< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
Epic Zones -----------------------------------------
Heaven
The Twisting Tunnels of the Durian Underdark
The Battlefield (slightly evil)
The Swamp Laboratory of Khul'Lor (slightly good)
Clan Stoutdorf Settlement (slightly good)
Kobold Settlement (slightly good)
The High Moor Forest (extremely good)
The Stone Tomb of Kelek (evil)
Orrak (extremely evil)
Pits of Cerberus (very evil)
Myrloch Vale (slightly good)
Pharr Valley Swamp (slightly good)
*Village of Werrun (slightly evil)
Nizari (slightly evil)
The Dark Stone Tower of the Northern Realms (slightly good)
Tower of High Sorcery (very good)
Bloodstone Keep (slightly good)
*The Temple of the Sun (very good)
The Elemental Groves (good)
Temple of Flames (evil)
Drustl's Yerdonia Enslaved (slightly evil)
The Obsidian Citadel (slightly evil)
The Ruins of Undermountain (evil)
The Mountain of the Banished (slightly good)
Nakral's Crypt (slightly evil)
The Outcasts Tower (slightly evil)
Fort Boyard (evil)
Crystalspyre Mountains (slightly good)
The Prisons of Carthapia (slightly good)
Faerie Realm (very evil)
The Ruins of Tharnadia's Old Quarter (slightly evil)
The Fields Between (slightly good)
The Githyanki Fortress (very evil)
Labyrinth of No Return (slightly good)
The Desert City of Venan'Trut (slightly evil)
Rogue Plains (slightly good)
City of Torrhan (slightly evil)
The Lair of the Swamp Troll King (slightly evil)
Zalkapfaan, City of the Headless Horde (evil)
New Cave city (evil)
Ice Tower (slightly evil)
Desolate Under Fire (slightly evil)
The Citadel (slightly evil)
The Twin Keeps of Devastated Tharnadia (evil)
IceCrag Castle (very evil)
Prison of Fort Boyard (slightly evil)
The Ancient Halls of Ironstar (evil)
The Jade Empire (slightly good)
Mazzolin (slightly good)
Forest of Mir (slightly evil)
*Quintaragon Castle (slightly good)
The Sky City of Ultarium (slightly evil)
Lair of the Gibberling King (slightly evil)
Plane of Air (pure evil)
The Kingdom of Torg (very evil)
*Tribal Oasis (evil)
The Para-Elemental Plane of Smoke (slightly evil)
Plane of Water (slightly good)
Shadamehr Keep (slightly evil)
The Temple to Skrentherlog (slightly evil)
Alatorin - the Forge City (slightly evil)
The Trakkia Mountains (slightly evil)
The Ethereal Plane (slightly evil)
The Caverns of Armageddon (slightly good)
The Forest City of Aravne (slightly good)
Plane of Fire (extremely evil)
Ruined Temple of Tezcatlipoca (slightly evil)
The Astral Plane (evil)
Jotunheim (evil)
The Transparent Tower (slightly evil)
Krethik Keep (slightly good)
Temple of the Earth (slightly evil)
Sea Kingdom (slightly evil)
Plane of Earth (slightly evil)
Sevenoaks (slightly good)
The Keep of Evil (extremely evil)
The Forgotten Mansion (slightly evil)
Domain of Lost Souls (slightly evil)
The Hall of Knighthood (very evil)
The Depths of Duris (slightly evil)
Arachdrathos Guilds (slightly evil)
Valley of the Snow Ogres (slightly good)
The Great Shaboath (good)
The Tempest Court (evil)
Pit of Dragons (slightly evil)
Ny'Neth (evil)
Lost Temple of Tikitzopl (slightly evil)
The Scorched Valley (slightly good)
The Realm of Barovia (slightly evil)
The Royal Mausoleum of Castle IceCrag (slightly evil)
Plane of Fire, Brass (slightly evil)
Githzerai Stronghold (slightly evil)
Ceothia (slightly good)
Tiamat (slightly evil)
The Fortress of Dreams (slightly evil)
Bahamut's Palace (slightly good)
Dragonnia (slightly good)
The Charcoal Palace (evil)
Vecna's Tomb (slightly evil)
Ny'Neth's Stronghold (slightly evil)
Apocalypse Castle (slightly evil)
The Realm of Barovia Continued (slightly evil)
The Hall of the Ancients (slightly evil)
The Bronze Citadel (slightly good)
Ny'Neth's Stronghold Continued (slightly evil)
Negative Material Plane (slightly good)
Celestial Plane (slightly evil)
The 222nd Layer of the Abyss (slightly evil)
Castle Ravenloft (slightly good)
* = already completed this boot.
< 186h/186H 135v/135V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
The receptionist starts casting a spell called 'armor'.
The receptionist completes her spell...
The receptionist utters the word 'armor'
< 186h/186H 135v/135V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V 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.
< 186h/186H 135v/135V Pos: standing >
A tharnadian illusionist starts casting a spell.
< 186h/186H 135v/135V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.
< 186h/186H 135v/135V Pos: standing >
Congratulations! You have completed the The Journey Begins achievement!
This achievement rewards an item! Check your inventory by typing i!
Autosaving...
< 186h/186H 135v/135V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
Hint: Beware of guards! Some guards will come to the aid of your victims!
< 186h/186H 135v/135V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'armor'
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.
< 186h/186H 135v/135V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'hfjz gzzuio'
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V 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.
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
Hint: Type toggle group to let others know that you're interested in grouping.
< 186h/186H 135v/135V Pos: standing >
A tharnadian illusionist starts casting a spell.
< 186h/186H 135v/135V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'phantom armor'
< 186h/186H 135v/135V Pos: standing >
Autosaving...
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
Deathtesti disappears into the void.
< 186h/186H 135v/135V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 186h/186H 135v/135V Pos: standing >
A tharnadian illusionist starts casting a spell called 'shadow shield'.
< 186h/186H 135v/135V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'shadow shield'
Shadows start to swirl around and cover a tharnadian illusionist's skin.
< 186h/186H 135v/135V Pos: standing >
The receptionist starts to chant in a deep voice.
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
Hint: You can drag a corpse to safety by typing 'drag corpse <direction>'.
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.
< 186h/186H 135v/135V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 186h/186H 135v/135V Pos: standing >
A LARGE water elemental enters from below.
< 186h/186H 135v/135V Pos: standing >
< 186h/186H 135v/135V Pos: standing >
Alarm bells sound, signalling an invasion!
< 186h/186H 135v/135V Pos: standing >
An Orc snaps into visibility.
< 186h/186H 135v/135V Pos: standing >
An Orc avoids being bashed by an elite guard, who loses his balance and falls.
An elite guard's feeble punch grazes an Orc.
< 186h/186H 135v/135V Pos: standing >
An Orc completes his spell...
An Orc utters the words 'buoblg qrunsoqpze yugh'
An Orc's giant fist of force is the last thing you ever see.