<worn on head> an evil looking helm
<worn on body> a dark black robe
<primary weapon> a thin steel dagger
<worn on feet> a pair of dark black boots
You are memorizing minor creation, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You are memorizing minor creation, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You are memorizing slashing darkness, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You have finished memorizing minor creation.
< 212h/212H 113v/113V Pos: sitting >
You are memorizing minor creation, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You have finished memorizing minor creation.
< 212h/212H 113v/113V Pos: sitting >
You purge 'minor creation' from your thoughts.
< 212h/212H 113v/113V Pos: sitting >
You have finished memorizing slashing darkness.
Your studies are complete.
< 212h/212H 113v/113V Pos: sitting >
You have memorized the following spells:
( 1st circle) 2 - minor creation
1 - slashing darkness
You can memorize 5 1st, 7 2nd, 7 3rd, 6 4th and 4 5th circle spell(s).
< 212h/212H 113v/113V Pos: sitting >
You are memorizing slashing darkness, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You are memorizing slashing darkness, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You are memorizing slashing darkness, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You are memorizing slashing darkness, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You are memorizing slashing darkness, which will take about 8 seconds.
< 212h/212H 113v/113V Pos: sitting >
You can't hold any more spells in your thought.
< 212h/212H 113v/113V Pos: sitting >
You can't hold any more spells in your thought.
< 212h/212H 113v/113V Pos: sitting >
You have finished memorizing slashing darkness.
< 212h/212H 113v/113V Pos: sitting >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
<None>
There are 0 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[24 Necromancer ] Brall (Orc)[Commoner]
[34 Elementalist ] Bruk -Jungler- Nameless (Troll)[Commoner]
[54 Reaper ] Kesk Nameless (Kobold)[Knight]
[31 Scoundrel ] Cerif Nameless (Drow Elf) (AFK)[Commoner]
[37 Air Magus ] Zzz Nameless (Kobold)[Commoner]
[24 Psionicist ] Quip (Drow Elf)[Commoner]
There are 6 mortal(s) on.
Total visible players: 6.
Total in-game connections: 18.
Record number of connections this boot: 36.
< 212h/212H 113v/113V Pos: sitting >
You have finished memorizing slashing darkness.
< 212h/212H 113v/113V Pos: sitting >
You have finished memorizing slashing darkness.
< 212h/212H 113v/113V Pos: sitting >
Hint: Knocking your foe down will increase the damage you do to him.
< 212h/212H 113v/113V Pos: sitting >
You have finished memorizing slashing darkness.
< 212h/212H 113v/113V Pos: sitting >
Character attributes for Brall
Level: 24 Race: Orc Class: Necromancer
Age: 20 yrs / 13 mths Height: 62 inches Weight: 214 lbs Size: medium
Actual (Base) Actual (Base)
Str: 97 ( 81) Pow: 80 ( 80)
Dex: 82 ( 82) Int: 86 ( 96)
Agi: 76 ( 80) Wis: 72 ( 80)
Con: 120 ( 96) Cha: 68 ( 80) Luk: 72 ( 80)
Equipped Items: 5 Carried weight: 5
Armor Points: -52 Reduces melee damage taken by 5.2%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: average Damroll: fairly good
Alignment: extremely evil
Saving Throws: PAR[slightly below average] FEA[slightly below average]
BRE[average] SPE[average]
Load carried: Unburdened
Character attributes for Brall
Level: 24 Race: Orc Class: Necromancer
Age: 20 yrs / 13 mths Height: 62 inches Weight: 214 lbs Size: medium
Actual (Base) Actual (Base)
Str: 97 ( 81) Pow: 80 ( 80)
Dex: 82 ( 82) Int: 86 ( 96)
Agi: 76 ( 80) Wis: 72 ( 80)
Con: 120 ( 96) Cha: 68 ( 80) Luk: 72 ( 80)
Equipped Items: 5 Carried weight: 5
Armor Points: -52 Reduces melee damage taken by 5.2%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 0%
You have finished memorizing slashing darkness.
Your studies are complete.
An orc anti-paladin starts casting a spell called 'pantherspeed'.
Hitroll: average Damroll: fairly good
Alignment: extremely evil
Saving Throws: PAR[slightly below average] FEA[slightly below average]
BRE[average] SPE[average]
Load carried: Unburdened
< 212h/212H 113v/113V Pos: sitting >
An orc anti-paladin completes his spell...
An orc anti-paladin begins to move much more quickly.
< 212h/212H 113v/113V Pos: sitting >
An orc anti-paladin starts casting a spell.
< 212h/212H 113v/113V Pos: sitting >
An orc anti-paladin completes his spell...
An orc anti-paladin points at a cowardly orcish girl.
A cowardly orcish girl begins to move much more quickly.
< 212h/212H 113v/113V Pos: sitting >
You are carrying: (9/10)
a quill
[2] a spellbook
a quill
[5] a small bandage
< 212h/212H 113v/113V Pos: sitting >
You have memorized the following spells:
( 1st circle) 2 - minor creation
6 - slashing darkness
You can memorize 7 2nd, 7 3rd, 6 4th and 4 5th circle spell(s).
< 212h/212H 113v/113V Pos: sitting >
You clamber to your feet.
< 212h/212H 113v/113V Pos: standing >
You drop a small bandage.
< 212h/212H 113v/113V Pos: standing >
You drop a small bandage.
< 212h/212H 113v/113V Pos: standing >
You drop a small bandage.
< 212h/212H 113v/113V Pos: standing >
You drop a small bandage.
< 212h/212H 113v/113V Pos: standing >
You drop a small bandage.
< 212h/212H 113v/113V Pos: standing >
You do not have that item.
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
An orc anti-paladin who is close by to your west.
An orcish guard who is close by to your west.
< 212h/212H 113v/113V Pos: standing >
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 long steel sword is here in the dirt.
[5] A small bandage rests upon the ground here.
An orc anti-paladin surveys the area for intruders.
An orcish guard stands here patrolling.
< 212h/212H 112v/113V 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
A mighty board stands here held up by great swords reading 'Flame Board.'
A drunken orc wanders about lost out of his mind.
(Q)Ixie, the bartender, stands behind the counter ready to serve you.
A dancing elven girl dances along her way through the bar.
< 212h/212H 111v/113V Pos: standing >
You quickly scan the area.
An orc anti-paladin who is close by to your north.
A wandering soul who is close by below you.
< 212h/212H 112v/113V 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
A small collar collects among the rubble on the ground.
A wandering orcish soul, flying about here, is searching for a new victim.
< 212h/212H 112v/113V Pos: standing >
You quickly scan the area.
A black skunk who is close by to your east.
The grinning bobcat who is close by to your east.
A cute kitten who is not far off to your east.
An old orcish woman who is not far off to your east.
An orcish merchant who is a brief walk away to your east.
Meinar, the old baker who is a brief walk away to your east.
A drunken orc who is close by above you.
Ixie who is close by above you.
A dancing elven girl who is close by above you.
< 212h/212H 112v/113V 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
A small black skunk peers wearily at you.
The grinning bobcat hungrily peers through the area.
< 212h/212H 111v/113V 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 small collar collects among the rubble on the ground.
A cute kitten rolls on the ground here playing with a ball of yarn.
(Q)An old orcish woman cries over the loss of her spouse.
< 212h/212H 110v/113V 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
An orcish merchant is standing here completing his next transaction.
< 212h/212H 110v/113V 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
Running about town, this female orc is restocking her low supplies.
An orcish merchant is standing here completing his next transaction.
A stray dog stands, apparently asleep.
< 212h/212H 109v/113V 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
An orcish elite sits atop a large warhorse.
A grave-robbing orc sifts through the remains here.
< 212h/212H 110v/113V 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
Crawling about, this baby orc is crying loudly.
< 212h/212H 110v/113V Pos: standing >
The Base of A Small Tower
This base of the tower is simply furnished and well kept. The room
here is large and is constructed from large granite blocks. The blocks
form a interlocking solid structure. The floor here is of earth and
pebbles. There are satin banners draped from the walls. The banners
have orcish sayings woven into them. There is a large staircase
leading up.
Obvious exits: -East -Up
A small collar collects among the rubble on the ground.
< 212h/212H 110v/113V 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
Crawling about, this baby orc is crying loudly.
< 212h/212H 111v/113V 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
An orcish merchant is standing here completing his next transaction.
The orc gate guard of the Shady Grove stands here on duty.
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.
< 212h/212H 111v/113V Pos: standing >
The Way of the Knife
This pathway is smaller than the main streets of the Keep. Many of the
poor and the unfortunate flock to the slums along this pathway. The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall. Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into the Grocers of the Keep.
Obvious exits: -East -West
< 212h/212H 111v/113V Pos: standing >
The Way of the Knife
This pathway is smaller than the main streets of the Keep. Many of the
poor and the unfortunate flock to the slums along this pathway. The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall. Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a small hut.
Obvious exits: -North -East -West
An orc guard of the Black Order is here watching your every action.
Running about town, this female orc is restocking her low supplies.
< 212h/212H 111v/113V Pos: standing >
The Way of the Knife
This pathway is smaller than the main streets of the Keep. Many of the
poor and the unfortunate flock to the slums along this pathway. The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall. Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a house of commons.
Obvious exits: -North# -East -West
An orc guard of the Black Order is here watching your every action.
The grinning bobcat hungrily peers through the area.
A small black skunk peers wearily at you.
< 212h/212H 112v/113V Pos: standing >
An orcish guard leaves east.
< 212h/212H 112v/113V Pos: standing >
The Turmoil-Knife Intersection
It is at this intersection that another two major arteries of the Grove
meet. The Way of the Knife leads off to the east towards the many
shops and taverns on the other side of town. The Streets of Turmoil
leads northward away from the city granite wall of this intersection.
Many citizens can been seen running along as they take care of their tasks
at hand. There are strange muffled cries and shrieks echoing through this
part of town.
Obvious exits: -North -East
< 212h/212H 111v/113V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose. Check the help files for your class to see what's available.
< 212h/212H 111v/113V Pos: standing >
The Street of Turmoil
This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall. The city wall of the Keep rises
some twenty feet above the city roofs. Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life. There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
< 212h/212H 111v/113V Pos: standing >
The Street of Turmoil
This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall. The city wall of the Keep rises
some twenty feet above the city roofs. Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life. There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
A black hooded orc stands here in the shadow.
< 212h/212H 112v/113V Pos: standing >
The Street of Turmoil
This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall. The city wall of the Keep rises
some twenty feet above the city roofs. Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life. There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
An orcish merchant is standing here completing his next transaction.
< 212h/212H 111v/113V Pos: standing >
The Street of Turmoil
This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall. The city wall of the Keep rises
some twenty feet above the city roofs. Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life. There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
< 212h/212H 111v/113V Pos: standing >
The Street of Turmoil
This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall. The city wall of the Keep rises
some twenty feet above the city roofs. Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life. There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
An orc guard of the Black Order is here watching your every action.
An orc guard of the Black Order is here watching your every action.
< 212h/212H 111v/113V Pos: standing >
The Street of Turmoil
This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall. The city wall of the Keep rises
some twenty feet above the city roofs. Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life. There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
A small black skunk peers wearily at you.
< 212h/212H 112v/113V Pos: standing >
Alas, you cannot go that way. . . .
< 212h/212H 112v/113V Pos: standing >
The West 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 business. They move quickly through the streets trying to
stay away from the vile of the city. The black obsidian gates closing off
the city exit to the west 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, east, and south leading into various parts of the
city. The exit beyond the west gate leads into the outside world.
Obvious exits: -North -East -South -West #
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.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.
< 212h/212H 111v/113V Pos: standing >
The black seems to be closed.
< 212h/212H 112v/113V Pos: standing >
Ok.
< 212h/212H 113v/113V Pos: standing >
Before the West Gates of the Shady Grove
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: -East -West
A wandering orcish soul, flying about here, is searching for a new victim.
The grinning bobcat hungrily peers through the area.
< 212h/212H 112v/113V Pos: standing >
You quickly scan the area.
The orc gate guard who is close by to your east.
The orc gate guard who is close by to your east.
A young orc sentinel who is close by to your east.
A young orc sentinel who is close by to your east.
A young orc sentinel who is close by to your east.
The orc gate guard who is close by to your east.
An old orcish woman who is not far off to your east.
A warrior orc who is a brief walk away to your east.
An old orcish woman who is rather far off to your east.
The Shady Quartermaster who is in the distance to your east.
The town crier who is in the distance to your east.
An orcish guard who is in the distance to your east.
The grinning bobcat who is not far off to your west.
The grinning bobcat who is in the distance to your west.
A black skunk who is in the distance to your west.
< 212h/212H 112v/113V Pos: standing >
You climb up and ride the grinning bobcat.
< 212h/212H 107v/113V 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 east and west along this pathway.
Obvious exits: -East -West
< 212h/212H 108v/113V Pos: standing >
< 212h/212H 110v/113V Pos: standing >
Pardon?
< 212h/212H 111v/113V Pos: standing >
The Rocky Foot Path to the Shady Grove
The rocky pathway continues along this direction towards a large city
upahead. The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East -West
The grinning bobcat hungrily peers through the area.
< 212h/212H 113v/113V Pos: standing >
A Rocky Foot Path
The rocky pathway continues along this direction towards a large city
upahead. The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East -West
< 212h/212H 113v/113V Pos: standing >
A Rocky Foot Path
The rocky pathway detours to this rocky footpath. This side path is much
smaller than the main pathway. Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East -West
< 212h/212H 113v/113V Pos: standing >
A Rocky Foot Path
The rocky pathway detours to this rocky footpath. This side path is much
smaller than the main pathway. Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East -West
The grinning bobcat hungrily peers through the area.
An orcish street sweeper is here cleaning the city from rubbish.
A small black skunk peers wearily at you.
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
The hardworking fisherman who is rather far off to your west.
The hardworking fisherman who is rather far off to your west.
< 212h/212H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .
< 212h/212H 113v/113V Pos: standing >
A Rocky Foot Path
The rocky pathway detours to this rocky footpath. This side path is much
smaller than the main pathway. Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East -West
< 212h/212H 113v/113V Pos: standing >
A Rocky Foot Path
The rocky pathway detours to this rocky footpath. This side path is much
smaller than the main pathway. Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
A black skunk who is not far off to your east.
The hardworking fisherman who is not far off to your west.
< 212h/212H 113v/113V Pos: standing >
A Rocky Foot Path
The rocky pathway detours to this rocky footpath. This side path is much
smaller than the main pathway. Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -North -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 212h/212H 113v/113V Pos: standing >
MMM^^^MM
MMMM^M*^MMM
MMM*******MMM
M*****^^^*^MM
****^*@^^^**M
***^.^^+..***
**.^...+..^**
......+...*
..^..+...
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
A wandering hill giant who is a brief walk away to your north.
An immature leucrotta who is almost out of sight to your south.
< 212h/212H 113v/113V Pos: standing >
The night has begun.
< 212h/212H 113v/113V Pos: standing >
M**^^
*^@^^
^.^^+
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
A mature leucrotta who is almost out of sight to your south.
< 212h/212H 113v/113V Pos: standing >
MMMM^M*^
MMMM*******
MM*****^^^*
M****@*^^^^
****^.^^+..
***.^...+..
*......+.
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 212h/212H 113v/113V Pos: standing >
**M**
**@^*
**^.^
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
A female leucrotta who is close by to your north.
< 212h/212H 113v/113V Pos: standing >
M**M*
**@*^
***^.
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 212h/212H 113v/113V Pos: standing >
MM**M
M*@**
****^
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
Pardon?
< 212h/212H 113v/113V Pos: standing >
MMM**
MM@**
M****
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
An immature leucrotta who is almost out of sight to your south.
< 212h/212H 113v/113V Pos: standing >
< 212h/212H 113v/113V Pos: standing >
MM***
M*@**
****.
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
An immature leucrotta who is almost out of sight to your south.
An immature leucrotta who is in the distance to your west.
The grinning bobcat who is almost out of sight to your west.
< 212h/212H 113v/113V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.
MMM**
MM@**
M****
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
An immature leucrotta who is rather far off to your west.
The grinning bobcat who is in the distance to your west.
< 212h/212H 113v/113V Pos: standing >
MM***
M*@**
****.
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 212h/212H 113v/113V Pos: standing >
^MM**
MM@M*
M****
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 212h/212H 113v/113V Pos: standing >
MM*M*
M*@**
***..
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 212h/212H 113v/113V Pos: standing >
MMM**
MM@**
MM**.
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
A rock lizard who is almost out of sight to your south.
A rock lizard who is almost out of sight to your south.
A mountain goat who is almost out of sight to your south.
< 212h/212H 113v/113V Pos: standing >
MM***
MM@*.
***..
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
< 212h/212H 113v/113V Pos: standing >
You quickly scan the area.
An orc guard who is close by to your north.
< 212h/212H 113v/113V Pos: standing >
MMM**
MM@**
****.
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East -South -West
A female leucrotta is busy looking for an easy meal.
< 212h/212H 113v/113V Pos: standing >
A female leucrotta suddenly attacks YOU!
A female leucrotta's fine bite strikes you.
I'm afraid you aren't quite up to mounted combat.
You stop riding the grinning bobcat.
< 204h/212H 113v/113V Pos: standing >
< T: Brall TP: sta TC:few scratches E: female sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 204h/212H 113v/113V Pos: standing >
< T: Brall TP: sta TC:few scratches E: female sta EP: excellent >
Out of nowhere, an orc guard stabs you in the back.
OUCH! That really did HURT!
< 131h/212H 113v/113V Pos: standing >
< T: Brall TP: sta TC: few wounds E: female sta EP: excellent >
An orc guard's impressive slash strikes you hard.
You dodge an orc guard's vicious attack.
An orc guard's impressive slash strikes you very hard.
You dodge an orc guard's vicious attack.
An orc guard's impressive slash strikes you very hard.
< 86h/212H 113v/113V Pos: standing >
< T: Brall TP: sta TC: nasty wounds E: female sta EP: excellent >
An orc guard dances an amazing maneuver in battle, tripping you.
< 86h/212H 113v/113V Pos: on your ass >
< T: Brall TP: ass TC: nasty wounds E: female sta EP: excellent >
A female leucrotta misses you.
< 86h/212H 113v/113V Pos: on your ass >
< T: Brall TP: ass TC: nasty wounds E: female sta EP: excellent >
Your decent pierce wounds a female leucrotta.
< 86h/212H 113v/113V Pos: on your ass >
< T: Brall TP: ass TC: nasty wounds E: female sta EP: few scratches >
An orc guard's powerful slash seriously wounds you.
OUCH! That really did HURT!
An orc guard's impressive pierce enshrouds you in a mist of blood.
An orc guard's powerful slash causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
An orc guard's slash critically injures you.
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.