MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Sarseian_Statblock",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/postorius/lists/mediawiki-api-announce.lists.wikimedia.org/> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
        }
    },
    "query": {
        "pages": {
            "60": {
                "pageid": 60,
                "ns": 0,
                "title": "Restart Engine Puzzle",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "As you look around the room, you see four pillars labeled A through D.  Each pillar has a toggle switch with a light indicator above it. Each switch is is currently in the off position, and its light is out.\n\nOn the wall, there is a dial gauge.  The needle is at 0, and it has a bar from 0 to 50, with tickmarks for every increment.  Next to it, a fifth, much chunkier switch is currently in the on position, labeled Reset.  It has a green light above it.\n\nThe door forward is currently shut.  There is a second blast-door in front of it, currently wide open.\n\n\nIf reset is off, switches do not stick, else when power is reapplied, switches snap down.\n\nAs you flip switch #, the light above it turns on, and you hear a quiet whirring from the pillar.  The needle on the gauge immediately rises to #.\nAfter a few seconds, the whirring grows quieter, and the needle drops to #.\n\nAs you flip switch #, you hear a quiet whirring from the pillar.  The needle on the gauge immediately rises to # before suddenly snapping to zero.  The Reset switch has snapped downward, and there is a red light above it.  All the lights above Switches A through D are off, and all the pillars have stopped making noise.\n\nAs you flip the Reset switch back to the On position, switches A through D all snap to the Off position.  The red light turns green.  The blast-door lowers a couple inches.\n\nAs you turn the reset switch back on, you notice it's much harder to push 'up' than it was to push down.  When the reset light turns green, the blast door drops a little.\n\n\n{| class=\"wikitable\"\n|-\n! Order !! Round 1 !! Round 2 !! Round 3 !! Round 4 !! RESULT\n|-\n| ABCD || 13=>8 || 33=>18 || 43=>0 || || '''FAIL'''\n|-\n| ABDC || 13=>8 || 33=>18 || 34=>22 || 47=>0 || '''FAIL'''\n|-\n| ACBD || 13=>8 || 33=>15 || 40=>0 || || '''FAIL'''\n|-\n| ACDB || 13=>8 || 33=>15 || 31=>19 || 44=>0 || '''FAIL'''\n|-\n| ADBC || 13=>8 || 24=>12 || 37=>0 || || '''FAIL'''\n|-\n| ADCB || 13=>8 || 24=>12 || 37=>0 || || '''FAIL'''\n|-\n| BACD || 25=>10 || 23=>18 || 43=>0 || || '''FAIL'''\n|-\n| BADC || 25=>10 || 23=>18 || 34=>22 || 47=>0 || '''FAIL'''\n|-\n| BCAD || 25=>10 || 35=>0 || || || '''FAIL'''\n|-\n| BCDA || 25=>10 || 35=>0 || || || '''FAIL'''\n|-\n| BDAC || 25=>10 || 26=>14 || 27=>22 || 47=>0 || '''FAIL'''\n|-\n| BDCA || 25=>10 || 26=>14 || 39=>0 || || '''FAIL'''\n|-\n| CABD || 25=>7 || 20=>15 || 40=>0 || || '''FAIL'''\n|-\n| CADB || 25=>7 || 20=>15 || 31=>19 || 44=>0 || '''FAIL'''\n|-\n| CBAD || 25=>7 || 32=>17 || 30=>25 || 41=>0 || '''FAIL'''\n|-\n| CBDA || 25=>7 || 32=>17 || 33=>21 || 34=>29 || '''''SUCCESS!'''''\n|-\n| CDAB || 25=>7 || 23=>11 || 24=>19 || 44=>0 || '''FAIL'''\n|-\n| CDBA || 25=>7 || 23=>11 || 36=>0 ||  || '''FAIL'''\n|-\n| DABC || 16=>4 || 17=>12 || 37=>0 || || '''FAIL'''\n|-\n| DACB || 16=>4 || 17=>12 || 37=>0 || || '''FAIL'''\n|-\n| DBAC || 16=>4 || 29=>14 || 27=>22 || 47=>0 || '''FAIL'''\n|-\n| DBCA || 16=>4 || 29=>14 || 39=>0 || || '''FAIL'''\n|-\n| DCAB || 16=>4 || 29=>11 || 24=>19 || 44=>0 || '''FAIL'''\n|-\n| DCBA || 16=>4 || 29=>11 || 36=>0 || || '''FAIL'''\n|}"
                    }
                ]
            },
            "54": {
                "pageid": 54,
                "ns": 0,
                "title": "Saint Items",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "===== Neesha's Staff of Building =====\n\n''Requires Attunement''\n\nThis staff was said to once belong to Saint Neesha of Quartz.  This ornate staff is made of black ash with gold finial inlaid.  It has what appears to be a solid spiral of quartz embedded into one end.\n\nThe staff can be wielded as a magical quarterstaff that grants +1 bonus to attack and damage rolls made with it.\n\nWhile holding this staff, you can use an action to create a lightweight block within 5 feet of you, that lasts for up to 1 minute, after which it dissolves.  The block is a 5ft cube that weighs 30 pounds that is opaque and light red. You may dismiss the block as an action.   If the space is not large enough to contain the block, the block does not appear.  Attempting to summon more than 3 blocks will immediately dissolve the first block.  A block that dissolves does not trigger the dismissal effect.  The block may be picked up, moved, or thrown, and can act as 3/4 cover.  The block has 5 hitpoints and dissolves if destroyed in this manner.\n\nUpon dismissal, the block explodes, sending shockwaves up to 30 feet in a straight line, emanating from each face of the cube.  These shockwaves cause 1d4 force damage to whomever they collide with, and dissipate upon collision.  They may be avoided with a DC 14 dexterity check.\n\n\n\n===== Etun's Returning Chakram =====\n\n''Requires Attunement''\n\nThis thin, circular, open crescent about a foot and a half in diameter has the outer perimeter sharpened to a razor thin edge.  It was said to be used by Saint Etun of Iolite.  Its blade is made of an incredibly durable material that seems to never dull.  Inscribed on its surface are ancient runes surrounding polished gems embedded into the material.\n\nThe chakram can be wielded as a martial, finesse 1d6 slashing weapon that grants +1 bonus to attack and damage rolls when used as a melee weapon.  It has the thrown property, and has a range of 60 feet.\n\nWhen thrown, the wielder chooses 5 targets (objects, locations or creatures) within range of the wielder that they can see.  A target can be chosen multiple times.  A gust of wind wraps itself around the wielder's arm and the chakram, to guide the chakram to its intended targets, ricocheting off these targets in the order specified.  The chakram always returns to its wielder after every throw.\n\nEach target, if it is a creature, must make a dexterity saving throw of DC 14, taking 1 force damage if it fails.\n\nIf a target is an object that is 5 pounds or lighter and is neither worn nor carried, the object returns with the chakram.\n\nIf the target is an object that can be interacted with by hitting or pulling, such as a button or lever, the chakram activates the object.\n\n\n\n===== Kitun's Ring of Immense Strength =====\n\n''Requires Attunement''\n\nThis ring has an iridescent, unworked blue stone set in a thick, sturdy band of rough gold, but don't let appearances deceive you.  This ring was made by Saint Kitun of Opal and houses his strength.\n\nWhen worn, your carrying capacity (including maximum load and lift) is quadrupled.  You also gain advantage on strength checks.\n\n\n\n===== Piri's Gloves of Convection =====\n\n''Requires Attunement''\n\nThese red leather gloves have a surface that appears almost like boiling lava.  They were made by Saint Piri of Agate.\n\nThese gloves allow the wearer to spend an action to superheat or supercool an inanimate object within 30 feet of them that is neither worn nor carried, or can be used on a surface or liquid no larger than 5ft in any direction.  This can be creating a platform of stone on lava or ice on water.  Once per long rest, as a reaction, the wearer may also negate incoming Fire or Cold damage.\n\n\n\n===== Lioteh's Sparkling Cape =====\n\n''Requires Attunement''\n\nThis cape appears at first glance to be made of a fine golden mesh that couldn't possibly hold up over time, but it's stronger than it appears.  It was made by Saint Lioteh of Heliodor.\n\nWhile wearing this cape, you can use an action to touch the clasp to activate or deactivate it. While active, it projects an illusion that makes you nearly invisible, causing any creature to have disadvantage on attack rolls against you.  In addition, while it is active, you have advantage on stealth checks.  If you take damage, these properties cease to function until the start of your next turn.  These properties are suppressed while you are incapacitated, restrained, or otherwise incapable of moving.\n\nThe cape has a maximum of 3 charges, and regains 1d3 expended charges daily at dawn.  As an action, you may expend any number of charges, and become invulnerable to non-magical damage for a number of rounds equal to the number of charges expended.\n\n\n\n===== Nomiri's Boots of Momentum =====\n\n''Requires Attunement''\n\nThese thick, vivid green leather boots were made by Saint Nomiri of Malachite. They seem to be incredibly well made, and feel extremely light when worn, and once laced almost feel like you could run forever.\n\nYou may spend your action to move twice your movement speed in a straight line. Moveable objects along this line are knocked out of the way 5 feet perpendicularly.\n\nWhen you reach a creature along this line, they may choose to leap out of the way by making a Dexterity Save, with the DC equal to 12 plus your proficiency bonus, or they may choose to make an attack of opportunity. If they hit you, your charge stops. If they miss their attack, or fail to make the save, they are pushed 5 feet away perpendicular to you, are dealt damage equivalent to the melee weapon you are wielding (or your Unarmed damage if you are not wielding a melee weapon), and are knocked prone.\n\nIf your charge is obstructed by an immovable object such as a wall, and you have not yet moved the entire distance, you are knocked back 5 feet from the object, and are knocked prone.\n\nIf you have not used all of your Movement on this turn, you may choose to continue running in a straight line, and the effects remain until you take an action to do something other than activate the boots, or decide to move in a different direction."
                    }
                ]
            }
        }
    }
}