The Mother Lode
Obvious exits: -E -S -U
[7] A gnoby piece of wood, perhaps a small mace, lies here.
[7] A steel long sword has been left here.
[7] A steel short sword lies discarded here.
[7] A steel dagger has been tossed aside here.
[7] A two-handed sword, nearly six feet in length, lies here.
[7] A warhammer with a sturdy-looking steel head lies here.
[7] A stout cudgel carved from oak wood lies here.
[14] A large wooden torch has been discarded here.
[7] A large two-handed sword has been left here.
[35] A small bandage rests upon the ground here.
A mighty board stands here held up by great swords reading 'Flame Board.'
A dwarven commoner is here, shopping around the square.
A brutish bartender serves drinks to his patrons here.
< 1h/452H 89v/106V Pos: standing >
A dwarven commoner leaves up.
< 1h/452H 90v/106V Pos: standing >
Score information for Mank
Level: 55 Race: Dwarf Class: Rogue / Thief Sex: Male
Hit points: 1(452) Moves: 91(106)
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 / 0 hours/ 28 minutes
Received data: 0.0157 MB this session.
Send data: 0.0002 MB this session.
Compression ratio: 73%
73%
Status: Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 1
Detecting: Heat
Enchantments: Listen Sneaking
Stat pool timeout: none
Bartender Quests Remaining: 6
Combat Pulse: 17 Spell Pulse: 0.85
Leaderboard Points: 585
Active Spells:
--------------
well-rested bonus (98 minutes)
< 1h/452H 91v/106V Pos: standing >
Hatred
=========================================
A Mountain Dwarf is as changeable as the rock he came from but as a result they
also never forget. Many are the long wars fought against the invading Orcs
and the battles against the Duergar and Drow Elf. Over the passing millennia,
a deep hatred has grown into the hearts of all Mountain Dwarves and they will
battle this evil anywhere and everywhere. A result of this hatred is a rage that
will help the dwarf to keep on fighting when others others would tire and to fight
with determination unheard of.
==See also==
* Innate
* Races
< 1h/452H 93v/106V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.
< 3h/452H 103v/106V Pos: standing >
Skill
1h piercing 41
1h slashing 40
appraise 40
awareness 40
backstab 40
bandage 40
blindfighting 40
carve 40
circle 40
climb 40
dirt toss 40
disguise 40
double attack 42
dual wield 40
enchant arrows 40
evade 40
fishing 40
hamstring 40
hide 40
kick 40
listen 40
mount 40
parry 42
pick lock 40
point blank shot 40
quick step 40
ranged weapons 40
retreat 40
safe fall 40
salvage 40
shadowstep 40
shield block 40
slip 40
sneak 40
steal 40
subterfuge 40
swim 40
switch opponents 40
track 46
trap 40
trip 40
unarmed damage 40
vicious attack 41
< 5h/452H 106v/106V Pos: standing >
Score information for Mank
Level: 55 Race: Dwarf Class: Rogue / Thief Sex: Male
Hit points: 6(452) Moves: 106(106)
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 / 0 hours/ 29 minutes
Received data: 0.0168 MB this session.
Send data: 0.0002 MB this session.
Compression ratio: 73%
73%
Status: Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 1
Detecting: Heat
Enchantments: Listen Sneaking
Stat pool timeout: none
Bartender Quests Remaining: 6
Combat Pulse: 17 Spell Pulse: 0.85
Leaderboard Points: 585
Active Spells:
--------------
well-rested bonus (97 minutes)
< 6h/452H 106v/106V Pos: standing >
Warrior
=========================================
Warriors are experts at hand-to-hand combat. They possess fighting skills that are unequaled by members of any other class. Warriors always strive for increased strength, constitution and dexterity, since these traits increase their effectiveness in combat, but also use their intelligence to help score critical hits on opponents in battle.
Because they employ such finesse in their fighting tactics, Warriors have been thought to resemble swashbucklers or fencers when at their best. They are, in essence, the ultimate fighter and are the best in the world at skills such as bash, rescue, kick, and parry. The advantages of being a warrior lie within
these skills.
==Equipment usage==
Like all classes on Duris, Warriors have their own item restrictions. They can use most heavy armor and weapons but are more limited in using magical items.
Warriors are eligible to receive the following epic skills:
anatomy, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, indomitable rage, expert parry, expert riposte, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, ship damage control
==See also==
* Fighter
* Guardian
* Skills
* Swordsman
* Tank
* Warrior Skills
* Weapons
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Ogre, Troll, Orc, Thri-Kreen, Centaur, Githyanki, Minotaur, Shade, Revenant, Goblin, Death Knight, Shadow Beast, Wight, Githzerai, Drider, Kobold, Firbolg
==Innate abilities==
None.
==Specializations==
* Swordsman
* Guardian
* Swashbuckler
The following help topics also matched your search:
Warrior Skills
< 6h/452H 106v/106V Pos: standing >
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.
< 7h/452H 106v/106V Pos: standing >
< 9h/452H 106v/106V Pos: standing >
Toggle Boon
=========================================
Sometimes the Gods of Duris will offer special rewards for completion of certain tasks throughout the realms. These rewards, or boons, can be for money, experience or even stat upgrades.
In order to be able to receive these boons, players most be sure to toggle boon to the ON setting. A list of currently active boons can be seen by typing 'boon'. Please note that some boons are repeatable and some may be one use only. (Repeatable boons will be noted by the letter R in the boon description).
Also, at times, different racewars may be offered different boons, so a zone boon or mob boon does not guarantee an encounter with the opposite racewar... or maybe it does... so keep your eyes open!!
< 11h/452H 106v/106V Pos: standing >
The Gods of Duris have given you and your allies the following boons:
ID Duration Racewar Description
1535 R Forever All Notch the Wisdom attribute when you capture the Marduk nexus.
1536 R Forever All Notch the Strength attribute when you capture the Antu nexus.
1537 R Forever All Notch the Intelligence attribute when you capture the Enlil nexus.
1538 R Forever All Notch the Constitution attribute when you capture the Ningishzida nexus.
1560 R Forever All Receive 'a Mystical Faerie Bag of stolen loot' when you receive a 0.50 frag or better.
1561 R Forever All Receive 500 platinum when you receive a 1.00 frag or better.
1601 R Forever All Gain 300 epics when you kill 1 Human(s).
1602 R Forever All Gain 300 epics when you kill 1 Orc(s).
1603 R Forever All Receive 500 platinum when you kill 1 Human(s).
1604 R Forever All Receive 500 platinum when you kill 1 Orc(s).
Displaying 10 result(s).
< 12h/452H 106v/106V Pos: standing >
< 13h/452H 106v/106V Pos: standing >
< 13h/452H 106v/106V Pos: standing >
Score information for Mank
Level: 55 Race: Dwarf Class: Rogue / Thief Sex: Male
Hit points: 15(452) Moves: 106(106)
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 / 0 hours/ 30 minutes
Received data: 0.0196 MB this session.
Send data: 0.0002 MB this session.
Compression ratio: 72%
72%
Status: Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 1
Detecting: Heat
Enchantments: Listen Sneaking
Stat pool timeout: none
Bartender Quests Remaining: 6
Combat Pulse: 17 Spell Pulse: 0.85
Leaderboard Points: 585
Active Spells:
--------------
well-rested bonus (97 minutes)
< 15h/452H 106v/106V Pos: standing >
< 15h/452H 106v/106V Pos: standing >
< 15h/452H 106v/106V Pos: standing >
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
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
< 16h/452H 106v/106V Pos: standing >
Score information for Mank
Level: 55 Race: Dwarf Class: Rogue / Thief Sex: Male
Hit points: 17(452) Moves: 106(106)
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 / 0 hours/ 30 minutes
Received data: 0.0205 MB this session.
Send data: 0.0003 MB this session.
Compression ratio: 73%
73%
Status: Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 1
Detecting: Heat
Enchantments: Listen Sneaking
Stat pool timeout: none
Bartender Quests Remaining: 6
Combat Pulse: 17 Spell Pulse: 0.85
Leaderboard Points: 585
Active Spells:
--------------
well-rested bonus (97 minutes)
< 17h/452H 106v/106V Pos: standing >
Skill
1h piercing 41
1h slashing 40
appraise 40
awareness 40
backstab 40
bandage 40
blindfighting 40
carve 40
circle 40
climb 40
dirt toss 40
disguise 40
double attack 42
dual wield 40
enchant arrows 40
evade 40
fishing 40
hamstring 40
hide 40
kick 40
listen 40
mount 40
parry 42
pick lock 40
point blank shot 40
quick step 40
ranged weapons 40
retreat 40
safe fall 40
salvage 40
shadowstep 40
shield block 40
slip 40
sneak 40
steal 40
subterfuge 40
swim 40
switch opponents 40
track 46
trap 40
trip 40
unarmed damage 40
vicious attack 41
< 17h/452H 106v/106V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.
< 18h/452H 106v/106V Pos: standing >
Point blank shot
=========================================
This skill allows the archer to fire his bow, while engaged in combat. However,
due to the difficulty of firing in combat, a successful volley will not contain
as many direct hits as one when the archer is not engaged. The success of this
ability is dependent on the skill level.
< 19h/452H 106v/106V Pos: standing >
< 20h/452H 106v/106V Pos: standing >
Shadowstep
=========================================
The shadowstep skill allows a thief to quickly meld into the shadows,
providing evasion from combat as well as detection from sight for a short
period of time.
Cooldown time of the shadowstep skill is directly related to skill level.
Higher skill levels will yield a faster cool-down time.
The following character attributes are used in execution of this ability (if any):
< 22h/452H 106v/106V Pos: standing >
< 22h/452H 106v/106V Pos: standing >
A dwarven commoner enters from above.
< 23h/452H 106v/106V Pos: standing >
General Kimordril rides in on a large pony from above.
An honor guard enters from above.
An honor guard enters from above.
< 23h/452H 106v/106V Pos: standing >
You attempt to step into the shadows, but fail horribly!
< 24h/452H 106v/106V Pos: standing >
You must wait for the shadows to coalesce before attempting to shadow step once again.
< 24h/452H 106v/106V Pos: standing >
Thief
=========================================
Thieves are masters of stealth, deceit, concealment, and they might
relieve you of your valuables if you don"t watch your purse. If backed into
a corner, thieves can be deadly enemies and are more than capable of fighting
their way out of tight spots. The dreaded thief is also renowned for its
ability to pick locks, alter their identity, to vanish into the shadows, not
to mention hunting their prey to the ends of the world to get what they want.
Thieves have only learned 1h slashing skill for short swords. They will
not use any other 1h slashing weapons effectively.
Thieves are held fully to the rules listed in Help Raid for equipment
guidelines, and while engaged in pstealing or pkilling they are considered
"primary" characters and as such must wear the best equipment available up to
and including removing equipment from their other characters to meet these
guidelines. This DOES include artifacts, uniques, and iouns, *unless* they
are not usable by a thief.
ALL items stolen by a thief must be worn by the thief *unless* they cannot
use the object or are currently wearing better in that slot, in which case
it may be stored or given away.
Trying to get by these rules will be met with harsh consequences. If you are
unsure about what is legal or not, ask a god.
Thieves are Duris' undisputed masters of stealth, and are not subject to
the typical slow sneak that other rogue subclasses suffer from. At the more
advanced levels, they can even make themselves invisible on the map while
sneaking. Advanced thieves can also step into and out of hiding at will,
without waiting.
==See also==
* Rogue
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Troll, Orc, Githyanki, Goblin
==Innate abilities==
*sneak
*rapier and dirk
*wall climbing (obtained at level 56)
'*' Designates passive ability.
==Skills==
1st Level: dirt toss, slip, steal
16th Level: trip
25th Level: shield block
30th Level: 1h slashing, disguise, listen
41st Level: shadowstep
46th Level: enchant arrows, evade, point blank shot
51st Level: hamstring, trap
52nd Level: quick step
54th Level: vicious attack
==Spells==
None.
< 25h/452H 106v/106V Pos: standing >
A dwarven commoner leaves east.
< 26h/452H 106v/106V Pos: standing >
Shadowstep
=========================================
The shadowstep skill allows a thief to quickly meld into the shadows,
providing evasion from combat as well as detection from sight for a short
period of time.
Cooldown time of the shadowstep skill is directly related to skill level.
Higher skill levels will yield a faster cool-down time.
The following character attributes are used in execution of this ability (if any):
< 27h/452H 106v/106V Pos: standing >
A large dog enters from the east.
< 28h/452H 106v/106V Pos: standing >
< 30h/452H 106v/106V Pos: standing >
A dwarven commoner enters from the east.
< 30h/452H 106v/106V Pos: standing >
An elite guard enters from the south.
General Kimordril leaves south riding on a large pony.
An honor guard leaves south.
An honor guard leaves south.
< 32h/452H 106v/106V Pos: standing >
Ranger
=========================================
Rangers are spell casting warriors. They are attuned with nature and are the best
in the world at two-weapon combat. They are so gifted at two weapon combat, that they
receive an innate bonus to their damage and hitroll just for wielding two weapons.
Rangers are almost as skilled in battle as Warriors. Their spells are granted to them
once they progress upward in level and become powerful enough to use the magic as a reward
for their services to the forces of good.
Centaur rangers are not permitted to springleap.
Warning: Rangers are allies of the forces of good. At anytime a ranger loses grace,
they become a regular warrior. The loss of spell casting is permanent.
Rangers are eligible to receive the following epic skills:
anatomy, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, expert parry, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, and ship damage control
==Equipment usage==
Rangers have their own classification of item restriction. They can use almost
all weapons and most types of armor. They are somewhat limited in their use of
miscellaneous magical items.
==See also==
* Ranger Skills
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.
==Specializations==
* Blademaster
* Huntsman
* Marshall
The following help topics also matched your search:
Ranger Skills
< 32h/452H 106v/106V Pos: standing >
< 33h/452H 106v/106V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.
< 33h/452H 106v/106V Pos: standing >
A large dog enters from above.
Ranger Skills
=========================================
The following is a list of all skills and spells available to the Ranger class:
==Ranger Specializations==
* Blademaster
* Huntsman
* Marshall
==See also==
* Commune
* Ranger
==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.
==Skills==
1st Level: 1h piercing, 1h slashing, awareness, bandage, blindfighting, carve, climb, double attack, dual wield, fishing, kick, meditate, mount, parry, quick chant, ranged weapons, retreat, riposte, salvage, springleap, surprise, swim, switch opponents, track, unarmed damage
10th Level: clerical spell knowledge, rescue, sorcerous spell knowledge
16th Level: blade barrage
51st Level: triple attack
56th Level: vicious attack
==Spells==
3rd Circle: detect evil, detect good, detect magic
4th Circle: protection from animals, protection from evil
5th Circle: barkskin, invigorate
6th Circle: cure blind, sense life
7th Circle: infravision
9th Circle: farsee, haste
10th Circle: dazzle, tree
11th Circle: animal vision, blur
< 33h/452H 106v/106V Pos: standing >
General Kimordril rides in on a large pony from the south.
An honor guard enters from the south.
An honor guard enters from the south.
< 34h/452H 106v/106V Pos: standing >
Marshall
=========================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==See Also==
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
31st Level: 1h bludgeon
36th Level: parlay
==Spells==
8th Circle: virtue
9th Circle: natures calling
10th Circle: harmonic resonance
11th Circle: ironwood
< 34h/452H 106v/106V Pos: standing >
Harmonic resonance
=========================================
* Area of effect: Room
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Generic
"Harmonic resonance" evokes a natural phenomenon which adapts itself to
the type of terrain that the spell is cast upon. Different types of
terrain evoke different spell-type responses from the resonance.
It is rumored that using this spell on the elemental planes evokes
a much more profound response to the innate magics of those areas.
< 36h/452H 106v/106V Pos: standing >
General Kimordril leaves up riding on a large pony.
An honor guard leaves up.
An honor guard leaves up.
A dwarven commoner leaves up.
< 37h/452H 106v/106V Pos: standing >
An elite guard leaves up.
< 37h/452H 106v/106V Pos: standing >
A large dog leaves east.
< 38h/452H 106v/106V Pos: standing >
A large dog leaves east.
< 39h/452H 106v/106V Pos: standing >
< 41h/452H 106v/106V Pos: standing >
A large dog enters from the east.
< 41h/452H 106v/106V 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.
< 41h/452H 106v/106V Pos: standing >
A large dog leaves up.
< 45h/452H 106v/106V Pos: standing >
Summoner
=========================================
Summoners are another creative branch of the magic-users. They specialize in enchantments, conjuring creatures, and objects. They are the only ones able to identify objects. Summoners, like other magic-users, possess awesome spell casting might and are able to throw some of the world's most potent spells.
Summoners have fewer offensive spells than sorcerers, yet have some of the best defensive spells on Duris. The spells Stone Skin and Globe of Invulnerability, can shield the Summoner in protective magics requring considerable effort to kill. They also rely on their constitution to help maintain the physical durability needed to survive.
The following epic skills are available to this class:
chant mastery, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, infuse life, spell penetration, toughness, improved endurance, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control. .
==Equipment usage==
As all classes on Duris, Summoners have their own classification of item restriction. They have a very small range of weapons they can use and a small range of armor to choose from. They have very little restrictions on what miscellaneous magical items they can use, though.
==Pet/Minion Control==
Summoners use the conjure command to summon their minions to do their bidding. A Summoner starts with a single low level construct which they can call forth to assist them. The Summoner must contain additional creatures which they can later summon. He does this by afflicting their target with the 'contain being' spell. If successful, the afflicted being will be contained and become a summonable minion
who can be called forth at any time. In order to properly contain and control pets, a Summoner relies on his intelligence and charisma.
==See also==
* Conjurer Skills
* Magic User
* Practice
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Phantom, Githzerai, Kobold, Illithid
==Innate abilities==
None.
==Specializations==
* Controller
* Mentalist
* Naturalist
The following help topics also matched your search:
Summoner Skills
< 46h/452H 106v/106V Pos: standing >
An elite guard enters from above.
< 47h/452H 106v/106V Pos: standing >
A dwarven commoner enters from the south.
< 47h/452H 106v/106V 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.
< 47h/452H 106v/106V Pos: standing >
Lohrr demands your presence NOW!
.^^+^^.^.**
.^.^+..^.****
*.^..+^^^******
**^^^+#P#***..*
***..+#@#**.^.*
***..+#^#*...^.
****++++++++++
***** +
*** +
A Partially Frozen Forest
Obvious exits: -N -E -S -W
An Orc (medium) La Resistance stands here.
Ededr (Grey Elf)(medium) stands here.
A Githyanki (medium) Member of Waiting For Pwipe stands here.
An Orc (medium) stands in mid-air here.
Nibmonk (Human)(medium) stands here.
Nomdruid (Dwarf)(medium) stands here.
Lohrrv (Halfling)(small) stands here.
A Kobold (small) Leader of Waiting For Pwipe stands here.
An impenetrable globe of darkness floats near a Kobold's head.
Franus (Centaur)(large) stands here.
A Drider (large) stands here.
A Duergar (medium) Member of Waiting For Pwipe stands here.
A Kobold (small) stands here.
A Kobold (small) stands in mid-air here.
Jixap (Centaur)(large) sits resting.
Jevad AnGEr Of The Honoured (Human)(medium) stands here. (casting)
Lohrr "tell Lohrr [51-56]" for level [51-56] :) stands here.
< 48h/452H 106v/106V Pos: standing >
At the sight of your nemesis the hatred of old generations BURN in your blood!
< 48h/452H 106v/106V Pos: standing >
Someone rolls on the floor laughing.
Sorry, but there are no help topics that match your search.
< 48h/452H 106v/106V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding. It will also increase your ability to hit your foes.
< 48h/452H 106v/106V Pos: standing >
Franus says 'lol'
< 48h/452H 106v/106V Pos: standing >
Jevad completes his spell...
Jevad utters the word 'iaza'
< 49h/452H 106v/106V Pos: standing >
Franus says in centaur 'no not me'
< 49h/452H 106v/106V Pos: standing >
Nibmonk settles to his knees.
< 49h/452H 106v/106V Pos: standing >
Nibmonk feigns low and strikes an Orc in the throat with the back of his hand...
...then spins low and delivers three quick punches below the ribs...
...only to place a double chi-palm strike sending him flying!
An Orc is momentarily dazed...
< 49h/452H 106v/106V Pos: standing >
An Orc disappears in a mushroom cloud.
An Orc arrives from a puff of smoke.
< 49h/452H 106v/106V Pos: standing >
Someone completes his spell...
Someone utters the words 'ofajs ghaiz gtui'
Jevad starts casting an offensive spell.
< 49h/452H 106v/106V Pos: standing >
Franus says 'im to pretty'
< 49h/452H 106v/106V Pos: standing >
A Drider says 'di nic!'
< 49h/452H 106v/106V Pos: standing >
.^^+^^.^.**
.^.^+..^.****
*.^..+^^^******
**^^^+#P#***..*
***..+#@#**.^.*
***..+#^#*...^.
****++++++++++
***** +
*** +
A Partially Frozen Forest
Obvious exits: -N -E -S -W
An Orc (medium) La Resistance sits with a stunned look here, fighting Nibmonk.
Ededr (Grey Elf)(medium) stands here.
A Githyanki (medium) Member of Waiting For Pwipe stands here.
An Orc (medium) stands in mid-air here.
Nibmonk (Human)(medium) stands here, fighting an Orc.
Nomdruid (Dwarf)(medium) stands here.
Lohrrv (Halfling)(small) stands here.
A Kobold (small) Leader of Waiting For Pwipe stands here.
An impenetrable globe of darkness floats near a Kobold's head.
Franus (Centaur)(large) stands here.
A Drider (large) stands here.
A Duergar (medium) Member of Waiting For Pwipe stands here.
A Kobold (small) stands here.
A Kobold (small) stands in mid-air here.
Jixap (Centaur)(large) sits resting.
Jevad AnGEr Of The Honoured (Human)(medium) stands here. (casting)
Lohrr "tell Lohrr [51-56]" for level [51-56] :) stands here.
< 49h/452H 106v/106V Pos: standing >
Nibmonk misses an Orc.
Nibmonk misses an Orc.
Nibmonk's fine punch strikes an Orc.
Nibmonk misses an Orc.
Nibmonk misses an Orc.
Nibmonk's decent punch wounds an Orc.
Nibmonk's decent punch wounds an Orc.
< 49h/452H 106v/106V Pos: standing >
Zesk enters from the north.
< 49h/452H 106v/106V Pos: standing >
Nomdruid starts casting an offensive spell.
< 49h/452H 106v/106V Pos: standing >
Franus trots east.
A Kobold starts casting an offensive spell.
< 50h/452H 106v/106V Pos: standing >
Jevad completes his spell...
Jevad utters the words 'qfzzsuio eaaw'
A plague of insects and arachnids flow like an ocean.
A Duergar starts casting a spell.
< 50h/452H 106v/106V Pos: standing >
A wave of insects and arachnids crawls about the area...
A sea of arachnids and insects consume and overwhelm you!
You wish that your wounds would stop BLEEDING so much!
A Troll snaps into visibility.
A sea of arachnids and insects consume and overwhelm a Troll!
A sea of arachnids and insects consume and overwhelm Ededr!
A Goblin snaps into visibility.
A sea of arachnids and insects consume and overwhelm a Goblin!
A sea of arachnids and insects consume and overwhelm Lohrrv!
A sea of arachnids and insects consume and overwhelm a Kobold!
Jevad's spell flows around someone, leaving him unharmed!
A sea of arachnids and insects consume and overwhelm a Kobold!
A sea of arachnids and insects consume and overwhelm a Kobold!
A Drow Elf snaps into visibility.
A sea of arachnids and insects consume and overwhelm a Drow Elf!
< 25h/452H 106v/106V Pos: standing >
A Kobold completes her spell...
A Kobold utters the words 'izoahuzz qaijudigguai bragh'
You scream as a Kobold blasts you into the next life!