<worn on head> a superior cured leather circlet
<held> a quill
You start meditating...
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
< 178h/178H 226v/226V Pos: sitting >
< 178h/178H 226v/226V Pos: sitting >
You are already meditating.
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
< 178h/178H 226v/226V Pos: sitting >
Autosaving...
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
Your studies are complete.
< 178h/178H 226v/226V Pos: sitting >
Home - Last Edited: 2016-03-10 01:01:56 by gellz
================================================
Your home is the place you respawn after dying and is set by default to
your starting hometown. In order to change your home, you must have 500
platinum in your possession and type "home" in a hometown.
=== See also ===
society ,guild ,guildhall
The following help topics also matched your search:
Divine Home
Godsethome
Hometown
< 178h/178H 226v/226V Pos: sitting >
Hint: Save money and buy a boat! There's a whole world out there waiting for you! Use help ship to learn how.
< 178h/178H 226v/226V Pos: sitting >
You are carrying: (7/11)
an ashwood lyre
an ironwood drum
[2] a spellbook
a bard's songbag
a large leather backpack
a small bandage
< 178h/178H 226v/226V Pos: sitting >
Construct - Last Edited: 2017-01-14 09:01:34 by lohrr
=====================================================
The "construct" command is used to build and upgrade guildhalls, and is only
available to guild leaders.
Construct actions cost both platinum and construction points, which the
guild gains by earning prestige.
Command overview:
construct guildhall
Cost: 50,000p / 50 CP
This command creates a new guildhall on the map, subject to the restrictions specified
on the guildhall help page.
construct room <north|south|east|west|up|down|northwest|northeast|southeast|southwest>
Cost: 2500p / 10 CP
This command creates a new, empty room in the direction specified.
construct golem <slot> <warrior|cleric|sorcerer>
Cost: Warrior: 5000p / 5 CP, Cleric: 6000p / 6 CP, Sorcerer: 7000p / 7 CP
This command creates a new golem in the guildhall entrance in one of the available
four golem slots. Once constructed, your golem will persist until killed, upon which
you will need to construct a new one. Golems block the entrance to the rest of your
guildhall of anyone not in your guild or alliance. The different golem types have
different effects depending on their class.
construct rename <new name>
Cost: 1000p / 1 CP
This command allows you to rename the current room to your desire. Please use the
'testcolor' command first to make sure your ANSI is correct. The Gods reserve the
right to rename rooms if they do not meet standards.
construct upgrade <type>
This command allows you to upgrade an empty room to a different type of room. A room
can only be upgraded once. The available upgrade types are as follows:
heal: 7500p / 10 CP
This type of room accelerates your healing and allows you a peaceful respite from
the battles outside.
window: 10,000p / 15 CP
This type of room provides a window object with which you can peer outside of your
guildhall.
bank: 15,000p / 25 CP
This room upgrade allows you to visit your guild locker and use the 'society deposit' /
'society withdraw' commands.
town portal: 20,000p / 30 CP
This upgrade provides a portal to your furthest hometown, depending on racewar
(Good-raced to Tharnadia, Woodseer or Kimordril, Evil-raced to Shady Grove or Khildarak Stronghold)
library: 25,000p / 35 CP
The library upgrade provides a magical tome that book-using spellcasters can use to memorize
any spell. The tome is not takeable and can only be used while in the room.
cargo: 20,000p / 30 CP
The cargo room upgrade provides an information board that shows you the current buy/sell
prices of all ports across the world.
==See Also==
guild, guildhall, guildhall command
The following help topics also matched your search:
Construction points
< 178h/178H 226v/226V Pos: sitting >
You clamber to your feet.
< 178h/178H 226v/226V Pos: standing >
You start chanting...
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic *
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
You start chanting...
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
You start chanting...
You feel your skill in quick chant improving.
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic *
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
You start chanting...
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
You sit down and relax.
< 178h/178H 226v/226V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - dimension door
( 4th circle) 1 - minor paralysis
( 3rd circle) 3 - concealment
3 - acid blast
( 2nd circle) 6 - chill touch
1 - sleep
( 1st circle) 1 - minor creation
4 - detect magic
And you are currently memorizing the following spells:
19 seconds: ( 4th) dispel magic
38 seconds: ( 4th) dispel magic
57 seconds: ( 4th) dispel magic
76 seconds: ( 4th) dispel magic
You can memorize 3 1st circle spell(s).
You continue your study.
< 178h/178H 226v/226V Pos: sitting >
You start meditating...
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
< 178h/178H 226v/226V Pos: sitting >
Hint: The main stat for armor class is agility. You can improve your armor class with equipment.
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
< 178h/178H 226v/226V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - dimension door
( 4th circle) 2 - dispel magic
1 - minor paralysis
( 3rd circle) 3 - concealment
3 - acid blast
( 2nd circle) 6 - chill touch
1 - sleep
( 1st circle) 1 - minor creation
4 - detect magic
And you are currently memorizing the following spells:
11 seconds: ( 4th) dispel magic
30 seconds: ( 4th) dispel magic
You can memorize 3 1st circle spell(s).
< 178h/178H 226v/226V Pos: sitting >
You are already meditating.
< 178h/178H 226v/226V Pos: sitting >
< 178h/178H 226v/226V Pos: sitting >
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
< 178h/178H 226v/226V Pos: sitting >
< 178h/178H 226v/226V Pos: sitting >
You have finished memorizing dispel magic.
Your studies are complete.
< 178h/178H 226v/226V Pos: sitting >
You clamber to your feet.
< 178h/178H 226v/226V Pos: standing >
You start chanting...
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
Saving Zizzlopath.
< 178h/178H 226v/226V Pos: standing >
You start chanting...
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic ***
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic **
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
You start chanting...
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic *
< 178h/178H 226v/226V Pos: standing >
Casting: dispel magic
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
You start chanting...
< 178h/178H 226v/226V Pos: standing >
You complete your spell...
< 178h/178H 226v/226V Pos: standing >
You don't have that spell memorized.
< 178h/178H 226v/226V Pos: standing >
You sit down and relax.
< 178h/178H 226v/226V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - dimension door
( 4th circle) 1 - minor paralysis
( 3rd circle) 3 - concealment
3 - acid blast
( 2nd circle) 6 - chill touch
1 - sleep
( 1st circle) 1 - minor creation
4 - detect magic
And you are currently memorizing the following spells:
19 seconds: ( 4th) dispel magic
38 seconds: ( 4th) dispel magic
57 seconds: ( 4th) dispel magic
76 seconds: ( 4th) dispel magic
You can memorize 3 1st circle spell(s).
You continue your study.
< 178h/178H 226v/226V Pos: sitting >
A Thri-Kreen enters from the west.
A Barbarian enters from the west.
A Dwarf enters from the west.
< 178h/178H 226v/226V Pos: sitting >
You start meditating...
< 178h/178H 226v/226V Pos: sitting >
A Thri-Kreen suddenly attacks YOU!
You abandon your studies.
-=[A Thri-Kreen's powerful slash strikes you very hard.]=-
OUCH! That really did HURT!
< 155h/178H 226v/226V Pos: sitting >
< T: Zizzlopath TP: sit TC: small wounds E: A Thri-Kreen sta EP: excellent >
A Grey Elf suddenly attacks YOU!
-=[A Grey Elf's slash strikes you hard.]=-
-=[A Grey Elf's fine slash strikes you.]=-
< 128h/178H 226v/226V Pos: sitting >
< T: Zizzlopath TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
A Dwarf starts casting an offensive spell.
< 128h/178H 226v/226V Pos: sitting >
< T: Zizzlopath TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
A Dwarf completes his spell...
A Dwarf utters the word 'judifgz'
You suddenly feel very uncomfortable.
< 128h/178H 226v/226V Pos: sitting >
< T: Zizzlopath TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
You clamber to your feet.
< 128h/178H 226v/226V Pos: standing >
< T: Zizzlopath TP: sta TC: few wounds E: A Thri-Kreen sta EP: excellent >
You attempt to flee...
A Nameless Path
This nameless path passes through Quietus Quay winding through small
stone buildings and open-roofed shacks. Many of the buildings look far
sturdier than they should need to be when protected from the elements by
the surrounding cavern. A small shack lies to the north and an open door
leads into a sturdy stone building to the south.
Obvious exits: -North# -East -South -West
You flee eastward!
< 128h/178H 198v/226V Pos: standing >
A Small Square
Smooth stone floors here are coated with some sort of thin green lichen
that has a faint luminescence to it. A small fountain has been placed
here in the square, the splashing water seems to be what supports the
growth of the lichen. A small, nameless road winds off to the east
through the cavern and the main road through the cavern to the port lies
to the west.
Obvious exits: -East -West
A small fountain made of green granite stands here.
A Dwarf (medium) The Resistance stands in mid-air here.
A Barbarian (large) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Thri-Kreen (medium) The Resistance stands in mid-air here.
< 128h/178H 197v/226V Pos: standing >
A Thri-Kreen leaves west.
A Grey Elf leaves west.
A Barbarian leaves west.
A Dwarf leaves west.
Broad Street
Broad Street is the single major road that passes through the cavern
that encloses the buildings and shops of Quietus Quay. It is wide enough
for wagons and large cargoes to be transported through with relative ease.
Another street wanders off into the cavern as it extends to the east,
winding past a number of small stone buildings. The exit to the cavern
lies further to the north.
Obvious exits: -North -East -South
A Dwarf (medium) The Resistance stands in mid-air here.
A Barbarian (large) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Thri-Kreen (medium) The Resistance stands in mid-air here.
< 128h/178H 195v/226V Pos: standing >
A Thri-Kreen leaves east.
A Grey Elf leaves east.
A Barbarian leaves east.
A Dwarf leaves east.
Alas, you cannot go that way. . . .
< 128h/178H 195v/226V Pos: standing >
Broad Street
Broad Street is the single major road that passes through the cavern
that encloses the buildings and shops of Quietus Quay. It is wide enough
for wagons and large cargoes to be transported through with relative ease.
The wide entrance to the cavern lies just to the north, and Broad Street
continues to the south.
Obvious exits: -North -South
< 128h/178H 193v/226V Pos: standing >
The Wide Entrance to a Large Cavern
A rocky overhang above makes even this wide entrance into the mountains
somewhat hidden and difficult to find. It is clear that a number of large
wagons have traveled this path before, and that it is still in heavy use.
A trail heads out of the mountains to the north and a large cavern is to
the south.
Obvious exits: -North -South
A tall, thin troll warrior guards the entrance.
A tall, thin troll warrior guards the entrance.
< 128h/178H 193v/226V Pos: standing >
^...^
.^@DM
.^^^^
The Dreary and Rocky Hillside of Chief Bloodeye
Obvious exits: -North -East -South -West
< 128h/178H 191v/226V Pos: standing >
....M
^.@.^
.^^DM
A Marshy Clearing with Patches of Tanglebush
Obvious exits: -North -East -South -West
< 128h/178H 188v/226V Pos: standing >
****M
..@.M
^...^
A Marshy Clearing with Patches of Tanglebush
Obvious exits: -North -East -South -West
< 128h/178H 186v/226V Pos: standing >
****
*******M*
****@*M.*
......M..
..^...^^^
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 128h/178H 181v/226V Pos: standing >
**** M
******M**
****@M.**
.....M...
.^...^^^.
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 128h/178H 174v/226V Pos: standing >
**** M*
*****M***
****@.**.
....M...^
^...^^^..
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
A large female crocodile is busy making sure the area is safe for her young.
< 128h/178H 168v/226V Pos: standing >
**M**
*M@**
.M...
A Marshy Clearing with Patches of Tanglebush
Obvious exits: -North -East -South -West
< 128h/178H 163v/226V Pos: standing >
You hear the sounds of movement in the distance.
*M M*..
*** M**
****@****
***M.**.^
...M...^^
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
A large crocodile wanders through the area in search of a meal.
< 128h/178H 158v/226V Pos: standing >
You need a boat to go there.
< 128h/178H 158v/226V Pos: standing >
You need a boat to go there.
< 128h/178H 159v/226V Pos: standing >
You need a boat to go there.
< 129h/178H 159v/226V Pos: standing >
You need a boat to go there.
< 129h/178H 159v/226V Pos: standing >
You need a boat to go there.
< 129h/178H 159v/226V Pos: standing >
M M*...
** M***
***M@***.
P*M.**.^.
..M...^^^
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 153v/226V Pos: standing >
You hear the sounds of movement in the distance.
M*....
* M****
**M*@**..
*M.**.^.^
.M...^^^.
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 146v/226V Pos: standing >
M*.....
M*****
*M**@*...
M.**.^.^^
M...^^^..
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 139v/226V Pos: standing >
M*......
M*****.
M***@....
.**.^.^^^
...^^^...
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 132v/226V Pos: standing >
*****
**@..
.^.^^
A Marshy Clearing with Patches of Tanglebush
Obvious exits: -North -East -South -West
< 129h/178H 128v/226V Pos: standing >
******...
M*.......
M**@**..
P***.....
**.^.^^^^
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 123v/226V Pos: standing >
****.
..@..
*****
A Marshy Clearing with Patches of Tanglebush
Obvious exits: -North -East -South -West
< 129h/178H 118v/226V Pos: standing >
***
*********
****@*...
M*.......
M*****..
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 114v/226V Pos: standing >
**
***
****@****
******...
M*.......
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 107v/226V Pos: standing >
You need a boat to go there.
< 129h/178H 107v/226V Pos: standing >
You need a boat to go there.
< 129h/178H 107v/226V Pos: standing >
You need a boat to go there.
< 129h/178H 108v/226V Pos: standing >
You need a boat to go there.
< 129h/178H 108v/226V Pos: standing >
***
****
****@****
***P*...*
*........
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 101v/226V Pos: standing >
****
*****
**P*@****
****...**
.........
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 94v/226V Pos: standing >
*****
P ******
*P**@****
***...***
........^
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 88v/226V Pos: standing >
*****M
P *******
P***@****
**...****
.......^*
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 129h/178H 81v/226V Pos: standing >
*****M.
*******.
****@****
*...*****
......^**
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 74v/226V Pos: standing >
*****M.^
*******..
****@****
...******
.....^***
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 67v/226V Pos: standing >
*****M.^*
******...
****@****
..*******
....^****
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 61v/226V Pos: standing >
****M.^**
*****...*
****@****
.********
...^****
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 54v/226V Pos: standing >
***..^***
***M...**
****@****
*********
..^****
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 47v/226V Pos: standing >
**..^***
**M...**
****@***
********
.^****
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 41v/226V Pos: standing >
*..^***
*M...** *
****@**
*******
^****
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 34v/226V Pos: standing >
..^***
M...** **
****@* *
****** *
**** M
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 27v/226V Pos: standing >
.^***
...** ***
****@ **
***** **
*** M*
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 20v/226V Pos: standing >
You need a boat to go there.
< 130h/178H 21v/226V Pos: standing >
You need a boat to go there.
< 130h/178H 21v/226V Pos: standing >
.*** M
.^***
...*@ ***
*P*** **
***** **
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 14v/226V Pos: standing >
*** *
.*** M
.^**@
...** ***
**P** **
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 7v/226V Pos: standing >
You need a boat to go there.
< 130h/178H 8v/226V Pos: standing >
You need a boat to go there.
< 130h/178H 8v/226V Pos: standing >
.***
^.***
..^*@*
M...** **
*****P *
The Foul Bog of Chief Bloodeye
Obvious exits: -North -East -South -West
< 130h/178H 1v/226V Pos: standing >
You're too exhausted.
< 130h/178H 1v/226V Pos: standing >
You're too exhausted.
< 130h/178H 2v/226V Pos: standing >
You're too exhausted.
< 130h/178H 2v/226V Pos: standing >
You're too exhausted.
< 130h/178H 2v/226V Pos: standing >
A Grey Elf suddenly attacks YOU!
-=[A Grey Elf's fine slash strikes you.]=-
< 120h/178H 5v/226V Pos: standing >
< T: Zizzlopath TP: sta TC: few wounds E: A Grey Elf sta EP: excellent >
A Grey Elf misses you.
You dodge a Grey Elf's vicious attack.
-=[A Grey Elf's powerful slash seriously wounds you.]=-
OUCH! That really did HURT!
A Grey Elf's massive longsword dubbed 'Dusk and Dawn' calls upon the chill of night and heat of the sun.
You resist the effects of a Grey Elf's spell!
A Grey Elf points at you.
You are surrounded by the dancing outline of purplish flames!
You scream in agony as a Grey Elf's biting cold freezes your soul!
OUCH! That really did HURT!
The cold goes right to the bone, you feel yourself weakening!
A Grey Elf misses you.
< 51h/178H 5v/226V Pos: standing >
< T: Zizzlopath TP: sta TC:pretty hurt E: A Grey Elf sta EP: excellent >
You attempt to flee...
You're too exhausted.
PANIC! You couldn't escape!
< 51h/178H 5v/226V Pos: standing >
< T: Zizzlopath TP: sta TC:pretty hurt E: A Grey Elf sta EP: excellent >
A Grey Elf brandishes their weapons in a formal stance...
You drop to your belly.
< 51h/178H 5v/226V Pos: on your ass >
< T: Zizzlopath TP: ass TC:pretty hurt E: A Grey Elf sta EP: excellent >
You miss a Grey Elf.
Sorry, you aren't allowed to do that in combat.
< 51h/178H 5v/226V Pos: on your ass >
< T: Zizzlopath TP: ass TC:pretty hurt E: A Grey Elf sta EP: excellent >
-=[A Grey Elf's impressive slash enshrouds you in a mist of blood.]=-
OUCH! That really did HURT!
-=[A Grey Elf's impressive slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Grey Elf's impressive 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!
Your vision spins into darkness as your head falls towards the ground.
Your twined leather band from Ogre Raiders was completely destroyed by the massive blow!