The Inn of the Shady Grove
The small and simple room here is decorated with a variety of
plants and pieces of furniture. The room is constructed from stone
and mortar. The room glows an erie yellow from the large candles
which burn on the counter along the west wall. A hallway can be
seen just beyond the counter where visitors have taken some time
off. There are exits leading into the House of the Poor and the
Bar of the Dancing Flame.
Obvious exits: -East -South
A few drops of fresh blood are scattered around the area.
The corpse of an Orc is lying here.
A large stone warhammer has been dropped here.
A spellbook lies here, discarded.
a satchel used to hold various items lies here.
A long steel sword is here in the dirt.
An old blade has been discarded of here.
[2] A spellbook has been tossed aside here.
[2] An amber-colored metallic rod lies here.
[54] Some fool has dropped a magic mushroom here (glowing)
A large two-handed sword has been left here.
[25] A small bandage rests upon the ground here.
< 1h/187H 130v/130V Pos: standing >
< 2h/187H 130v/130V Pos: standing >
< 3h/187H 130v/130V Pos: standing >
< 4h/187H 130v/130V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.
< 5h/187H 130v/130V Pos: standing >
< 7h/187H 130v/130V Pos: standing >
< 12h/187H 130v/130V Pos: standing >
< 13h/187H 130v/130V Pos: standing >
< 16h/187H 130v/130V Pos: standing >
< 18h/187H 130v/130V Pos: standing >
Hint: Things in your inventory weighing you down? Wearing or holding your containers may ease the load.
< 18h/187H 130v/130V Pos: standing >
< 19h/187H 130v/130V Pos: standing >
< 20h/187H 130v/130V Pos: standing >
< 22h/187H 130v/130V Pos: standing >
< 24h/187H 130v/130V Pos: standing >
< 25h/187H 130v/130V Pos: standing >
< 27h/187H 130v/130V Pos: standing >
< 27h/187H 130v/130V Pos: standing >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.
< 31h/187H 130v/130V Pos: standing >
< 32h/187H 130v/130V Pos: standing >
< 33h/187H 130v/130V Pos: standing >
< 33h/187H 130v/130V Pos: standing >
Arihafk has entered the game.
< 41h/187H 130v/130V Pos: standing >
Arihafk tips his hat.
< 42h/187H 130v/130V Pos: standing >
< 42h/187H 130v/130V Pos: standing >
< 43h/187H 130v/130V Pos: standing >
Hint: You can drag a corpse to safety by typing 'drag corpse <direction>'.
< 44h/187H 130v/130V Pos: standing >
Arihafk leaves east.
< 46h/187H 130v/130V Pos: standing >
Arihafk enters from the east.
< 46h/187H 130v/130V Pos: standing >
Arihafk leaves south.
< 47h/187H 130v/130V Pos: standing >
< 48h/187H 130v/130V Pos: standing >
< 50h/187H 130v/130V Pos: standing >
< 51h/187H 130v/130V Pos: standing >
< 51h/187H 130v/130V Pos: standing >
Autosaving...
< 53h/187H 130v/130V Pos: standing >
< 56h/187H 130v/130V Pos: standing >
< 56h/187H 130v/130V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.
< 57h/187H 130v/130V Pos: standing >
< 59h/187H 130v/130V Pos: standing >
< 60h/187H 130v/130V Pos: standing >
< 61h/187H 130v/130V Pos: standing >
< 62h/187H 130v/130V Pos: standing >
Hint: Some mobs are friendlier than others. Try 'ask <mob> hi' to get a quest started or look for clues in their description on what to ask them about.
< 70h/187H 130v/130V Pos: standing >
Top Fraggers
Nib 55.24
Cerif 54.28
Laz 50.73
Javok 21.95
Saif 21.40
Noz 21.36
Znar 19.92
Nazz 16.59
Lurt 15.23
Tiu 15.03
Lowest Fraggers
Dedood -4.00
Kooool -4.00
Grr -4.00
Tchillie -3.50
Illiak -3.50
Aretean -3.38
Tokul -2.75
Shakti -2.05
Zijn -2.00
Llama -2.00
< 74h/187H 130v/130V Pos: standing >
Top Fraggers
Teis 17.63
Athena 16.71
Liels 15.73
Tilran 15.44
Om 14.29
Rhak 13.14
Omm 12.68
Morrigu 12.13
Corae 11.50
Varz 11.05
Lowest Fraggers
Jubek -11.49
Gonskr -10.10
Sekee -6.00
Taishanos -5.96
Anhur -5.30
Sgan -4.66
Zlo -4.55
Porkula -4.28
Choron -4.24
Killa -4.00
< 75h/187H 130v/130V Pos: standing >
Top Fraggers
Nib 55.24
Cerif 54.28
Laz 50.73
Javok 21.95
Saif 21.40
Noz 21.36
Znar 19.92
Nazz 16.59
Lurt 15.23
Tiu 15.03
Lowest Fraggers
Dedood -4.00
Kooool -4.00
Grr -4.00
Tchillie -3.50
Illiak -3.50
Aretean -3.38
Tokul -2.75
Shakti -2.05
Zijn -2.00
Llama -2.00
< 76h/187H 130v/130V Pos: standing >
< 76h/187H 130v/130V Pos: standing >
< 79h/187H 130v/130V Pos: standing >
< 79h/187H 130v/130V Pos: standing >
< 81h/187H 130v/130V Pos: standing >
Hint: Been to the website yet? Point your browser to http://www.durismud.com.
< 83h/187H 130v/130V Pos: standing >
< 84h/187H 130v/130V Pos: standing >
< 91h/187H 130v/130V Pos: standing >
< 91h/187H 130v/130V Pos: standing >
< 93h/187H 130v/130V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.
< 96h/187H 130v/130V Pos: standing >
< 97h/187H 130v/130V Pos: standing >
< 99h/187H 130v/130V Pos: standing >
< 100h/187H 130v/130V Pos: standing >
< 101h/187H 130v/130V Pos: standing >
It is 1pm, on the Day of the Sun
The 6th Day of the Month of The Fevor, Year 1739.
Time elapsed since boot-up: 12:30:14
Current time is: Thu Sep 17 16:57:06 2015 (GMT)
< 103h/187H 130v/130V Pos: standing >
The Bar of Dancing Flame
Chairs and tables can be found through out this room. This bar serves as
a gathering place for social events. Many drunks can always be found here.
There is a large counter along the west wall where most of the drunks are
gathered drinking heartily. Drinks and other items are available for sample
in this store. The only exits are down and north out of the this bar.
Obvious exits: -North -Down
An unwanted pendant sits on the floor here.
A mighty board stands here held up by great swords reading 'Flame Board.'
Crawling about, this baby orc is crying loudly.
A small black skunk peers wearily at you.
A dancing elven girl dances along her way through the bar.
(Q)Ixie, the bartender, stands behind the counter ready to serve you.
A dancing elven girl dances along her way through the bar.
< 103h/187H 129v/130V Pos: standing >
A Small Side Street of the Grove
This pathway is almost ten feet wide and is heavily littered with trash
and other debris. Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Among these puddles of water are scattered lose change
and other unwanted items that people have carelessly dropped. The only
exits are east and up which lead into various parts of town.
Obvious exits: -East -Up
The corpse of an orcish assassin is lying here.
A cowardly orcish girl tries to hide herself in protection.
Crawling about, this baby orc is crying loudly.
Crawling about, this baby orc is crying loudly.
< 104h/187H 128v/130V Pos: standing >
A Small Side Street of the Grove
This pathway is almost ten feet wide and is heavily littered with trash
and other debris. Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Rotten corpses of some animals are seen along the
side of this street. There is a potent stench of decay in this area. The
only exits are east and west leading into various parts of the Grove.
Obvious exits: -East -West
The corpse of a stray dog is lying here.
The corpse of a drunken orc is lying here.
A drunken orc wanders about lost out of his mind.
Crawling about, this baby orc is crying loudly.
An orcish warrior is here preparing for the next invasion.
< 104h/187H 127v/130V Pos: standing >
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide. A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path, west into an alley, and east to the bakery.
Obvious exits: -North -East -South -West
A pair of unwanted leggings collects in the rubble here.
An orcish assassin prowls the area hunting his new prey.
An orc guard of the Black Order is here watching your every action.
< 104h/187H 126v/130V Pos: standing >
An orcish warrior enters from the west.
< 104h/187H 126v/130V Pos: standing >
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide. A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path and there is an exit east to the shopping district
of the city.
Obvious exits: -North -East -South
< 104h/187H 126v/130V Pos: standing >
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide. A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. The Guard Barracks
of the Black Order of Orcs is located just to the west with the Shady
Jewelers to the east.
Obvious exits: -North -East -South -West
A wandering orcish soul, flying about here, is searching for a new victim.
< 104h/187H 125v/130V Pos: standing >
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide. A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path and a small
scribers shop to the east.
Obvious exits: -North -East -South
A stray dog runs around searching for someone to play with.
< 104h/187H 124v/130V Pos: standing >
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide. A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. On the west side
of the pathway, there is a small stone tower rising above the city. On
the east side is the southern branch of the Bank of the Shady.
Obvious exits: -North -East -South -West
A small collar collects among the rubble on the ground.
An orc guard of the Black Order is here watching your every action.
A drunken orc wanders about lost out of his mind.
< 104h/187H 124v/130V Pos: standing >
The South Gates of the Shady Grove
A large city dwells before your eyes. Many citizens have made this city
their home. Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
Obvious exits: -North -East -West -Down#
[32] Some fool has dropped a magic mushroom here (glowing)
An orcish warrior is here preparing for the next invasion.
A stray hound carefully sniffs and explores the area.
Crawling about, this baby orc is crying loudly.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
A massive umber hulk stands here chained to the ground.
The orc gate guard of the Shady Grove stands here on duty.
< 104h/187H 123v/130V Pos: standing >
Alas, you cannot go that way. . . .
< 104h/187H 123v/130V Pos: standing >
Autosaving...
< 105h/187H 124v/130V Pos: standing >
Ok.
< 105h/187H 124v/130V Pos: standing >
Before the Ramparts that Lead to the South Gates of Shady Grove
A massive moat was recently built before the gates. From within the deep moat,
a long ramp leads upwards to the south gates of Shady Grove. The moat is
currently dry...
Standing before the magnificent entryway into the city, one easily notices
the many eyes watching from above. These eyes of the sentries on the city wall
mark your entry into the city and keep an eye out for danger. The gates to the
city are large and black. Constructed from black obsidian forged in the fiery
pits of a volcanoe, these gates have kept unwanted visitors out of the city. On
the other side of the gates, many guards can be seen standing stern and
attending to their tasks at hand.
Obvious exits: -South -Up
[19] Some fool has dropped a magic mushroom here (glowing)
< 105h/187H 124v/130V Pos: standing >
Nearing the Shady Grove
The pathway leads closer to a large city. High black city walls surround
this city called the Shady Grove. Along the city wall, there appear to be
many sentries observing the city and near by surroundings. Along side of this
pathway, beautiful pastures filled with grazing animals can be seen. The only
exits are north and south along this pathway.
Obvious exits: -North -South
< 105h/187H 123v/130V Pos: standing >
A Small Pathway
The rocky pathway continues here heading up to a large city in the near
distance. The city to the north is marked by its varying skyline of towers
and the city wall. Many guards can been seen on their posts from this path.
There are a variety of animals roaming about here in search of food to satisfy
their appetites. The pathway continues north and south through the surrouding
shrubbery.
Obvious exits: -North -South
< 105h/187H 122v/130V Pos: standing >
***^^^*^M
*^*^^^^**
^.^^@..**
^...+..M*
....+...*
Along a Crumbling Cobblestone Road
Obvious exits: -North -East -South -West
< 105h/187H 121v/130V Pos: standing >
****^^^*^
**^*^^^^*
*^.^@+..*
.^...+..M
M....+...
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East -South -West
< 105h/187H 121v/130V Pos: standing >
The sun hangs low on the southern sky.
It is 2pm, on the Day of the Sun
The 6th Day of the Month of The Fevor, Year 1739.
Time elapsed since boot-up: 12:30:25
Current time is: Thu Sep 17 16:57:17 2015 (GMT)
< 105h/187H 122v/130V Pos: standing >
< 106h/187H 127v/130V Pos: standing >
< 108h/187H 130v/130V Pos: standing >
Hint: Been to the website yet? Point your browser to http://www.durismud.com.
< 109h/187H 130v/130V Pos: standing >
< 113h/187H 130v/130V Pos: standing >
< 117h/187H 130v/130V Pos: standing >
< 117h/187H 130v/130V Pos: standing >
< 118h/187H 130v/130V Pos: standing >
< 122h/187H 130v/130V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.
< 122h/187H 130v/130V Pos: standing >
< 125h/187H 130v/130V Pos: standing >
The sun starts to set in the south.
< 131h/187H 130v/130V Pos: standing >
< 132h/187H 130v/130V Pos: standing >
< 135h/187H 130v/130V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 135h/187H 130v/130V Pos: standing >
< 137h/187H 130v/130V Pos: standing >
< 139h/187H 130v/130V Pos: standing >
< 140h/187H 130v/130V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 144h/187H 130v/130V Pos: standing >
< 148h/187H 130v/130V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled.
< 148h/187H 130v/130V Pos: standing >
< 151h/187H 130v/130V Pos: standing >
< 153h/187H 130v/130V Pos: standing >
The snow is coming down faster now.
< 153h/187H 130v/130V Pos: standing >
< 155h/187H 130v/130V Pos: standing >
< 156h/187H 130v/130V Pos: standing >
Autosaving...
< 157h/187H 130v/130V Pos: standing >
The sun vanishes behind the southern horizon.
< 157h/187H 130v/130V Pos: standing >
< 160h/187H 130v/130V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.
< 161h/187H 130v/130V Pos: standing >
< 162h/187H 130v/130V Pos: standing >
< 163h/187H 130v/130V Pos: standing >
< 166h/187H 130v/130V Pos: standing >
< 167h/187H 130v/130V Pos: standing >
< 168h/187H 130v/130V Pos: standing >
The night has begun.
< 170h/187H 130v/130V Pos: standing >
< 171h/187H 130v/130V Pos: standing >
< 171h/187H 130v/130V Pos: standing >
< 174h/187H 130v/130V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.
< 174h/187H 130v/130V Pos: standing >
< 175h/187H 130v/130V Pos: standing >
< 176h/187H 130v/130V Pos: standing >
< 177h/187H 130v/130V Pos: standing >
< 179h/187H 130v/130V Pos: standing >
< 181h/187H 130v/130V Pos: standing >
< 181h/187H 130v/130V Pos: standing >
< 181h/187H 130v/130V Pos: standing >
Grey elf
=========================================
Unlike their cousins the Drow, Grey Elves live on the surface and prefer
to dwell in forests. They are exceptionally intelligent and swift, but
are inclined to be weaker and smaller than humans. Grey Elves have a
good-natured disposition and tend to love animals and nature, although
they loathe Drow. They are born with infravision, but, unlike Drow,
can see perfectly in daylight.
==See also==
* Races
* Infravision
* Sneak
* Innate
==Class list==
* Warrior : Swordsman, Guardian, Swashbuckler
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* 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 : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 90
Agility : 120
Dexterity : 110
Constitution: 90
Power : 105
Intelligence: 115
Wisdom : 120
Charisma : 120
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : average
Spell Pulse : very good
==Innate abilities==
*infravision
*outdoor sneak (obtained at level 21)
*forest sight (obtained at level 11)
*magic resistance
*longsword master (obtained at level 11)
'*' Designates passive ability.
< 183h/187H 130v/130V Pos: standing >
Drow elf
=========================================
Living far beneath the surface, deep within the bowels of the Underdark,
Drow Elves are a swift-moving, crafty, remorselessly wicked people ruled
by a society of priestesses who serve the demonic Spider Queen, Lloth.
The Drow are an extremely intelligent race, and their abilities and
ambition are feared and loathed by races throughout the Realms,
particularly Grey Elves, their distant cousins and blood enemies.
Because of the length of time they spend below the surface, Drow are hurt
by the natural light of the sun and the light of fire. To compensate,
they have permanent ultravision, allowing them to see in total darkness.
However, they seldom travel to the surface, and never during the daytime.
Drow tend to be weaker and frailer than humans, but are better in most
other areas. Low level Drow are somewhat resistant to magical attacks, but
gain more resistance as they level.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian, Swashbuckler
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Anti-Paladin: Dark Knight, Demonic Rider, Violator
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Reaver : Ice Reaver, Flame Reaver, Shock Reaver, Earth Reaver
* Illusionist : Magician, Dark Dreamer
* Blighter : Storm Bringer, Scourge, Ruiner
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 90
Agility : 130
Dexterity : 110
Constitution: 90
Power : 110
Intelligence: 120
Wisdom : 115
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : average
Spell Pulse : very good
==Innate abilities==
levitate (obtained at level 11)
faerie fire
*ultravision
globe of darkness (obtained at level 26)
*magic resistance
*dayblind
*vulnerable to sun
*longsword master (obtained at level 11)
'*' Designates passive ability.
< 184h/187H 130v/130V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.
< 187h/187H 130v/130V Pos: standing >
< 187h/187H 130v/130V Pos: standing >
It's cool out here.
< 187h/187H 130v/130V Pos: standing >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.
< 187h/187H 130v/130V Pos: standing >
Autosaving...
< 187h/187H 130v/130V Pos: standing >
Sorry, but there are no help topics that match your search.
< 187h/187H 130v/130V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
< 187h/187H 130v/130V Pos: standing >
< 187h/187H 130v/130V Pos: standing >
< 187h/187H 130v/130V Pos: standing >
< 187h/187H 130v/130V Pos: standing >
< 187h/187H 130v/130V Pos: standing >
The snow is coming down faster now.
< 187h/187H 130v/130V Pos: standing >
Hint: Type 'news' daily to read the latest changes and updates on Duris.
< 187h/187H 130v/130V Pos: standing >
< 187h/187H 130v/130V Pos: standing >
< 187h/187H 130v/130V Pos: standing >
A Firbolg snaps into visibility.
In his haste to slam you around, a Firbolg slips and falls!
A Firbolg is stunned!
< 187h/187H 130v/130V Pos: standing >
A faint hum can be heard from the holy flamberge of the efreeti carried by someone.
< 187h/187H 130v/130V Pos: standing >
Someone suddenly attacks YOU!
A Firbolg snaps into visibility.
A Firbolg's powerful slash enshrouds you in a mist of blood.
OUCH! That really did HURT!
< 135h/187H 130v/130V Pos: standing >
< T: Rexfu TP: sta TC: few wounds E: A Firbolg sta EP: excellent >
< 135h/187H 130v/130V Pos: standing >
< T: Rexfu TP: sta TC: few wounds E: A Firbolg sta EP: excellent >
A Firbolg dodges your futile attack.
A Firbolg dodges your futile attack.
A Firbolg snaps into visibility.
A Firbolg's powerful slash enshrouds you in a mist of blood.
OUCH! That really did HURT!
You easily lean out of range of a Firbolg's vicious attack.
A Firbolg's powerful slash causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
Your vision spins into darkness as your head falls towards the ground.