<worn as a badge> a silverthorn corsage (glowing) [79%]
<worn on head> a bloodstained helm [73%]
<worn on eyes> the goggles of hate [modified]
<worn in ear> an earring of the black rose [poor]
<worn in ear> a steel hoop earring [modified]
<worn on face> a mask of burning flesh [modified] [80%]
<worn around neck> a dented ivory torque
<worn around neck> a spiked mastiff collar [74%]
<worn about body> a trappers cloak [poor] [88%]
<worn as quiver> a hunters quiver [poor] [82%]
<worn about waist> a belt of animal furs [modified]
<worn around wrist> a circlet of the stones [modified]
<worn around wrist> a glistening bracelet [poor] [76%]
<worn on hands> some gloves of rage
<worn on finger> an acrobats ring [superior]
<worn on finger> an obsidian circle [poor]
<primary weapon> a wicked black dagger named 'Sanguine Blessing'
<secondary weapon> a mithril dagger
< 540h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: few wounds >
[Damage: 260 ] You leave a huge, red swollen lump on the Commander's temple.
< 543h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: few wounds >
[Damage: 16 ] Your pierce wounds the Commander.
You score a CRITICAL HIT!!!!!
[Damage: 58 ] Your mighty pierce strikes the Commander.
[Damage: 10 ] Your fine pierce grazes the Commander.
You miss the Commander.
< 546h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: nasty wounds >
The Commander's punch wounds you.
The Commander's weak punch wounds you.
< 533h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: nasty wounds >
You miss the Commander.
[Damage: 23 ] Your impressive pierce wounds the Commander.
You miss the Commander.
[Damage: 16 ] Your pierce wounds the Commander.
You parry the Commander's lunge at you.
The Commander's punch wounds you.
You withstand a bash from the Commander, who bounces back and falls.
[Damage: 60 ] Your kick crashes into the Commander's chest.
< 533h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
The Commander's weak punch wounds you.
< 535h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
[Damage: 44 ] Your powerful pierce strikes the Commander.
[Damage: 12 ] Your fine pierce grazes the Commander.
[Damage: 12 ] Your pierce grazes the Commander.
[Damage: 23 ] Your impressive pierce wounds the Commander.
< 536h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
It is 3pm, on the Day of the Sun
The 6th Day of the Month of EverFreeze, Year 1697.
Time elapsed since boot-up: 12:04:08
Current time is: Wed Apr 9 05:59:22 2014 (EDT)
< 543h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
The Commander's crude punch wounds you.
You parry the Commander's lunge at you.
< 530h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
You are already standing.
< 530h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
[Damage: 21 ] Your pierce wounds the Commander.
[Damage: 44 ] Your powerful pierce strikes the Commander.
[Damage: 42 ] Your powerful pierce strikes the Commander.
[Damage: 14 ] Your impressive pierce wounds the Commander.
< 531h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
Headbutt requires you to be able to reach his head!
< 534h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
< 535h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: nasty wounds >
The Commander misses you.
You parry the Commander's lunge at you.
The Commander clambers to his feet.
Pardon?
< 538h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: nasty wounds >
[Damage: 8 ] Your fine pierce grazes the Commander.
[Damage: 28 ] Your pierce wounds the Commander.
You miss the Commander.
[Damage: 16 ] Your impressive pierce wounds the Commander.
< 540h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: nasty wounds >
[Damage: 42 ] Your kick crashes into the Commander's chest.
< 540h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: nasty wounds >
With superb grace and ease, you intercept the Commander's attack with mithril dagger and counter-attack!
[Damage: 16 ] Your impressive pierce wounds the Commander.
A wicked black dagger named 'Sanguine Blessing' slices through the air with incredible ease!
[Damage: 22 ] Your impressive pierce wounds the Commander.
[Damage: 36 ] Your powerful pierce strikes the Commander.
The Commander's punch wounds you.
The Commander's punch grazes you.
You dodge a bash from the Commander, who loses his balance and falls.
< 537h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander kne EP: nasty wounds >
[Damage: 22 ] Your impressive pierce wounds the Commander.
You score a CRITICAL HIT!!!!!
[Damage: 78 ] Your mighty pierce strikes the Commander.
[Damage: 22 ] Your impressive pierce wounds the Commander.
[Damage: 14 ] Your impressive pierce wounds the Commander.
< 539h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander kne EP: pretty hurt >
Headbutt requires you to be able to reach his head!
< 547h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander kne EP: pretty hurt >
[Damage: 45 ] Your mighty pierce strikes the Commander.
[Damage: 13 ] Your impressive pierce wounds the Commander.
[Damage: 27 ] Your powerful pierce strikes the Commander.
You miss the Commander.
< 548h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander kne EP: pretty hurt >
The Commander rises to his feet.
The Commander's sweep catches you in the side and you almost stumble.
< 550h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: pretty hurt >
[Damage: 31 ] Your powerful pierce strikes the Commander.
You miss the Commander.
The Commander dodges your futile attack.
You miss the Commander.
< 553h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: pretty hurt >
The Commander's fine punch strikes you.
As the Commander attempts to attack you, you intercept the attack with your hands and twist the Commander's arm!
The Commander's punch wounds you.
The Commander's weak punch wounds you.
< 512h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: pretty hurt >
[Damage: 24 ] Your pierce strikes the Commander.
You miss the Commander.
[Damage: 18 ] Your impressive pierce wounds the Commander.
[Damage: 9 ] Your fine pierce wounds the Commander.
< 516h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander sta EP: pretty hurt >
The Commander's weak punch wounds you.
The Commander's punch wounds you.
The Commander's kick crashes into your chest.
< 496h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: few wounds E: commander sta EP: pretty hurt >
[Damage: 31 ] Your pierce strikes the Commander.
[Damage: 16 ] Your impressive pierce wounds the Commander.
[Damage: 20 ] Your impressive pierce strikes the Commander.
[Damage: 9 ] Your fine pierce wounds the Commander.
< 500h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: few wounds E: commander sta EP: pretty hurt >
The Commander's weak punch grazes you.
The Commander's weak punch wounds you.
< 492h/677H 175v/188V Pos: standing >
< T: Jixad TP: sta TC: few wounds E: commander sta EP: pretty hurt >
[Damage: 267 ] You leave a huge, red swollen lump on the Commander's temple.
The Commander is stunned!
< 494h/677H 175v/188V Pos: standing >
The Commander leaves south.
< 514h/677H 180v/188V Pos: standing >
Backstab who?
< 519h/677H 181v/188V Pos: standing >
Pardon?
< 528h/677H 183v/188V Pos: standing >
You attempt to flee...
Office of the Commander
This office is designed for maximum space efficiency. It has no desk, only
a work surface that folds up against the wall when not in use. A huge
bookcase takes up the entire southern wall, filled with books, some old, some
new, and a few that appear ancient. A folding chair leans against the wall
next to the folding work surface. A rack of pole-arms, axes, and swords is
built into the east wall, it holds all manner of training weapons. Rolled up
in the northeastern corner lies a tumbling mat, for use in training. Large
maps of the castle and the surrounding mountain terrain are posted all over
the walls. The main oil fed lamp dangling on a thin chain in the center of
the room sheds plenty of light, and the only exit is to the north.
Obvious exits: -North
The corpse of an off-duty patrol guard is lying here.
(Q)The Commander of the Guard is here going over patrol assignments.(Red Aura)
You flee southward!
< 529h/677H 163v/188V Pos: standing >
the Commander is simply fearless!
You dodge a bash from the Commander, who loses his balance and falls.
< 534h/677H 164v/188V Pos: standing >
< T: Jixad TP: sta TC: small wounds E: commander ass EP: awful >
[Damage: 20 ] Your impressive pierce strikes the Commander.
[Damage: 37 ] Your pierce strikes the Commander hard.
[Damage: 42 ] Your pierce strikes the Commander very hard.
[Damage: 41 ] Your powerful pierce strikes the Commander very hard.
You attempt to flee...
East End of a Black Stone Hall
The hall runs west from here, back towards the barracks. The hall looks as
though it were hewn from the surrounding rock, however it is constructed of
black stone that was cut rough and has a natural appearance. There are no
torches or sconces here, and the ambient light from surrounding rooms is quite
poor. The ceiling is cut like the walls, but the floor is smooth cut for
walking. A shiny metal door leads south.
Obvious exits: -South -West
Fresh blood splatters cover the area.
The corpse of an off-duty patrol guard is lying here.
You flee northward!
< 535h/677H 136v/188V Pos: standing >
A Black Stone Hall
The hall looks as though it were hewn from the surrounding rock, however it
is constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. The hall leads east and west, and to the south is the
upper landing in the barracks stairwell.
Obvious exits: -East -South -West
< 541h/677H 136v/188V Pos: standing >
Obvious exits:
East- East End of a Black Stone Hall
South- Second Floor Landing In the Barracks Stairwell
West- West End of a Black Stone Hall
< 543h/677H 136v/188V Pos: standing >
=-=-=-=-=-=-=-=-=-=--= Duris Mud Achievements for Jixad =-=-=-=-=-=-=-=-=-=-=-
(PvP)
Achievement Requirement Affect/Reward
----------- ------------- -------------
Soul Reaper Obtain 20 Frags Access to the soulbind ability
Serial Killer Obtain 10.00 Frags Gain 2 points in every attribute
Let's Get Dirty! Obtain 1.00 Frags Gain 2 CON points
(PvE)
The Journey Begins Gain level 5 a rugged adventurers satchel
Dragon Slayer Kill 1000 Dragons 10% damage increase vs Dragons 4%
You Strahd Me At Hello see help achievements an unknown reward
May I Heals You? Heal 1,000,000 points of player damage Access to the salvation command 0%
Master of Deception Successfully use 500 disguise kits Disguise without disguise kits 0%
Addicted to Blood Kill 30 mobs within 30 minutes EXP and Plat Bonus 96%
=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
< 548h/677H 138v/188V Pos: standing >
West End of a Black Stone Hall
The hall runs east from here, back towards the barracks stairwell. The hall
looks as though it were hewn from the surrounding rock, however it is
constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. Doors lead south and west.
Obvious exits: -East -South -West
< 552h/677H 138v/188V Pos: standing >
Obvious exits:
East- A Black Stone Hall
South- (open door) Barracks Sleeping Quarters, Second Floor
West- (open closet) Barracks Arsenal
< 554h/677H 138v/188V Pos: standing >
Barracks Arsenal
This is the weapons store for the entire guard squad. Racks line every
wall, and take up most of the center of the room as well. Each rack is
devoted to a certain type of weapon, a few racks of pole-arms, a few racks
spear/pike type weapons, and a large array of swords. There are several empty
racks, they are designed to hold battle axes. The room is dark, but very
clean. All the weapons appear to be in tip top shape without a spot of rust
anywhere. A bucket of oil rests next to one of the racks, with a rag sticking
out of it. The only exit is east.
Obvious exits: -East
< 558h/677H 138v/188V Pos: standing >
You quickly scan the area.
You see nothing.
< 560h/677H 139v/188V Pos: standing >
West End of a Black Stone Hall
The hall runs east from here, back towards the barracks stairwell. The hall
looks as though it were hewn from the surrounding rock, however it is
constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. Doors lead south and west.
Obvious exits: -East -South -West
< 561h/677H 138v/188V Pos: standing >
Alas, you cannot go that way. . . .
< 562h/677H 138v/188V Pos: standing >
Obvious exits:
East- A Black Stone Hall
South- (open door) Barracks Sleeping Quarters, Second Floor
West- (open closet) Barracks Arsenal
< 565h/677H 139v/188V Pos: standing >
Barracks Sleeping Quarters, Second Floor
This is a very spartanly furnished room with nothing but the bare
necessities. Three bunk beds are bolted to each of three walls, one on top of
the other. There is a water basin carved into the east wall with a tiny
mirror over it. A small shelf accompanies each bunk on which minor personal
effects rest. Two doors are visible, one leading north to the black stone
corridor, and one leading west.
Obvious exits: -North -West
< 568h/677H 139v/188V Pos: standing >
You quickly scan the area.
You see nothing.
< 571h/677H 140v/188V Pos: standing >
Alas, you cannot go that way. . . .
< 572h/677H 140v/188V Pos: standing >
The Barracks Armor Storage
The guard squad uses this room to store their surplus armor. Numerous
wooden peg racks stand in uniform rows like toy soldiers. Each of the racks
is covered by a suit of armor, several different types are present. Strangely
enough, there are no racks for helmets or shields, just breastplates,
leggings, gauntlet and sleeve racks. Boots line the floor edge against the
west wall. A bucket of oil rests in the corner, presumably why there is no
rust on the armor. The room is dark, but well kept.
Obvious exits: -East
< 574h/677H 140v/188V Pos: standing >
Barracks Sleeping Quarters, Second Floor
This is a very spartanly furnished room with nothing but the bare
necessities. Three bunk beds are bolted to each of three walls, one on top of
the other. There is a water basin carved into the east wall with a tiny
mirror over it. A small shelf accompanies each bunk on which minor personal
effects rest. Two doors are visible, one leading north to the black stone
corridor, and one leading west.
Obvious exits: -North -West
< 579h/677H 140v/188V Pos: standing >
West End of a Black Stone Hall
The hall runs east from here, back towards the barracks stairwell. The hall
looks as though it were hewn from the surrounding rock, however it is
constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. Doors lead south and west.
Obvious exits: -East -South -West
< 582h/677H 140v/188V Pos: standing >
Obvious exits:
East- A Black Stone Hall
South- (open door) Barracks Sleeping Quarters, Second Floor
West- (open closet) Barracks Arsenal
< 585h/677H 141v/188V Pos: standing >
A Black Stone Hall
The hall looks as though it were hewn from the surrounding rock, however it
is constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. The hall leads east and west, and to the south is the
upper landing in the barracks stairwell.
Obvious exits: -East -South -West
< 586h/677H 140v/188V Pos: standing >
Obvious exits:
East- East End of a Black Stone Hall
South- Second Floor Landing In the Barracks Stairwell
West- West End of a Black Stone Hall
< 588h/677H 140v/188V Pos: standing >
East End of a Black Stone Hall
The hall runs west from here, back towards the barracks. The hall looks as
though it were hewn from the surrounding rock, however it is constructed of
black stone that was cut rough and has a natural appearance. There are no
torches or sconces here, and the ambient light from surrounding rooms is quite
poor. The ceiling is cut like the walls, but the floor is smooth cut for
walking. A shiny metal door leads south.
Obvious exits: -South -West
Fresh blood splatters cover the area.
The corpse of an off-duty patrol guard is lying here.
< 590h/677H 140v/188V Pos: standing >
You quickly scan the area.
The Commander who is close by to your south.
< 594h/677H 141v/188V Pos: standing >
A Black Stone Hall
The hall looks as though it were hewn from the surrounding rock, however it
is constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. The hall leads east and west, and to the south is the
upper landing in the barracks stairwell.
Obvious exits: -East -South -West
< 601h/677H 142v/188V Pos: standing >
Second Floor Landing In the Barracks Stairwell
This is obviously a heavily traveled stairway, from the worn path in the
center. The stairs are stone as are the walls. No special care was taken in
decorating this area, in fact it appears special was taken not to decorate it
at all. Sconces are placed along the wall at long intervals, providing enough
light to travel without wasting torches. The main entrance to the second
floor barracks can be found to the south, and a black stone corridor lies to
the north.
Obvious exits: -North -South -Down
An off-duty patrol guard wanders the barracks.(Red Aura)
< 609h/677H 143v/188V Pos: standing >
[Damage: 240 ] An off-duty patrol guard makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' in his back.
< 621h/677H 146v/188V Pos: standing >
< T: Jixad TP: sta TC:few scratches E: off sta EP: nasty wounds >
You deflect an off-duty patrol guard's blow and strike back at him!
[Damage: 11 ] Your fine pierce strikes an off-duty patrol guard hard.
You parry an off-duty patrol guard's lunge at you.
You withstand a bash from an off-duty patrol guard, who bounces back and falls.
< 622h/677H 146v/188V Pos: standing >
< T: Jixad TP: sta TC:few scratches E: off ass EP: pretty hurt >
An off-duty patrol guard misses you.
< 629h/677H 146v/188V Pos: standing >
< T: Jixad TP: sta TC:few scratches E: off ass EP: pretty hurt >
[Damage: 46 ] Your mighty pierce causes an off-duty patrol guard to grimace in pain.
[Damage: 24 ] Your pierce causes an off-duty patrol guard to grimace in pain.
[Damage: 40 ] You successfully stab an off-duty patrol guard in the heart, killing him instantly.
An off-duty patrol guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are an off-duty patrol guard's last actions in this world.
< 630h/677H 146v/188V Pos: standing >
Headbutt whom?
< 633h/677H 146v/188V Pos: standing >
You do not see or have the casdf.
< 640h/677H 146v/188V Pos: standing >
You get a few coins from the corpse of an off-duty patrol guard.
There were: 1 platinum coin, 10 gold coins.
< 648h/677H 147v/188V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of an off-duty patrol guard is made of flesh and appears to be of average quality.
The corpse of an off-duty patrol guard has an item value of 1.
It appears to be the corpse of an off-duty patrol guard.
Nothing.
< 653h/677H 149v/188V Pos: standing >
A Black Stone Hall
The hall looks as though it were hewn from the surrounding rock, however it
is constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. The hall leads east and west, and to the south is the
upper landing in the barracks stairwell.
Obvious exits: -East -South -West
< 657h/677H 149v/188V Pos: standing >
West End of a Black Stone Hall
The hall runs east from here, back towards the barracks stairwell. The hall
looks as though it were hewn from the surrounding rock, however it is
constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. Doors lead south and west.
Obvious exits: -East -South -West
< 658h/677H 148v/188V Pos: standing >
Obvious exits:
East- A Black Stone Hall
South- (open door) Barracks Sleeping Quarters, Second Floor
West- (open closet) Barracks Arsenal
< 661h/677H 149v/188V Pos: standing >
Barracks Sleeping Quarters, Second Floor
This is a very spartanly furnished room with nothing but the bare
necessities. Three bunk beds are bolted to each of three walls, one on top of
the other. There is a water basin carved into the east wall with a tiny
mirror over it. A small shelf accompanies each bunk on which minor personal
effects rest. Two doors are visible, one leading north to the black stone
corridor, and one leading west.
Obvious exits: -North -West
< 665h/677H 149v/188V Pos: standing >
The Barracks Armor Storage
The guard squad uses this room to store their surplus armor. Numerous
wooden peg racks stand in uniform rows like toy soldiers. Each of the racks
is covered by a suit of armor, several different types are present. Strangely
enough, there are no racks for helmets or shields, just breastplates,
leggings, gauntlet and sleeve racks. Boots line the floor edge against the
west wall. A bucket of oil rests in the corner, presumably why there is no
rust on the armor. The room is dark, but well kept.
Obvious exits: -East
< 671h/677H 150v/188V Pos: standing >
Alas, you cannot go that way. . . .
< 672h/677H 150v/188V Pos: standing >
Barracks Sleeping Quarters, Second Floor
This is a very spartanly furnished room with nothing but the bare
necessities. Three bunk beds are bolted to each of three walls, one on top of
the other. There is a water basin carved into the east wall with a tiny
mirror over it. A small shelf accompanies each bunk on which minor personal
effects rest. Two doors are visible, one leading north to the black stone
corridor, and one leading west.
Obvious exits: -North -West
< 675h/677H 150v/188V Pos: standing >
West End of a Black Stone Hall
The hall runs east from here, back towards the barracks stairwell. The hall
looks as though it were hewn from the surrounding rock, however it is
constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. Doors lead south and west.
Obvious exits: -East -South -West
< 677h/677H 149v/188V Pos: standing >
A Black Stone Hall
The hall looks as though it were hewn from the surrounding rock, however it
is constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. The hall leads east and west, and to the south is the
upper landing in the barracks stairwell.
Obvious exits: -East -South -West
< 677h/677H 148v/188V Pos: standing >
Second Floor Landing In the Barracks Stairwell
This is obviously a heavily traveled stairway, from the worn path in the
center. The stairs are stone as are the walls. No special care was taken in
decorating this area, in fact it appears special was taken not to decorate it
at all. Sconces are placed along the wall at long intervals, providing enough
light to travel without wasting torches. The main entrance to the second
floor barracks can be found to the south, and a black stone corridor lies to
the north.
Obvious exits: -North -South -Down
Fresh blood covers everything in the area.
The corpse of an off-duty patrol guard is lying here.
< 677h/677H 148v/188V Pos: standing >
Entrance to the Barracks, Second Floor
This wide hall branches north off of the main artery across the castle, the
marble gallery. The hall looks as though it were hewn from the surrounding
rock, however it is constructed of black stone that was cut rough and has a
natural appearance. There are no torches or sconces here, and the ambient
light from surrounding rooms is quite poor. The ceiling is cut like the walls,
but the floor is smooth cut for walking. The hall leads north into the
barracks and south, towards the marble gallery.
Obvious exits: -North -South
< 677h/677H 149v/188V Pos: standing >
The West Wing of an Elegant Marble Gallery
Many hours have been spent cleaning and preparing the Gallery to look this
magnificent. Each and every surface has been carefully dusted, wiped, and
polished. One would think it was being prepared for guests, but the hall is
scarcely used from the looks of it. There are no footprints or disruptions in
the knap of the carpet, even near the doors. If it is used at all, the carpet
must be re-combed several times a day to remove any sign of use. All of the
castles facilities on this floor can be reached through the gallery, in fact
most of them require passing through it to reach them. In the southwest
corner lies the castles archives, and in the northwest lies the second floor
of the barracks. To the northeast is the massive round table where Strife
and her leadership make plans and discuss matters of the castle, and finally
in the southeast is Strife's personal tropy room, where she displays her
proudest moments of violence. The gallery continues to the east and west, and
the entrance to the barracks lies north.
Obvious exits: -North -East -West
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
< 677h/677H 149v/188V Pos: standing >
A private in the Guard's Walk Patrol says 'Guests must stay outside of restricted areas!'
A private in the Guard's Walk Patrol says 'The Icess will not tolerate infractions of the rules!'
A private in the Guard's Walk Patrol peers around intently, looking for something.
A private in the Guard's Walk Patrol glares around him.
< 677h/677H 150v/188V Pos: standing >
Entrance to the Barracks, Second Floor
This wide hall branches north off of the main artery across the castle, the
marble gallery. The hall looks as though it were hewn from the surrounding
rock, however it is constructed of black stone that was cut rough and has a
natural appearance. There are no torches or sconces here, and the ambient
light from surrounding rooms is quite poor. The ceiling is cut like the walls,
but the floor is smooth cut for walking. The hall leads north into the
barracks and south, towards the marble gallery.
Obvious exits: -North -South
< 677h/677H 151v/188V Pos: standing >
Second Floor Landing In the Barracks Stairwell
This is obviously a heavily traveled stairway, from the worn path in the
center. The stairs are stone as are the walls. No special care was taken in
decorating this area, in fact it appears special was taken not to decorate it
at all. Sconces are placed along the wall at long intervals, providing enough
light to travel without wasting torches. The main entrance to the second
floor barracks can be found to the south, and a black stone corridor lies to
the north.
Obvious exits: -North -South -Down
Fresh blood covers everything in the area.
The corpse of an off-duty patrol guard is lying here.
< 677h/677H 150v/188V Pos: standing >
Alas, you cannot go that way. . . .
< 677h/677H 150v/188V Pos: standing >
A Black Stone Hall
The hall looks as though it were hewn from the surrounding rock, however it
is constructed of black stone that was cut rough and has a natural appearance.
There are no torches or sconces here, and the ambient light from surrounding
rooms is quite poor. The ceiling is cut like the walls, but the floor is
smooth cut for walking. The hall leads east and west, and to the south is the
upper landing in the barracks stairwell.
Obvious exits: -East -South -West
< 677h/677H 150v/188V Pos: standing >
East End of a Black Stone Hall
The hall runs west from here, back towards the barracks. The hall looks as
though it were hewn from the surrounding rock, however it is constructed of
black stone that was cut rough and has a natural appearance. There are no
torches or sconces here, and the ambient light from surrounding rooms is quite
poor. The ceiling is cut like the walls, but the floor is smooth cut for
walking. A shiny metal door leads south.
Obvious exits: -South -West
Fresh blood splatters cover the area.
The corpse of an off-duty patrol guard is lying here.
< 677h/677H 149v/188V Pos: standing >
Office of the Commander
This office is designed for maximum space efficiency. It has no desk, only
a work surface that folds up against the wall when not in use. A huge
bookcase takes up the entire southern wall, filled with books, some old, some
new, and a few that appear ancient. A folding chair leans against the wall
next to the folding work surface. A rack of pole-arms, axes, and swords is
built into the east wall, it holds all manner of training weapons. Rolled up
in the northeastern corner lies a tumbling mat, for use in training. Large
maps of the castle and the surrounding mountain terrain are posted all over
the walls. The main oil fed lamp dangling on a thin chain in the center of
the room sheds plenty of light, and the only exit is to the north.
Obvious exits: -North
The corpse of an off-duty patrol guard is lying here.
(Q)The Commander of the Guard is here going over patrol assignments.(Red Aura)
< 677h/677H 150v/188V Pos: standing >
Headbutt whom?
< 677h/677H 152v/188V Pos: standing >
You attempt to flee...
East End of a Black Stone Hall
The hall runs west from here, back towards the barracks. The hall looks as
though it were hewn from the surrounding rock, however it is constructed of
black stone that was cut rough and has a natural appearance. There are no
torches or sconces here, and the ambient light from surrounding rooms is quite
poor. The ceiling is cut like the walls, but the floor is smooth cut for
walking. A shiny metal door leads south.
Obvious exits: -South -West
Fresh blood splatters cover the area.
The corpse of an off-duty patrol guard is lying here.
You flee northward!
< 677h/677H 131v/188V Pos: standing >
You are still a very long way from your next level.
< 677h/677H 132v/188V Pos: standing >
=-=-=-=-=-=-=-=-=-=--= Duris Mud Achievements for Jixad =-=-=-=-=-=-=-=-=-=-=-
(PvP)
Achievement Requirement Affect/Reward
----------- ------------- -------------
Soul Reaper Obtain 20 Frags Access to the soulbind ability
Serial Killer Obtain 10.00 Frags Gain 2 points in every attribute
Let's Get Dirty! Obtain 1.00 Frags Gain 2 CON points
(PvE)
The Journey Begins Gain level 5 a rugged adventurers satchel
Dragon Slayer Kill 1000 Dragons 10% damage increase vs Dragons 4%
You Strahd Me At Hello see help achievements an unknown reward
May I Heals You? Heal 1,000,000 points of player damage Access to the salvation command 0%
Master of Deception Successfully use 500 disguise kits Disguise without disguise kits 0%
Addicted to Blood Kill 30 mobs within 30 minutes EXP and Plat Bonus 100%
=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
< 677h/677H 134v/188V Pos: standing >
Office of the Commander
This office is designed for maximum space efficiency. It has no desk, only
a work surface that folds up against the wall when not in use. A huge
bookcase takes up the entire southern wall, filled with books, some old, some
new, and a few that appear ancient. A folding chair leans against the wall
next to the folding work surface. A rack of pole-arms, axes, and swords is
built into the east wall, it holds all manner of training weapons. Rolled up
in the northeastern corner lies a tumbling mat, for use in training. Large
maps of the castle and the surrounding mountain terrain are posted all over
the walls. The main oil fed lamp dangling on a thin chain in the center of
the room sheds plenty of light, and the only exit is to the north.
Obvious exits: -North
The corpse of an off-duty patrol guard is lying here.
(Q)The Commander of the Guard is here going over patrol assignments.(Red Aura)
< 677h/677H 134v/188V Pos: standing >
You withstand a bash from the Commander, who bounces back and falls.
< 677h/677H 134v/188V Pos: standing >
< T: Jixad TP: sta TC:excellent E: commander ass EP: awful >
Sorry, you aren't allowed to do that in combat.
< 677h/677H 134v/188V Pos: standing >
< T: Jixad TP: sta TC:excellent E: commander ass EP: awful >
Obvious exits:
North- (open door) East End of a Black Stone Hall
< 677h/677H 134v/188V Pos: standing >
< T: Jixad TP: sta TC:excellent E: commander ass EP: awful >
< 677h/677H 134v/188V Pos: standing >
< T: Jixad TP: sta TC:excellent E: commander ass EP: awful >
The Commander's punch wounds you.
The Commander's punch wounds you.
You are already standing.
< 661h/677H 134v/188V Pos: standing >
< T: Jixad TP: sta TC:few scratches E: commander ass EP: awful >
You attempt to flee...
PANIC! You couldn't escape!
< 662h/677H 134v/188V Pos: standing >
< T: Jixad TP: sta TC:few scratches E: commander ass EP: awful >
You attempt to flee...
East End of a Black Stone Hall
The hall runs west from here, back towards the barracks. The hall looks as
though it were hewn from the surrounding rock, however it is constructed of
black stone that was cut rough and has a natural appearance. There are no
torches or sconces here, and the ambient light from surrounding rooms is quite
poor. The ceiling is cut like the walls, but the floor is smooth cut for
walking. A shiny metal door leads south.
Obvious exits: -South -West
Fresh blood splatters cover the area.
The corpse of an off-duty patrol guard is lying here.
You flee northward!
< 664h/677H 113v/188V Pos: standing >
You are still a very long way from your next level.
< 670h/677H 114v/188V Pos: standing >
Office of the Commander
This office is designed for maximum space efficiency. It has no desk, only
a work surface that folds up against the wall when not in use. A huge
bookcase takes up the entire southern wall, filled with books, some old, some
new, and a few that appear ancient. A folding chair leans against the wall
next to the folding work surface. A rack of pole-arms, axes, and swords is
built into the east wall, it holds all manner of training weapons. Rolled up
in the northeastern corner lies a tumbling mat, for use in training. Large
maps of the castle and the surrounding mountain terrain are posted all over
the walls. The main oil fed lamp dangling on a thin chain in the center of
the room sheds plenty of light, and the only exit is to the north.
Obvious exits: -North
The corpse of an off-duty patrol guard is lying here.
(Q)The Commander is lying here.(Red Aura)
< 673h/677H 114v/188V Pos: standing >
Headbutt whom?
< 677h/677H 115v/188V Pos: standing >
[Damage: 231 ] The Commander makes a strange sound but is suddenly very silent as you place a wicked black dagger named 'Sanguine Blessing' in his back.
The Commander is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
Congratulations! You have completed the Addicted to Blood achievement!
Enjoy an exp bonus and 5 platinum coins!
You feel the bloodlust in your heart as you hear the death cry of the Commander.
< 677h/677H 117v/188V Pos: standing >
You get a small pile of coins from the corpse of the Commander.
There were: 6 platinum coins, 26 gold coins.
< 677h/677H 123v/188V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.
< 677h/677H 123v/188V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of the Commander is made of flesh and appears to be of average quality.
The corpse of the Commander has an item value of 1.
It appears to be the corpse of the Commander.
Nothing.
< 677h/677H 128v/188V Pos: standing >
You find a purple earthstone ring [superior]!
< 677h/677H 130v/188V Pos: standing >
You find a secret entrance!
< 677h/677H 134v/188V Pos: standing >
You get a purple earthstone ring [superior].
< 677h/677H 139v/188V Pos: standing >
Ok.
< 677h/677H 139v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 139v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 144v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 148v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 153v/188V Pos: standing >
Obvious exits:
North- (open door) East End of a Black Stone Hall
South- (closed cabinet)
< 677h/677H 157v/188V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.
< 677h/677H 158v/188V Pos: standing >
Office of the Commander
Obvious exits: -North -South#
Fresh blood covers everything in the area.
The corpse of the Commander is lying here.
The corpse of an off-duty patrol guard is lying here.
< 677h/677H 158v/188V Pos: standing >
It seems to be locked.
< 677h/677H 160v/188V Pos: standing >
Obvious exits:
North- (open door) East End of a Black Stone Hall
South- (closed cabinet)
< 677h/677H 160v/188V Pos: standing >
You charge the door, fully intent on getting it open, FOR GOOD!
The door doesn't budge, but your body does!
[Damage: 5 ]
< 672h/677H 162v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 171v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 172v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 176v/188V Pos: standing >
the corpse of the Commander appears to be empty.
< 677h/677H 181v/188V Pos: standing >
You do not have the proper key for that.
< 677h/677H 181v/188V Pos: standing >
You don't find anything you didn't see before.
< 677h/677H 181v/188V Pos: standing >
You charge the door, fully intent on getting it open, FOR GOOD!
The door doesn't budge, but your body does!
[Damage: 1 ]
< 676h/677H 186v/188V Pos: standing >
< 677h/677H 188v/188V Pos: standing >
< 677h/677H 188v/188V Pos: standing >
A Minotaur enters from the north.
A Gnome enters from the north.
A tharnadian thief-hunter enters from the north.
A Minotaur enters from the north.
A Gnome enters from the north.
You are knocked to the ground by a Minotaur's mighty bash!
< 675h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC:few scratches E: A Minotaur sta EP: excellent >
A Minotaur charges and ends up on his face!
< 675h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC:few scratches E: A Minotaur sta EP: excellent >
Sparks... flashing lights... you cannot concentrate!
[Damage: 1 ] Your feeble pierce grazes a Minotaur.
A Minotaur parries your futile lunge at him.
A Human closes the door.
A Gnome starts casting an offensive spell.
< 676h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC:few scratches E: A Minotaur sta EP: excellent >
A Grey Elf gives an order to his followers.
You dodge a bash from a tharnadian thief-hunter, who loses his balance and falls.
< 677h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC:excellent E: A Minotaur sta EP: excellent >
A Gnome starts casting an offensive spell.
< 677h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC:excellent E: A Minotaur sta EP: excellent >
A Gnome completes his spell...
A Gnome utters the word 'gjifal'
The flames cause your skin to smoke!
A Gnome unleashes light in a focused, searing ray at you!
OUCH! That really did HURT!
A Human starts casting an offensive spell.
A Human snaps into visibility.
< 561h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC: small wounds E: A Minotaur sta EP: excellent >
A Gnome completes his spell...
A Gnome utters the word 'pawwzf'
A Gnome creates a hammer out of thin air that smashes into you!
OUCH! That really did HURT!
< 478h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
A Gnome starts casting an offensive spell.
< 478h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
A Minotaur's decent crush wounds you.
A Minotaur's hammer of the Titans [superior] surges with electricity!
YOU'RE HIT! A lightning bolt from a Minotaur has reached its goal.
Your belt of animal furs [modified] is filled with electrical energy!
YOU'RE HIT! A lightning bolt from a Minotaur has reached its goal.
OUCH! That really did HURT!
A Minotaur's fine crush strikes you.
A Minotaur's fine crush strikes you.
A Gnome starts casting an offensive spell.
< 316h/677H 188v/188V Pos: sitting >
< T: Jixad TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
A Human completes his spell...
A Human utters the word 'gjifal'
You have been blinded!
The flames cause your skin to smoke!
Someone unleashes light in a focused, searing ray at you!
YIKES! Another hit like that, and you've had it!!
< 153h/677H 188v/188V Pos: sitting >
< T: someone TP: sit TC:pretty hurt E: someone sta EP: excellent >
Someone completes his spell...
Someone utters the word 'pawwzf'
Someone creates a hammer out of thin air that smashes into you!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 72h/677H 188v/188V Pos: sitting >
< T: someone TP: sit TC: awful E: someone sta EP: excellent >
Someone completes his spell...
Someone utters the word 'gjifal'
The flames cause your skin to smoke!
You see a fatally blinding light!
Your something melted from the intense heat!
Your something melted from the intense heat!
Your something melted from the intense heat!
Your something melted from the intense heat!