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Old Sep 16, 2009, 03:02 AM // 03:02   #1
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Talking Elite Eye of the North Dungeon: Mursaat Realm

Overview:
----------------------------------------------------------------------------------
Mursaat Realm:

Required Quest to unlock the Mursaat dungeon

King Jalis Ironhammer: I thought we were finished. My brother sacrificed himself to stop the Mursaat, now they have suddenly appeared by Drakkar Lake. Guarding a tunnel deeper into Tyria Depths to what I can only guess is the Mursaats Realm. We are no match for the Mursaats agonizing touch. However there is a Seer not far from here, we need you to infuse your armor and our troop’s armor. My brother’s death will not be in vein!

For this quest the Seer is located in Battle Depths, simply kill the Elodion with the help of some Stone Dwarfs and take the remains back to the Seer to complete the quest. Then talk to Jalis to get the dungeon quest.

Dungeon quest dialog Prophecies beaten:
Jalis: I’ll meet you at the entrance of the Mursaat Realm. My brother died for your life. Will I be expecting you to uphold your honor there?

Dungeon quest dialog with prophecies unbeaten:
I’m off you avenge my brother. You would have liked him, strong willed, courageous… enough talk, will I have you assistance or not?
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The entrance to the Mursaat dungeon will have dead corpses and located in Drakkar lake and when you enter the dungeon with the quest active you will be greeted with allied stone dwarfs. They will consist of King Jalis Ironhammer, Alkar and Rothgar.

When you enter the dungeon, you will see a lot of dead stone dwarfs.

King Jalis: A little late are you? The Mursaats strongest defense is also their greatest weakness. With the power of the Keystone I can call upon their greatest threat, the Titans, however for us to call them I will need Dwayna's staff. The Mursaat keeps the staff pieces heavily guarded by Ether Seals. For us to get the the Titans we need all three pieces. But we cannot leave the Keystone unguarded, if the Mursaat resurrects the Ether Seals we are going to have a lot more trouble. We will stand guard, they suffered a heavy loss and will take some time before they can regroup. We are all that's left of the infused Stone Dwarfs, we need the power of the Titans to crush them before the crush us. Make haste, do not let our fallen comrades lie there in shame.

Dungeon failed: If all of the allied dwarves die, your party dies.

What this dungeon will consist of:
This dungeon will require you to construct Dwayna’s staff, the sister weapon of the Orr staff. The staff will be broken into three parts for the party to obtain and then taken to the Keystone located at the beginning of the dungeon. To avoid running the way back the players can use the parts to the staff to teleport the team to the Keystone.

That is also where the Dwarves will be stationed. The Staff head, staff wrapping and staff inscription must be given to Jalis for him to summon the Titans. He will summon six of them, two guarding each wave spawn.

All of these items will be spread to 3 corners of the dungeon. Once the players has given all three items to King Jalis there will be two minutes before the Mursaat horde comes.

During the two minutes the Titans are constructed and players can pick the Mursaat skill of their profession (Powers of Mursaat, Guardians of Mursaat, Darkness of Mursaat, Swiftness of Mursaat, Spirit of Mursaat, Fame of Mursaat, Strength of Mursaat, Will of Mursaat, Deadliness of Mursaat and Force of Mursaat detailed below) from Dwayna’s staff (kind of like Star skills)

The staff will also have its own health and can take damage. If the staffs health reaches 0 the Titans (If alive) will turn hostile and Jalis (between a wave) will quickly reconstruct the staff before the next wave to summon more Titans.

If all the titans die only 5 will spawn next, if those die only 4, if those only 3 and so on.

After the players survive the waves the last boss will appear. Defeat him and a Mursaat Chest will appear. All Mursaat can drop Mursaat Gemstones (explained at bottom)


These Titan allies will consist of:
Burning Titan
Frost Titan
Rotting Titan
Misery Titan
Anguish Titan

These titans are also unaffected by Spectral Agony.

Environment affects in Mursaat Realm.
Keystone - Environment effect - +1 energy regeneration and +3 health regeneration.
Path to the staff head:
Power Surge - Environment Effect - uncontrollable magic surges in you. Each time you use a skill, your attributes will be cut in half or doubled.
Path to Staff wrapping:
Strength Spike - Environment Effect, uncontrollable magic dwells in you. Each time you take damage, it will either be halved or doubled.
Path to inscription:
Endurance Cry - Environment Effect, uncontrollable magic resides in you. Each time you deal damage, it will either be halved or doubled.
----------------------------------------------------------------------------
Skills

King Jalis Ironhammer Skills:
“Do not stop me!” - Shout – All allies in earshot takes 0 damage for 3 seconds plus 2 seconds for each Delver rank they have obtained.
Recharge - 90

Jalis Strike – Hammer Attack – Target foe is knocked down for 5 seconds. Adjacent foes are knockdown for 2 seconds.
Adrenaline - 8

Way of the Iron Hammer – Stance – For 15 seconds Jalis and all nearby allies attack and move 33% faster. Adjacent allies deal +5 damage plus 3 damage for each Delver rank they have obtained.
Recharge - 45

“I will have my revenge!” – Shout – For 60 seconds Jalis blocks 50% attacks and takes half damage from spells. All hexes fail while this is active.
Recharge - 60

Dwarven Resurrect – Spell – Resurrect all allies that are dwarfs and they teleport to the casters location if there is no foe in earshot. Removes all death penalties from them.
Recharge - 60

High Priest Alkar Skills:
Dwarven Infused Health – Spell – Target ally gains 300 health.
Recharge – 5

Casting time - 2

Dwarven Healing Breeze – Spell – Target ally gains +15 health regeneration for 15 seconds.
Recharge – 5
Casting time - 2

Dwarven Healing Touch – Spell – Caster is healed 100 health and loses all hexes and conditions.
Recharge – 20
Casting – 1/4

Dwarven Resurrect – Spell – Resurrect all allies that are dwarfs and they teleport to the casters location if there is no foe in earshot. Removes all death penalties from them.
Recharge - 60

Rothgar Skills:
Spirit of the Fallen Dwarves – Binding Ritual – Allies steal 15 health when they use a skill on a foe. Allies also gain 100% more adrenaline when they hit with an attack plus 2 energy whenever a foe dies.
Recharge – 15
Casting time - 1

Spirit of the Great Dwarf – Binding Ritual – All allies have +100 health and +15 energy.
Recharge – 15
Casting time - 1

Great Dwarf Weapon Blessing – Weapon Spell – For 20 seconds target ally attacks deal +30 damage and as a 50% chance to knockdown.
Recharge – 20
Casting time - 3

Dwarven Resurrect – Spell – Resurrect all allies that are dwarfs and they teleport to the casters location if there is no foe in earshot. Removes all death penalties from them.
Recharge - 60

Types of enemies:
Mursaat Elementalist:

Skills:
NM – Attributes levels = 15, HM = 20
Spectral Agony
Mind Burn
Mind Freeze
Mind Shock
Shockwave
Powers of Mursaat –Enchantment spell - For 60 seconds, all Elementalist spells cost 50% less energy, cast 75% caster and recharges 50% faster. Every 5 seconds you lose all exhaustion. Every 5 seconds you suffer from daze for 3 seconds.
Recharge – 60
Casting – 1/4

Mursaat Monk:
Skills:
NM – Attributes levels = 12, HM = 15
Spectral Agony
Shield of Judgment
Shield of Deflection
Shield of Regeneration
Blessed Light
Healing Light
Defenders of Mursaat – Enchantment Spell – for 60 seconds all monk enchantments last 100% longer and healing spells heal 100% more. You take double damage.
Recharge – 60
Casting – 1/4

Mursaat Necromancer:
NM – Attributes levels = 16, HM = 18
Spectral Agony
Well of Power
Well of Suffering
Well of Weariness
Well of Darkness
Well of Ruin
Well of Silence
Darkness of Mursaat – Enchantment Spell – For 60 seconds spells that require a corpse recharge 50% slower and cast 100% slower but requires no corpses to use.
Recharge – 60
Casting – 1/4

Mursaat Mesmer:
NM – Attributes levels = 13, HM = 15
Skills:
Spectral Agony
Power Block
Power Flux
Power Leech
Power Leak
Power Lock
Power Spike
Power Drain
Swiftness of Mursaat – Enchantment Spell – All of your mesmer skills cast 90% faster and recharge 90% faster. You lose 50 health each time you cast a spell.
Recharge – 60
Casting – 1/4

Mursaat Ritualist:
NM – Attributes levels = 14, HM = 18
Skill:
Spectral Agony
Armor of Unfeeling
Spirit Channeling
Signet of Ghostly Might
Gaze from Beyond
Spirit of Mursaat – Binding Ritual – Create a level 20 Mursaat spirit that lives for 60 seconds, every 3 seconds Mursaat spirit creates a random level 20 binding ritual spirit at your location. When Mursaat spirit dies your skills is disabled for 10 seconds.
Recharge – 60
Casting – 1

Mursaat Paragon
NM – Attributes levels = 15, HM = 20
Skills:
Spectral Agony
"Go for the Eyes!"
"It's just a flesh wound."
"Can't Touch This!"
"Make Your Time!"
"Never Give Up!"
"Never Surrender!"
"The Power Is Yours!"
Fame of Mursaat – Chant – For 60 seconds, your shouts and chants recharge instantly. Your attacks deal 0 damage and takes twice as long to gain adrenaline.
Recharge – 60
Casting – 1

Onyx Armor
NM – Attributes levels = 13, HM = 15
Skills:
Hundred Blades
Magehunter Strike
Quivering Blade
Victory is Mine!
"You're All Alone!"
Crippling Slash
Auspicious Parry
Strength of Mursaat – Stance – For 60 seconds, you attack and move 33% faster. You also take 33% less damage and deal +33% damage. Every 10 seconds you are knockdown for 3 seconds.
Recharge – 60

Onyx Bow
NM – Attributes levels = 14, HM = 18
Skills:
Archer's Signet
Broad Head Arrow
Burning Arrow
Crippling Shot
Melandru's Shot
Escape
Will of Mursaat – Preparation – For 60 seconds your arrows move twice as fast and cannot be blocked. All your ranger skills cost no energy. You suffer from the same conditions of a target foe when you hit it with an attack.
Recharge – 60
Casting – 2

Onyx Daggers
NM – Attributes levels = 14, HM = 16
Skill:
Assassins Promise
Shadow Prison
Palm Strike
Shattering Assault
Moebius Strike
Vampiric Assault
Deadliness of Mursaat – stance – For 60 seconds you move 50% faster and your attacks have +50% chance to double strike and cannot miss. When an adjacent foe dies you lose all energy.
Recharge – 60

Onyx Scythe
NM – Attributes levels = 13, HM = 16
Skills:
Mystic Corruption
Mystic Healing
Mystic Regeneration
Mystic Sandstorm
Mystic Sweep
Mystic Twister
Mystic Vigor
Reaper's Sweep
Force of Mursaat – Enchantment Spell – For 60 seconds all your attacks inflicts poison, weakness and bleeding for 5 seconds. Whenever an enchantment is removed prematurely you are knockdown for 3 seconds but you regain the same enchantments you lost after you stand up.

Boss
---------------------------------------------------------------------
Mursaat Shielder
Skills:
Banish to beyond. - For the next 10 attacks the Mursaat Shielder takes, he gains triple the damage taken, teleports a foe away and is knockdown for 5 seconds.
Recharge - 20

Forbidden call - Summon 3 Mursaat to the Mursaat Shielder aid.
Recharge - 20

---------------------------------------------------------------------

It may seem I’m over due it with elites and it’s because I am. They are Mursaat, they rule.

I also have Mursaat with more than 8 skills, well look at Sanity Tormentor.
-------------------------------------------------------------------------------------
Final Boss:
Mursaat Lord
Skills:
Ruler of Mursaat – Skill - Summon 6 random Mursaats to aid the lord.
Recharge – 30

Mursaats Drain – Skill - Target Mursaat dies and the Mursaat Lord gains triple its remaining health.
Recharge – 10

Spectral Death – Touch Skill – Target touched foe dies. Instantly casts and recharges if the target was a spirit or summoned creature. This skill cannot fail or be interrupted.
Recharge – 30
Casting – 5



End reward:

When the Mursaat lord is slain is spawns a Mursaat Chest. For each player it drops one rare item, four Mursaat Tomes and two Mursaat Gemstones.
In hard mode it does two rare items, six Mursaat Tomes and four Mursaat Gemstones.

Mursaat Tome – Can only be used in an exploreable area. Replaces one of your skills with a Mursaat spell.
Spectral Agony (Bonus Mission Pack)
“Ability” of Mursaat


After the Lord is beaten the dwarf allies will become traders.


Mursaat Gemstones can be traded for Mursaat armor. (Much like titan gemstones)
-Rothgar will craft them



Mursaat Mask (250 Gemstones)
Mursaat Robe (250 Gemstones)
Mursaat Gauntlets (150 Gemstones)
Mursaat Leggings (200 Gemstones)
Mursaat Footwear (150 Gemstones)

Full set = 1,000 Gemstones.

-Alkar will craft Onyx weapons.
Onyx Sword, bow, dagger, scythe etc. (for 50 Gemstones)


King Jalis Ironhammer will craft Gemstones for 1.5k, 5 Onyx and 5 diamonds.


That’s it, what do you think?

Last edited by Zodiac Meteor; Sep 16, 2009 at 09:50 PM // 21:50..
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Old Sep 16, 2009, 04:09 AM // 04:09   #2
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yes oh yes! xD it sounds fun if not a bit hard. would be a nice add on but i dont see anet doing something nice like this.
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Old Sep 16, 2009, 04:37 AM // 04:37   #3
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Wont happen, but I like it ..well thought out
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Old Sep 16, 2009, 08:39 AM // 08:39   #4
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Mhmm. Very interesting dungeon. It definitely would be an elite one, that's for sure. We're all pretty sure Anet would not implement this, but this would definitely be fun and challenging. I do have a question though, regarding the skills that use Deldrimor rank, how would that affect parties with more than one human player? Just something that drew my attention.
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Old Sep 16, 2009, 08:47 AM // 08:47   #5
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The whole point on suggestions is to submit them and figure out if they are good or not. Not say no because Anet won't do it.


Excellent suggestion, I love how thought out it is. I do wish the Mursaat were more explored, I'd really like to see maybe some White Mantle included? Their relationship was always pretty cool.
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Old Sep 16, 2009, 12:30 PM // 12:30   #6
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1) Mursaat have nothing to do with Eye of the North. The skills you list for Jalis alone are way overpowered. I admit I stopped reading when I read the skills Jalis had, because that was all that was worth reading.

Yuo mentioned having the 3 parts of the staff in 3 different spots in the dungeon. You apparently don't know how Anet makes their dungeons, or want them to make them differently. The first part would be on level 1, the second part on level 2, the third on level 3. Each part would be guarded by a boss or boss-like creature.

New dungeons would be great, but you idea, although detailed, is not good (in my opinion). And as mentioned, the White Mantle should have been involved, even if loosely.
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Old Sep 16, 2009, 02:44 PM // 14:44   #7
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Magma Red , you are such a party pooper. At least read it all!
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Old Sep 16, 2009, 03:09 PM // 15:09   #8
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While I like the idea, as much as I'd hate to admit it, MagmaRed brings up a lot of good points. The skills are way too powerful (albeit I have to admit you put a lot of thought into the skills and it shows). If they were toned down a bit, they'd be spot on.

Unfortunately, you wouldn't see this getting added in guild wars. Maybe possibly I could see this being a dungeon in Guild Wars 2. Consider that the dwarves are stone and it's been said they will be present also in Guild Wars 2. The mursaats have sort of been thwarted from guarding the fire seal but it was implied they came from another place to begin with, so I see no reason to think we'll see the last of them in Guild Wars.

As for the white mantle, it was sort of implied they were wiped out completely. The white mantle leadership took a good beating and the rest sort of gave up, so I don't know how much of the white mantle you'd find in such a dungeon. If nothing else, perhaps you'd scatter a few tomes written left over from fanatic white mantle (Doris?) who first took step in the dungeon and drop a few clues as to how he was tricked into worshipping them over his original deity Dwayna. It'd sort of be an easter egg for all the faithful fans of Guild Wars in Guild Wars 2.

Last edited by eyekwah2; Sep 16, 2009 at 03:13 PM // 15:13..
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Old Sep 16, 2009, 04:01 PM // 16:01   #9
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Even though i love the idea of getting into the mursaat realm, and i do recognise the thought you put in this, i gotta say it has its flaws.
1) as mentioned before, the skills are overpowered. This might be balanced by adding some enviromental effects, and making the mursaat far more powerful in their own realm than they were in proph.
2)story. While Jalis is clearly not fond of the mursaat, summoning titans is a bit over the top. The white mantle should have a part clearly, and the notes of Dorian is a good idea. Even better would be to find out something about Saul D'Alessio's fate. and something more about the seers. We love the mursaat for their lore!!!
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Old Sep 16, 2009, 04:03 PM // 16:03   #10
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Suggestion: give them a new Spectral Agony that goes through Infusion (and if SA is not already a Skill rather than a Spell, make it a Skill so it goes through Shadow Form).

Make it actually hard.
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Old Sep 16, 2009, 04:05 PM // 16:05   #11
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Quote:
Originally Posted by MagmaRed View Post
1) Mursaat have nothing to do with Eye of the North.
Which is why you will never, ever, ever hear of the Mursaat or see Lazarus the Dire in any area of EotN.
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Old Sep 16, 2009, 04:33 PM // 16:33   #12
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LOL.... new armor, we all know that won't happen. But worse, it is obtained by acquiring 1000 of these new gems. You get 4 gems from the chest at the end.... but no other way? That would require completing the dungeon 250 times, or if the chest rewards are doubled in HM, 125 times. Sorry, but I just don't think much of this was thought out.

Cool to have new things with old things, but this was not thought out well.
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Old Sep 16, 2009, 04:33 PM // 16:33   #13
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0 lore compatibility, learn your stuff before trying to write quests. when Konig sees this hes gunna f u up
/unsigned
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Old Sep 16, 2009, 05:01 PM // 17:01   #14
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/signed.
Great stuff there.
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Old Sep 16, 2009, 08:44 PM // 20:44   #15
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Quote:
Originally Posted by Chocobo1 View Post
The whole point on suggestions is to submit them and figure out if they are good or not. Not say no because Anet won't do it.
Where were you in the last 200 threads in this forum?

Mursaat were fairly fun. They had daze...
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Old Sep 16, 2009, 08:50 PM // 20:50   #16
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Like the idea, but would definitely need revision if it were to be implemented, which it most likely wont.
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Old Sep 22, 2009, 12:19 PM // 12:19   #17
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Lot of hard work for nothing...

- Eye of the North has already an elite area: Slavers. It doesn't need another, even if you think there should be one for each race.
- Anything new about the Mursaat will be left for GW2.

And there are lots of stuff there... titans are contructed by trapping souls... that's a very bad thing, if you want to make constructs, you make elemental golems or G.O.L.E.M.s


There is one campaign that lacks an elite zone, and it's related to Mursaat and Titans, but if you want to have both, you'll be protecting Mursaat from Titans, not kill mursaat with the help of Titans, unless you turn the Titans into Kormir's version of them, but they would have to be Golden and shiny and nice, and the souls animated them would have to be voluntaries...

Aw... you'll be beaten to dead if a Lore fanatic sees any of that.
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Old Sep 24, 2009, 02:35 AM // 02:35   #18
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Kudos to the effort.

I don't care about the lore to be honest, but its true that the current PVE high-end is stale (done all areas countless times and bored with rewards).

If ANET introduced new skins, then perhaps, even the current content would be a rewarding experience (from players perspective).

So my suggestion for PVE would be to add new skins in exisiting areas. Perhaps, even link it with the Z-stuff rewards, who knows...
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Old Sep 24, 2009, 02:42 AM // 02:42   #19
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I see your hard work, I like it in way but I do agree Mursaat have nothing to do with EoTN.
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Old Sep 24, 2009, 03:10 AM // 03:10   #20
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I guess the thought is admireable but you want WAY too overboard. Mursaat with multiple elites, and basically... just...

...Just no, really. I mean, you tried, but you tried waaay too hard. You basically just slapped multiple already done ideas, slapped a bunch of mursaat that are ridiculous in terms of skills, and even more ridiculous skills on allies.

/not signed for obvious reasons
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