Hint: At level 30 you get the option to adopt a class specialization if you choose. Check the help files for your class to see what's available.
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Hint: The 'who' command can sort players by name, level, race, class or specialization.
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You tell your racewar 'laz alone is enough to swing things back into balance?'
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Pardon?
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The first hint of daylight can be seen on the northern horizon.
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You tell your racewar 'because he knows how to walk hem or because hes a powerful cleric?'
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< 88h/88H 122v/122V Pos: standing >
Hint: Type 'news' daily to read the latest changes and updates on Duris.
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The first rays of sunlight signal that day is approaching.
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You tell your racewar 'im surprised others dont know the zones as well. some of those evils have been playing forever'
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You tell your racewar 'does tolm get mad at new people like us? :P'
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Autosaving...
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Hint: Try 'toggle battle' before your next fight. It displays attacks a little more vividly.
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< 88h/88H 122v/122V Pos: standing >
Tolm
=========================================
"Tolm" is often referred to a player on Duris, who can often be found
repeating such phrases as "ohgod", "enjoy", "allah", and "Nibbles your an idiot".
If in close contact with Tolm, one should be aware he commonly passes large
amounts of gaseous flatulence, causing a tremendous stench to fill the room
and killing all those within it. Choosing to follow Tolm can result in
instantaneous death, as he can often times be remembered as spamming
through a high aggro area and leaving his comrades behind. In reality,
though, Tolm is simply a bot created by the gods of Duris for their
amusement. Paying close attention, one might notice his responses to things
are quite limited, as shown above. Great care should be taken when dealing
with Tolm.
Tolm considers himself the unquestioned leader of all those who choose to
co-exist with him, and disobedience is punished by immediate and
painful death.
See also:spam ,kenon ,kvark
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Hint: Remember to use your skills! Type "skills" to see what special techniques you may be able to use.
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The snow is coming down faster now.
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Hint: Make sure you remember how to leave a zone you're in. Mobs trying to hunt you down cannot leave their zone.
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You tell your racewar 'can paladins do a lot of dmg in pvp?'
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The sun rises over the northern horizon.
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You tell your racewar 'i barely see deathli speak'
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Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
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You tell your racewar 'if people dont want to zone with us id ont blame them'
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You tell your racewar 'dont know a lot about zones yet'
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The day has begun.
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< 88h/88H 122v/122V Pos: standing >
Autosaving...
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Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question.
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You tell your racewar 'yes aktosh seems very laid back'
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You tell your racewar 'very helpful'
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You tell your racewar 'sora would cry irl prob'
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You tell your racewar 'bahahaha'
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You tell your racewar 'bahahaha'
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Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.
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You tell your racewar 'xyz was getting all high strung like that during zones haha'
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You tell your racewar 'sora cant handle that kind of thing'
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Hint: Type "group" to see your groupmates' health and movement.
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You tell your racewar 'gukk is 1% of that and you get upset hah'
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You tell your racewar 'when we used to group back i nthe day'
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You tell your racewar 'you thought he was slave driverish'
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You tell your racewar 'well you were a slow prayer'
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Hint: Beware of guards! Some guards will come to the aid of your victims!
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You tell your racewar 'hah i would not be in that vent'
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You tell your racewar 'japan!!'
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Autosaving...
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Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)". For shorter way, you can all do "practice all". You can also do it if you have another players book in your inventory and type "scribe (spell name)".
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You tell your racewar 'must be drug driven'
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The sun hangs low on the southern sky.
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Hint: The Priest of Winterhaven will cast beneficial spells upon you if you stay by him. Sometimes he might not notice you though!
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You tell your racewar 'kesk never spoje to us hah'
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You tell your racewar 'spoke'
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Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.
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You tell your racewar 'nor did karnik'
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You tell your racewar 'not to me'
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You tell your racewar 'mudding seems to often attract a certain type of person'
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The sun starts to set in the south.
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Hint: If someone wants to group with you and says "f/c", that means you need to type "follow <person>" and "consent <person>"
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You tell your racewar 'serral'
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You tell your racewar 'what was that ivalue command again?'
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You tell your racewar 'thanks :D cya!'
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Shadows stretch across the land as the sun limps towards the horizon.
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*^*.^
**@**
M+**^
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
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*^*.^
**@**
M+**^
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
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Autosaving...
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Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
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The sun vanishes behind the southern horizon.
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Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.
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The night has begun.
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You are carrying: (0/10)
Nothing.
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You are carrying: (0/10)
Nothing.
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Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.
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Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.
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Autosaving...
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Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.
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Thief
=========================================
Thieves are masters of stealth, deceit, concealment, and they might
relieve you of your valuables if you don"t watch your purse. If backed into
a corner, thieves can be deadly enemies and are more than capable of fighting
their way out of tight spots. The dreaded thief is also renowned for its
ability to pick locks, alter their identity, to vanish into the shadows, not
to mention hunting their prey to the ends of the world to get what they want.
Thieves are held fully to the rules listed in Help Raid for equipment
guidelines, and while engaged in pstealing or pkilling they are considered
"primary" characters and as such must wear the best equipment available up to
and including removing equipment from their other characters to meet these
guidelines. This DOES include artifacts, uniques, and iouns, *unless* they
are not usable by a thief.
ALL items stolen by a thief must be worn by the thief *unless* they cannot
use the object or are currently wearing better in that slot, in which case
it may be stored or given away.
Trying to get by these rules will be met with harsh consequences. If you are
unsure about what is legal or not, ask a god.
Thieves are Duris' undisputed masters of stealth, and are not subject to
the typical slow sneak that other rogue subclasses suffer from. At the more
advanced levels, they can even make themselves invisible on the map while
sneaking. Advanced thieves can also step into and out of hiding at will,
without waiting.
==Skills==
; 30th level: Shield Block, Slip, Disguise, Dirttoss,
Steal, 1h Piercing, Track, Listen, Disarm,
Sneak (enhanced), Hide (enhanced), Trip
; 41st level: Shadowstep
; 46th level: Evade
; 51st level: Hamstring, Trap
; 52nd level: Quick Step
; 54th level: Vicious Attack
; 56th level: Wall Climb, Innate Sneak
==See also==
* Rogue
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The snow is coming down faster now.
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You are carrying: (0/10)
Nothing.
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Hint: In certain rooms, you can heal at an advanced rate! In others, you won't heal at all!
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< 88h/88H 122v/122V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.
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< 88h/88H 122v/122V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.
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< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
Autosaving...
< 88h/88H 122v/122V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
You are carrying: (0/10)
Nothing.
< 88h/88H 122v/122V Pos: standing >
*^*.^
**@**
M+**^
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
< 88h/88H 122v/122V Pos: standing >
The snow is coming down faster now.
< 88h/88H 122v/122V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!
< 88h/88H 122v/122V Pos: standing >
The first hint of daylight can be seen on the northern horizon.
< 88h/88H 122v/122V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 88h/88H 122v/122V Pos: standing >
Autosaving...
< 88h/88H 122v/122V Pos: standing >
Hint: Beware of guards! Some guards will come to the aid of your victims!
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Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.
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< 88h/88H 122v/122V Pos: standing >
Illusionist
=========================================
Illusionists are the magical masters of the unreal and the
shadow. They are capable of illusions so powerful no one
can help but believe they are real. They are also masters
of deception and many have foolishly let them into their
ranks, to their doom. Illusionist tend to be highly
intelligent and use this to their advantage.
==Equipment usage==
Like all classes on Duris, Illusionists have their own
specific item restrictions. They have a very small range
of weapons they can use and a small range of armor to
choose from. They have very little restrictions on what
miscellaneous magical items they can use, though.
The illusionist specialization teachers can be found in Ashrumite
or Moregeeth.
==See also==
* Dark Dreamer
* Illusionist Skills
* Magic
* Magician
* Magic User
* Memorize
==Allowed races==
*Human
*Barbarian
*Drow Elf
*Grey Elf
*Dwarf
*Duergar
*Halfling
*Gnome
*Ogre
*Troll
*Orc
*Centaur
*Githyanki
*Minotaur
*Goblin
*Githzerai
*Kobold
*Firbolg
==Innate abilities==
None.
==Specializations==
Magician
Dark Dreamer
The following help topics also matched your search:
Illusionist skills
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you. Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.
< 88h/88H 122v/122V Pos: standing >
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The snow is coming down faster now.
< 88h/88H 122v/122V Pos: standing >
The sun rises over the northern horizon.
< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'do they exp in new haven or just look for us exping in new haven?'
< 88h/88H 122v/122V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.
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The day has begun.
< 88h/88H 122v/122V Pos: standing >
Autosaving...
< 88h/88H 122v/122V Pos: standing >
Hint: Type 'news' daily to read the latest changes and updates on Duris.
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'hah thats meannn. means they are hutning lowbies'
< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'wouldnt get a frag for anyone found in there'
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'oh ok'
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Druid skills
=========================================
The following is a list of all the skills and spells available to the Druid class:
==Skills==
; 1st level: 1h bludgeon, 1h slashing, Bandage, Carve,
Clerical Spell Knowledge, Climb, Dodge, Double Attack,
Fishing, Mine, Mount, Retreat, Swim
==Spells==
; 1st circle: Animal Friendship, Barkskin, Fortitude, Pulchritude
; 2nd circle: Aid, Disease, Sticks to Snakes
; 3rd circle: Faerie Fire, Faerie Fog, Flame Blade, Protection from Animals
; 4th circle: Create Spring, Lightning Bolt, Poison, Serendipity
; 5th circle: Earthquake, Natures Touch, Tranquility
; 6th circle: Earthen Maul, Endurance, Regeneration
; 7th circle: Cyclone, Dispel Magic
; 8th circle: Animal Vision, Pass Without Trace
; 9th circle: Consecrate Land, Sunray, Wandering Woods
; 10th circle: Creeping Doom, Moonwell, Natures Blessing
; 11th circle: Elemental Aura
; 12th circle: Moonstone, Nova
==See also==
* Commune
* Druid
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You tell your racewar 'probably!!'
< 88h/88H 122v/122V Pos: standing >
Hint: Type 'news' daily to read the latest changes and updates on Duris.
< 88h/88H 122v/122V Pos: standing >
Tranquility
=========================================
* Area of effect: <room>
* Aggressive: No
* Cumulative: No
* Duration: Instantaneous
* Type of spell: Generic
"Tranquility" attempts to calm any persons or mob in a room.
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< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'thats why im not in new haven'
< 88h/88H 122v/122V Pos: standing >
Cyclone
=========================================
* Area of effect: <victim>
* Aggressive: Yes
* Cumulative: No
* Duration: Instantaneous
* Type of spell: Wind
When cast, "Cyclone" will cause the victim instantaneous damage. The
vicious winds summoned from the ethereal plane can sometimes be so strong
as to knock a victim off his/her feet.
See also:bash
< 88h/88H 122v/122V Pos: standing >
Earthen Maul
=========================================
* Area of effect: <victim>
* Aggressive: Yes
* Cumulative: No
* Duration: Instantaneous
* Type of spell: Generic
"Earthen Maul" invokes the earth to form and strike the victim, causing a
good deal of damage and a possibility that the target may be knocked down.
See also:bash
< 88h/88H 122v/122V Pos: standing >
Endurance
=========================================
* Area of effect: <caster>
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Enchantment
While affected by "Endurance", you are able to run rapidly across harsh
terrain without tiring as fast as usual.
The following help topics also matched your search:
Aura of Endurance
Improved endurance
< 88h/88H 122v/122V Pos: standing >
Natures Touch
=========================================
* Area of effect: <victim>
* Aggressive: No
* Cumulative: No
* Duration: Instantaneous
* Type of spell: Healing
This spell allows the Druid to call on the healing power of nature to
restore the victim's life-force. It is terrain based (heals more in forests,
less inside) and increases healing power with levels.
==See also==
terrain, druid, heal
< 88h/88H 122v/122V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'thats good'
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< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'has he ruled out the router being the problem?'
< 88h/88H 122v/122V Pos: standing >
You tell your racewar 'oo you get a heal spell next circle i think'
< 88h/88H 122v/122V Pos: standing >
Serendipity
=========================================
* Area of effect: <victim>
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Enchantment
This enchantment makes the recipient a slightly stronger magnet for the
randomly benevolent forces of the universe. Things just might start
going your way a little more while under this spell.
See also:luck
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Animal Vision
=========================================
* Area of effect: <caster>
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Divination
"Animal Vision" enhances the casters vision and eyesight, allowing them to
see things they would normally not. The extra visionary senses that are
gained by this spell are entirely dependent upon the type of terrain it is
cast within. It is rumored that this spell becomes even more potent once the
caster has reached the upper levels of their craft.
See also:terrain
< 88h/88H 122v/122V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose. Check the help files for your class to see what's available.
< 88h/88H 122v/122V Pos: standing >
< 88h/88H 122v/122V Pos: standing >
A Kobold rides in on a reddish colored squirrel from the south.
< 88h/88H 122v/122V Pos: standing >
A Kobold dismounts a reddish colored squirrel.
< 88h/88H 122v/122V Pos: standing >
A Kobold starts casting an offensive spell.
< 88h/88H 122v/122V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'izoahuzz qaijudigguai bragh'
A Kobold's concussion blast rips into you, shattering your soul!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[You attack a Kobold.]=- [0 hits]
< 0h/88H 122v/122V Pos: standing >
<A Kobold starts casting an offensive spell.
< 0h/88H 122v/122V Pos: standing >
<A Kobold completes his spell...
A Kobold utters the words 'izoahuzz qaijudigguai bragh'
You scream as a Kobold blasts you into the next life!