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Minstrel
=========================================
Minstrel's are the elite of the classic bards or piper, they have taken
their pure bardic abilities and enhanced and expanded the power and control
over them. Their enhanced songs will then include a wider range of scales, giving many
different effects and abilities.
==See also==
* Bard
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
*blindsinging
'*' Designates passive ability.
==Skills==
30th Level: riff
36th Level: legend lore
==Spells==
None.
==Spec Songs==
46th Level: song of drifting
==Additional Instruments==
None.
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Hint: Beware of guards! Some guards will come to the aid of your victims!
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Scoundrel
=========================================
The Scoundrel has long coveting the ways of its brethren, the assassins and
thieves; trained and extended some similar traits of their kind. Their
ability now far exceeds the limits of their other Bard counterparts, and
are now able to rise and excel in these skills to a higher level.
==See also==
* Bard
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
*improved flee
'*' Designates passive ability.
==Skills==
30th Level: riff
31st Level: 1h piercing, backstab, double attack
51st Level: disguise, trip
==Spells==
None.
==Spec Songs==
None.
==Additional Instruments==
None.
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Disharmonist
=========================================
The Disharmonist has developed the harmonic ability to resonate their voice
and add to the power of their songs. This training of their very voice has
increased their vocal ranges to enable top range notes to bring damage to
their foes.
==See also==
* Bard
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
*echo (obtained at level 31)
'*' Designates passive ability.
==Skills==
30th Level: riff
36th Level: shriek
==Spells==
9th Circle: shatter
==Spec Songs==
None.
==Additional Instruments==
None.
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Bard
=========================================
Blessed with the talent of music, Bards can, with practice, play any instrument.
These instruments can invoke magical tunes and songs that act as spells, aiding
a party during their adventures. Bards are a thief/mage/warrior hybrid by nature,
and possess some of the advantages of all of those classes. They are true
"Jacks of all Trades" which means they have many skills and spells, but are
master of none.
==Equipment usage==
Bards can use a mixture of rogue and caster items and weapons.
==Playstyle==
The role of a bard can vary depending on a character's playstyle and is a good
class for someone who likes all aspects of play: subtlety, support, damage, defensive.
Standard Operation:
Bards are masters of song, and as such they can play songs. Different songs become
available at different levels and can be viewed by checking skills (type skills in game).
Songs tick passively when active, meaning once you start playing a song it will continue to
pulse until stopped by the character or manually stopped by invoking play in game.
Offense:
Bards can output damage through some of their songs, melee abilities such as backstab and
sneaky strike, as well as through their spells (type spells in game).
Support and Defense:
Bards have unique defensive abilities which automatically trigger in combat, as well as
some rogue abilities such as hide and sneak.
Additionally, a number of bard songs provide support spells to group members affected by them.
==See also==
* Bard Skills
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
*rapier and dirk
'*' Designates passive ability.
==Specializations==
* Disharmonist
* Scoundrel
* Minstrel
The following help topics also matched your search:
Bard Skills
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Bard Skills
=========================================
The following is a list of all skills and spells available of the Bard class.
==See also==
* Bard
* Memorize
* Play
* Songs
==Innate abilities==
*rapier and dirk
'*' Designates passive ability.
==Skills==
1st Level: 1h piercing, awareness, backstab, bandage, carve, climb, concentration, double attack, fishing, hide, kick, meditate, mount, parry, quick chant, retreat, salvage, scribe, shield block, sneak, swim, unarmed damage
10th Level: appraise, lore, sorcerous spell knowledge
15th Level: listen
==Spells==
2nd Circle: mirror image
3rd Circle: magic missile
4th Circle: burning hands, minor creation
5th Circle: concealment
6th Circle: dispel magic, infravision, lightning bolt, ray of enfeeblement
7th Circle: dimension door, fireball, slowness
8th Circle: bigbys clenched fist
9th Circle: feeblemind
10th Circle: detect invisibility
11th Circle: rope trick
12th Circle: enlarge, sirens song
==Songs==
6th Level: song of sleep
16th Level: song of calming, song of discord, song of harmony
21st Level: song of cowardice, song of forgetfulness, song of protection
26th Level: song of dissonance, song of peace
31st Level: song of flight, song of healing
36th Level: song of charming, song of dragons, song of harming
41st Level: song of heroism, song of storms
46th Level: song of chaos, song of revelation
==Instruments==
5th Level: drums, flute, harp, horn, lyre, mandolin
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Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.
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Hint: Wisdom determines how quickly Priest classes pray for spells.
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Swashbuckler
=========================================
The Swashbuckler is a warrior specialization, with special emphasis
placed on evasive abilities. They hearken back to the days of nobility,
with their abilities having a certain duelist tradition. Those who choose
the swashbuckler specialization abandon their more brutish traits, and
embrace a much more graceful form of combat.
The Swashbuckler has learned many fine combat techniques. However, they
must be using their rapier and dirk innate skill. Their ability to parry and
disarm is enhanced.
==See also==
* Warrior
==Allowed races==
* Human, Drow Elf, Grey Elf, Orc
==Innate abilities==
*rapier and dirk
*seadog (obtained at level 30)
'*' Designates passive ability.
==Skills==
Skills lost: 1h bludgeon, 1h flaying, 2h bludgeon, 2h flaying, 2h slashing, bash, berserk, guard, reach weapons, shield block
1st Level: awareness
30th Level: legsweep
31st Level: dual wield, switch opponents
36th Level: quick step
41st Level: evade, sneak
46th Level: triple attack
56th Level: vicious attack
==Spells==
None.
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Githzerai
=========================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the good races of the realm.
Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic. Most Githzerai are either monks or mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki, citing that simply embra-
cing such power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.
Unlike their relatives the Githyanki, the Githzerai do not normally fight with
weapons, nor do they utilize long-distance psionic attacks against their
enemies. Rather, the Githzerai prefer to bring the "good fight" to their enemies
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat - hence the large number of Githzerai who
become monks. Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Windtalker, Frost Magus, Cosmomancer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 120
Intelligence: 115
Wisdom : 110
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral (obtained at level 45)
shift_prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Githzerai stronghold
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Hint: In certain rooms, you can heal at an advanced rate! In others, you won't heal at all!
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Autosaving...
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A dwarven merchant enters from the south.
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Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)". For shorter way, you can all do "practice all". You can also do it if you have another players book in your inventory and type "scribe (spell name)".
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A dwarven commoner enters from the south.
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A dwarven merchant leaves up.
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A dwarven merchant enters from above.
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A dwarven commoner leaves up.
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A dwarven commoner enters from above.
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A dwarven merchant leaves up.
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.
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A dwarven merchant enters from above.
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A dwarven commoner leaves east.
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A dwarven merchant leaves up.
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Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.
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No-one by that name here...
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A dwarven merchant enters from above.
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A dwarven merchant leaves up.
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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.
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Autosaving...
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Pardon?
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Thats right nchat and then add something else, for example: "nchat how do I kill things?"
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Pardon?
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Sorry, but there are no help topics that match your search.
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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.
==See also==
* Ranger
* Terrain
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
*sneak
*woodland renewal (obtained at level 30)
*natural movement (obtained at level 46)
'*' Designates passive ability.
==Skills==
31st Level: trap
41st Level: hide
==Spells==
8th Circle: endurance
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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.
Blademasters get an enhanced version of Parry.
See also:
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
31st Level: whirlwind
36th Level: double strike
51st Level: follow-up riposte
55th Level: quadruple attack
==Spells==
7th Circle: fortitude
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Hint: Want to see what's for sale? Try the 'list' command in a shop.
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A dwarven merchant leaves south.
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Sorry, but there are no help topics that match your search.
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Halfling
=========================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess infravision,
keen eyes, and recover movement quickly if their large hairy feet are not
squished into a boot.
==See also==
* Innate
* Races
* Woodseer
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Cleric : Zealot, Healer, Holyman
* Druid : Forest Druid, Storm Druid
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Windtalker, Frost Magus, Cosmomancer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 95
Agility : 125
Dexterity : 130
Constitution: 95
Power : 80
Intelligence: 100
Wisdom : 115
Charisma : 110
Luck : 120
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : awesome
==Innate abilities==
burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.
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Class
=========================================
Your class, in the world of duris, is basically your character's profession. When creating your character you are given a choice based on your race of what class you would like to be. Note that certain races are better suited for certain classes depending on the type of character you would like to play. For example a Grey Elf would make an excellent cleric as they are quick and are naturally blessed with a high wisdom, however a Mountain Dwarf may also make an excellent cleric, they will not be as wise as their Grey Elf counterparts but they will have a greater constitution and therefore more hitpoints. This allows for a greater variety of characters and lets you choose one which better suits your specific playstyle.
Classes can be further customized by Specializations|specialization to fit how you want your character to be.
Following is a listing of the available classes on duris:
-Warrior
-Mercenary
-Rogue
-Bard
-Conjurer
-Summoner
-Sorcerer
-Psionicist
-Druid
-Cleric
-Ethermancer
-Monk
-Paladin
-Anti-Paladin
-Berserker
-Ranger
-Reaver
-Illusionist
-Alchemist
-Shaman
-Necromancer
-Blighter
-Dreadlord
-Avenger
You are also given the option to multiclass on duris, note that only orc|orcs and human|humans have this option and not all classes can.
The following help topics also matched your search:
Armor Class
Armorclass
Class Guides
Classes
Classic Logs
Multiclass
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Hint: You can sell equipment for money at shops. However, most stores only purchase certain types of equipment. Shop around!
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Paladin
=========================================
Paladins are holy warriors that are dedicated to their gods and to bring
good to the world. The must remain good at all times, otherwise they fall from
grace and become a regular warrior.
Although they themselves are hearty fighters, they prefer to rally the
forces around them and lead them into battle. As a reward for their virtue
and chivalry, they are granted limited clerical powers, which includes the
ability to heal. Paladins gain to-hit and damage bonuses with wielding two-
handed swords.
Paladins receive a considerable XP bonus for slaying evil race beings, and an
immense XP penalty for slaying those of good alignment.
Although they are less skilled than a pure Warrior, they are by far the best
horsemen in the world. They have an innate bonus to all saving throws and always
detect evil and good. The gods grant Paladins the power to lay hands that heals
the target. As the Paladin gains level, the amount of healing increases.
With their innate Paladin auras, they are also able to bestow beneficial
effects on everyone in their group.
Once they reach their 50th level, Paladins are also able to Ascend and follow
the path of the Avenger or Lightbringer.
==Equipment usage==
Paladins are permitted to use a wide variety of weapons and armor, ranging from
full platemail to massive two-handed swords.
==Disadvantages==
* Paladins are prohibited from "toggling vicious" or setting AGGR on, as this
goes against all their training and principles.
* Paladins must always have a good alignment.
==See also==
* Alignment
* Ascend
* Paladin Skills
==Allowed races==
* Human, Grey Elf, Dwarf, Centaur, Githzerai
==Innate abilities==
summon mount (obtained at level 8)
*anti-evil
lay hands
aura_of_protection
aura_of_precision (obtained at level 10)
aura_of_battlelust (obtained at level 45)
aura_of_endurance (obtained at level 15)
aura_of_improved_healing (obtained at level 30)
*holy combat (obtained at level 21)
'*' Designates passive ability.
==Specializations==
* Crusader
* Cavalier
The following help topics also matched your search:
Anti-paladin
Anti-paladin Skills
Paladin auras
Paladin Skills
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A dwarven commoner leaves east.
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Sorry, but there are no help topics that match your search.
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Who do you want to whisper to.. and what??
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Minstrel
=========================================
Minstrel's are the elite of the classic bards or piper, they have taken
their pure bardic abilities and enhanced and expanded the power and control
over them. Their enhanced songs will then include a wider range of scales, giving many
different effects and abilities.
==See also==
* Bard
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
*blindsinging
'*' Designates passive ability.
==Skills==
30th Level: riff
36th Level: legend lore
==Spells==
None.
==Spec Songs==
46th Level: song of drifting
==Additional Instruments==
None.
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Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.
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A dwarven commoner enters from the east.
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Drozko enters from the south.
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Drozko leaves up.
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Scoundrel
=========================================
The Scoundrel has long coveting the ways of its brethren, the assassins and
thieves; trained and extended some similar traits of their kind. Their
ability now far exceeds the limits of their other Bard counterparts, and
are now able to rise and excel in these skills to a higher level.
==See also==
* Bard
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
*improved flee
'*' Designates passive ability.
==Skills==
30th Level: riff
31st Level: 1h piercing, backstab, double attack
51st Level: disguise, trip
==Spells==
None.
==Spec Songs==
None.
==Additional Instruments==
None.
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A dwarven commoner enters from the east.
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Hint: Type "score" to get some information about your character.
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Autosaving...
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A dwarven commoner leaves south.
Owner Artifact
Amsuc the sphere of wind
Bapegukk Sunblade, longsword of Justice
Nibo the mystical longsword of Volo the Traveler
Nibo the sword of fire and flame
Vorador a gladius called 'Backstabber'
Rami the Totem of Mastery
Nibo the platemail of the DragonLord
Ak a cloak of Elvenkind
Ak the dagger of Wind
Javok Tiamat's poison tail stinger
Vorad a mystical warhammer
Jube the holy mace of the efreeti
------Summary------
Goodies: 5
Evils: 7
Total: 12
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Sorry, but there are no help topics that match your search.
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Drozko enters from above.
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Drozko leaves south.
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Unholy Word
=========================================
* Area of effect: <room>
* Aggressive: Yes
* Cumulative: Yes
* Duration: Dependent on effect and proficiency of caster
* Type of spell: Generic
This evil spell affects only those of good alignment and can cause the
following effects, dependent on the proficiency of the caster: kill,
blindness, stun, or massive damage. If the caster is good, the spell can
have nasty side effects.
See also:holyword
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Drozko enters from the south.
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Drozko leaves south.
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Drozko enters from the south.
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Drozko sits down in a comfortable spot.
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Drozko clambers to his feet.
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Drozko leaves up.
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An elite guard enters from the south.
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< 24h/24H 107v/107V Pos: standing >
< 24h/24H 107v/107V Pos: standing >
< 24h/24H 107v/107V Pos: standing >
< 24h/24H 107v/107V Pos: standing >
Lohrr makes some strange gestures.
A strange feeling comes upon you. Like a giant hand, light comes down
from above, grabbing your body, which begins to pulse with colored lights
from inside. Your head seems to be filled with demons from another plane
as your body dissolves to the elements of time and space itself.
Suddenly a silent explosion of light snaps you back to reality. You feel
improved!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You raise a level!
You have been fully restored by Lohrr!
< 455h/455H 107v/107V Pos: standing >
Congratulations! You have completed the The Journey Begins achievement!
This achievement rewards an item! Check your inventory by typing i!
Congratulations! You have completed the The Sailor's Tattoo achievement!
This achievement rewards a small Sailor's Tattoo on your forearm.
Check the docks for your reward: A free sloop!
(Type 'list hull' at any docks where you can buy a ship.)
Autosaving...
< 455h/455H 107v/107V Pos: standing >
< 455h/455H 107v/107V Pos: standing >
Lohrr makes some strange gestures.
A strange feeling comes upon you. Like a giant hand, light comes down
from above, grabbing your body, which begins to pulse with colored lights
from inside. Your head seems to be filled with demons from another plane
as your body dissolves to the elements of time and space itself.
Suddenly a silent explosion of light snaps you back to reality. You feel
improved!
You raise a level!
You have been fully restored by Lohrr!
< 462h/462H 107v/107V Pos: standing >
Autosaving...
< 462h/462H 107v/107V Pos: standing >
Score information for Rakaxs
Level: 56 Race: Dwarf Class: Rogue Sex: Male
Hit points: 462(462) Moves: 107(107)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 0 platinum 0 gold 0 silver 0 copper
Playing time: 0 days / 4 hours/ 41 minutes
Received data: 0.0189 MB this session.
Send data: 0.0007 MB this session.
Compression ratio: 75%
75%
Status: Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 4
Detecting: Heat
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse: 17 Spell Pulse: 0.85
Leaderboard Points: 569
Active Spells:
--------------
rested bonus (102 minutes)
< 462h/462H 107v/107V Pos: standing >
Assassin
=========================================
Assassins are practitioners of death and stealth, always lurking down dark
alleys and just around the corner and ready to commit a convenient act of
murder if it suits them. Assassins are adept at the art of concealment and
deception, but have sacrificed complete mastery of these abilities for keen
knowledge of anatomy and close quarter combat, thereby allowing them to cause
crippling and fatal damage to their foes with the devastating backstab.
Assassins are by far the most deadly creatures around if they catch you by
surprise and happen to be carrying their favorite daggers with them.
==See also==
* Rogue
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Troll, Orc, Githyanki, Goblin
==Innate abilities==
*two daggers
'*' Designates passive ability.
==Skills==
1st Level: appraise, garrote, parry, track
30th Level: disguise
35th Level: spinal tap
40th Level: apply poison
45th Level: control flee
46th Level: critical shot, cursed arrows
51st Level: critical stab
==Spells==
None.
< 462h/462H 107v/107V 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>"
< 462h/462H 107v/107V Pos: standing >
Githyanki
=========================================
Coming from the Astral Plane, this race of evil humanoids were slaves of
the Illithid race millennia ago. The Githyanki broke away from their former
masters after learning many of their mental powers and became pure evil.
Githyanki HATE their former masters more then anything and will instantly
attack them on site! Giths will go out of their way to hunt down and
kill any illithid they can find. Githyanki do not have a normal hometown
but must start on the Astral Plane in a Githyanki fortress. As a young
adult, Giths venture to the prime plane and make a name for themselves.
Githyanki look much like humans only slightly taller, thinner, and with
faces that resemble a decomposing corpse. They tend to be ruthless and
significantly smarter than humans.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Anti-Paladin: Dark Knight, Demonic Rider, Violator
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Bard : Disharmonist, Scoundrel, Minstrel
* Reaver : Ice Reaver, Flame Reaver, Shock Reaver, Earth Reaver
* Illusionist : Magician, Dark Dreamer
* Blighter : Storm Bringer, Scourge, Ruiner
* Ethermancer : Windtalker, Frost Magus, Cosmomancer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 130
Intelligence: 120
Wisdom : 90
Charisma : 75
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral
shift_prime
*magic resistance
*dayblind
*vulnerable to sun
'*' Designates passive ability.
< 462h/462H 107v/107V Pos: standing >
< 462h/462H 107v/107V Pos: standing >
Sorry, but there are no help topics that match your search.
< 462h/462H 107v/107V Pos: standing >
< 462h/462H 107v/107V Pos: standing >
The following help topics matched your search:
Duergar dwarf
Mountain dwarf
< 462h/462H 107v/107V Pos: standing >
Sparkling magic surrounds a Lich as he begins his chant.
A Lich starts casting an offensive spell.
< 462h/462H 107v/107V Pos: standing >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH! That really did HURT!
A Lich dodges your futile attack.
< 404h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
An elite guard enters from the south.
< 404h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
Sparkling magic surrounds a Lich as he begins his chant.
A Lich starts casting an offensive spell.
< 404h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
An elite guard is engulfed by a shower of arcing electricity sent by a Lich.
An elite guard's punch grazes a Lich.
An elite guard is burned severely as he hits a Lich!
A Lich dodges an elite guard's attack.
An elite guard misses a Lich.
A Lich sneers at an elite guard while sidestepping his kick.
< 404h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
You dodge a Lich's vicious attack.
A Lich's weak bludgeon grazes you.
< 403h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
A Lich starts casting an offensive spell.
< 364h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
An elite guard is engulfed by a shower of arcing electricity sent by a Lich.
< 364h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
Electrical arcs continue to blacken and pincushion an elite guard.
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
An elite guard is engulfed by a shower of arcing electricity sent by a Lich.
< 364h/462H 107v/107V Pos: standing >
< T: Rakaxs TP: sta TC: small wounds E: A Lich sta EP: excellent >
You attempt to flee...
Reception Room
Obvious exits: -D
A huge rat scurries along here, whiskers wiggling.
An elite dwarven guard of Kimordril is here.
An elite dwarven guard of Kimordril is here.
You flee upward!
< 364h/462H 98v/107V Pos: standing >
The electrical arcs turn your exposed flesh black!
< 350h/462H 98v/107V Pos: standing >
A Lich enters from below.
< 350h/462H 100v/107V Pos: standing >
The electrical arcs turn your exposed flesh black!
< 333h/462H 101v/107V Pos: standing >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH! That really did HURT!
You miss a Lich.
You dodge a Lich's vicious attack.
You dodge a Lich's vicious attack.
< 269h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: few wounds E: A Lich sta EP: excellent >
An elite guard evaluates the struggle, watching your battle tactics.
< 269h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: few wounds E: someone sta EP: excellent >
A Lich starts casting an offensive spell.
< 269h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: few wounds E: A Lich sta EP: excellent >
An elite guard frowns in boredom at the obviously one-sided struggle.
< 269h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: few wounds E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH! That really did HURT!
< 199h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
< 187h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: nasty wounds E: someone sta EP: excellent >
The electrical arcs turn your exposed flesh black!
< 148h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
A Lich starts casting an offensive spell.
< 148h/462H 101v/107V Pos: standing >
< T: Rakaxs TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH! That really did HURT!
You attempt to flee...
The Mother Lode
Obvious exits: -E -S -U
A mighty board stands here held up by great swords reading 'Flame Board.'
An elite guard stands here, fighting a Lich.
A Lich (large) Clan Love Corpse stands in mid-air here, fighting an elite guard.
An impenetrable globe of darkness floats near a Lich's head.
A brutish bartender serves drinks to his patrons here.
You flee downward!
< 91h/462H 86v/107V Pos: standing >
A Lich misses an elite guard.
A Lich's fine bludgeon strikes an elite guard.
< 91h/462H 86v/107V Pos: standing >
The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!
< 54h/462H 86v/107V Pos: standing >
The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!
Electrical arcs continue to blacken and pincushion an elite guard.
A Lich starts casting an offensive spell.
< 42h/462H 86v/107V Pos: standing >
< T: elite TP: sta TC: awful E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!
Sorry, you aren't allowed to do that in combat.
< 31h/462H 86v/107V Pos: standing >
< T: elite TP: sta TC: awful E: A Lich sta EP: excellent >
Electrical arcs continue to blacken and pincushion an elite guard.
Electrical arcs continue to blacken and pincushion an elite guard.
You miss a Lich.
< 31h/462H 86v/107V Pos: standing >
< T: elite TP: sta TC: awful E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'buoblg qrunsoqpze yugh'
A Lich's magic fist punches an elite guard into so much pulp!
An elite guard is dead! R.I.P.
The last gasps of an elite guard cause a sickening chill to run up your spine.
< 31h/462H 86v/107V Pos: standing >
<The electrical arcs turn your exposed flesh black!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
< -5h/462H 86v/107V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -5h/462H 86v/107V Pos: on your ass >