 str :3 vit
Decent attack with good def.
2 str: 2 vit
Good attack with good def for taking on a few monsters at a time
3 str: 1 vit
Awsome attack with a little bit extra def.
4 str
BOOM dead, but the damage back at you is also BOOM dead.
-----Friend's build suggestion:(Miyamato)
Full int till 10
then from there
2 int: 2 str
This way you can use breath VERY effectively and then use that hp drain skill in which will mean you dont need mp to hp just hp to mp and then if you cant kill the mob in those 2 int based attacks, finish the mob off with a couple hits which is where the 2 str comes in handy.
I didn't like this build.
It's mainly for if you want to get to 50 fast but i don't know what you're going to do with breath since it might be crap later.
Tuesday, April 7, 2009
Rohan Dark Elf Guide
here's a Rohan Dark Elf Guide...
Dark Elf Build/Summary/Guide by Cecilia
----------------------------------------------------------------------------------------------
So, this is something of what I've gathered from snooping around. Please correct me if you find any mistakes, etc. no one's perfect, you get the drift :3
Anyway, as a Dark Elf, we'll all start off being a Mage.
Firstly, there are three main stats we Dark Elves will need to keep track of (now with additional info about the Stats and Equips, courtesy of Kirisu, many thanks):
1) Intelligence (INT): In Rohan, increasing Intelligence means increasing the attack power of your magical spells. INT also increases some carrying weight. Up INT=up ATTACK POWER!
Kirisu adds that every unit of INT you increase results in:
* +3 magic attack.
* +1 magic defense.
* +1~2 weight capacity.
2) Wisdom (WIS): Increasing Wisdom means that the amount of MP (i.e. the bar that goes down whenever you cast spells) you have is increased. Adding WIS will decrease your carrying weight. Up WIS=up MP!
Kirisu adds here that every unit of WIS you increase results in:
* +2 magic defense.
* -3 weight capacity.
* +10 MP.
* +1 MP recovery.
* Bonus to elemental resistances
3) Vitality (VIT): Usually an important factor of any build, adding to this stat will increase the amount of HP (i.e. the bar that is likely to disappear faster than a chocolate bar whenever you get mobbed by a bunch of aggros) you have. VIT also increases defense and some carrying weight. Up VIT=up HP!
Kirisu adds again that every unit of VIT you increase results in:
* +2 physical defense.
* +2~3 weight capacity.
* +20 HP.
* +1 HP recovery.
Mage Equipment: Note that spells (including wand/staff auto-attacks) can't miss, but they can Critical Attack... however, this means that Dark Elves don't need to increase Dexterity (hit rate).
The best thing for us Dark Elves to do is to "start with the end in mind", i.e. decide whether you want to be a Wizard or a Warlock and work towards those builds from the beginning (although you may want to tentatively try a hybrid build of WIS/INT/VIT as a Mage, because what's the point of attacking if you have no power? Likewise, what's the point of attacking if you can only attack once before running out of MP? And then, what's the point of attacking if you get one hit KO'd?). If you're interested, as a mage I'll be trying out the 3 INT 1 VIT and 1 WIS (instead of INT) every alternate level build... that is, until I get to level 35-ish when I plan to switch to 3WIS 1VIT... this is because I'm aiming to be a Wizard other than a Warlock. Warlocks have it easy and don't need to pump WIS, just INT and VIT all the way! Otherwise I'm sure there will be some kind of expensive restat-ing device (most likely to be sold in cash shop or bought off other players) you can use if you want to start off with full attack power (INT) and switch to being a Wizard at lvl50. More on that later. Now, back to decision making... also, remember to work out whether you'll mainly be a Solo player or a Party player.
Players focusing on Soloing should add more VIT as this stat adds Defense and HP, which means you get to survive longer out on your own- whoopeee! Party players, on the other hand, don't need as much VIT because when you're in a decent party there is usually someone to tank for you while you focus on honing your spell spamming skills... indeed, some people may even opt for the ultimate glass cannon build, where they don't add any points to the VIT stat at all, rather, spamming INT (it is fairly impossible to go full WIS build because WIS decreases your carrying capacity... that's goodbye storage if you want to try it...) XD This might not be too bad, because of the Dark Elf Mage ability to suck away opponents' HP/MP and add to their own... however, the skill takes time to cast (and cooldown) so opponents may not be affected fast enough to cover your ass lol. I'll take the liberty here to mention that casting time is the time it takes for the spell to take effect (including time used for animation etc.) and cooldown time is the time lapsed before you can use the same spell again.
Kiting may also become an important skill to learn if you decide to start with minimal VIT. For those of you who don't know, kiting is basically a hit and run method. Hit monster, run a few steps and try to gain just enough distance for you to be able to hit the monster again before it gets the chance to attack you... and then run away from it again, attack, run away... and so the cycle goes on. Perfecting this will take practice and you may die a couple of times trying. Okay, I lie. You may die many times while trying.
Back to the topic at hand- that being Mages. If memory serves me correctly, Dark Elf Mages will get two attack spells- a basic one you start off with and another one further along the line which is based on your INT level. Also, as a mage you will get two AOE's (Area of Effect spells- spells which affect all monsters/players within a certain area). One of these is based on the amount of INT you have, and the other is based on WIS level. Usually, you'll be using one heaps more than the other, lol. The neat thing about being a mage is that you also get a spell which allows you to teleport yourself and/or party members instantly by using a portal stone.
Once you reach lvl50, Dark Elf Mages will have a choice:
1) Wizard (can be either male or female):
Wizards are a better choice for people who intend to focus on PvE, rather than PvP as they have better AoE skills than Warlocks as well as some buffs/de-buffs. Wizards generally level faster than Warlocks due to AoE mass monster kill (and most importantly, AoE monster kill SPAM). Dark Elf Wizards will get a total of four AoE spells, one of which puts your opponents to sleep and one which is an attack spell based on the amount of WIS you possess. Strike Bash is another Wizard AoE spell which damages and stuns its targets depending on the amount of WIS you have. The last AoE for potential Wizards is called Magical Piercing. This WIS dependent spell damages your target and up to 8 enemies behind it. However, the potential for AoE is greatly increased by another buff you will get, which basically turns any normal attacks into AoE attacks.
Another neat thing I noticed is that Wizards also get a Revive buff which can be used on others (this was surprising because I thought Revive would only be limited to the Healers, but obviously not the case here). The de-buffing skill Wizards get will randomly remove buffs from opponents in a selected area.
In a nutshell, Wizards tend to stick to buffing and AoE. Mobs, here we come!
The recommended build for a Wizard is 3WIS, 1VIT... aiming to obtain at least 50INT as well (once you're max level... ahem, that is, lvl100). The main priority is on getting your WIS up first though, because- in case you haven't noticed, most of the Wizard's damage arsenal of spells/skills/buffs depend on the amount of WIS you have.
2) Warlock ( can be either male or female):
Warlocks, on the other hand, are usually chosen by people who have a thirst for PvP, because as a Warlock you get a bunch of de-buffs which would be especially useful when facing other players... especially when up against Dhans (score one for anti-concealment skill) or Dekans. An example of this would be the attack spell you will eventually get which removes the effect of your target's equipped equipment as well as doing damage over time. You will also get a skill which will prevent your targets from using de-buffs, meaning that if they're rooted, they will stay that way for the entire duration of the spell. Also, a neat thing I noticed about Warlocks is they have a skill which allows them to reset their job skills, but apparently this applies to Wizards as well.
On a side note, Warlocks also get four AoE spells, one prevents the usage of potions by other players, one is an attack over time which depends on the amount of INT you possess. Rise Root is another AoE spell which is dependent on INT... this one roots and damages its targets at the same time. The last of the AoE's for our budding Warlocks is called Magic Push. It's a spell which damages and pushes back its targets. This spell depends on your Magic Attack.
In a nutshell, Warlocks tend to stick to de-buffing/buffing and using attack spells. PvP heaven, anyone?
The recommended build for a Warlock is 3INT, 1VIT... aiming to get at least 50WIS as well. The priority here is on getting your INT up first, because the skills/spells/buffs/de-buffs Warlocks possess have damage amounts based on INT level.
Kirisu adds some useful general comments here:
- Wizards are also good at group PvP (Township Battles, especially).
- Both Warlocks and Wizards get the "Erase ability" skill, which allows them to reset their skills (including skill stone upgrades).
In the end, Warlocks do more damage but due to their low Mana Pool (MP) limiting their ability to spam skills forever, they are better at 1vs1 combat (both PvE and PvP) compared to mobbing.
Wizards, on the other hand, do less damage but get a huge Mana Pool (MP) which allows them to spam skills for longer periods of time, and thus they are more suitable for long encounters, group PvE and group PvP.
End note: The above is what I've learned (based on mmo's I've played before)/deduced from looking around sites with info on Rohan/gathered from other more knowledgable players (e.g. Kirisu) etc. and may not all apply in the actual eagerly awaited Closed (and eventually Open) Beta Version of Rohan. If you find mistakes or have something to add please feel free to reply and I will edit this post.
I hope this (sort of) guide will be of some use to people considering the path of the Dark Elf. Come to the Dark side, we have cookies ;3
Thank you for reading. Good luck and good gaming to all in the future!
Monday, April 6, 2009
Rohan Dhan Assassin Strength build by Guano
Here's a Dhan Assassin Strength build by Guano
guide courtesy of rohangame.vault.ign.com
Hi Guys!
This is the STR build given to me by Shin. It is good for leveling.
Attributes:
3 STR : 1 VIT
Starting from Lvl 25 and every 5 levels after put 4 into DEX until you hit 50 DEX.
Skills:
(I don't know the names at the moment so just bear with me here... I will edit the post when I'm not trying to run off to work)
Going from the top down:
Row 1: Max all 3 skills
Row 2: Max the Leftmost Skill
Row 3: Max the Rightmost Skill
Row 4: None
Row 5: Max all 3 skills
Row 6: Max the Leftmost Skill
To get from Row 3 to Row 5 it looks like you will have to take the Row 3 middle skill and the Row 4 left most and right most skills. Depending on how useful you find these, you can put more points into it.
Sunday, April 5, 2009
Rohan Elf Templar Build
Here's a Rohan Elf templar build...
guide courtesy of rohangame.vault.ign.com
Elf - Templar Build by Shin
----------------------------------------------------------------------------------------------
Attributes: 3 INT : 1 VIT
Skills:
Healer
Heal 5
Divine Aura 1
Intelligence Blow 5
Holy Light 5
Emergency Heal 1
Mental Barrier 5
Teleport 1
Revive 5
Kill Time 1
I will fill in the templar skills when I get there :P
You will probably want to max Holy Light first followed by Intelligence Blow and then Magic Barrier. While doing this, you might want to up heal as you need it until it gets maxed.
You will also want to use a staff due to your high int.
Saturday, April 4, 2009
Expandable post summaries for Blogger
Have overlooked posting this one for the longest time. It was because I was having problems posting the codes in the entry.
Read on for the procedure...
Search for "post-header-line" to find this portion of code in your template and add the lines in red.
<div class='post-header-line-1'/>
<div class='post-body'>
<b:if cond='data:blog.pageType == "item"'> <style>.fullpost{display:inline;}</style> <p><data:post.body/></p>
<b:else/>
<style>.fullpost{display:none;}</style> <p>
<data:post.body/></p>
<a expr:href='data:post.url'>Read More......</a>
</b:if>
<div style='clear: both;'/> <!-- clear for photos floats -->
</div>
Goto Settings->Formatting and at the bottom, you will find the text box provided to specify the "Post template". Copy/paste these lines into that text box and save the settings.
Type your summary here
<span class="fullpost">
Type rest of the post here
</span>
Rohan Elf Healer build
Here's a Rohan Elf healer build...
Guide courtesy of rohangame.vault.ign.com
credits to tonyboo
Well... as a 25 healer going priest. I've tried many different builds and variations.
The best for me is.
3 MAG / 1 VIT
Oh, and as a healer to priest... no monster should -ever- be able to hit you.
Ever.
We have a skill that is based off of MAG that does X7 damage.
It's real good...
Pros about leveling as a healer-priest is.
You don't die. Or.. you at least shouldn't. You can kill mobs higher level than you with no problem. You never need to use a mana potion. Caster monsters SUCK. Since you get 6 mag def per level.
Cons about leveling as a healer-priest is.
Your staff hits for crap. Since you have no points in INT your staff does a lot less damage. Leveling is way boring, and it takes longer to kill mobs than it does for healer-templars. It sucks healing the whole party >:(!. Ohhhh and the attack skill you get looks a lot less cooler than the ones healer-templars get. You don't get to use a +Physical defense buff because you're not INT. So you have to rely on good armor
As for templars... they're pretty much battle priests.
Nothing like an "elf mage" at all. It's practically a paladin...... a warrior+healer put together... almost.
They're -real- good in PvP. And a lot of fun.... and they look SO CUTE OMG!
Friday, April 3, 2009
HOW TO SETUP Acekard2i on Nintendo DSi
Nintendo DSi is the third release of the Nintendo DS console and was first released in Japan on November 1,2008. It has been currently relased in North America just this April 5,2009.
Acekard has announced lately that their latest acekard product the acekard 2i fully works on the DSi and is fully compatible to AceKard2.
For those of you who want to know how to setup AceKard 2i on Nintendo DSi read on.
Please note that doing so is illegal so proceed on your own risk.
1) Go to http://www.winzip.com/prod_down.htm
2) Download winzip and save to Desktop
3) Install winzip
4) Go to http://www.themott.com/content/acekard-2i-nintendo-dsi
5) Download ak2i_setup.zip file and save to Desktop
6) Right click on the ak2i_setup.zip and choose "extract to folder"
7) Open acekard2i folder
8) Select all the files
9) Drag everything into your memory card
10) Take out the memory card and insert into Acekard 2i card.
11) Done!
Rohan Human Defender Build by Golladan
Here's another Rohan Human Build, the defender..
Guide courtesy of rohangame.vault.ign.com
Human Defender Build by Golladan
----------------------------------------------------------------------------------------------
This is my first guide ever, so bear with me.
Also, I won't be telling you exactly how to build your character, but rather give you some tips and insight into skills.
The Class
The Defender road is for those that want to tank. While they can still solo effectively, they are better in parties, being able to make the monsters attack them while receiving little damage.
The Weapon
Humans are limited to Daggers, One-Handed Swords, 1-Handed Maces, and 1-Handed Axes. The weapon you use is entirely up to you, though I would recommend not using a Dagger. Also note that once you change to a Defender you will most likely use a Mace because of the Blunt Mastery skill. Weapons will be discussed further in the Skill section.
The Stats
The build you choose will also be up to you. As a defensive Knight your priority will be Vitality, with Strength and Dexterity(so you don't miss much) as secondary stats.
Some recommended builds(Str:Vit:Dex):
1:2:1 - Every level you put 2 points into Vit and 1 into each Dex and Str.
0.5:3:0.5 - Every level you put 3 points into Vit and then alternate the remaining point between Dex and Str.
1.5:2:0.5 - Every level you put 2 points into Vit, every level put 1 point into Str, and alternate the remaining point between Str and Dex.
The Skills
The Imbues
You are required to put at least 1 point into one of them to get the other skills. As a defensive Knight, maxing one of them is a good idea, as it will provide you with decent extra damage. You can only have one of them on, and they consume MP every 4 to 5 seconds to keep them on. You do not regenerate MP when you have one on, so it would be wise to only turn it on before you're going to fight something, and turn it off right after the fight.
Blazing Requires Level 2
Lv 1: Increases Fire Attribute Attack by 20% and Fire Attribute Defense by 10%. 4% chance of absorbing 5% of the damage dealt as HP.
Lv 2: Increases Fire Attribute Attack by 40% and Fire Attribute Defense by 20%. 5% chance of absorbing 6% of the damage dealt as HP.
Lv 3: Increases Fire Attribute Attack by 60% and Fire Attribute Defense by 30%. 6% chance of absorbing 7% of the damage dealt as HP.
Lv 4: Increases Fire Attribute Attack by 80% and Fire Attribute Defense by 40%. 7% chance of absorbing 8% of the damage dealt as HP.
Lv 5: Increases Fire Attribute Attack by 100% and Fire Attribute Defense by 50%. 8% chance of absorbing 10% of the damage dealt as HP.
With this you have a small chance of absorbing some of the damage you deal to the opponent as health. At lower levels you won't be regaining much HP from this, and even at high levels an HP potion might do a better job.
Frozen Requires Level 2
Lv 1: Increases Water Attribute Attack by 20% and Water Attribute Defense by 10%. 4% chance of decreasing the enemy's movement speed by 10% for 7 seconds.
Lv 2: Increases Water Attribute Attack by 40% and Water Attribute Defense by 20%. 5% chance of decreasing the enemy's movement speed by 15% for 7 seconds.
Lv 3: Increases Water Attribute Attack by 60% and Water Attribute Defense by 30%. 6% chance of decreasing the enemy's movement speed by 20% for 7 seconds.
Lv 4: Increases Water Attribute Attack by 80% and Water Attribute Defense by 40%. 7% chance of decreasing the enemy's movement speed by 25% for 7 seconds.
Lv 5: Increases Water Attribute Attack by 100% and Water Attribute Defense by 50%. 8% chance of decreasing the enemy's movement speed by 30% for 7 seconds.
With this you have a small chance of decreasing the movement speed of the opponent for 7 seconds. Since you are melee, the only real use for this would be if the opponent is trying to run away(or if you need to run away, but generally you can outrun things without them being debuff).
Darkness Requires Level 2
Lv 1: Increases Dark Attribute Attack by 20% and Dark Attribute Defense by 10%. 4% chance of decreasing the enemy's attack speed by 10% for 7 seconds.
Lv 2: Increases Dark Attribute Attack by 40% and Dark Attribute Defense by 20%. 5% chance of decreasing the enemy's attack speed by 15% for 7 seconds.
Lv 3: Increases Dark Attribute Attack by 60% and Dark Attribute Defense by 30%. 6% chance of decreasing the enemy's attack speed by 20% for 7 seconds.
Lv 4: Increases Dark Attribute Attack by 80% and Dark Attribute Defense by 40%. 7% chance of decreasing the enemy's attack speed by 25% for 7 seconds.
Lv 5: Increases Dark Attribute Attack by 100% and Dark Attribute Defense by 50%. 8% chance of decreasing the enemy's attack speed by 30% for 7 seconds.
This one is probably the most useful one out of the 4 imbues. You have a small chance of decreasing the opponent's attack speed for 7 seconds, meaning less damage dealt to you or whoever it is attacking.
Divine Requires Level 2
Lv 1: Increases Light Attribute Attack by 20% and Light Attribute Defense by 10%. 4% chance of absorbing 5% of the damage dealt as MP.
Lv 2: Increases Light Attribute Attack by 40% and Light Attribute Defense by 20%. 5% chance of absorbing 6% of the damage dealt as MP.
Lv 3: Increases Light Attribute Attack by 60% and Light Attribute Defense by 30%. 6% chance of absorbing 7% of the damage dealt as MP.
Lv 4: Increases Light Attribute Attack by 80% and Light Attribute Defense by 40%. 7% chance of absorbing 8% of the damage dealt as MP.
Lv 5: Increases Light Attribute Attack by 100% and Light Attribute Defense by 50%. 8% chance of absorbing 10% of the damage dealt as MP.
Similar to Blazing, except for MP. With this you have a small chance of absorbing some of the damage you deal to the opponent as MP. The usefulness of this skill is even more limited than Blazing, since you will probably end up using more MP to keep this on than what you will get back. An MP potion will probably be a better alternative.
That's it for the 4 Imbues. Now for the rest of the skills.
Taunt Requires Level 4; 1 of the Imbues
Cast Time: 0.5 seconds
Recast Time: 10 seconds
Lv 1: Forces the target monster to attack the player. Can only be used while in a Party.
This skill is mandatory and only has 1 level. It is one of your main skills as a tank in a Party, since it allows you to get aggro instantly.
Rising Might Requires Level 5; Taunt
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Target's Strength by 3% for 18 minutes.
Lv 2: Increases the Target's Strength by 6% for 21 minutes.
Lv 3: Increases the Target's Strength by 9% for 24 minutes.
Lv 4: Increases the Target's Strength by 12% for 27 minutes.
Lv 5: Increases the Target's Strength by 15% for 30 minutes.
Lv 6: Increases the Target's Strength by 18% for 30 minutes.
Lv 7: Increases the Target's Strength by 21% for 90 minutes.
An important buff, it increases the Strength of whoever you cast it on.
Protection Requires Level 5; Taunt
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Physical Defense of the Target's Armor by 3% for 18 minutes.
Lv 2: Increases the Physical Defense of the Target's Armor by 6% for 21 minutes.
Lv 3: Increases the Physical Defense of the Target's Armor by 9% for 24 minutes.
Lv 4: Increases the Physical Defense of the Target's Armor by 12% for 27 minutes.
Lv 5: Increases the Physical Defense of the Target's Armor by 15% for 30 minutes.
Lv 6: Increases the Physical Defense of the Target's Armor by 18% for 30 minutes.
Lv 7: Increases the Physical Defense of the Target's Armor by 21% for 90 minutes.
Another equally important buff. This one increases the Physical Defense that that target's armor gives. In other words, the base physical defense the player already has(from Vitality, etc) does not matter. The extra physical defense that armors give(the ones in green) isn't taken into account either. And, unfortunately, shields aren't either.
Psychic Crash Requires Level 5; Taunt
Cast Time: 1 second
Recast Time: 12 seconds
Lv 1: Deals 160% damage to the target.
Lv 2: Deals 170% damage to the target.
Lv 3: Deals 180% damage to the target.
Lv 4: Deals 190% damage to the target.
Lv 5: Deals 200% damage to the target.
Lv 6: Deals 210% damage to the target.
Lv 7: Deals 220% damage to the target. Recast Time is decreased by 2 seconds.
A simple attack skill that does damage. As with every other skill, the imbues don't affect it. If you do around 100 damage normally, with the first level of this skill you would do around 160 damage.
Crash Above Requires Level 7; Psychic Crash
Cast Time: 4 seconds
Recast Time: 4 seconds
Lv 1: For 18 minutes, Psychic Crash has a 5% chance of stunning the enemy for 3 seconds.
Lv 2: For 21 minutes, Psychic Crash has a 10% chance of stunning the enemy for 3 seconds.
Lv 3: For 24 minutes, Psychic Crash has a 15% chance of stunning the enemy for 3 seconds.
Lv 4: For 27 minutes, Psychic Crash has a 20% chance of stunning the enemy for 3 seconds.
Lv 5: For 30 minutes, Psychic Crash has a 25% chance of stunning the enemy for 3 seconds.
Lv 6: For 30 minutes, Psychic Crash has a 30% chance of stunning the enemy for 3 seconds.
Lv 7: For 90 minutes, Psychic Crash has a 35% chance of stunning the enemy for 3 seconds.
This is a self buff that gives your Psychic Crash a chance of a 3-seconds stun. The usefulness of this skill for a Defender-to-be is quite low considering that you already have a skill that gives a longer stun at a 100% chance.
Sharpen Blade Requires Level 5; Rising Might or Protection
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Damage of 1-Handed weapons(except Daggers) by 3% for 18 minutes.
Lv 2: Increases the Damage of 1-Handed weapons(except Daggers) by 6% for 21 minutes.
Lv 3: Increases the Damage of 1-Handed weapons(except Daggers) by 9% for 24 minutes.
Lv 4: Increases the Damage of 1-Handed weapons(except Daggers) by 12% for 27 minutes.
Lv 5: Increases the Damage of 1-Handed weapons(except Daggers) by 15% for 30 minutes.
Lv 6: Increases the Damage of 1-Handed weapons(except Daggers) by 18% for 30 minutes.
Lv 7: Increases the Damage of 1-Handed weapons(except Daggers) by 21% for 90 minutes.
This self buff basically increases your Physical Attack stat by a certain percent of the basic attack(the one in white) of your 1-Handed weapon, except Daggers. This is yet another important buff, and it is the reason why you wouldn't use a Dagger on a Defender-to-be(remember that you will be using a Shield, not Dual-Wielding). Since this is a percent buff, weapons with higher Physical Attacks get a bigger boost. In other words, an Axe would get the biggest boost, followed by a Mace, and then the Sword. Keep in mind though that Axes are slower than both Maces and Swords, and that Maces and Swords have the same attack speed.
Blessed Shield Requires Level 7; Protection or Sharpen Blade
Cast Time: 4 seconds
Recast Time: 4 seconds
Lv 1: The Shield's Block Rate is increased by 2% for 18 minutes.
Lv 2: The Shield's Block Rate is increased by 3% for 21 minutes.
Lv 3: The Shield's Block Rate is increased by 4% for 24 minutes.
Lv 4: The Shield's Block Rate is increased by 5% for 27 minutes.
Lv 5: The Shield's Block Rate is increased by 6% for 30 minutes.
Lv 6: The Shield's Block Rate is increased by 8% for 30 minutes.
Lv 7: The Shield's Block Rate is increased by 10% for 90 minutes.
This is yet another important self buff. It increases the block rate of your shield, and when you block, you take no damage at all. Of course, you need a shield to use this.
Invoke Requires Level 9; Sharpen Blade
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the user's Critical Damage by 235% for 18 minutes. Dexterity is increased by 20%.
Lv 2: Increases the user's Critical Damage by 295% for 21 minutes. Dexterity is increased by 20%.
Lv 3: Increases the user's Critical Damage by 350% for 24 minutes. Dexterity is increased by 20%.
Lv 4: Increases the user's Critical Damage by 410% for 27 minutes. Dexterity is increased by 20%.
Lv 5: Increases the user's Critical Damage by 470% for 30 minutes. Dexterity is increased by 20%.
Lv 6: Increases the user's Critical Damage by 520% for 30 minutes. Dexterity is increased by 20%.
Lv 7: Increases the user's Critical Damage by 530% for 90 minutes. Dexterity is increased by 25%.
This self buff makes your Critical Hits actually do damage, as well as giving an extra boost to your Dexterity. You might want to get at least level 1.
Shield Push Requires Level 9; Blessed Shield or Crash Above
Cast Time: 1 second
Recast Time: 15 seconds
Lv 1: Hits the target with your Shield to deal 230% damage, and pushes them back 2 meters.
Lv 2: Hits the target with your Shield to deal 250% damage, and pushes them back 3 meters.
Lv 3: Hits the target with your Shield to deal 270% damage, and pushes them back 4 meters.
Lv 4: Hits the target with your Shield to deal 280% damage, and pushes them back 5 meters.
Lv 5: Hits the target with your Shield to deal 300% damage, and pushes them back 6 meters.
Lv 6: Hits the target with your Shield to deal 320% damage, and pushes them back 7 meters.
Lv 7: Hits the target with your Shield to deal 340% damage, and pushes them back 8 meters. Recast Time is decreased by 3 seconds.
This skill hits the target with the shield and does very high damage. Knocks them back. If you normally do around 200 damage, level 1 of this skill would do around 460 damage. As always, the skill damage isn't affected the imbue. The knock-back effect this skill provides could be its disadvantage. However, you can use the environment to deal with it(the target won't knock back if its backed against a wall, tree, or anything the target can't move into). Also, if the target is stunned(see next skill) it won't knock back either.
Charge Requires Level 9; Blessed Shield or Shield Push
Cast Time: 0.5 second
Recast Time: 30 seconds
Lv 1: Hits the target with your Shield to deal 100% damage, and stuns them for 2 seconds.
Lv 2: Hits the target with your Shield to deal 130% damage, and stuns them for 3 seconds.
Lv 3: Hits the target with your Shield to deal 160% damage, and stuns them for 4 seconds.
Lv 4: Hits the target with your Shield to deal 180% damage, and stuns them for 5 seconds.
Lv 5: Hits the target with your Shield to deal 200% damage, and stuns them for 6 seconds.
Lv 6: Hits the target with your Shield to deal 220% damage, and stuns them for 7 seconds.
Lv 7: Hits the target with your Shield to deal 240% damage, and stuns them for 7 seconds. Recast Time is decreased by 5 seconds.
This is a very good skill with a guaranteed stun. Increasing the level will increase the stun duration as well as the damage it does. Level 1 will deal as much damage as your normal attacks. Using Shield Push right after this(while the target is still stunned) will prevent the target from being knocked back.
Bleeding Requires Level 11; Invoke or Charge
Cast Time: 1 second
Recast Time: 10 seconds
Lv 1: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 5 times.
Lv 2: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 6 times.
Lv 3: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 7 times.
Lv 4: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 8 times.
Lv 5: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 9 times.
Lv 6: Deals 80% of the player's Physical Attack to the target as damage over time every 3 seconds 10 times.
Lv 7: Deals 90% of the player's Physical Attack to the target as damage over time every 3 seconds 15 times.
This skill causes the target to get damage over time. Each "tick" will do 80% of your normal damage(if you do about 200 damage, the skill will do about 160 damage per tick), so the higher Physical Attack you have, the more damage it will do. If you get this skill you only really need to get level 1, since higher levels will only increase the duration, not the damage it does. Level 1 lasts for about 15 seconds. Normal mobs will generally die before the effect is over. Bosses or players will last longer, but you can just recast the skills when the effect is over.
Assault Crash Requires Level 9; Charge or Bleeding
Cast Time: 1 second
Recast Time: 7 seconds
Lv 1: Increases offensive ability by 100%, 50% of that is dealt to the target and 40% is dealt to the surrounding enemies within 2 meters.
Lv 2: Increases offensive ability by 100%, 60% of that is dealt to the target and 50% is dealt to the surrounding enemies within 3 meters.
Lv 3: Increases offensive ability by 100%, 70% of that is dealt to the target and 60% is dealt to the surrounding enemies within 4 meters.
Lv 4: Increases offensive ability by 100%, 80% of that is dealt to the target and 70% is dealt to the surrounding enemies within 5 meters.
Lv 5: Increases offensive ability by 100%, 90% of that is dealt to the target and 80% is dealt to the surrounding enemies within 6 meters.
Lv 6: Increases offensive ability by 100%, 100% of that is dealt to the target and 90% is dealt to the surrounding enemies within 7 meters.
Lv 7: Increases offensive ability by 100%, 110% of that is dealt to the target and 100% is dealt to the surrounding enemies within 7 meters.
This is your Area of Effect attack skill. Basically what this skill does is it doubles your normal attacks, and a certain percent of that is dealt to the target and surrounding enemies. If you do around 100 normal damage, this skill will increase that to 200, and then 50% of that(or 100) is dealt to the target, while 40%(or 90) is dealt the the surrounding enemies. A simpler way would be that, at level 1, the target receives 100% damage, and the surrounding enemies 90%. Increasing the level increases the area affected, and increases the damage dealt by 10%.
Mind Requires Level 11; Shield Push
Cast Time: 1 second
Recast Time: 300 seconds
Lv 1: Consumes all of the player's MP. 50% of the consumed MP is converted to HP.
Lv 2: Consumes all of the player's MP. 80% of the consumed MP is converted to HP.
Lv 3: Consumes all of the player's MP. 110% of the consumed MP is converted to HP.
Lv 4: Consumes all of the player's MP. 130% of the consumed MP is converted to HP.
Lv 5: Consumes all of the player's MP. 150% of the consumed MP is converted to HP.
Lv 6: Consumes all of the player's MP. 180% of the consumed MP is converted to HP.
Lv 7: Consumes all of the player's MP. 210% of the consumed MP is converted to HP. Recast time is decreased by 120 seconds.
Don't be fooled by this skill. It isn't that good. 300 seconds are 5 minutes. It is obviously an emergency skill, but the heal simply isn't that good, given the low MP pool that Knights have. 300 MP with this skill at level 5 is 450 HP, and by the time you have 300 MP you will have close to 2000 HP. If you're so desperate that you need to use this skill you will probably be almost out of MP already(remember that you don't regenerate MP when you have an imbue on), so the heal will be much lower. An HP potion will be much much much better. Waste of points if you ask me.