<worn as a badge> a tattoo of the northwind tribe [superior] (illuminating) [89%]
<worn on head> a dented dragonscale coif
<worn in ear> the earring of the Krahns of regeneration (glowing) [67%]
<worn in ear> a black pearl earring
<worn around neck> the necklace of resilience (magic)
<worn around neck> a pitted limestone necklace from Valley of Crushk [79%]
<worn on body> a cracked hide chestplate from Valley of Crushk [86%]
<worn about body> a tangle of magical vine (magic) (humming) [19%]
<worn as quiver> a quiver smeared with blood [72%]
<worn about waist> a platinum-linked gem-set belt (magic)
<worn on belt buckle>an intricate hourglass running in reverse [poor] (invis) (magic)
<worn around wrist> the bracelet of the nereid (glowing) [69%]
<worn around wrist> a crude dragonscale bracelet from Negative Material Plane
<worn on hands> a pair of hazy green gloves (magic) (glowing)
<worn on finger> a ring of twisted gray mist
<worn on finger> a glowing electrum ring [superior] (magic)
<held> the sculpted tree (magic)
<worn on legs> some bright blue leg plates [89%]
<worn on feet> a pair of clawed demon-hide moccasins [66%]
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: adrenaline control
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
You feel a massive rush of adrenaline!
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: combat mind
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: enhance constitution
< 469h/469H 121v/121V Pos: standing >
Focusing your mind, you bend reality a bit more easily...
Your mental manipulations become a reality...
You feel more vitalized.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: enhance dexterity
< 469h/469H 121v/121V Pos: standing >
Focusing your mind, you bend reality a bit more easily...
Your mental manipulations become a reality...
Your coordination increases greatly.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: enhance strength
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
Your muscles begin to expand.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: enhance agility
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
You feel more agile.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: aura sight
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
Your vision sharpens considerably.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: energy containment
< 469h/469H 121v/121V Pos: standing >
Focusing your mind, you bend reality a bit more easily...
Your mental manipulations become a reality...
You can now absorb some forms of energy.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: flesh armor
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
Your flesh gains a steel-like hardness.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
Focusing your mind, you bend reality a bit more easily...
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: flight
< 469h/469H 121v/121V Pos: standing >
Focusing your mind, you bend reality a bit more easily...
Your mental manipulations become a reality...
You fly through the air, free as a bird!
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: intellect fortress
< 469h/469H 121v/121V Pos: standing >
Focusing your mind, you bend reality a bit more easily...
Your mental manipulations become a reality...
A virtual fortress forms around you.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
Focusing your mind, you bend reality a bit more easily...
< 469h/469H 121v/121V Pos: standing >
Casting: tower of iron will *
< 469h/469H 121v/121V Pos: standing >
Focusing your mind, you bend reality a bit more easily...
Your mental manipulations become a reality...
Your mind will now be more resistant to psionic attack!
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: cannibalize
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
You will now drain power from your victim!
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: ectoplasmic form
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
You shimmer, then fade from sight.
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: inertial barrier
< 469h/469H 121v/121V Pos: standing >
Your mental manipulations become a reality...
< 469h/469H 121v/121V Pos: standing >
You begin to focus your will...
< 469h/469H 121v/121V Pos: standing >
Casting: biofeedback *
< 469h/469H 121v/121V Pos: standing >
Casting: biofeedback
< 469h/469H 121v/121V Pos: standing >
Focusing your mind, you bend reality a bit more easily...
Your mental manipulations become a reality...
You are surrounded by a green mist!
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 469h/469H 121v/121V Pos: standing >
Githzerai
=========================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the Good races of the Realm.
Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic, but because of their connection to the spirit world, remain highly vulnerable to evil Clerics and their Unholy Word.
This spell has the potential to banish Githzerai immediately back into Limbo.
Most Githzerai are either Monks or Mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki. Githzerai believe that sort
of power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.
Githzerai do not normally fight with weapons, nor do they utilize
long-distance psionic attacks against their enemies.
Rather, they prefer to bring the "good fight" to their enemies
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat.
Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 120
Intelligence: 115
Wisdom : 110
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral (obtained at level 45)
shift_prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Githzerai stronghold
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Sorry, but there are no help topics that match your search.
< 469h/469H 121v/121V Pos: standing >
Illusionist Skills
=========================================
The following is a list of all skills and spells available to the Illusionist class:
==See also==
* Illusionist
* Magician
* Memorize
* Dark Dreamer
==Innate abilities==
None.
==Skills==
1st Level: 1h bludgeon, 1h piercing, 2h bludgeon, bandage, carve, climb, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim
==Spells==
1st Circle: detect magic, magic missile, minor creation, phantom armor
2nd Circle: burning hands, continual light, darkness, dispel magic
3rd Circle: blindness, concealment, mirror image, shadow monster
4th Circle: farsee, infravision, insects, levitate, sleep
5th Circle: boulder, illusionary wall, shadow travel
6th Circle: nightmare, reflection, stunning visions
7th Circle: dispel invisible, hammer, reveal true name
8th Circle: fly, mask, shadow shield, vanish
9th Circle: asphyxiate, detect illusion, dream travel, mass invisibility
10th Circle: clone form, delirium, imprisonment
11th Circle: flicker, nonexistence, titan
12th Circle: dragon, mirage
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Imprisonment
=========================================
* Area of effect: <victim>
* Aggressive: Yes
* Cumulative: N/A
* Duration: Dependent on proficiency of caster
* Type of spell: Fear
This powerful spell creates an illusionary wall around the victim. While
the victim is encased in this wall he or she cannot attack anyone nor can
any physical or magical damage befall them. The only way a victim can free
themselves is by trying to move about or by someone trying to attack
them while imprisoned. If the victim issues no commands and nobody tries
to attack them they will be imprisoned for a very long time. It is
important to note that due to the difficult nature of this spell it requires
that both the caster and victim not be physically engaged in combat.
HINT for Victims: If you are caught in this spell your best bet is to just
spam any direction until you are free, other commands work as well so you
can experiment if you like. Once you start trying to break free you will be
out in 2 to 4 rounds of combat in many cases.
HINT for Illusionists: If your having a hard time getting a victim out of
combat so you can cast this spell try using your stunningvisions|Stunning Visions spell,
if you're lucky it will hit and you should have time to imprison your
victim before they engage anyone in combat.
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Autosaving...
< 469h/469H 121v/121V 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.
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Githzerai
=========================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the Good races of the Realm.
Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic, but because of their connection to the spirit world, remain highly vulnerable to evil Clerics and their Unholy Word.
This spell has the potential to banish Githzerai immediately back into Limbo.
Most Githzerai are either Monks or Mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki. Githzerai believe that sort
of power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.
Githzerai do not normally fight with weapons, nor do they utilize
long-distance psionic attacks against their enemies.
Rather, they prefer to bring the "good fight" to their enemies
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat.
Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 120
Intelligence: 115
Wisdom : 110
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral (obtained at level 45)
shift_prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Githzerai stronghold
< 469h/469H 121v/121V 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.
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 469h/469H 121v/121V Pos: standing >
Githzerai
=========================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the Good races of the Realm.
Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic, but because of their connection to the spirit world, remain highly vulnerable to evil Clerics and their Unholy Word.
This spell has the potential to banish Githzerai immediately back into Limbo.
Most Githzerai are either Monks or Mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki. Githzerai believe that sort
of power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.
Githzerai do not normally fight with weapons, nor do they utilize
long-distance psionic attacks against their enemies.
Rather, they prefer to bring the "good fight" to their enemies
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat.
Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 120
Intelligence: 115
Wisdom : 110
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral (obtained at level 45)
shift_prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Githzerai stronghold
< 469h/469H 121v/121V 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.
< 469h/469H 121v/121V Pos: standing >
Githzerai
=========================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the Good races of the Realm.
Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic, but because of their connection to the spirit world, remain highly vulnerable to evil Clerics and their Unholy Word.
This spell has the potential to banish Githzerai immediately back into Limbo.
Most Githzerai are either Monks or Mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki. Githzerai believe that sort
of power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.
Githzerai do not normally fight with weapons, nor do they utilize
long-distance psionic attacks against their enemies.
Rather, they prefer to bring the "good fight" to their enemies
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat.
Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.
==See also==
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Paladin : Crusader, Cavalier
* Cleric : Zealot, Healer, Holyman
* Monk : Red Dragon, Elaphidist
* Druid : Forest Druid, Storm Druid
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 120
Intelligence: 115
Wisdom : 110
Charisma : 90
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : below average
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift_astral (obtained at level 45)
shift_prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Githzerai stronghold
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< 469h/469H 121v/121V Pos: standing >
Race
=========================================
==See also==
* Races
The following help topics also matched your search:
Embrace Death
Pass without trace
Races
Racewars
< 469h/469H 121v/121V Pos: standing >
Races
=========================================
Your race is defined by the path you choose to take in the Land of Duris.
Each race has its own strengths and weaknesses and your race should be
chosen carefully.
Note: If you are new to Duris, it is recommended that you play a Good race
character, as the other sides are designed toward highly advanced players.
For more information on each race, type "help <racename>." This will give
you a brief description of each race, its strengths and weaknesses, the
bonus system that applies to it, and its innate abilities, if any. It will also tell
you which classes are available for that race. For information about the
general theme of Duris, with particular attention to the division between
good, evil and undead races, type "help racewars."
==Racial Stat Scale==
Atrociously Bad (Worst)
Very Bad
Bad
Poor
Below Average
Average
Above Average
Good
Very Good
Formidable
Excellent
Awesome
Incredible (Best)
==See also==
Commands
Innate
Newbie
Racewars
The following races are currently available on Duris DikuMUD:
==Good Races==
* Human
* Barbarian
* Grey Elf
* Dwarf
* Halfling
* Gnome
* Centaur
* Githzerai
* Firbolg
==Evil Races==
* Drow Elf
* Duergar
* Ogre
* Troll
* Orc
* Githyanki
* Goblin
* Drider
* Kobold
==Neutral Races==
* Thri-Kreen
* Minotaur
< 469h/469H 121v/121V Pos: standing >
Illusionist
=========================================
Illusionists are the magical masters of the unreal and the
shadow. They are capable of illusions so powerful no one
can help but believe they are real. They are also masters
of deception and many have foolishly let them into their
ranks, to their doom. Illusionist tend to be highly
intelligent and use this to their advantage.
The following epic skills are available to this class:
chant mastery, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, 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==
Like all classes on Duris, Illusionists have their own
specific item restrictions. 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.
The illusionist specialization teachers can be found in Ashrumite
or Moregeeth.
==See also==
* Dark Dreamer
* Illusionist Skills
* Magic
* Magician
* Magic User
* Memorize
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
None.
==Specializations==
* Magician
* Dark Dreamer
The following help topics also matched your search:
Illusionist Skills
< 469h/469H 121v/121V Pos: standing >
Gnome
=========================================
Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.
Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Cleric : Zealot, Healer, Holyman
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 85
Agility : 120
Dexterity : 115
Constitution: 90
Power : 105
Intelligence: 130
Wisdom : 95
Charisma : 95
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : incredible
==Innate abilities==
*infravision
*ultravision
*farsee (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Gnome directions
< 469h/469H 121v/121V Pos: standing >
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< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
The green mist around your body fades.
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Autosaving...
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
1st CIRCLE:
adrenaline control
combat mind
ego whip
excogitate
2nd CIRCLE:
ballistic attack
enhance agility
enhance constitution
enhance dexterity
enhance strength
3rd CIRCLE:
aura sight
lend health
molecular agitation
4th CIRCLE:
ego blast
energy containment
flesh armor
5th CIRCLE:
inflict pain
6th CIRCLE:
cell adjustment
create sound
flight
intellect fortress
7th CIRCLE:
detonate
tower of iron will
8th CIRCLE:
cannibalize
ectoplasmic form
inertial barrier
molecular control
9th CIRCLE:
displacement
ether warp
psychic crush
10th CIRCLE:
death field
wormhole
11th CIRCLE:
biofeedback
12th CIRCLE:
enrage
thought beacon
< 469h/469H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 469h/469H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Experience till level: -121006906
< 469h/469H 121v/121V Pos: standing >
Duris News
Duris News
May 23rd, 2016
* I will continue to load 50 additional random mobs (for epic boon) every 5 minutes since this was popular.
* A Magical Green Mushroom from the Sylvan Woods will grant up to level 50 for the rest of the wipe.
* The epic bonus for random mobs has been increased to 20.
May 17th, 2016
* There's a new boon that gives 10 epics for each random mob killed.
-There will be 50 additional random mobs loaded for the rest of this boot (and possibly the next).
* The boons for a Magical Green Mushroom from the Sylvan Woods have been updated.
-There are two for a sex crazed prostitute and a grinning merchant in Vella's Bordello for goods.
-There is one for an adult orc in the Village of Split Shield for evils.
May 3rd, 2016
< 469h/469H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Top Fraggers
Baz 19.25
Zloin 18.31
Haza 11.89
Saif 8.21
Rethan 3.26
Aktosh 2.80
Juv 1.99
Nauraki 1.06
Shakti 0.40
Srot 0.37
Lowest Fraggers
Targle -2.00
Mizah -1.20
Shagn -1.00
Sall -1.00
Huni -0.83
Naurake -0.58
Kesk -0.23
Sgan -0.15
Nobody 0.00
Nobody 0.00
< 469h/469H 121v/121V Pos: standing >
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< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Autosaving...
< 469h/469H 121v/121V Pos: standing >
Lohrr
=========================================
Lohrr has implemented several commands active during Chaos. To execute these commands, send them to Lohrr with a tell:
tell Lohrr 51|52|53|54|55|56 will grant levels 51-56 respectively.
tell Lohrr race: <race> will grant you a race change. This applies to any race available on Duris.
tell Lohrr class:<class> will grant you a new primary class.
tell Lohrr multi: <class> will grant you a new secondary class (Note: <class> should be the secondary class, and not the name of the multiclass).
tell Lohrr skills to set your skills to maximum.
tell Lohrr multi: none to remove your multiclass status.
FYIs:
You no longer get restored when race-changing.
Setting multi-class now removes your specialization (if you have one).
For the rest of the wipe, non-random mobs load with 1/10th + 1 hps.
==See Also==
Chaos
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
< 469h/469H 121v/121V Pos: standing >
Autosaving...
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Autosaving...
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
3rd CIRCLE:
armor
bless
cause light
protection from good
4th CIRCLE:
cure light
dispel good
protection from evil
5th CIRCLE:
cause serious
cure blind
dispel evil
fear
invigorate
remove poison
6th CIRCLE:
blindness
cause critical
cure serious
curse
turn undead
7th CIRCLE:
cure critic
harm
remove curse
soulshield
8th CIRCLE:
battle ecstasy
darkness
destroy undead
enervation
wither
9th CIRCLE:
continual light
cure disease
heal
unholy word
10th CIRCLE:
dharma
hellfire
holy word
vortex of fear
11th CIRCLE:
apocalypse
energy drain
group heal
sanctuary
taint
12th CIRCLE:
accelerated healing
bleak foeman
judgement
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Autosaving...
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Autosaving...
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
2nd CIRCLE:
bless
3rd CIRCLE:
armor
cure light
protection from evil
4th CIRCLE:
cause light
cure blind
dispel evil
protection from good
remove poison
5th CIRCLE:
cure serious
dispel good
invigorate
turn undead
6th CIRCLE:
cause serious
cure critic
fear
remove curse
7th CIRCLE:
blindness
cause critical
curse
destroy undead
soulshield
8th CIRCLE:
continual light
cure disease
harm
heal
9th CIRCLE:
battle ecstasy
darkness
dharma
enervation
holy word
wither
10th CIRCLE:
group heal
sanctuary
unholy word
11th CIRCLE:
accelerated healing
hellfire
judgement
vortex of fear
12th CIRCLE:
apocalypse
energy drain
righteous aura
taint
< 543h/543H 121v/121V Pos: standing >
Skill
2h bludgeon 40
2h slashing 40
bandage 40
bash 40
blindfighting 40
carve 40
cleave 40
clerical spell knowledge 40
climb 40
double attack 40
fishing 40
guard 40
kick 40
meditate 48
mount 70
mounted combat 40
parry 40
quick chant 40
rescue 40
retreat 40
riposte 40
salvage 40
shield combat 100
skewer 40
sorcerous spell knowledge 40
spatial focus 100
swim 40
switch opponents 40
triple attack (obtained at level 56)
unarmed damage 40
< 543h/543H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 543h/543H 121v/121V Pos: standing >
2nd CIRCLE:
bless
3rd CIRCLE:
armor
cure light
protection from evil
4th CIRCLE:
cause light
cure blind
dispel evil
protection from good
remove poison
5th CIRCLE:
cure serious
dispel good
invigorate
turn undead
6th CIRCLE:
cause serious
cure critic
fear
remove curse
7th CIRCLE:
blindness
cause critical
curse
destroy undead
soulshield
8th CIRCLE:
continual light
cure disease
harm
heal
9th CIRCLE:
battle ecstasy
darkness
dharma
enervation
holy word
wither
10th CIRCLE:
group heal
sanctuary
unholy word
11th CIRCLE:
accelerated healing
hellfire
judgement
vortex of fear
12th CIRCLE:
apocalypse
energy drain
righteous aura
taint
< 543h/543H 121v/121V Pos: standing >
The following help topics matched your search:
Anti-paladin Skills
Paladin Skills
< 543h/543H 121v/121V Pos: standing >
Paladin Skills
=========================================
The following is a list of all skills and spells available to the Paladin class:
==See also==
* Lay Hands
* Paladin
* Pray
==Innate abilities==
summon mount (obtained at level 8)
*anti-evil
lay hands
aura_of_protection
aura_of_precision (obtained at level 10)
aura_of_battlelust (obtained at level 45)
aura_of_endurance (obtained at level 15)
aura_of_improved_healing (obtained at level 30)
*holy combat (obtained at level 21)
'*' Designates passive ability.
==Skills==
1st Level: 2h bludgeon, 2h slashing, bandage, bash, blindfighting, carve, climb, double attack, fishing, kick, meditate, mount, parry, quick chant, rescue, retreat, riposte, salvage, swim, unarmed damage
10th Level: clerical spell knowledge, mounted combat
20th Level: guard
36th Level: cleave
41st Level: skewer
51st Level: switch opponents
56th Level: triple attack
==Spells==
2nd Circle: bless
3rd Circle: armor, cure light, protection from evil
4th Circle: cure blind, dispel evil, remove poison
5th Circle: cure serious, invigorate, turn undead
6th Circle: cure critic, remove curse
7th Circle: destroy undead, soulshield
8th Circle: continual light, cure disease, heal
9th Circle: dharma, holy word
10th Circle: group heal, sanctuary
11th Circle: accelerated healing, judgement
12th Circle: righteous aura
The following help topics also matched your search:
Anti-paladin Skills
< 543h/543H 121v/121V Pos: standing >
Righteous aura
=========================================
* Area of effect: <<self>>
* Aggressive: No
* Cumulative: No
* Duration: Instantaneous
* Type of spell: Generic
This spell empowers the Paladin with the blessing of his God, causing all of his
foes targetted in battle to target him, as long as he is actively engaged in
combat with them. Rumor has it that an Anti-Paladin who is also present with the
Bleak Foeman spell active will cause the two to become engaged in an epic
struggle.
==See Also==
Bleak Foeman
< 543h/543H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
2nd CIRCLE:
bless
3rd CIRCLE:
armor
cure light
protection from evil
4th CIRCLE:
cause light
cure blind
dispel evil
protection from good
remove poison
5th CIRCLE:
cure serious
dispel good
invigorate
turn undead
6th CIRCLE:
cause serious
cure critic
fear
remove curse
7th CIRCLE:
blindness
cause critical
curse
destroy undead
soulshield
8th CIRCLE:
continual light
cure disease
harm
heal
9th CIRCLE:
battle ecstasy
darkness
dharma
enervation
holy word
wither
10th CIRCLE:
group heal
sanctuary
unholy word
11th CIRCLE:
accelerated healing
hellfire
judgement
vortex of fear
12th CIRCLE:
apocalypse
energy drain
righteous aura
taint
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Autosaving...
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Kshanti has entered the game.
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Autosaving...
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
Kshanti (Grey Elf)(medium) stands, floating here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
A shopping commoner enters from below.
A young female dwarf enters from below.
A young male dwarf enters from below.
< 543h/543H 121v/121V Pos: standing >
< 543h/543H 121v/121V Pos: standing >
Kshanti sits down in a comfortable spot.
< 543h/543H 121v/121V Pos: standing >
Kshanti takes out his holy symbol and begins praying intently.
< 543h/543H 121v/121V Pos: standing >
Kshanti clambers to his feet.
Kshanti, looking very frustrated, packs up his holy symbol.
< 543h/543H 121v/121V Pos: standing >
Reception Room
Obvious exits: -D
A young male dwarf is here, following his mother around the square.(Gold Aura)
A young female dwarf is here, watching her mother closely.(Gold Aura)
A dwarf is here, shopping around the square with her children.(Gold Aura)
Kshanti (Demon)(medium) stands in mid-air here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
< 543h/543H 121v/121V Pos: standing >
You are using:
<worn as a badge> a tattoo of the northwind tribe [superior] (illuminating) [89%]
<worn on head> a dented dragonscale coif
<worn on eyes> a twisted bronze visor
<worn in ear> the earring of the Krahns of regeneration (glowing) [67%]
<worn in ear> a black pearl earring
<worn on face> the mask of the plague [66%]
<worn around neck> the necklace of resilience (magic)
<worn around neck> a pitted limestone necklace from Valley of Crushk [79%]
<worn on body> a cracked hide chestplate from Valley of Crushk [86%]
<worn about body> a tangle of magical vine (magic) (humming) [19%]
<worn as quiver> a quiver smeared with blood [72%]
<worn about waist> a platinum-linked gem-set belt (magic)
<worn on belt buckle>an intricate hourglass running in reverse [poor] (invis) (magic)
<worn on arms> some