<primary weapon> a long steel sword
<secondary weapon> a long steel sword
< 42h/91H 127v/127V Pos: standing >
A Rocky Clearing at the Base of the Faang Mountains
Obvious exits: -E -W
< 42h/91H 126v/127V Pos: standing >
A Rocky Trail Into the Faang Mountain Cluster
Obvious exits: -E -W
A tribal guard stands here protecting the town.
A tribal guard stands here protecting the town.
A tribal guard stands here protecting the town.
A tribal guard stands here protecting the town.
< 42h/91H 125v/127V Pos: standing >
^M++MMM^^
^^^+^MMM^
^^+@^MMM
^^^MMM
^^^^^MM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 42h/91H 124v/127V Pos: standing >
^M++MMM^
^^^+^MMM
^^@+^MM
^^^MM
^^^^^M
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 42h/91H 124v/127V Pos: standing >
^^^+MMMM^
^M++MMM^
^^^@^MMM
^^++^MM
^^^MM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 42h/91H 123v/127V Pos: standing >
^^^MMM^^
^^^+MMMM^
^M+@MMM^
^^^+^MMM
^^++^MM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 123v/127V Pos: standing >
You quickly scan the area.
The great ogre swordsman Urghegg who is not far off to your west.
< 43h/91H 123v/127V Pos: standing >
^^^MMM^
^^^+MMMM
^M@+MMM
^^^+^MM
^^++^M
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 123v/127V Pos: standing >
^+MMMM^
^^^MMM^
^^^@MMMM
^M++MMM
^^^+^MM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 122v/127V Pos: standing >
^M+MMMM^
^+MMMM^
^^@MMM^
^^^+MMMM
^M++MMM
Rugged Hillside of the Northern Wilds
Obvious exits: -N -E -S -W
< 43h/91H 122v/127V Pos: standing >
^M+MMMM
^+MMMM
^@^MMM
^^^+MMM
^M++MM
Rugged Hillside of the Northern Wilds
Obvious exits: -N -E -S -W
< 43h/91H 119v/127V Pos: standing >
^^+^MMM^
^M+MMMM
^@MMMM
^^^MMM
^^^+MMM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 119v/127V Pos: standing >
.+MMMM^
^^+^MMM^
^M@MMMM
^+MMMM
^^^MMM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 118v/127V Pos: standing >
^^MMMM^
.+MMMM^
^^+@MMM^
^M+MMMM
^+MMMM
Rugged Hillside of the Northern Wilds
Obvious exits: -N -E -S -W
< 43h/91H 117v/127V Pos: standing >
^^MMMM
.+MMMM
^^@^MMM
^M+MMM
^+MMM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 117v/127V Pos: standing >
^^+MMMM
^^MMMM
.@MMMM
^^+^MMM
^M+MMM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 116v/127V Pos: standing >
**.^MMMMM
^^+MMMM
^@MMMM
.+MMMM
^^+^MMM
Rugged Hillside of the Northern Wilds
Obvious exits: -N -E -S -W
< 43h/91H 115v/127V Pos: standing >
.M.+MMMMM
**.^MMMMM
^^@MMMM
^^MMMM
.+MMMM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 43h/91H 114v/127V Pos: standing >
*.M.+MMMM
***.^MMMM
* ^@+MMM
* ^^MMM
.+MMM
Rugged Hillside of the Northern Wilds
Obvious exits: -N -E -S -W
< 44h/91H 114v/127V Pos: standing >
*+*.^.^MM
*.M.+MMMM
***.@MMMM
* ^^+MMM
* ^^MMM
Rugged Hillside of the Northern Wilds
Obvious exits: -N -E -S -W
< 44h/91H 111v/127V Pos: standing >
*.**^^M^M
*+*.^.^MM
*.M.@MMMM
***.^MMMM
* ^^+MMM
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 44h/91H 111v/127V Pos: standing >
*+*...^M^
*.**^^M^M
*+*.@.^MM
*.M.+MMMM
***.^MMMM
Rugged Hillside of the Northern Wilds
Obvious exits: -N -E -S -W
< 44h/91H 110v/127V Pos: standing >
**+*...^M
**.**^^M^
**+*@^.^M
**.M.+MMM
****.^MMM
Overgrown Grasslands of the Northern Wilds
Obvious exits: -N -E -S -W
< 44h/91H 108v/127V Pos: standing >
*.**^
M+@.^
*.M.+
A Thick Forest of Mirkwood
Obvious exits: -N -E -S -W
< 44h/91H 107v/127V Pos: standing >
.***+*...
..**.**^^
..**@*.^.
..**.M.+M
.*****.^M
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 44h/91H 106v/127V Pos: standing >
.***+*.^^
.***+*...
..**@**^^
..**+*.^.
..**.M.+M
A Ruined Path Once Covered by Cobblestones
Obvious exits: -N -E -S -W
< 44h/91H 105v/127V Pos: standing >
.***+*.^.
.***+*.^^
.***@*...
..**.**^^
..**+*.^.
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 44h/91H 104v/127V Pos: standing >
..**....^
.***+*.^.
.***@*.^^
.***+*...
..**.**^^
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 44h/91H 104v/127V Pos: standing >
...M+....
..**....^
.***@*.^.
.***+*.^^
.***+*...
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 44h/91H 103v/127V Pos: standing >
....M....
...M+....
..**@...^
.***+*.^.
.***+*.^^
A Ruined Path Once Covered by Cobblestones
Obvious exits: -N -E -S -W
< 44h/91H 102v/127V Pos: standing >
...^++...
....M....
...M@....
..**....^
.***+*.^.
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 44h/91H 102v/127V Pos: standing >
You quickly scan the area.
An immature leucrotta who is close by to your west.
< 44h/91H 103v/127V Pos: standing >
You quickly scan the area.
An immature leucrotta who is close by to your north.
An immature leucrotta who is close by to your west.
< 44h/91H 103v/127V Pos: standing >
^........
...^++...
....@....
...M+....
..**....^
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
An immature leucrotta wanders around looking for scraps of food.
< 45h/91H 103v/127V Pos: standing >
An immature leucrotta suddenly attacks YOU!
An immature leucrotta's weak bite wounds you.
< 44h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: excellent >
Your kick at an immature leucrotta's belly comes up short.
< 44h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: excellent >
An immature leucrotta's bite wounds you.
< 43h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: excellent >
[Damage: 10 ] Your impressive slash seriously wounds an immature leucrotta.
< 43h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
You feel your skill in riposte improving.
You parry an immature leucrotta's lunge at you.
An immature leucrotta's kick hits you directly in the face.
< 36h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
You miss an immature leucrotta.
< 36h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
An immature leucrotta eyes close quickly as your foot flies by its face.
< 36h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
You dodge an immature leucrotta's vicious attack.
< 36h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
You miss an immature leucrotta.
< 36h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
An immature leucrotta's weak bite wounds you.
< 35h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
[Damage: 8 ] Your impressive slash seriously wounds an immature leucrotta.
Your kick at an immature leucrotta's belly comes up short.
< 35h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
You dodge an immature leucrotta's vicious attack.
An immature leucrotta misses you with its clumsy kick at your chest.
< 35h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
An immature leucrotta dodges your futile attack.
An immature leucrotta misses you.
< 35h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
Autosaving...
< 35h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: few wounds >
You feel your skill in parry improving.
An immature leucrotta's weak bite wounds you.
[Damage: 14 ] You nail an immature leucrotta from behind, sending it reeling.
< 34h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: awful >
An immature leucrotta dodges your futile attack.
You miss an immature leucrotta.
< 34h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: awful >
An immature leucrotta's weak bite wounds you.
You block an immature leucrotta's feeble kick with your arm.
< 33h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: awful >
An immature leucrotta dodges your futile attack.
< 33h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: awful >
You dodge an immature leucrotta's vicious attack.
< 33h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: awful >
Your kick at an immature leucrotta's belly comes up short.
< 33h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: awful >
[Damage: 5 ] Your slash enshrouds an immature leucrotta in a mist of blood.
< 33h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: bleeding, close to death >
An immature leucrotta misses you.
< 33h/91H 104v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: immature sta EP: bleeding, close to death >
[Damage: 7 ] Your slash critically injures an immature leucrotta.
An immature leucrotta is mortally wounded, and will die soon, if not aided.
< 33h/91H 104v/127V Pos: standing >
<[Damage: 6 ] Your final slash sends an immature leucrotta's head bouncing along the ground.
An immature leucrotta is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as an immature leucrotta's gurgling and choking signals its demise.
< 33h/91H 104v/127V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.
< 33h/91H 104v/127V Pos: standing >
Saving Zogr.
< 33h/91H 104v/127V Pos: standing >
^........
...^++...
....@....
...M+....
..**....^
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.
The corpse of an immature leucrotta is lying here.
< 33h/91H 104v/127V Pos: standing >
Character attributes for Zogr
Level: 3 Race: Ogre Class: Ranger
Age: 25 yrs / 0 mths Height: 92 inches Weight: 494 lbs Size: huge
STR: excellent AGI: good DEX: good
POW: good INT: good WIS: good
CON: excellent CHA: good LUCK: good
Armor Points: 39 Increases melee damage taken by 3.9%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 130%
Bloodlust Damage Bonus(vs mob only): 60%
Hitroll: average Damroll: average
Alignment: extremely evil
Saving Throws: PAR[pathetic] FEA[far worse than average]
BRE[slightly below average] SPE[far worse than average]
Load carried: What load?
< 33h/91H 106v/127V Pos: standing >
M^^M.+...
^........
...^@+...
....+....
...M+....
Along a Crumbling Cobblestone Road
Obvious exits: -N -E -S -W
< 33h/91H 106v/127V Pos: standing >
City Gates of Bugentolen
Obvious exits: -E -W
A bugbear guard stands here.
A bugbear guard stands here.
A bugbear guard stands here.
A bugbear guard stands here.
A bugbear guard stands here.
A bugbear guard stands here.
A bugbear guard stands here.
A bugbear guard stands here.
< 33h/91H 106v/127V Pos: standing >
Booger Street
Obvious exits: -N -E -S -W
A bugbear father runs errands here.
< 33h/91H 106v/127V Pos: standing >
Are you mad!?
< 34h/91H 109v/127V Pos: standing >
[Damage: 19 ] Your kick hits a bugbear father in the side.
< 34h/91H 110v/127V Pos: standing >
< T: Zogr TP: sta TC: nasty wounds E: bugbear sta EP: nasty wounds >
A bugbear father misses you.
A bugbear father's kick crashes into your chest.
< 26h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: nasty wounds >
You feel your skill in parry improving.
A bugbear father's weak punch wounds you.
< 25h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: nasty wounds >
You miss a bugbear father.
[Damage: 3 ] Your decent slash strikes a bugbear father very hard.
< 25h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: nasty wounds >
A bugbear father's weak punch wounds you.
< 24h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: nasty wounds >
A bugbear father steps back, and your kick misses him.
< 24h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: nasty wounds >
You feel your skill in dual wield improving.
[Damage: 4 ] Your fine slash seriously wounds a bugbear father.
A bugbear father dodges your futile attack.
< 24h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: pretty hurt >
A bugbear father's weak punch wounds you.
A bugbear father misses you with his clumsy kick at your chest.
< 23h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: pretty hurt >
A bugbear father dodges your futile attack.
< 23h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: pretty hurt >
A bugbear father's punch strikes you.
< 22h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: pretty hurt >
A bugbear father deftly blocks your kick with his forearm.
< 22h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: pretty hurt >
[Damage: 7 ] Your slash enshrouds a bugbear father in a mist of blood.
< 22h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: awful >
You parry a bugbear father's lunge at you.
< 22h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: awful >
A bugbear youth enters from the west.
< 22h/91H 111v/127V Pos: standing >
< T: Zogr TP: sta TC:pretty hurt E: bugbear sta EP: awful >
[Damage: 9 ] Your impressive slash critically injures a bugbear father.
A bugbear father is mortally wounded, and will die soon, if not aided.
< 22h/91H 111v/127V Pos: standing >
<A bugbear noble enters from the south.
< 22h/91H 111v/127V Pos: standing >
<The sun rises over the northern horizon.
The heat from the sun saps your life away!
< 4h/91H 111v/127V Pos: standing >
<[Damage: 10 ] You beautifully slash a bugbear father into two parts - both dead.
A bugbear father is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a bugbear father.
< 4h/91H 111v/127V Pos: standing >
You get a handful of coins from the corpse of a bugbear father.
There were: 4 silver coins, 3 copper coins.
< 4h/91H 111v/127V Pos: standing >
The Butchers House
Obvious exits: -S
Fresh blood splatters cover the area.
A small snake slithers through the vines here.
A bugbear child plays in the dirt here.
A bugbear butcher is here hacking away.
< 4h/91H 110v/127V Pos: standing >
Saving Zogr.
< 4h/91H 113v/127V Pos: standing >
You sit down and relax.
< 4h/91H 114v/127V Pos: sitting >
You clamber to your feet.
< 4h/91H 117v/127V Pos: standing >
You attempt to bandage yourself.
< 4h/91H 118v/127V Pos: standing >
You continue bandaging yourself.
< 8h/91H 120v/127V Pos: standing >
You continue bandaging yourself.
Ranger
=========================================
Rangers are spell casting warriors. They are attuned with nature and are the best
in the world at two-weapon combat. They are so gifted at two weapon combat, that they
receive an innate bonus to their damage and hitroll just for wielding two weapons.
Rangers are almost as skilled in battle as Warriors. Their spells are granted to them
once they progress upward in level and become powerful enough to use the magic as a reward
for their services to the forces of good.
Centaur rangers are not permitted to springleap.
Warning: Rangers are allies of the forces of good. At anytime a ranger loses grace,
they become a regular warrior. The loss of spell casting is permanent.
==Equipment usage==
Rangers have their own classification of item restriction. They can use almost
all weapons and most types of armor. They are somewhat limited in their use of
miscellaneous magical items.
==See also==
* Ranger Skills
==Allowed races==
*Human
*Barbarian
*Drow Elf
*Grey Elf
*Dwarf
*Duergar
*Halfling
*Gnome
*Ogre
*Troll
*Half-Elf
*Orc
*Centaur
*Githyanki
*Minotaur
*Goblin
*Githzerai
*Kobold
*Wood Elf
*Firbolg
==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.
==Specializations==
Blademaster
Huntsman
Marshall
The following help topics also matched your search:
Ranger skills
< 12h/91H 122v/127V Pos: standing >
You continue bandaging yourself.
< 16h/91H 123v/127V Pos: standing >
Huntsman
=========================================
Specialized at scouting enemies, the Huntsman has learned to stalk their
victims unnoticed, hide in the surroundings and set up traps warning them
about trespassing enemies.
Huntsmen are so adept at pursuing their prey through the woodlands that
they receive a bonus to their health regeneration within the forests.
The most skilled huntsmen have developed the ability to move in such a
way that they leave no trace in the surrounding area.
==Innates==
; 30th level: Sneak, Woodland Renewal
; 46th level: Natural Movement
==Skills==
; 31st level: Trap
; 41st level: Hide
==Spells==
; 8th circle: Endurance
; 10th circle: Tree
==See also==
* Ranger
* Terrain
< 16h/91H 125v/127V Pos: standing >
You continue bandaging yourself.
< 19h/91H 124v/127V Pos: standing >
You continue bandaging yourself.
< 23h/91H 121v/127V Pos: standing >
You continue bandaging yourself.
< 27h/91H 118v/127V Pos: standing >
You continue bandaging yourself.
< 31h/91H 115v/127V Pos: standing >
Blademaster
=========================================
A Blademaster is a swift warrior able to strike two opponents at a time and
fight even faster with the help of "Whirlwind". Under the influence of
"Whirlwind", the Blademaster moves so rapidly that he will tire quickly and
must rest.
==Innates==
; 1st level: Enhanced Parry (not shown in innates)
==Skills==
; 31st level: Whirlwind
; 36th level: Double Strike
; 51st level: Follow-up Riposte
; 55th level: Quadruple Attack
See also:
* Ranger
< 31h/91H 115v/127V Pos: standing >
You continue bandaging yourself.
< 35h/91H 112v/127V Pos: standing >
A bugbear commoner enters from the south.
You continue bandaging yourself.
< 38h/91H 109v/127V Pos: standing >
A small snake leaves south.
< 39h/91H 109v/127V Pos: standing >
You continue bandaging yourself.
< 42h/91H 106v/127V Pos: standing >
You continue bandaging yourself.
< 46h/91H 103v/127V Pos: standing >
Marshall
=========================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==Skills==
* 31st level: 1h Bludgeon
* 36th level: Parlay
==Spells==
; 8th circle: Virtue
; 9th circle: Natures Calling
; 10th circle: Harmonic Resonance
; 11th circle: Ironwood
==See Also==
* Ranger
< 47h/91H 103v/127V Pos: standing >
You continue bandaging yourself.
< 50h/91H 100v/127V Pos: standing >
You continue bandaging yourself.
< 54h/91H 97v/127V Pos: standing >
Reaver
=========================================
Reavers are a unique mix of both warrior and spell-caster. They have left
behind their sorcerer profession, and have instead turned to the powers of
the old gods, studying their ways and natures. As such, they have forgotten
much of their old spells in preference of their new direction, however they
still retain some core spells from their forgotten pasts. In their thirst for
further power, they also too have looked at the ways of warriors to enhance
their abilities and have training their bodies and minds to gain physical
battle skills to enhance their offensive capacity.
==Equipment usage==
Like all classes on Duris, Reavers have their own specific item restrictions.
They do however have quite a wide range of equipment options being able to
utilize to some extent, both the weaponry and armor of warriors along with
the magical garb of a spellcaster.
==See also==
* Reaver Skills
==Allowed races==
*Human
*Barbarian
*Drow Elf
*Grey Elf
*Dwarf
*Duergar
*Halfling
*Gnome
*Ogre
*Troll
*Orc
*Centaur
*Githyanki
*Minotaur
*Shade
*Goblin
*Phantom
*Githzerai
*Drider
*Kobold
*Firbolg
==Innate abilities==
None.
==Specializations==
Ice Reaver
Flame Reaver
Shock Reaver
Earth Reaver
The following help topics also matched your search:
Flame reaver
Ice reaver
Reaver skills
Shock reaver
< 54h/91H 97v/127V Pos: standing >
You continue bandaging yourself.
< 55h/91H 95v/127V Pos: standing >
A bugbear child leaves south.
< 56h/91H 95v/127V Pos: standing >
You can't bandage any more with this bandage.
< 56h/91H 95v/127V Pos: standing >
Shock reaver
=========================================
The Shock Reaver follows the path of the storm, harnessing the power of light-
ning, but more in the fashion of an arcane spell caster, and less in tune with nat-
ure. Although they are still very frail fighters, the powers granted to them from
the strength of lightning greatly increases their fighting speed and finesse, at
the cost of pure fighting strength. However, the blinding speed and shock factor
of their combat easily makes up for this weakness.
Shock reavers excel with 1 handed swords, 1 handed axes and daggers.
==Skills==
; 30th Level: 1h Slashing - Improved (swords and axes)
; 51st Level: 1h Piercing - Improved
==Spells==
; 5th circle: Shocking Grasp
; 6th circle: Lightning Shield
; 7th circle: Lightning Bolt
; 8th circle: Haste
; 9th circle: Call Lightning
; 10th circle: Lightning Ring
; 11th circle: Lliendils Stormshock
; 12th circle: Stormcallers Fury
==See also==
* Reaver
< 57h/91H 95v/127V Pos: standing >
A bugbear child enters from the south.
< 57h/91H 95v/127V Pos: standing >
< 57h/91H 95v/127V Pos: standing >
A small bat enters from the south.
< 58h/91H 95v/127V Pos: standing >
A bugbear youth enters from the south.
< 58h/91H 95v/127V Pos: standing >
Reaver skills
=========================================
The following is a list of all the skills available to the Reaver class.
==Skills==
; 1st level: 1h slashing, Bandage, Carve, Climb,
Dodge, Double Attack, Kick, Dual Wield, Fishing,
Mine, Mount, Retreat, Scribe, Switch Opponents
; 10th level: Sorcerous Spell Knowledge
; 11th level: Blindfighting, Quick Chant
; 18th level: Parry
; 21st level: Meditate
; 26th level: Riposte
; 51th level: Triple Attack
==Spells==
; 2nd Circle: Magic Missile
; 3rd Circle: Chill Touch, Detect Magic
; 4th Circle: Sleep
; 5th Circle: Baladors Protection
; 6th Circle: Ray of Enfeeblement
; 7th Circle: Ferrix Precision
; 8th Circle: Dispel Magic, Kanchelsis Fury
; 9th Circle: Eshabalas Vitality, Feeblemind
; 11th Circle: Bigbys Clenched Fist
==See also==
Memorize
Reaver
< 60h/91H 95v/127V Pos: standing >
Ice reaver
=========================================
The Ice Reaver follows the path of the freezing cold and ice magic of
the world. As they are also not hearty fighters, they have attuned their
spellcasting to align themselves with the evil deities of ice and cold,
and this alignment grants them some very powerful spells by which to
magically enhance their fighting prowess. While not as graceful or as
fluid in combat as the Flame or Shock Reavers, they tend to have the
ability to inflict much larger damage, at a slower rate.
Ice Reavers prefer to bludgeon their foes to death.
==Skills==
; 30th Level: 1h Bludgeon - Improved
; 53rd Level: 2h Bludgeon - Improved (pulse penalty)
==Spells==
; 4th Circle: Frost Bolt
; 6th Circle: Coldshield
; 8th Circle: Cold Snap
; 10th Circle: Ice Storm
; 11th Circle: Thryms Icerazor
; 12th Circle: Kostchtchies Chilling Implosion
< 60h/91H 95v/127V Pos: standing >
A small snake enters from the south.
< 61h/91H 95v/127V Pos: standing >
A small snake leaves south.
< 64h/91H 101v/127V Pos: standing >
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< 64h/91H 103v/127V Pos: standing >
Flame reaver
=========================================
The Flame Reaver has mastered the use of fire and it shows in
their abilities. They gain the power to shroud themselves in fire and
to unleash fireballs by drawing upon the power of their flaming swords.
They may also tap into the fiery shroud surrounding them to send out
waves of incendiary clouds at their opponents, though this will drain
the shroud until it finally dissipates.
Flame reavers favor 1 and 2 handed swords and 1 and 2 handed flailing
weapons such as whips and flails.
==Innate Abilities==
; 31th level: Protection From Fire
; 31st level: Pyrokinesis
==Skills==
; 30th Level: 1h Slashing - Improved
; 30th Level: 1h Misc - Flails, Whips
; 51st Level: 2h Slashing (pulse penalty)
; 53rd Level: 2h Misc - Flails, Whips (pulse penalty)
==Spells==
; 4th circle: Flameburst
; 5th circle: Burning Hands
; 7th circle: Fireshield
; 10th circle: Firestorm, Immolate
; 11th circle: Ilienze's Flaming Sword
; 12th circle: Cegilune's Searing Blade
==See also==
* Pyrokinesis
* Reaver
< 64h/91H 104v/127V Pos: standing >
Ranger skills
=========================================
The following is a list of all skills and spells available to the Ranger class:
==Skills==
; 1st level: 1h piercing, 1h slashing, Awareness, Bandage,
Blindfighting, Carve, Clerical Spell Knowledge,
Climb, Dodge, Double Attack, Dual Wield, Fishing,
Kick, Meditate, Mine, Mount, Parry, Quick Chant,
Ranged Weapons, Retreat, Riposte, Scribe, Shield Block,
Sorcerous Spell Knowledge, Springleap, Surprise, Swim,
Switch Opponents, Track, Unarmed Damage
; 16th level: Blade Barrage
; 46th level: Triple Attack
; 56th level: Vicious Attack
==Innate Abilities==
; 1st level: Outdoor Sneak
==Spells==
; 3rd circle: Detect Evil, Detect Magic, Detect Good
; 4th circle: Protection from Evil, Protection from Animals
; 5th circle: Barkskin, Invigorate
; 6th circle: Sense Life, Cure Blind
; 7th circle: Infravision
; 8th circle: Mielikki Vitality
; 9th circle: Farsee, Haste
; 10th circle: Dazzle, Tree
; 11th circle: Animal Vision, Blur
==Ranger Specializations==
* Blademaster
* Huntsman
* Marshall
==See also==
* Commune
* Ranger
< 66h/91H 115v/127V Pos: standing >
< 70h/91H 127v/127V Pos: standing >
You are well on your way towards your next level.
< 72h/91H 127v/127V Pos: standing >
A bugbear youth leaves south.
< 72h/91H 127v/127V Pos: standing >
A bugbear commoner leaves south.
< 72h/91H 127v/127V Pos: standing >