<worn as a badge> an emblem of Shanatar royalty (magic) [86%]
<worn on head> a prismatic halo of light (magic) (glowing) (humming) [83%]
<worn on eyes> a pair of goggles of faerie sight of endurance (magic)
<worn in ear> an earring of the pagans [superior] (magic)
<worn in ear> a wyrmskin scale [superior] (magic)
<worn on face> the mask of the plague [superior]
<worn around neck> an amulet of wisdom [superior] (magic) [71%]
<worn around neck> the holy symbol of sanctity [poor] (magic) (glowing) (humming)
<worn on body> the legendary platemail of defense [poor] (magic)
<worn about body> Daganar's cloak of stealth (magic) (glowing)
<worn as quiver> a pantherhide quiver [superior] (magic) (glowing) (illuminating)
<worn about waist> a waistband of rock and stone [superior] (magic)
<worn on belt buckle>a flaming quill (magic) (glowing) [44%]
<attached to belt> lucky alchemist sack [63%]
<worn on arms> some glowing sleeves made of devil skin [superior] (magic) (glowing)
<held as shield> a shield of negative energy (magic) [67%]
<worn around wrist> the glistening bracelet of a MaDMaN
<worn around wrist> a blackened bluestone bracer [poor] (glowing) [86%]
<worn on hands> the gloves of placation
<worn on finger> a ring of the Neogi Lords [modified] (glowing)
<worn on finger> a ring of invisibility [superior] (magic) [69%]
<held> the orb of elemental fire (magic) (glowing)[442h 53m 43s]
<worn on legs> some stitched leggings of the Knights of the Raven of damage (magic) [78%]
<worn on feet> the winged boots of angelic movement of constitution (magic)
Obvious exits: -East -West
Fresh blood splatters cover the area.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An commoner who is a brief walk away to your east.
A devout commoner who is close by to your west.
A devout commoner who is not far off to your west.
A devout commoner who is not far off to your west.
< 943h/943H 179v/180V Pos: standing >
A Turning
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
< 943h/943H 178v/180V Pos: standing >
Autosaving...
You quickly scan the area.
An agitated minotaur who is in the distance to your north.
An commoner who is not far off to your east.
A devout commoner who is not far off to your west.
A devout commoner who is a brief walk away to your west.
< 943h/943H 178v/180V Pos: standing >
A Cobblestone Intersection
It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is rather far off to your north.
A fluffy bunny who is a brief walk away to your east.
< 943h/943H 179v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your north.
A meditating shaman who is in the distance to your north.
A reeling minotaur shaman who is in the distance to your north.
< 943h/943H 178v/180V Pos: standing >
A Cobblestone Intersection
It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 943h/943H 179v/180V Pos: standing >
Looks like an exit.
You extend your sights eastward.
A Small Forest Park
Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -East -West
< 943h/943H 179v/180V Pos: standing >
Looks like an exit.
You extend your sights westward.
Grumbling Glee Lane
The small buildings along this road suffer from a lack of maintenance. On
either side of the road a few of them are in serious need of attention or else
they could fall within a moments notice. The buildings that are standing are
unfit for the living, however, cow's somehow find it fitting to live within
them. There is no paved road to use for travelling which makes the grass and
the few weeds grow out of control in certain sections of the area, making it
look as though it were a dump. Mumbled shouting are audible and linger in the
air and originate from many of the buildings.
Obvious exits: -North -East -South -West
< 943h/943H 179v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your north.
A meditating shaman who is in the distance to your north.
A reeling minotaur shaman who is in the distance to your north.
< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A meditating shaman who is rather far off to your north.
A reeling minotaur shaman who is rather far off to your north.
< 943h/943H 179v/180V Pos: standing >
Score information for Doo
Level: 53 Race: Gnome Class: Druid / Forest Druid Sex: Male
Hit points: 943(943) Moves: 179(180)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 3574 platinum 1882 gold 0 silver 0 copper
Playing time: 8 days / 21 hours/ 6 minutes
Received data: 0.2426 MB this session.
Send data: 0.0051 MB this session.
Compression ratio: 82%
Title: - The Resistance
Followers:
Frr
Status: Standing.
Negative Shielded Fireshielded
Epic points: 643 Skill points: 36 Current task: find runestone of The Githyanki Fortress
Epic Bonus: Epic Points Bonus (12.11%)
Frags: +3.38 Deaths: 34
Detecting: Invisible Evil Good Magic Life Heat Holiness
Protected from: Fire Cold Lightning Gas Acid
Enchantments: Ultravision Farsee Fly Aware Haste Invisibility Sneaking
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 6
Combat Pulse: 11 Spell Pulse: 0.55
Leaderboard Points: 1573
Active Spells:
--------------
improved invisibility (26 minutes)
regeneration (3 minutes)
stone skin (less than a minute remaining)
animal vision (64 minutes)
pass without trace (2 minutes)
fortitude (4 minutes)
endurance (4 minutes)
barkskin (17 minutes)
bless (less than a minute remaining)
mielikki vitality (7 minutes)
elemental aura (8 minutes)
< 943h/943H 179v/180V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A small stream provides fresh water for all.
An agitated commoner walks the road.
< 943h/943H 178v/180V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
< 943h/943H 179v/180V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A drunk minotaur who is close by to your east.
An agitated minotaur who is a brief walk away to your east.
An agitated minotaur who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
A drunk minotaur staggers about.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your east.
Bergin who is close by to your south.
An agitated minotaur who is not far off to your west.
< 943h/943H 178v/180V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
< 943h/943H 179v/180V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A small stream provides fresh water for all.
An agitated commoner walks the road.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
A drunk minotaur who is not far off to your east.
An agitated minotaur who is rather far off to your east.
< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
Fresh blood covers everything in the area.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
An agitated minotaur who is close by to your south.
Gonx who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
Saving Doo.
< 943h/943H 179v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
An agitated minotaur who is close by to your south.
Brukish who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
Fresh blood covers everything in the area.
A steel long sword has been left here.
< 943h/943H 178v/180V Pos: standing >
An agitated minotaur enters from above.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 179v/180V Pos: standing >
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
A few drops of fresh blood are scattered around the area.
An agitated commoner walks the road.
Grym, the innkeeper, sits on his stool.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
A faint hum can be heard from the legendary platemail of defense [poor] you are carrying.
You quickly scan the area.
An agitated minotaur who is close by below you.
< 943h/943H 179v/180V Pos: standing >
Saving Doo.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
Fresh blood covers everything in the area.
A steel long sword has been left here.
An agitated commoner walks the road.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 179v/180V Pos: standing >
The Commonroom of the Brawling Foot Inn
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
A long steel sword is here in the dirt.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A small ivory totem lies here. (magic)
A small limestone totem lies here. (magic)
A small raven totem lies here. (magic)
< 943h/943H 178v/180V Pos: standing >
The Brawling Foot Tavern
Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends. This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
< 943h/943H 177v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your west.
Brukish who is rather far off to your west.
< 943h/943H 180v/180V Pos: standing >
The Commonroom of the Brawling Foot Inn
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
A long steel sword is here in the dirt.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A small ivory totem lies here. (magic)
A small limestone totem lies here. (magic)
A small raven totem lies here. (magic)
< 943h/943H 179v/180V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
Fresh blood covers everything in the area.
A steel long sword has been left here.
An agitated commoner walks the road.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 178v/180V Pos: standing >
You feel your skin soften and return to normal.
You feel less righteous.
You feel less righteous.
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
A few drops of fresh blood are scattered around the area.
An agitated commoner walks the road.
Grym, the innkeeper, sits on his stool.
< 943h/943H 178v/180V Pos: standing >
You say 'stone'
Your legendary platemail of defense [poor] hums briefly.
You feel your skin harden to stone.
< 943h/943H 179v/180V Pos: standing >
Frr trots in from below.
< 943h/943H 180v/180V Pos: standing >
Frr snickers softly.
< 943h/943H 180v/180V Pos: standing >
You giggle.
< 943h/943H 180v/180V Pos: standing >
Score information for Doo
Level: 53 Race: Gnome Class: Druid / Forest Druid Sex: Male
Hit points: 943(943) Moves: 180(180)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 3574 platinum 1882 gold 0 silver 0 copper
Playing time: 8 days / 21 hours/ 7 minutes
Received data: 0.2480 MB this session.
Send data: 0.0052 MB this session.
Compression ratio: 82%
Title: - The Resistance
Followers:
Frr
Status: Standing.
Negative Shielded Fireshielded
Epic points: 643 Skill points: 36 Current task: find runestone of The Githyanki Fortress
Epic Bonus: Epic Points Bonus (12.11%)
Frags: +3.38 Deaths: 34
Detecting: Invisible Evil Good Magic Life Heat Holiness
Protected from: Fire Cold Lightning Gas Acid
Enchantments: Ultravision Farsee Fly Aware Haste Invisibility Sneaking
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 6
Combat Pulse: 11 Spell Pulse: 0.55
Leaderboard Points: 1573
Active Spells:
--------------
stone skin (4 minutes)
improved invisibility (25 minutes)
regeneration (2 minutes)
animal vision (63 minutes)
pass without trace (less than a minute remaining)
fortitude (3 minutes)
endurance (3 minutes)
barkskin (16 minutes)
mielikki vitality (6 minutes)
elemental aura (7 minutes)
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
Casting: mielikki vitality
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
The Goddess graces you.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
An agitated minotaur leaves down.
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You can't possibly regain movement any faster.
Frr says in centaur 'lol'
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
Their skin is already hard as a rock!
< 943h/943H 180v/180V Pos: standing >
An agitated minotaur enters from below.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You suddenly feel blessed by the protective spirits of the nature!
You feel the power of nature course through your veins.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
Frr says 'frag reaver'
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You can't possibly heal any faster.
< 943h/943H 180v/180V Pos: standing >
Frr says in centaur 'lol'
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
Your features soften a bit, you feel friendlier.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You feel much luckier.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
You say in gnome 'invisible'
Your ring of invisibility [superior] hums briefly.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
Top Fraggers
Fr 0.60
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Lowest Fraggers
Gukk -1.31
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 2nd circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 1st circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 1st circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 1st circle of knowledge.
Your communion with nature is now complete...
< 943h/943H 180v/180V Pos: standing >
Frr trots down.
< 943h/943H 180v/180V Pos: standing >
Top Fraggers
Fr 0.60
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Lowest Fraggers
Gukk -1.31
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
< 943h/943H 180v/180V Pos: standing >
You giggle.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
The thrill of the recent kill leaves your veins.
< 943h/943H 180v/180V Pos: standing >
Top Fraggers
Noz 6.14
Tiu 4.07
Bardo 1.18
Shim 0.64
Fr 0.60
Brahmina 0.50
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Lowest Fraggers
Gukk -1.31
Oggog -1.00
Itkovian -1.00
Atuocs -0.63
Limn -0.50
Iruzl -0.48
Kabown -0.48
Nobody 0.00
Nobody 0.00
Nobody 0.00
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
A Grimney Sleeping Chamber
Obvious exits: -Down
An agitated commoner walks the road.
Grym, the innkeeper, sits on his stool.
< 943h/943H 180v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by below you.
< 943h/943H 180v/180V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
A steel long sword has been left here.
An agitated commoner walks the road.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
An agitated minotaur enters from above.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
Grym who is close by above you.
< 943h/943H 179v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your east.
An agitated minotaur who is close by to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
Brukish who is close by to your west.
< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
< 943h/943H 179v/180V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A Minotaur who is close by to your north.
An agitated minotaur who is not far off to your north.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
A drunk minotaur who is close by to your east.
Frr who is rather far off to your east.
An agitated minotaur who is rather far off to your east.
An agitated minotaur who is close by to your west.
< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
< 943h/943H 179v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
< 943h/943H 179v/180V Pos: standing >
Saving Doo.
< 943h/943H 179v/180V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
< 943h/943H 178v/180V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A Minotaur (huge) Lightning of -=<[ The Thunder ]>=- stands here.(Red Aura)
< 943h/943H 177v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
You start chanting...
You snap into visibility.
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
A Minotaur seems to be blinded!
[Damage: 208 ] A Minotaur is struck by your ray of sunlight, and is destroyed instantly!
A Minotaur is dead! R.I.P.
You receive your share of experience.