The death of [31 Animalist] Berrim (Human)

in Room #10

from the perspective of [31 Animalist] Berrim (Human)

<worn on head>       a smelly fur hat
<worn on body>       a suit of smelly animal furs
<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<primary weapon>     a stout oaken cudgel
<held>               a small pinewood raven totem
<worn on feet>       a pair of fur boots



< 247h/247H 123v/123V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 247h/247H 123v/123V Pos: standing >
Conjurer - Last Edited: 2016-12-04 00:29:30 by lohrr
====================================================
Conjurers are the creative branch of the magic-users. They specialize in enchantments, conjuring creatures, and objects. They are the only ones able to identify objects. 

Conjurers, like other magic-users, possess awesome spell casting might and are able to throw some of the world's most potent spells.  The conjuring style of magic first developed among the mixed breed races,
which would account for their smaller spell list and greater overall spell potency.

Conjurers have fewer offensive spells than Sorcerers, yet have some of the best defensive spells on Duris. The spells Stone Skin, Globe of Invulnerability, and Stornogs Spheres can shield the Conjurer in protective magics requiring considerable effort to penetrate.  While the Conjurer is quite capable of defending himself, he is physically lacking in brawn, making constitution an important attribute when developing him.

The following epic skills are available to this class:

   chant mastery, summon familiar, advanced meditation, scribe mastery, silentspell, shield combat, infuse life, spell penetration, toughness, improved endurance, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, and ship damage control. 

==Equipment usage==
As all classes on Duris, Conjurers have their own classification of item restriction. They have a very small range of weapons they can use and a small range of armor to choose from. They have very little restrictions on what miscellaneous magical items they can use, though. 

==Pet/Minion Control==
Conjurers use the spells 'conjure elemental' and 'conjure greater elemental' to create pets.  These pets are based on the element the Conjurer has specialized in or present randomly if they have yet to choose a specialization.  The level of control a Conjurer gains over his pets is directly affected by his intelligence and charisma.

==See also==
* Conjurer Skills
* Magic User
* Practice


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Phantom, Githzerai, Kobold, Illithid

==Innate abilities==
None.

==Specializations==
* Air Magus
* Water Magus
* Fire Magus
* Earth Magus


The following help topics also matched your search:
 Conjurer Skills


< 247h/247H 123v/123V Pos: standing >
Conjurer Skills - Last Edited: 2014-08-01 04:09:02 by lohrr
===========================================================
The following is a list of all the skills and spell available to the Conjurer class:

==See also==
* Conjurer 
* Memorize

==Innate abilities==
None.

==Skills==
1st Level: 1h bludgeon, 1h piercing, 2h bludgeon, bandage, carve, climb, concentration, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim

==Spells==
1st Circle: detect magic, magic missile, minor creation
2nd Circle: burning hands, chill touch, mirror image, sleep
3rd Circle: agility, concealment, dispel magic, mage flame, shocking grasp, strength
4th Circle: enchant weapon, infravision, levitate, lightning bolt, ray of enfeeblement, reveal true name, wall of force
5th Circle: coldshield, conjure elemental, fireshield, identify, sense follower, slowness, wall of stone
6th Circle: color spray, feeblemind, minor globe of invulnerability, stone skin, teleport, wall of iron
7th Circle: airy water, cone of cold, dimension door, fireball, haste, ice storm, stornogs metamagic shroud, wall of flames, wall of ice, web
8th Circle: detect invisibility, disintegrate, globe of invulnerability, improved invisibility, prismatic spray
9th Circle: fly, gate, relocate
10th Circle: farsee, group stone skin, stornogs shimmering starshell
11th Circle: conjure greater elemental, group globe of invulnerability, prismatic cube, stornogs spheres
12th Circle: group stornogs spheres


< 247h/247H 123v/123V Pos: standing >
Ranger Skills - Last Edited: 2014-07-31 22:33:46 by lohrr
=========================================================
The following is a list of all skills and spells available to the Ranger class:

==Ranger Specializations==
* Blademaster
* Huntsman
* Marshall

==See also==
* Commune
* Ranger 



==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.

==Skills==
1st Level: 1h piercing, 1h slashing, awareness, bandage, blindfighting, carve, climb, double attack, dual wield, fishing, kick, meditate, mount, parry, quick chant, ranged weapons, retreat, riposte, salvage, springleap, surprise, swim, switch opponents, track, unarmed damage
10th Level: clerical spell knowledge, rescue, sorcerous spell knowledge
16th Level: blade barrage
51st Level: triple attack
56th Level: vicious attack

==Spells==
3rd Circle: detect evil, detect good, detect magic
4th Circle: protection from animals, protection from evil
5th Circle: barkskin, invigorate
6th Circle: cure blind, sense life
7th Circle: infravision
9th Circle: farsee, haste
10th Circle: dazzle, tree
11th Circle: animal vision, blur


< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'

< 247h/247H 123v/123V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.

< 247h/247H 123v/123V Pos: standing >
Autosaving...

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 247h/247H 123v/123V Pos: standing >
Room #10
Obvious exits: -South
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 247h/247H 123v/123V Pos: standing >
Human - Last Edited: 2014-09-17 01:53:52 by ashyel
==================================================
The Human race encompasses the general population of civilized
towns and cities. They are commonplace beings, and are found in most
populated areas. Humans have the broadest range of classes from which
to choose, but no extraordinary innate abilities. Due to the versatility
of Humans to adapt to extraordinary situations, so they will start
with slightly higher statistics than other races.

Humans are the only good race allowed to multi-class.


==See also==
* Races
* Innate


==Class list==
* Warrior     : Swordsman, Guardian, Swashbuckler
* Ranger      : Blademaster, Huntsman, Marshall
* Paladin     : Crusader, Cavalier
* Cleric      : Zealot, Healer, Holyman
* Monk        : Red Dragon, Elaphidist
* Druid       : Forest Druid, Storm Druid
* 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
* BeRSeRKeR   : MaUleR, RaGeloRd
* 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       : 100
Intelligence: 100
Wisdom      : 100
Charisma    : 100
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : below average
Spell Pulse  : average

==Innate abilities==
*seadog
'*' Designates passive ability.


< 247h/247H 123v/123V Pos: standing >
Necromancer - Last Edited: 2014-09-11 21:32:20 by ashyel
========================================================
Necromancers are the branch of magic-users devoted to spells dealing with
the dead and undead. The spells available to a Necromancer are primarily
offensive in nature and are not granted by a deity. In fact, many of a
Necromancer's spells are viewed as evil by the gods. However, the
Necromancer's dark art can transcend the boundary between life and death,
and harness the energies of those on both sides. Once any necromancer reaches
greater power in his or her studies, he or she can choose to Descend, and
become reborn as one of the mightiest undead entities known in the land of
Duris.

Necromancers do not care about charisma.

The following epic skills are available to this class:

   chant mastery, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, infuse life, 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==
Necromancers have their own classification of item restriction. They have
a small range of weapons that they can wield and a smaller range of armor
to choose from. They can, however, use most magical items.

==See also==
* Necromancer Skills


==Allowed races==
* Human, Drow Elf, Gnome, Orc, Githyanki, Goblin, Githzerai, Drider, Kobold

==Innate abilities==
None.

==Specializations==
* Diabolis
* Necrolyte
* Reaper


The following help topics also matched your search:
 Necromancer Skills


< 247h/247H 123v/123V Pos: standing >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.

< 247h/247H 123v/123V Pos: standing >
Necromancer Skills - Last Edited: 2014-07-31 22:33:19 by lohrr
==============================================================
The following is a list of all skills and spells available to the Necromancer class:

==See also==
* Diabolis
* Memorize
* Necromancer
* Necrolyte
* Reaper



==Innate abilities==
None.

==Skills==
1st Level: 1h piercing, carve, climb, concentration, feign death, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim
20th Level: age corpse

==Spells==
1st Circle: detect magic, minor creation, preserve, protection from undead, slashing darkness
2nd Circle: chill touch, protection from cold, protection from living, sleep, vampiric touch
3rd Circle: animate dead, dispel magic, embalm, sense follower
4th Circle: life leech, rejuvenate minor, strength, wither
5th Circle: coldshield, concealment, feeblemind, fireshield, heal undead, levitate, raise spectre, teleport
6th Circle: cone of cold, enervation, minor globe of invulnerability, rejuvenate major, vitalize undead
7th Circle: knock, protect undead, raise wraith, reveal true name, wall of bones
8th Circle: detect invisibility, dispel invisible, haste, improved invisibility, negative concussion blast
9th Circle: age, dimension door, energy drain, globe of darkness, raise vampire, undeath to death
10th Circle: blackmantle, cloak of fear, compact corpse, fly, gate, mass embalm, raise lich, vampiric trance
11th Circle: corpseform, create dracolich, power word kill, summon ghasts
12th Circle: create greater dracolich


< 247h/247H 123v/123V Pos: standing >
Gnome - Last Edited: 2010-08-28 02:23:15 by kitsero
===================================================
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)
*calming (obtained at level 31)
'*' Designates passive ability.


The following help topics also matched your search:
 Gnome directions


< 247h/247H 123v/123V Pos: standing >
Necromancer Skills - Last Edited: 2014-07-31 22:33:19 by lohrr
==============================================================
The following is a list of all skills and spells available to the Necromancer class:

==See also==
* Diabolis
* Memorize
* Necromancer
* Necrolyte
* Reaper



==Innate abilities==
None.

==Skills==
1st Level: 1h piercing, carve, climb, concentration, feign death, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim
20th Level: age corpse

==Spells==
1st Circle: detect magic, minor creation, preserve, protection from undead, slashing darkness
2nd Circle: chill touch, protection from cold, protection from living, sleep, vampiric touch
3rd Circle: animate dead, dispel magic, embalm, sense follower
4th Circle: life leech, rejuvenate minor, strength, wither
5th Circle: coldshield, concealment, feeblemind, fireshield, heal undead, levitate, raise spectre, teleport
6th Circle: cone of cold, enervation, minor globe of invulnerability, rejuvenate major, vitalize undead
7th Circle: knock, protect undead, raise wraith, reveal true name, wall of bones
8th Circle: detect invisibility, dispel invisible, haste, improved invisibility, negative concussion blast
9th Circle: age, dimension door, energy drain, globe of darkness, raise vampire, undeath to death
10th Circle: blackmantle, cloak of fear, compact corpse, fly, gate, mass embalm, raise lich, vampiric trance
11th Circle: corpseform, create dracolich, power word kill, summon ghasts
12th Circle: create greater dracolich


< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 247h/247H 123v/123V Pos: standing >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.

< 247h/247H 123v/123V Pos: standing >
Gnome - Last Edited: 2010-08-28 02:23:15 by kitsero
===================================================
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)
*calming (obtained at level 31)
'*' Designates passive ability.


The following help topics also matched your search:
 Gnome directions


< 247h/247H 123v/123V Pos: standing >
Illusionist - Last Edited: 2014-09-11 21:45:26 by ashyel
========================================================
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


< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Room #10
Obvious exits: -South
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 247h/247H 123v/123V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.

< 247h/247H 123v/123V Pos: standing >
Autosaving...

< 247h/247H 123v/123V Pos: standing >
Gnome - Last Edited: 2010-08-28 02:23:15 by kitsero
===================================================
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)
*calming (obtained at level 31)
'*' Designates passive ability.


The following help topics also matched your search:
 Gnome directions


< 247h/247H 123v/123V Pos: standing >
Illusionist - Last Edited: 2014-09-11 21:45:26 by ashyel
========================================================
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


< 247h/247H 123v/123V Pos: standing >
Illusionist Skills - Last Edited: 2014-08-01 04:42:35 by lohrr
==============================================================
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


< 247h/247H 123v/123V Pos: standing >
Shadow shield - Last Edited: 2008-04-11 15:33:39 by Blaize
==========================================================
* Area of effect: <victim>
* Aggressive:     No
* Cumulative:     N/A
* Duration:       Dependent on proficiency of caster 
* Type of spell:  Protection

This spell creates a shield of shadows around the target and negates almost 
all physical damage to the victim.  It lasts until duration expires or a 
variable number of attacks (of any type, whether they hit or do damage) 
are made against the victim.  The number of attacks it protects against 
varies with level and proficiency of caster. If a particularly damaging 
attack is made, it will provide no protection at all. It does not block ANY 
damage from magic spells (though these attacks WILL 'chip away' at the
protection).

==See also==
* Illusionist
* Spells

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 247h/247H 123v/123V Pos: standing >
Illusionist Skills - Last Edited: 2014-08-01 04:42:35 by lohrr
==============================================================
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


< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Phantom armor - Last Edited: 2008-05-05 02:24:42 by kyse
========================================================
* Area of effect: Self
* Aggressive:     No
* Cumulative:     N/A
* Duration:       Dependent on proficiency of caster 
* Type of spell:  Protection

Magically improves your armor for a limited time.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.

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< 247h/247H 123v/123V Pos: standing >

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Illusionist Skills - Last Edited: 2014-08-01 04:42:35 by lohrr
==============================================================
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


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Reflection - Last Edited: 2008-03-25 19:54:26 by Blaize
=======================================================
* Area of effect: Room
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Illusion

Similar to mirror image this spell creates up to four images that appear 
to resembling the caster, however these images can take a fair amount of 
damage before being destroyed dependent on the current health of the 
caster when created. 

==See also==
* Mirror Image

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Newbie - Last Edited: 2014-09-15 19:33:27 by ashyel
===================================================
The term "newbie" is given to a player who is new to Duris.



Quick Guide - 

1. We STRONGLY suggest that you play a good race character to get accustomed to the Duris environment.
2. This is a FULL PVP/PK game. You will die. You will be looted.
3. Ask a Guide for pointers by typing 'tell <playername>message.. They can be identified by typing 'who'. They are here to help, but are also playing, so may require a little patience for a response.
4. Immortals and Forgers are here to help you as well.  Feel free to contact them by typing ptell <godname> message, or in a private message (like with guides.
5. You can find our rules by typing help rules.  Please read them...



Quick Start Info -

1. Type list in shops to see their wares or services.
2.. Consider opponents before engaging by typing con <mobname>
3. Look at opponents before engaging them. They might have shields that prevent and/or reduce your offensive capabilities. (e.g. stone skin, barkskin, globe of invulnerability)
4. Your starting set equipment is passable for levels 1-5. While you are a newbie, you will spawn a new set of gear with each death, so don't panic if you end up dead and naked!!
5. Remember to loot corpses of any gear or coins that you might be able to use.  You can check corpses by typing 'look in corpse' and loot them by typing 'get all corpse' or 'get all.coin corpse'.

A full list of available commands can be found by typing 'help commands'

See also:
* Display
* Group
* Index
* Nchat
* Raidable
* Rules
* Toggle

The following help topics also matched your search:
 Newbie guides
 Toggle Newbie


< 247h/247H 123v/123V Pos: standing >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.

< 247h/247H 123v/123V Pos: standing >

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Illusionist Skills - Last Edited: 2014-08-01 04:42:35 by lohrr
==============================================================
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


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< 247h/247H 123v/123V Pos: standing >
You cannot multiclass until you reach level 50.
However, here is a list of your future choices:

   Cleric
   Druid
   Conjurer



< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'

< 247h/247H 123v/123V Pos: standing >
Illusionist Skills - Last Edited: 2014-08-01 04:42:35 by lohrr
==============================================================
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


< 247h/247H 123v/123V Pos: standing >
Flicker - Last Edited: 2008-04-11 15:33:56 by Blaize
====================================================
* Area of effect: <group>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster 
* Type of spell:  Protection

This spell creates a shield of shadows around the group and negates almost 
all physical damage to the victims. It lasts until duration expires or a 
variable number of attacks (of any type, whether they hit or do damage) 
are made against the victim.  The number of attacks it protects against 
varies with level and proficiency of caster. If a particularly damaging 
attack is made, it will provide no protection at all. Does not block damage
from magic spells (though these attacks WILL 'chip away' at the protection).

NewsNote: On March 13th, 2006 Flicker was implemented. It had long been a
spell useless to the Illusionists at their 11th circle. Now, small lights
flicker, casting shadows on the illusionist's group.

==See also==
* Illusionist
* Shadow shield
* Spells

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Room #10
Obvious exits: -South
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 247h/247H 123v/123V Pos: standing >
Autosaving...

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< 247h/247H 123v/123V Pos: standing >

		Character attributes for Berrim

Level: 31   Race: Human   Class: Shaman / Animalist 
Age: 40 yrs / 10 mths  Height: 74 inches Weight: 182 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str:  92 ( 92)    Pow:  89 ( 89)
Dex:  96 ( 96)    Int:  90 ( 90)   
Agi: 102 (102)    Wis: 105 (105)
Con: 102 (102)    Cha:  93 ( 93)   Luk:  91 ( 91)
Equipped Items:   7     Carried weight:   13

Armor Points: -42  Reduces melee damage taken by 4.2% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 13% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 3   Damroll: 12
Alignment: 999  (-1000 to 1000)

Saving Throws: PAR[49]  FEA[49]
               BRE[50]  SPE[50]

Load carried: No Sweat

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		Score information for Berrim

Level: 31   Race: Human   Class: Shaman / Animalist Sex: Male
Hit points: 247(247)  Moves: 123(123)
Coins carried:    0 platinum     2 gold     8 silver     8 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 1 hours/ 35 minutes
Received data: 0.0327 MB this session.
Send data:     0.0009 MB this session.
Compression ratio: 79%
79%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   0
Bartender Quests Remaining: 8
Combat Pulse:   18 Spell Pulse:  1.00 
Leaderboard Points:  310 


< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

		Character attributes for Berrim

Level: 31   Race: Human   Class: Shaman / Animalist 
Age: 40 yrs / 10 mths  Height: 74 inches Weight: 182 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str:  92 ( 92)    Pow:  89 ( 89)
Dex:  96 ( 96)    Int:  90 ( 90)   
Agi: 102 (102)    Wis: 105 (105)
Con: 102 (102)    Cha:  93 ( 93)   Luk:  91 ( 91)
Equipped Items:   7     Carried weight:   13

Armor Points: -42  Reduces melee damage taken by 4.2% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 13% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 3   Damroll: 12
Alignment: 999  (-1000 to 1000)

Saving Throws: PAR[49]  FEA[49]
               BRE[50]  SPE[50]

Load carried: No Sweat

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< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

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< 247h/247H 123v/123V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

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Illusionist - Last Edited: 2014-09-11 21:45:26 by ashyel
========================================================
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


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< 247h/247H 123v/123V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Room #10
Obvious exits: -South
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 247h/247H 123v/123V Pos: standing >
Hint: Knocking your foe down will increase the damage you do to him.

< 247h/247H 123v/123V Pos: standing >

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Stunning Visions - Last Edited: 2007-04-20 14:02:09 by Unknown
==============================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     N/A
* Duration:       Instantaneous
* Type of spell:  Generic

This spell creates images of such grander and beauty that it can cause the
victim to become spell bound making them forget why they are fighting and
cause them to be stunned by the sights.

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< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

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< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'

< 247h/247H 123v/123V Pos: standing >
Druid - Last Edited: 2015-01-24 23:05:28 by ashyel
==================================================
Druids are powerful priestly types that concentrate their discipline toward the betterment of nature and world preservation. They generally worship deities of the forest and of nature and will dispatch anyone attempting to desecrate or destroy a forest. Although their spell-like powers are primarily defensive in nature, they do command some very potent offensive magic once they attain the higher circles.

The Druid class does not pray for spells like other "priests" for they have shunned the pantheon of gods and allied themselves with the natural world instead. They must "commune" with their surroundings to derive the natural essence that is necessary for their spell slots to refill automatically as long as they are not fighting, casting, unconscious, etc. 

It is unnecessary to designate a specific array of spells to memorize as the essence is automatically channeled into the highest circle that is not completely full before it is channeled into lower circles, thus it is impossible to prioritize what spells to regain first. The rate of spell recovery depends on the availability of natural essence in the Druid"s surroundings. This essence is readily available in forests, but becomes more scarce on other types of terrain, especially indoors or under ground. Overall, Druids have slower, more constant spell recovery but rely heavily on wisdom and agility to commune and cast their spells.

The following epic skills are available to this class:

   summon blizzard, summon familiar, shield combat, toughness, improved endurance, fix, smelt, infuse magical device, natures sanctity, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, and ship damage control.

==Equipment Usage==
Druids fall under the Priest classification of item restriction. This means they are generally restricted to the use of non-edged weapons. Some exceptions are made depending on which deity the Druid worships. They can wear almost all types of armor, and are only mildly restricted in usage of certain miscellaneous magical items.  

==See also==
* Commune
* Druid Skills 


==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai

==Innate abilities==
 plane shift (obtained at level 41)
 charm animal (obtained at level 21)
 shapechange (obtained at level 11)
*forest sight
'*' Designates passive ability.

==Specializations==
* Forest Druid
* Storm Druid


The following help topics also matched your search:
 Druid Skills
 Forest druid
 Storm Druid


< 247h/247H 123v/123V Pos: standing >
Autosaving...

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Druid Skills - Last Edited: 2014-08-01 04:46:22 by lohrr
========================================================
The following is a list of all the skills and spells available to the Druid class:

==See also==
* Commune
* Druid

==Innate abilities==
 plane shift (obtained at level 41)
 charm animal (obtained at level 21)
 shapechange (obtained at level 11)
*forest sight
'*' Designates passive ability.

==Skills==
1st Level: 1h bludgeon, 1h slashing, bandage, carve, clerical spell knowledge, climb, concentration, double attack, fishing, kick, mount, retreat, salvage, swim

==Spells==
1st Circle: animal friendship, barkskin, fortitude, pulchritude
2nd Circle: aid, disease, sticks to snakes
3rd Circle: faerie fire, faerie fog, flame blade, protection from animals
4th Circle: create spring, lightning bolt, poison, serendipity
5th Circle: earthquake, natures touch, tranquility
6th Circle: earthen maul, endurance, regeneration
7th Circle: cyclone, dispel magic, mielikki vitality
8th Circle: animal vision, pass without trace
9th Circle: consecrate land, sunray, wandering woods
10th Circle: creeping doom, moonwell, natures blessing
11th Circle: elemental aura
12th Circle: moonstone, nova


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Forest druid - Last Edited: 2014-07-31 03:41:08 by lohrr
========================================================
The Forest Druid specialization focuses on utilizing the forces of
nature for both offensive and defensive purposes. The following spells are
added to the druid once they specialize their druidic powers.

==See also==
* Druid
* Storm Druid

==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai

==Innate abilities==
None.

==Skills==
30th Level: shield block

==Spells==
7th Circle: call woodland beings, summon insects
8th Circle: animal growth, entangle, ironwood, spore cloud
9th Circle: vines
10th Circle: grow
11th Circle: awaken forest, spore burst


< 247h/247H 123v/123V Pos: standing >
Ironwood - Last Edited: 2007-09-24 15:21:35 by zion
===================================================
* Area of effect:  (victim)
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Protection

This spell changes the skin of the victim to an iron-like consistency and
negates almost all damage from physical attacks. It requires that the victim
has the Barkskin spell active, or it will not function. The damage reduction
granted from this spell is much more significant than that from the Stone skin
spell. Also, while this spell is active, the victim will be slightly more
vunerable to fire based attacks.

See also:Biofeedback, Stone Skin

< 247h/247H 123v/123V Pos: standing >
Spore Cloud - Last Edited: 2014-10-12 00:01:45 by ashyel
========================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     Yes
* Duration:       Instantaneous
* Type of spell:  Generic
 

Spore cloud is a spell given to the Scourge and Forest Druid specializations. Casting this spell will allow the caster to summon sharp plant spores that will tear and wound its victims. 

< 247h/247H 123v/123V Pos: standing >
Grow - Last Edited: 2007-04-19 19:17:12 by Unknown
==================================================
* Area of effect: <room>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Summoning

"Grow" allows the Druid to create forest in non-forest areas. Depending on 
the terrain, it takes different amounts of time for the forest to grow. 
In order to for this to work, you must have solid ground on which to the
forest. Desert, water, mountains and indoor areas cannot be utilized.

	See also:terrain ,commune

The following help topics also matched your search:
 Animal Growth
 Growl
 Spike growth


< 247h/247H 123v/123V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 247h/247H 123v/123V Pos: standing >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!

< 247h/247H 123v/123V Pos: standing >
Autosaving...

< 247h/247H 123v/123V Pos: standing >
Room #10
Obvious exits: -South
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: Try 'toggle battle' before your next fight.  It displays attacks a little more vividly.

< 247h/247H 123v/123V Pos: standing >
Hint: Killing other players and taking their equipment is completely legal, but so is retribution!  Beware of your victims' allies.

< 247h/247H 123v/123V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.

< 247h/247H 123v/123V Pos: standing >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.

< 247h/247H 123v/123V Pos: standing >
Autosaving...

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Room #10
Obvious exits: -South
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Hint: Remember to use your skills! Type "skills" to see what special techniques you may be able to use.

< 247h/247H 123v/123V Pos: standing >
Hint: Beware of guards!  Some guards will come to the aid of your victims!

< 247h/247H 123v/123V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'

< 247h/247H 123v/123V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.

< 247h/247H 123v/123V Pos: standing >

< 247h/247H 123v/123V Pos: standing >
Autosaving...

< 247h/247H 123v/123V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 247h/247H 123v/123V Pos: standing >
Hint: Been to the website yet?  Point your browser to http://www.durismud.com.

< 24