<worn as a badge> a symbol of a sword thrust through a cresent moon [superior]
<worn around neck> an exquisite ivory pendant from The Motte and Bailey of Duke Delwyn
<worn around neck> a choker with red, white and a blue gems
<worn on body> a tunic woven of hardened reed [poor]
<worn on arms> some crude ruby sleeves from Myrabolus
<worn around wrist> a gleaming gem bracelet
<worn around wrist> a golden elven bracelet
<worn on hands> a pair of thick hydra-hide gloves [superior]
<worn on finger> a hallowed Cimmerian ring
<primary weapon> a steel warhammer
<held> some vein-covered organs
<worn on legs> some unique crystal leg plates
You feel protected from the animals of the world!
< 422h/422H 146v/146V Pos: standing >
You start chanting...
< 422h/422H 146v/146V Pos: standing >
Casting: endurance
< 422h/422H 146v/146V Pos: standing >
You complete your spell...
You feel energy begin to surge through your limbs.
< 422h/422H 146v/146V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 422h/422H 146v/146V Pos: standing >
You start chanting...
< 422h/422H 146v/146V Pos: standing >
Casting: regeneration
< 422h/422H 146v/146V Pos: standing >
You complete your spell...
You begin to regenerate rapidly.
< 422h/422H 146v/146V Pos: standing >
< 422h/422H 146v/146V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 422h/422H 146v/146V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -West -Down
A steel dagger has been tossed aside here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A double-bladed weapon lies here.
A large sign hangs from the front of the counter here.
A beautiful black Arabian gelding stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)
< 422h/422H 146v/146V Pos: standing >
You feel nature's energy flow into your 3rd circle of knowledge.
< 422h/422H 146v/146V Pos: standing >
You aren't trained in magic.
< 422h/422H 146v/146V Pos: standing >
You don't know how to meditate.
< 422h/422H 146v/146V Pos: standing >
You feel nature's energy flow into your 1st circle of knowledge.
Your communion with nature is now complete...
You currently have the following spell slots available:
1st circle: 10 of 10
2nd circle: 9 of 9
3rd circle: 8 of 8
4th circle: 7 of 7
5th circle: 6 of 6
6th circle: 5 of 5
7th circle: 3 of 3
< 422h/422H 146v/146V Pos: standing >
Skill
1h bludgeon 45
1h slashing 63
bandage 40
carve 40
clerical spell knowledge 42
climb 40
concentration 40
double attack 75
fishing 40
kick 40
mount 44
quick chant 40
retreat 40
salvage 40
shield block 53
swim 40
< 422h/422H 146v/146V Pos: standing >
Concentration
=========================================
Concentration is a reflexive skill that allows spell casters to
attempt to continue casting offensive spells that may have
otherwise been interrupted if they were knocked down by
an opponent.
==See also==
* Skills
* Cast
< 422h/422H 146v/146V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'
< 422h/422H 146v/146V Pos: standing >
Cast
=========================================
Syntax: cast "<spell>" [<object> | <victim> ]
"Cast" is a command used to indicate that a spell is being created. It is
the act of invoking the gods or calling upon magical powers inside the
individual. Some spells may only be cast on the caster, and therefore you
do not need to indicate a target for the spell. If you are casting a spell
upon yourself, you may substitute for your name "me" or "self." All spell
names must be enclosed by " ". For Magic-User subclasses, you must have a
spellbook containing the spell you want to cast in order to memorize it.
For Priest sub-classes, you may simply pray for your spells. Undeads,
except for Gargoyles, must assimilate spells. Finally, Druids regain their
spells by communing them.
Examples: cast "burning hands" <victim>
cast "teleport"
cast "strength" me
If you are casting an offensive spell while in combat, and the target is
the enemy you are fighting, the spell will automatically be directed at the
enemy without having to define a target.
There is help available for each individual spell (see examples below).
Examples: help "cure light"
help "minor creation"
help "energy drain"
NOTE: You can abbreviate the spell name when casting it. For example,
> cast "lightning bolt" <monster>
could be abbreviated as:
> cast "ligh" <monster>
You must be careful however when abbreviating to insure that the correct
spell is cast because many spells have similar names and the abbreviations
may not be obvious at once. Experimentation in a safe forum is the best
idea to insure that no disasters occur.
==See also==
spellsystem, spellslot, spellcircle, spellfailure, magic, memorize, pray, assimilate, tupor, commune, caster
The following help topics also matched your search:
Caster
Outcast
Outcast Tower Guides
The following character attributes are used in execution of this ability (if any):
Char's Agility.
< 422h/422H 146v/146V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.
< 422h/422H 146v/146V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -West -Down
A steel dagger has been tossed aside here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A double-bladed weapon lies here.
A large sign hangs from the front of the counter here.
A beautiful black Arabian gelding stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)
< 422h/422H 146v/146V Pos: standing >
The Ogre's Foot Lounge
One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn. A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates. Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale. A small bar runs along the southern wall,
around which some warriors wait looking for work. At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
< 422h/422H 145v/146V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
[5] A small bandage rests upon the ground here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A shady looking youth is standing here, eyeing you with a devious glance.
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
< 422h/422H 144v/146V Pos: standing >
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East -South -West
The corpse of a stray cat is lying here.
< 422h/422H 143v/146V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason none of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A spellbook has been tossed aside here.
[5] A small bandage rests upon the ground here.
< 422h/422H 144v/146V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A human merchant from another town stands here, perusing Tharnadia.
< 422h/422H 144v/146V Pos: standing >
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
< 422h/422H 144v/146V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
< 422h/422H 143v/146V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east of here. There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city. Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 422h/422H 143v/146V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 422h/422H 143v/146V Pos: standing >
Outside the Eastern City Gates
Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
[2] A spellbook has been tossed aside here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.
< 422h/422H 142v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
A homeless peasant is here, looking lost and hungry.(Gold Aura)
A prong-horned antelope stands here.
< 422h/422H 141v/146V Pos: standing >
< 422h/422H 144v/146V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
< 422h/422H 146v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
A young man in leather armor seems to be patrolling outside the gates.
< 422h/422H 144v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
A small rune-covered stone protrudes from the ground here.
A young man in leather armor seems to be patrolling outside the gates.
< 422h/422H 142v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
A well trained barbarian mercenary has been hired to guard the countryside from evil.
< 422h/422H 141v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 422h/422H 140v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
< 422h/422H 138v/146V Pos: standing >
< 422h/422H 146v/146V Pos: standing >
< 422h/422H 146v/146V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -West -Up
< 422h/422H 146v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
< 422h/422H 143v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
< 422h/422H 141v/146V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 422h/422H 139v/146V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A deer stands here, grazing on some grass.
A tough looking warrior is scanning the landscape beyond the walls.
< 422h/422H 138v/146V Pos: standing >
MM^***..^
M^**^*.^^.
*******...
*M+**^**.
^@++++++
*M+*^*.**
M^******..
MMMM^***^..
MMMM*^*..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 138v/146V Pos: standing >
M^***..^M
M^**^*.^^.M
*******....
*M+**^**.^
^+@++++++
*M+*^*.***
M^******...
MMM^***^..^
MMM*^*..^
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 138v/146V Pos: standing >
^***..^M^
^**^*.^^.M^
*******....M
*M+**^**.^.
^++@++++++
*M+*^*.****
M^******....
MM^***^..^M
MM*^*..^M
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 137v/146V Pos: standing >
***..^M^.
**^*.^^.M^.
*******....M.
*M+**^**.^.^
^+++@++++++
*M+*^*.****.
M^******....^
M^***^..^MM
M*^*..^M^
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 138v/146V Pos: standing >
**..^M^..
*^*.^^.M^..
******....M.+
*M+**^**.^.^+
^++++@++++++
*M+*^*.****.+
^******....^+
^***^..^MM.
*^*..^M^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 137v/146V Pos: standing >
*..^M^...
^*.^^.M^..+
*****....M.+.
M+**^**.^.^+.
^+++++@+++++.
M+*^*.****.+.
******....^+.
***^..^MM.M
^*..^M^..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 137v/146V Pos: standing >
..^M^...+
*.^^.M^..+.
****....M.+..
+**^**.^.^+..
++++++@++++..
+*^*.****.+..
*****....^+..
**^..^MM.M.
*..^M^..+
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 136v/146V Pos: standing >
.^M^...+.
.^^.M^..+..
***....M.+..^
**^**.^.^+..^
++++++@+++...
*^*.****.+...
****....^+...
*^..^MM.M.^
..^M^..+.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 136v/146V Pos: standing >
^M^...+..
^^.M^..+...
**....M.+..^.
*^**.^.^+..^.
++++++@++....
^*.****.+...M
***....^+....
^..^MM.M.^^
.^M^..+..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 135v/146V Pos: standing >
M^...+...
^.M^..+....
*....M.+..^..
^**.^.^+..^.P
++++++@+.....
*.****.+...M.
**....^+....^
..^MM.M.^^.
^M^..+...
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 135v/146V Pos: standing >
^...+...
.M^..+.....
....M.+..^P..
**.^.^+..^...
++++++@.....^
.****.+...M..
*....^+....^.
.^MM.M.^^..
M^..+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 422h/422H 135v/146V Pos: standing >
...+...
M^..+......
...M.+..P...^
*.^.^+..^....
++++++@....^.
****.+...M..^
....^+....^..
^MM.M.^^...
^..+.....
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 422h/422H 135v/146V Pos: standing >
...+... M
^...+...
.M^..+.......
...M.+.P^...^
*.^.^+@.^....
++++++.....^.
****.+...M..^
...^M....^.
MM.+.^^..
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 422h/422H 134v/146V Pos: standing >
...M...
....+... M
M^...+... .
.M^..+.......
...M.+@P^...^
*.^.^+..^....
++++++.....^.
***.+...M..
..^M....^
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 422h/422H 132v/146V Pos: standing >
..M...
...+... M .
^...+... ..
M^..+........
..M.+.@^...^^
.^.^+.P^.....
+++++.....^..
**.+...M..^
.^M....^.
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 422h/422H 131v/146V Pos: standing >
..M... M
...+... .
M^..+........
..M.+..^...^^
.^.^+P@^.....
+++++.....^..
***.+...M..^M
..^M....^..
M.+.^^...
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
An Orc enters from the west.
A Drow Elf rides in on a winged hellhound from the west.
A Revenant enters from the west.
< 422h/422H 132v/146V Pos: standing >
An Orc leaves south.
A Drow Elf leaves south riding on a winged hellhound.
A Revenant leaves south.
< 422h/422H 132v/146V Pos: standing >
..M...
^..+.......
..M.+..^...^^
.^.^+..^.....
+++++.@...^..
***.M...M..^M
...^+....^...
MM.+.^^....
..+......
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
A Revenant (large) La Resistance stands in mid-air here.
A Drow Elf (medium) La Resistance in mid-air sits atop a winged hellhound.
An impenetrable globe of darkness floats near a Drow Elf's head.
An Orc (medium) La Resistance stands in mid-air here.
You are briefly surrounded by a red aura!
A Drow Elf's sweep catches you in the side and you almost stumble.
< 406h/422H 131v/146V Pos: standing >
< T: Tinnel TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
An Orc leaves north.
< 406h/422H 131v/146V Pos: standing >
< T: Tinnel TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 406h/422H 131v/146V Pos: standing >
< T: Tinnel TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
A Revenant suddenly looks a bit dumb, and madly slams _YOU_!
< 403h/422H 131v/146V Pos: on your ass >
< T: Tinnel TP: ass TC:few scratches E: A Drow Elf sta EP: excellent >
An Orc enters from the west.
< 403h/422H 131v/146V Pos: on your ass >
< T: Tinnel TP: ass TC:few scratches E: A Drow Elf sta EP: excellent >
An Orc starts casting an offensive spell.
< 403h/422H 131v/146V Pos: on your ass >
< T: Tinnel TP: ass TC:few scratches E: A Drow Elf sta EP: excellent >
A winged hellhound sidesteps your attack causing you to miss.
< 403h/422H 131v/146V Pos: on your ass >
< T: Tinnel TP: ass TC:few scratches E: A Drow Elf sta EP: excellent >
An Orc completes his spell...
An Orc utters the words 'xazzg ay yahuojz'
You feel tired!
A Drow Elf misses you.
-=[A Drow Elf's crude slash wounds you.]=-
-=[A Drow Elf's decent slash wounds you.]=-
< 390h/422H 117v/146V Pos: on your ass >
< T: Tinnel TP: ass TC:few scratches E: A Drow Elf sta EP: excellent >
-=[A Revenant's powerful slash strikes you hard.]=-
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
-=[A Revenant's fine pierce wounds you.]=-
Searing bolts of black lightning flow forth from a Revenant's blood dagger of Tezcatlipoca [superior], striking you soundly!
-=[A Revenant's impressive slash strikes you.]=-
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
-=[A Revenant's impressive slash strikes you.]=-
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
-=[A Revenant's powerful slash strikes you hard.]=-
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
-=[A Revenant's slash enshrouds you in a mist of blood.]=-
OUCH! That really did HURT!
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
-=[A Revenant's slash strikes you hard.]=-
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
< 165h/422H 117v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
An Orc starts casting an offensive spell.
< 165h/422H 117v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
A Drow Elf's Bahamut's mask of vigor glows briefly and uses your essence to revitalize a Drow Elf!
A winged hellhound suddenly attacks YOU!
-=[A winged hellhound's thrash wounds you.]=-
< 162h/422H 117v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
An Orc completes his spell...
An Orc utters the words 'xazzg ay yahuojz'
You feel tired!
< 162h/422H 101v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
You feel tired!
< 162h/422H 87v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
An Orc starts casting an offensive spell.
< 162h/422H 87v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
A Drow Elf parries your futile lunge at him.
-=[A Drow Elf's crude slash strikes you.]=-
-=[A Drow Elf's fine slash strikes you hard.]=-
-=[A Drow Elf's crude slash strikes you.]=-
< 134h/422H 87v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
An Orc completes his spell...
An Orc utters the words 'xazzg ay yahuojz'
You feel tired!
< 134h/422H 69v/146V Pos: on your ass >
< T: Tinnel TP: ass TC: nasty wounds E: A Drow Elf sta EP: excellent >
You feel tired!
-=[A Revenant's slash seriously wounds you.]=-
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
-=[A Revenant's fine slash strikes you.]=-
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
-=[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!
Searing bolts of black lightning flow forth from a Revenant's sword of fire and flame, striking you soundly!
You wish that your wounds would stop BLEEDING so much!
Your upper body is disconnected from your legs as a Revenant slashes you.
Your irridescent blue mask was completely destroyed by the massive blow!
Your gleaming gold stud was completely destroyed by the massive blow!