A clansdwarf scans the area for vermin
A cavern snake stands, apparently asleep.
A cavern snake stands, apparently asleep.
< 531h/531H 85v/113V Pos: standing >
A pregnant duergar enters from the east.
< 531h/531H 86v/113V Pos: standing >
Strongstone Circle
This street is made of large stones, expertly laid, each carved into the
Strongstone family crest. The stones are of the finest quality, each smooth
and unblemished. The street is wide and spacious, allowing citizens to move
freely about their business mixed in with merchants and their carts. A
featureless stone structure occupies the south side of the street. The
Street of Lost Clans leaves north. Strongstone Circle continues east
and west.
Obvious exits: -North -East -South# -West
A clansdwarf shouts as he pushes his cart
< 531h/531H 84v/113V Pos: standing >
Southern End of The Street of Lost Clans
The stones of this street are carved into the insignia of clans that
have been lost throughout history. Not all the stones are carved, some
smooth stones have yet to receive their memorial design. Sounds of the
city echo softly around, smoothed by the vastness of the cavern. The
occasional smell of prepared gourmet fungi wafts by, teasing you with
an enticing aroma. An occasional shout rises up, some from merchants,
others from conflict. stone buildings line both sides of the street, each
richly decorated by Clan Shatter stone. Strongstone Circle is accessed to
the south. The street continues north.
Obvious exits: -North -South
A clansdwarf shouts as he pushes his cart
< 531h/531H 83v/113V Pos: standing >
< 531h/531H 84v/113V Pos: standing >
Street of Lost Clans
The stones of this street have been carved to serve as a memorial for the
various clans lost throughout history. The clans insignias serve as a reminder
for friends, and insure that history will not forget any Duergar clan. The
smell of prepared gourmet fungi fills the air. Sounds of the inhabitants of
the stronghold can be heard all around. The door-less wall of a building is
on the north side here, richly decorated with Duergar designs. The entrance
to a large building is east. The street turns here and continues to the
south and west.
Obvious exits: -East# -South -West
A clansdwarf watches the area closely
< 531h/531H 82v/113V Pos: standing >
< 531h/531H 88v/113V Pos: standing >
Southern End of The Street of Lost Clans
The stones of this street are carved into the insignia of clans that
have been lost throughout history. Not all the stones are carved, some
smooth stones have yet to receive their memorial design. Sounds of the
city echo softly around, smoothed by the vastness of the cavern. The
occasional smell of prepared gourmet fungi wafts by, teasing you with
an enticing aroma. An occasional shout rises up, some from merchants,
others from conflict. stone buildings line both sides of the street, each
richly decorated by Clan Shatter stone. Strongstone Circle is accessed to
the south. The street continues north.
Obvious exits: -North -South
A clansdwarf shouts as he pushes his cart
< 531h/531H 87v/113V Pos: standing >
Strongstone Circle
This street is made of large stones, expertly laid, each carved into the
Strongstone family crest. The stones are of the finest quality, each smooth
and unblemished. The street is wide and spacious, allowing citizens to move
freely about their business mixed in with merchants and their carts. A
featureless stone structure occupies the south side of the street. The
Street of Lost Clans leaves north. Strongstone Circle continues east
and west.
Obvious exits: -North -East -South# -West
A clansdwarf shouts as he pushes his cart
< 531h/531H 87v/113V Pos: standing >
< 531h/531H 87v/113V Pos: standing >
Strongstone Circle
This street is constructed of large stones, each carved into the shape
of the Strongstone family crest. The street is wide and spacious. Various
sounds echo softly in the vastness of the cavern. A featureless stone
structure occupies the south side of the street. The entrance to the house
of Clan Rock Biters Inn is north. Strongstone Circle continues east and west.
Obvious exits: -North# -East -South -West
A pregnant duergar looks through the merchants carts
A clansdwarf watches the area closely
A cavern snake stands, apparently asleep.
A cavern snake stands, apparently asleep.
< 531h/531H 86v/113V Pos: standing >
Strongstone Circle
This street is constructed of large stones, each carved into the shape
of the Strongstone family crest. The street is wide and spacious. Various
sounds echo softly in the vastness of the cavern. A featureless stone
structure occupies the south side of the street. The entrance to the house
of clan Dark Ingot is north. Strongstone Circle continues east and west.
Obvious exits: -North# -East -South# -West
A clansdwarf scans the area for vermin
A clansdwarf scans the area for vermin
A clansdwarf watches the area closely
< 531h/531H 84v/113V Pos: standing >
< 531h/531H 87v/113V Pos: standing >
Northeast Corner of Strongstone Circle
This street is constructed from large stones, expertly laid, each carved
into the shape of the Strongstone family crest. The stones are well crafted,
each with a smooth and unblemished surface. The Path of Clans starts to the
north. Slayers Path leaves to the east. Strongstone circle continues to
the south and west.
Obvious exits: -North -East -South -West
A cavern snake coils and strikes
< 531h/531H 86v/113V Pos: standing >
Strongstone Circle
This street is constructed of large stones, each finely crafted into the
shape of the Strongstone family crest. The street is wide and spacious. The
various buildings of the stronghold can be seen to the north. To the south
the cavern wall can be seen rising up into the darkness. Archers shelters
line the east and west sides of the street. Strongstone Circle continues to
the north and south.
Obvious exits: -North -South
< 531h/531H 87v/113V Pos: standing >
Southeast Corner of Strongstone Circle
This street is constructed of large stones, each finely crafted into the
shape of the Strongstone family crest. The stones have been expertly laid,
each having a smooth and unblemished surface. Various sounds echo softly
in the vastness of the cavern, hammers forging weapons, chisels cutting
stone and the occasional last cry of a conflict resolved. The buildings of
the city can be seen to the north, some rising up near the top of the cavern.
An archer shelter occupies the east side of the street, providing city
archers a protected place to defend the city. The cavern wall rises up
into darkness to the south. Strongstone Circle continues north and west.
Obvious exits: -North -West
A cavern snake coils and strikes
A cavern snake coils and strikes
A clansdwarf sits atop a large cave bear.
< 531h/531H 85v/113V Pos: standing >
< 531h/531H 86v/113V Pos: standing >
Strongstone Circle
This street is made of large stones, each carved into the shape of the
Strongstone family crest. The stones are well crafted, their surfaces smooth
and unblemished. A large statue can be seen to the west in Strongstone
Pavilion. Archer shelters line the street to the north. Strongstone Circle
continues to the east and west.
Obvious exits: -East -West
< 531h/531H 86v/113V Pos: standing >
Strongstone Pavilion
This area is a shrine to the founder of the city, Khildarak Strongstone.
A huge stone statue has been erected in his honor. A fountain of pure
spring water surrounds the statue, refreshed from some natural resource
below. Archer shelters surround the pavilion, stone buildings with a
horizontal slit running through each, allowing archers to defend the area
from within. The shelters enclose the area on all sides, with one half-
circle shaped building to the north, surrounding the statue, and smaller
buildings to the east and west. The southern cavern wall lies to the south,
city streets start to the east and west.
Obvious exits: -East -South -West
Before you stands a huge board containing news and feedback.
A large pool of water surrounds a statue.
A large stone statue stands here.
A clansdwarf sits atop a large steeder.
A cavern snake coils and strikes
The Khildarak Quartermaster stands here.
< 531h/531H 84v/113V Pos: standing >
The Bottom Of A Carved Stairway
The southern cavern wall rises high into the darkness here. Its surface is
varied in texture from jagged to almost smooth. To the east, a stairway has
been carved into the wall, leading up to the gates of the city. To the
north is an open area, in which a large statue can be seen.
Obvious exits: -North -Up
< 531h/531H 83v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
< 531h/531H 82v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 531h/531H 80v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
< 531h/531H 78v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 531h/531H 76v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
A shifty-eyed duergar lurks here in the shadows.
< 531h/531H 75v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 531h/531H 73v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
< 531h/531H 71v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 531h/531H 69v/113V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -Up -Down
< 531h/531H 68v/113V Pos: standing >
A Wide And Spacious Overlook
This area overlooks the many buildings and streets that comprise the city.
Inhabitants can be seen moving, going about their daily business. Some of the
buildings rise near the ceiling of the 100 meter cavern that they occupy. To
the north the overlook ends, a false step in this direction would send you
falling to the floor below. A staircase has been carved into the stone of
the cavern wall to the west, descending down into the city. A huge set of
double gates lies to the south.
Obvious exits: -South -Down
< 531h/531H 66v/113V Pos: standing >
Alas, you cannot go that way. . . .
< 531h/531H 66v/113V Pos: standing >
Alas, you cannot go that way. . . .
< 531h/531H 67v/113V Pos: standing >
Before The Gates of the Khildarak Stronghold
This area has been carved wide and spacious, with small rectangular
outlets on the east and west sides that serve as guard posts. The ceiling
is some 10 meters high, providing room for a huge set of double gates to
the north. The room narrows to the south where the start of passageway
can be seen.
Obvious exits: -North -South
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
< 531h/531H 66v/113V Pos: standing >
The Top Of A Sloping Passage
This passage has been carved from the mountain stone. The walls are
fairly smooth on all sides. The passage slopes steeply downwards to the
west and opens into a wider area to the north. A well made tunnel continues
off to the east.
Obvious exits: -North -East -West
An intent duergar inquisitor searches the town for invaders.
A clansdwarf sits atop a large steeder.
< 531h/531H 64v/113V Pos: standing >
Before The Gates of the Khildarak Stronghold
This area has been carved wide and spacious, with small rectangular
outlets on the east and west sides that serve as guard posts. The ceiling
is some 10 meters high, providing room for a huge set of double gates to
the north. The room narrows to the south where the start of passageway
can be seen.
Obvious exits: -North -South
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
< 531h/531H 64v/113V Pos: standing >
You snicker softly.
< 531h/531H 66v/113V Pos: standing >
Autosaving...
< 531h/531H 68v/113V Pos: standing >
< 531h/531H 69v/113V Pos: standing >
< 531h/531H 73v/113V Pos: standing >
< 531h/531H 75v/113V Pos: standing >
< 531h/531H 77v/113V Pos: standing >
Ok.
< 531h/531H 81v/113V Pos: standing >
You fall down laughing.
< 531h/531H 84v/113V Pos: standing >
< 531h/531H 90v/113V Pos: standing >
< 531h/531H 93v/113V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.
< 531h/531H 95v/113V Pos: standing >
< 531h/531H 97v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'fido'
< 531h/531H 100v/113V Pos: standing >
< 531h/531H 104v/113V Pos: standing >
You tell your racewar '(ash) whyyyy do i get these little bubbles in my nailpolish??'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
Hint: Be sure to check your innate abilities. These can help you win the fight. Just type "innate" to see a list.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) i think like maybe i rushed it'
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) like threw a too-thick layer on'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw yufz'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) so my ex is dating a mexican'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw diesilla'
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) she is SO mexican... that apparently she flew back to mexico for cinco de mayo'
< 531h/531H 113v/113V Pos: standing >
Hint: If someone wants to group with you and says "f/c", that means you need to type "follow <person>" and "consent <person>"
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) i had no idea it was a big enough deal for someone to cross international borders in order to make it home for may 5 lol'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'bless'
< 531h/531H 113v/113V Pos: standing >
A clansdwarf rides in on a large steeder from the south.
< 531h/531H 113v/113V Pos: standing >
A clansdwarf rides in on a large steeder from the south.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
A clansdwarf sneaks south riding on a large steeder.
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
A clansdwarf rides in on a large steeder from the south.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) incidentally its been interesting...'
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) like... '
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) we still share a pandora account and drop box'
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) and i keep finding all these spanish language stations etc lol'
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) sometimes the kids play them for fun'
< 531h/531H 113v/113V Pos: standing >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'armor'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'fido'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'fido'
< 531h/531H 113v/113V Pos: standing >
A clansdwarf sneaks south riding on a large steeder.
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) i dont know...it was amusing to me.. i guess bc like i said, i didnt realize it was like a huge holiday '
< 531h/531H 113v/113V Pos: standing >
Autosaving...
A clansdwarf rides in on a large steeder from the south.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) around my house 'may the 4th be with you' gets more attention'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw diesilla'
< 531h/531H 113v/113V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding. It will also increase your ability to hit your foes.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
A clansdwarf sneaks south riding on a large steeder.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) oh god not another one :P'
< 531h/531H 113v/113V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
A clansdwarf sneaks south riding on a large steeder.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.
< 531h/531H 113v/113V Pos: standing >
A clansdwarf rides in on a large steeder from the south.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
This duergar is fairly large, he bears the tatoo of a set of crossed swords.
He watches you closely, never taking his eyes off of you.
A clansdwarf appears to be Duergar and is in excellent condition.
He's medium in size.
He seems to be moving much faster than normal..
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw aque'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw oag'
< 531h/531H 113v/113V Pos: standing >
Hint: In certain rooms, you can heal at an advanced rate! In others, you won't heal at all!
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
A clansdwarf sneaks south riding on a large steeder.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Autosaving...
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
A clansdwarf rides in on a large steeder from the south.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'fido'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Hint: Some magic works at a distance - try "cast 'spellname' <person> <direction>" to hit someone in the next room!
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
A clansdwarf sneaks south riding on a large steeder.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'zuharuhl'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You feel cold and alone for a moment.
< 531h/531H 113v/113V Pos: standing >
Hint: Searching a room can sometimes reveal a hidden exit! Search in suspicious dead ends or in rooms with suspicious descriptions.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) ok'
< 531h/531H 113v/113V Pos: standing >
Hint: Type "forget (spell name)" to free up a spell slot. Alternately, you can "forget all" to free all your spell slots.
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) not that it matters, im just curious'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'fido'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw diesilla'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw diesilla'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Autosaving...
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw aque'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw oag'
< 531h/531H 113v/113V Pos: standing >
Hint: Some commands can be abbreviated. Try using shortened commands like 'exp' to see if they work.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'armor'
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding. It will also increase your ability to hit your foes.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Before The Gates of the Khildarak Stronghold
Obvious exits: -North# -South
A clansdwarf watches the area closely
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'fido'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Hint: Searching a room can sometimes reveal a hidden exit! Search in suspicious dead ends or in rooms with suspicious descriptions.
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
You tell your racewar '(ash) ok '
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Autosaving...
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you. Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
A clansdwarf rides in on a large steeder from the south.
< 531h/531H 113v/113V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
A clansdwarf sneaks south riding on a large steeder.
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
< 531h/531H 113v/113V Pos: standing >
Someone opens the gates.
< 531h/531H 113v/113V Pos: standing >
Hint: Type "score" to get some information about your character.
< 531h/531H 113v/113V Pos: standing >
A vampire necromancer dances an acrobatic maneuver in battle, tripping you.
< 531h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC:excellent E: a vampire necromancer sta EP: excellent >
A vampire necromancer parries your futile lunge at him.
< 531h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC:excellent E: a vampire necromancer sta EP: excellent >
Someone completes her spell...
Someone utters the word 'fido'
< 531h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC:excellent E: someone sta EP: excellent >
A vampire necromancer's impressive pierce wounds you.
A vampire necromancer's mighty pierce strikes you hard.
A vampire necromancer's impressive pierce strikes you.
A vampire necromancer slips beneath your guard, dealing you a vicious attack!
A vampire necromancer's mighty pierce strikes you hard.
A vampire necromancer's pierce wounds you.
A vampire necromancer's pierce strikes you very hard.
A vampire necromancer's pierce strikes you.
A young ape starts casting an offensive spell.
A duergar inquisitor suddenly attacks a young ape!
A duergar inquisitor's crush grazes a young ape.
< 333h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: few wounds E: a vampire necromancer sta EP: excellent >
A duergar guard assists a duergar inquisitor heroically.
A duergar guard suddenly attacks a young ape!
A duergar guard's slash grazes a young ape.
< 333h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: few wounds E: someone sta EP: excellent >
A duergar guard assists a duergar guard heroically.
A duergar guard suddenly attacks a young ape!
A duergar guard's weak slash grazes a young ape.
A young ape completes his spell...
A young ape utters the word 'pawwzf'
A young ape creates a hammer out of thin air that smashes into a duergar inquisitor, bits of flesh and bone fly everywhere!
< 333h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: few wounds E: someone sta EP: excellent >
Someone completes her spell...
Someone utters the word 'fido'
< 333h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: few wounds E: someone sta EP: excellent >
A duergar guard assists a duergar guard heroically.
A duergar guard suddenly attacks a young ape!
A duergar guard's slash wounds a young ape.
A vampire necromancer's fine pierce wounds you.
A vampire necromancer's impressive pierce strikes you.
A vampire necromancer's fine pierce wounds you.
A vampire necromancer's impressive pierce strikes you.
A vampire necromancer's mighty pierce strikes you very hard.
< 241h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: nasty wounds E: a vampire necromancer sta EP: excellent >
A duergar guard assists a duergar guard heroically.
A duergar guard suddenly attacks a young ape!
A duergar guard's weak slash grazes a young ape.
< 241h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: nasty wounds E: a vampire necromancer sta EP: excellent >
A young ape misses a duergar inquisitor.
A duergar inquisitor parries a young ape's lunge at him.
< 241h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: nasty wounds E: someone sta EP: excellent >
A duergar guard assists a duergar guard heroically.
A duergar guard suddenly attacks a young ape!
A duergar guard's weak slash grazes a young ape.
A young ape attempts to flee.
A young ape tries to flee, but can't make it out of here!
< 241h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: nasty wounds E: someone sta EP: excellent >
A vampire necromancer's impressive pierce strikes you.
A vampire necromancer's pierce seriously wounds you.
A vampire necromancer's mighty pierce seriously wounds you.
A vampire necromancer slips beneath your guard, dealing you a vicious attack!
A vampire necromancer's pierce strikes you very hard.
A vampire necromancer's impressive pierce strikes you very hard.
A vampire necromancer's mighty pierce causes you to grimace in pain.
You wish that your wounds would stop BLEEDING so much!
A vampire necromancer's fine pierce strikes you hard.
You wish that your wounds would stop BLEEDING so much!
A young ape attempts to flee.
A young ape tries to flee, but can't make it out of here!
< 40h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: awful E: a vampire necromancer sta EP: excellent >
Someone parries your futile lunge at him.
A young ape attempts to flee.
A young ape leaves south.
< 40h/531H 113v/113V Pos: sitting >
< T: Ashyel TP: sit TC: awful E: a vampire necromancer sta EP: excellent >
A vampire necromancer's mighty pierce hits you.
You feel your pulse begin to slow and you realize you are mortally
wounded...