< 11h/731H 170v/170V Pos: standing >
< 11h/731H 170v/170V Pos: standing >
< 12h/731H 170v/170V Pos: standing >
< 13h/731H 170v/170V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'
< 13h/731H 170v/170V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'
< 14h/731H 170v/170V Pos: standing >
< 16h/731H 170v/170V Pos: standing >
< 33h/731H 170v/170V Pos: standing >
< 34h/731H 170v/170V Pos: standing >
< 38h/731H 170v/170V Pos: standing >
< 40h/731H 170v/170V Pos: standing >
< 42h/731H 170v/170V Pos: standing >
The receptionist starts to chant in a deep voice.
< 42h/731H 170v/170V Pos: standing >
< 42h/731H 170v/170V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character. Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.
Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.
Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.
Considering multiclassing?? Here are some more details you should know:
Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.
Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap. If the secondary class has the skill, but the primary doesn't, the cap is 95% of the secondary class's skill. If they both have the skill, the new class will use the higher between the two.
The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.
You will not lose epic skills if you choose to multiclass. Any skills you have spent time developing will carry over to your newly created multi.
Multiclasses can now use items for both classes including artifacts available to each.
The primary attribute for the primary class will carry on over to the secondary class. For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).
When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints.
Here are the options available to each class:
* Warrior : Mercenary, Cleric
* Ranger : Warrior, Druid, Rogue, Psionicist
* Paladin : Warrior
* Anti-Paladin: Warrior
* Cleric : Druid, Bard, Warrior, Shaman
* Druid : Cleric
* Shaman : Conjurer, Druid, Cleric, Blighter
* Sorcerer : Conjurer
* Conjurer : Sorcerer, Shaman, Bard
* Rogue : Bard, Mercenary
* Mercenary : Rogue, Warrior
* Bard : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver : Sorcerer, Rogue, Psionicist
* Blighter : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner : Sorcerer, Shaman
==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman
< 45h/731H 170v/170V Pos: standing >
< 46h/731H 170v/170V Pos: standing >
< 50h/731H 170v/170V Pos: standing >
< 52h/731H 170v/170V Pos: standing >
< 54h/731H 170v/170V Pos: standing >
< 59h/731H 170v/170V Pos: standing >
< 60h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter enters from below.
< 64h/731H 170v/170V Pos: standing >
< 64h/731H 170v/170V Pos: standing >
< 65h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter leaves down.
< 65h/731H 170v/170V Pos: standing >
< 66h/731H 170v/170V 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...
< 67h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter enters from below.
< 67h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter leaves down.
< 70h/731H 170v/170V Pos: standing >
< 72h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter enters from below.
< 73h/731H 170v/170V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
< 73h/731H 170v/170V Pos: standing >
< 74h/731H 170v/170V Pos: standing >
< 75h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter leaves west.
< 75h/731H 170v/170V Pos: standing >
< 77h/731H 170v/170V Pos: standing >
< 78h/731H 170v/170V Pos: standing >
< 79h/731H 170v/170V Pos: standing >
< 81h/731H 170v/170V Pos: standing >
< 81h/731H 170v/170V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character. Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.
Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.
Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.
Considering multiclassing?? Here are some more details you should know:
Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.
Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap. If the secondary class has the skill, but the primary doesn't, the cap is 95% of the secondary class's skill. If they both have the skill, the new class will use the higher between the two.
The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.
You will not lose epic skills if you choose to multiclass. Any skills you have spent time developing will carry over to your newly created multi.
Multiclasses can now use items for both classes including artifacts available to each.
The primary attribute for the primary class will carry on over to the secondary class. For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).
When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints.
Here are the options available to each class:
* Warrior : Mercenary, Cleric
* Ranger : Warrior, Druid, Rogue, Psionicist
* Paladin : Warrior
* Anti-Paladin: Warrior
* Cleric : Druid, Bard, Warrior, Shaman
* Druid : Cleric
* Shaman : Conjurer, Druid, Cleric, Blighter
* Sorcerer : Conjurer
* Conjurer : Sorcerer, Shaman, Bard
* Rogue : Bard, Mercenary
* Mercenary : Rogue, Warrior
* Bard : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver : Sorcerer, Rogue, Psionicist
* Blighter : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner : Sorcerer, Shaman
==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman
< 81h/731H 170v/170V Pos: standing >
< 83h/731H 170v/170V Pos: standing >
< 83h/731H 170v/170V Pos: standing >
< 84h/731H 170v/170V Pos: standing >
< 85h/731H 170v/170V Pos: standing >
< 86h/731H 170v/170V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
< 88h/731H 170v/170V Pos: standing >
Rikkybobby has entered the game.
< 88h/731H 170v/170V Pos: standing >
< 88h/731H 170v/170V Pos: standing >
< 89h/731H 170v/170V Pos: standing >
< 91h/731H 170v/170V Pos: standing >
< 91h/731H 170v/170V Pos: standing >
< 92h/731H 170v/170V Pos: standing >
< 92h/731H 170v/170V Pos: standing >
< 92h/731H 170v/170V Pos: standing >
< 93h/731H 170v/170V Pos: standing >
< 93h/731H 170v/170V Pos: standing >
< 94h/731H 170v/170V Pos: standing >
< 94h/731H 170v/170V Pos: standing >
Red dragon
=========================================
A Red Dragon is a monk specially trained in the Way of the Dragon, with allows him to focus on abilities derived of the power and might of the ancient dragons. These abilities manifest themselves in the form of advanced skills and enhanced abilities unavailable to other Monk classes.
Upon specialization, the Red Dragon is granted the skill of Evasion, which allows him to dodge and avoid targeted spells from his enemies.
At level 31, the Red Dragon's Springleap skill is enhanced, which allows him to perform ranged takedowns, and at level 51, the Heroism skill is enhanced, which makes him immune to fear, emulating the Heart of the Dragon.
==See also==
* Monk
==Allowed races==
* Human, Drow Elf, Grey Elf, Orc, Githyanki, Githzerai
==Innate abilities==
*evasion (obtained at level 36)
*mind of the dragon (obtained at level 30)
'*' Designates passive ability.
==Skills==
46th Level: fist of dragon
==Spells==
None.
< 94h/731H 170v/170V Pos: standing >
< 95h/731H 170v/170V Pos: standing >
< 96h/731H 170v/170V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character. Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.
Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.
Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.
Considering multiclassing?? Here are some more details you should know:
Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.
Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap. If the secondary class has the skill, but the primary doesn't, the cap is 95% of the secondary class's skill. If they both have the skill, the new class will use the higher between the two.
The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.
You will not lose epic skills if you choose to multiclass. Any skills you have spent time developing will carry over to your newly created multi.
Multiclasses can now use items for both classes including artifacts available to each.
The primary attribute for the primary class will carry on over to the secondary class. For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).
When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints.
Here are the options available to each class:
* Warrior : Mercenary, Cleric
* Ranger : Warrior, Druid, Rogue, Psionicist
* Paladin : Warrior
* Anti-Paladin: Warrior
* Cleric : Druid, Bard, Warrior, Shaman
* Druid : Cleric
* Shaman : Conjurer, Druid, Cleric, Blighter
* Sorcerer : Conjurer
* Conjurer : Sorcerer, Shaman, Bard
* Rogue : Bard, Mercenary
* Mercenary : Rogue, Warrior
* Bard : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver : Sorcerer, Rogue, Psionicist
* Blighter : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner : Sorcerer, Shaman
==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman
< 99h/731H 170v/170V Pos: standing >
< 99h/731H 170v/170V Pos: standing >
< 100h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter enters from the west.
< 101h/731H 170v/170V Pos: standing >
Rikkybobby looks at you.
< 102h/731H 170v/170V Pos: standing >
< 102h/731H 170v/170V Pos: standing >
Rikkybobby drops a small bandage.
Rikkybobby drops a small bandage.
Rikkybobby drops a small bandage.
Rikkybobby drops a small bandage.
Rikkybobby drops a small bandage.
Rikkybobby drops a large stone warhammer.
Rikkybobby drops a thin priest gown.
Rikkybobby drops a holy priest cap.
Rikkybobby drops some holy beads.
Rikkybobby drops a pair of wormskin boots.
Rikkybobby drops a pair of thin cloth pants.
Rikkybobby drops a pair of thin cloth sleeves.
Rikkybobby drops a hard leather cloak.
Rikkybobby drops a thin leather belt.
Rikkybobby drops a large wooden torch.
Rikkybobby drops a large wooden torch.
Rikkybobby drops a small leather bag.
Rikkybobby drops a small leather-bound book.
Rikkybobby drops a stout oaken cudgel.
Rikkybobby drops a steel warhammer.
Rikkybobby drops a two-handed sword.
Rikkybobby drops a thin steel dagger.
Rikkybobby drops a steel short sword.
Rikkybobby drops a steel long sword.
Rikkybobby drops a small wooden mace.
< 102h/731H 170v/170V Pos: standing >
A thin priest gown crumbles to dust and blows away.
A holy priest cap crumbles to dust and blows away.
Some holy beads crumbles to dust and blows away.
A pair of wormskin boots crumbles to dust and blows away.
A pair of thin cloth pants crumbles to dust and blows away.
A pair of thin cloth sleeves crumbles to dust and blows away.
A hard leather cloak crumbles to dust and blows away.
A thin leather belt crumbles to dust and blows away.
A small leather bag crumbles to dust and blows away.
A small leather-bound book crumbles to dust and blows away.
< 102h/731H 170v/170V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character. Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.
Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.
Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.
Considering multiclassing?? Here are some more details you should know:
Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.
Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap. If the secondary class has the skill, but the primary doesn't, the cap is 95% of the secondary class's skill. If they both have the skill, the new class will use the higher between the two.
The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.
You will not lose epic skills if you choose to multiclass. Any skills you have spent time developing will carry over to your newly created multi.
Multiclasses can now use items for both classes including artifacts available to each.
The primary attribute for the primary class will carry on over to the secondary class. For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).
When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints.
Here are the options available to each class:
* Warrior : Mercenary, Cleric
* Ranger : Warrior, Druid, Rogue, Psionicist
* Paladin : Warrior
* Anti-Paladin: Warrior
* Cleric : Druid, Bard, Warrior, Shaman
* Druid : Cleric
* Shaman : Conjurer, Druid, Cleric, Blighter
* Sorcerer : Conjurer
* Conjurer : Sorcerer, Shaman, Bard
* Rogue : Bard, Mercenary
* Mercenary : Rogue, Warrior
* Bard : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver : Sorcerer, Rogue, Psionicist
* Blighter : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner : Sorcerer, Shaman
==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman
< 103h/731H 170v/170V Pos: standing >
< 103h/731H 170v/170V Pos: standing >
< 104h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter leaves west.
< 105h/731H 170v/170V Pos: standing >
< 106h/731H 170v/170V Pos: standing >
< 107h/731H 170v/170V Pos: standing >
< 108h/731H 170v/170V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'
< 110h/731H 170v/170V Pos: standing >
< 110h/731H 170v/170V Pos: standing >
< 111h/731H 170v/170V Pos: standing >
< 112h/731H 170v/170V Pos: standing >
< 112h/731H 170v/170V Pos: standing >
< 113h/731H 170v/170V Pos: standing >
< 113h/731H 170v/170V Pos: standing >
< 114h/731H 170v/170V Pos: standing >
< 116h/731H 170v/170V Pos: standing >
< 118h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter enters from the west.
< 118h/731H 170v/170V Pos: standing >
The receptionist starts to chant in a deep voice.
< 120h/731H 170v/170V Pos: standing >
Autosaving...
< 123h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter leaves down.
< 124h/731H 170v/170V Pos: standing >
< 127h/731H 170v/170V Pos: standing >
< 128h/731H 170v/170V Pos: standing >
< 130h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter enters from below.
< 133h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter leaves down.
< 134h/731H 170v/170V Pos: standing >
< 135h/731H 170v/170V Pos: standing >
< 135h/731H 170v/170V Pos: standing >
< 137h/731H 170v/170V Pos: standing >
< 138h/731H 170v/170V Pos: standing >
< 140h/731H 170v/170V Pos: standing >
< 142h/731H 170v/170V Pos: standing >
The receptionist starts to chant in a deep voice.
< 146h/731H 170v/170V Pos: standing >
< 149h/731H 170v/170V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'
< 153h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter enters from below.
< 158h/731H 170v/170V Pos: standing >
< 159h/731H 170v/170V Pos: standing >
Rikkybobby leaves west.
< 160h/731H 170v/170V Pos: standing >
Rikkybobby enters from the west.
< 161h/731H 170v/170V Pos: standing >
Rikkybobby leaves down.
< 161h/731H 170v/170V Pos: standing >
A tharnadian thief-hunter leaves down.
< 162h/731H 170v/170V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
< 163h/731H 170v/170V Pos: standing >
Rikkybobby enters from below.
< 171h/731H 170v/170V Pos: standing >
The innkeeper stores Rikkybobby's stuff in the safe and shows him to his room.
< 171h/731H 170v/170V Pos: standing >
< 173h/731H 170v/170V Pos: standing >
< 173h/731H 170v/170V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
< 173h/731H 170v/170V Pos: standing >
Alarm bells sound, signalling an invasion!
< 174h/731H 170v/170V Pos: standing >
< 176h/731H 170v/170V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'
< 177h/731H 170v/170V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 177h/731H 170v/170V Pos: standing >
< 178h/731H 170v/170V Pos: standing >
Alarm bells sound, signalling an invasion!
< 178h/731H 170v/170V Pos: standing >
Alarm bells sound, signalling an invasion!
< 178h/731H 170v/170V Pos: standing >
Autosaving...
< 179h/731H 170v/170V Pos: standing >
< 179h/731H 170v/170V Pos: standing >
Alarm bells sound, signalling an invasion!
< 180h/731H 170v/170V Pos: standing >
You feel a slight gust of hot air.
< 181h/731H 170v/170V Pos: standing >
< 182h/731H 170v/170V Pos: standing >
< 182h/731H 170v/170V Pos: standing >
< 182h/731H 170v/170V Pos: standing >
< 183h/731H 170v/170V Pos: standing >
You are briefly surrounded by a red aura!
You are knocked to the ground by a Revenant's mighty bash!
< 181h/731H 170v/170V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: A Revenant sta EP: excellent >
Someone parries your futile lunge at him.
Someone anticipates your attack and masterfully parries your blow.
< 181h/731H 170v/170V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: A Revenant sta EP: excellent >
The receptionist suddenly attacks a Revenant!
The receptionist's punch grazes a Revenant.
< 181h/731H 170v/170V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: someone sta EP: excellent >
An elite guard suddenly attacks someone!
An elite guard suddenly appears a bit confused!
An elite guard misses someone.
< 181h/731H 170v/170V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: someone sta EP: excellent >
An elite guard suddenly attacks someone!
An elite guard's feeble punch grazes a Revenant.
< 181h/731H 170v/170V Pos: sitting >
< T: Joo TP: sit TC:pretty hurt E: A Revenant sta EP: excellent >
A Revenant's powerful slash strikes you very hard.
A Revenant's powerful slash enshrouds you in a mist of blood.
A Revenant's slash seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
A Revenant's mighty slash grievously wounds you.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your vision spins into darkness as your head falls towards the ground.