The death of [30 Monk] Boen (Human)

in The Ogre's Foot Lounge

from the perspective of [30 Monk] Boen (Human)

<worn on head>       a whisper-thin helm
<worn on body>       some spiked leather armor bearing the insignia of Tharnadia [superior]
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       a set of loose fitting sleeves
<worn on feet>       a pair of blacksteel boots

The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West  -Down 
A large sign hangs from the front of the counter here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
You are carrying: (1/11)
a small leather bag

< 248h/248H 123v/123V Pos: standing >
A small leather bag contains:

a small pile of coins
some leather leggings
a small leather-bound book
[2] a large wooden torch
[3] a small bandage
a pair of vorhide fingers [superior]
a leather jacket [superior]

< 248h/248H 123v/123V Pos: standing >
Skill
awareness                     40
bandage                       40
blindfighting                 40
buddha palm                   40
calm                          40
chant                         67
chi purge                     42
climb                         40
combination attack            41
diamond soul                  40
dragon punch                  45
feign death                   40
fishing                       40
heroism                       42
kick                          40
martial arts                  66
mount                         40
quivering palm                40
regenerate                    55
retreat                       40
roundkick                     41
safe fall                     40
salvage                       40
springleap                    40
swim                          40
switch opponents              40
unarmed damage                66
Skill
awareness                     40
bandage                       40
blindfighting                 40
buddha palm                   40
calm                          40
chant                         67
chi purge                     42
climb                         40
combination attack            41
diamond soul                  40
dragon punch                  45
feign death                   40
fishing                       40
heroism                       42
kick                          40
martial arts                  66
mount                         40
quivering palm                40
regenerate                    55

< 248h/248H 123v/123V Pos: standing >

		Character attributes for Boen

Level: 30   Race: Human   Class: Monk 
Age: 40 yrs / 15 mths  Height: 68 inches Weight: 175 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 102 (102)    Pow:  91 ( 91)
Dex: 105 (105)    Int:  93 ( 93)   
Agi:  98 ( 98)    Wis:  91 ( 91)
Con:  97 ( 97)    Cha:  92 ( 92)   Luk:  91 ( 91)
Equipped Items:   8     Carried weight:   30

Armor Points: -192  Reduces melee damage taken by 19.2% 
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): 1% 
Hitroll: 10   Damroll: 18   Barehand Damage: 5d6
Alignment: 982  (-1000 to 1000)

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

Load carried: Not a problem

		Character attributes for Boen

Level: 30   Race: Human   Class: Monk 
Age: 40 yrs / 15 mths  Height: 68 inches Weight: 175 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 102 (102)    Pow:  91 ( 91)
Dex: 105 (105)    Int:  93 ( 93)   
Agi:  98 ( 98)    Wis:  91 ( 91)
Con:  97 ( 97)    Cha:  92 ( 92)   Luk:  91 ( 91)
Equipped Items:   8     Carried weight:   30

Armor Points: -192  Reduces melee damage taken by 19.2% 
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): 1% 
Hitroll: 10   Damroll: 18   Barehand Damage: 5d6
Alignment: 982  (-1000 to 1000)

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

Load carried: Not a problem

< 248h/248H 123v/123V Pos: standing >
The receptionist starts to chant in a deep voice.

< 248h/248H 123v/123V Pos: standing >
The following help topics matched your search:
 Acid stream
 Astral Affinity
 Astral plane
 Bear Strength
 Construct
 Construction points
 Crippling Strike
 Destroy Undead
 Double Strike
 Elephant Strength
 Enhance Strength
 Epic strength
 Flame strike
 Githzerai stronghold
 Godstring
 Hamstring
 Instrument
 Ki strike
 Minstrel
 Mousestrength
 Potion of Strong Acid
 Restrain
 Shift astral
 Sneaky strike
 Strangle
 Strength
 Strength (spell)
 Stretch
 Strut
 Vapor Strike
 Vicious strike
 You Strahd Me

The following character attributes are used in execution of this ability (if any):
Victim's Agility.
The following help topics matched your search:
 Acid stream
 Astral Affinity
 Astral plane
 Bear Strength
 Construct
 Construction points
 Crippling Strike
 Destroy Undead
 Double Strike
 Elephant Strength
 Enhance Strength
 Epic strength
 Flame strike
 Githzerai stronghold
 Godstring
 Hamstring
 Instrument
 Ki strike
 Minstrel

< 248h/248H 123v/123V Pos: standing >
Strength - Last Edited: 2014-07-25 18:13:46 by lohrr
====================================================
Strength is a measure of raw physical power, the ability to manipulate
matter with muscle.  It is the primary attribute for Fighter types and is
useful for all classes in determining their load carried.  Great strength will
result in greater damage in melee.
A high strength also grants a bonus (up to 30%) to spell damage dealt.

Mountain and Duergar Dwarves are able to increase their strength for a short
period of time.

==See also==
* Agility
* Attributes
* Charisma
* Constitution
* Dexterity
* Intelligence
* Luck
* Power
* Wisdom

The following help topics also matched your search:
 Bear Strength
 Elephant Strength
 Enhance Strength
 Epic strength
 Mousestrength
 Strength (spell)

Strength - Last Edited: 2014-07-25 18:13:46 by lohrr
====================================================
Strength is a measure of raw physical power, the ability to manipulate
matter with muscle.  It is the primary attribute for Fighter types and is
useful for all classes in determining their load carried.  Great strength will
result in greater damage in melee.
A high strength also grants a bonus (up to 30%) to spell damage dealt.

Mountain and Duergar Dwarves are able to increase their strength for a short
period of time.

==See also==
* Agility
* Attributes
* Charisma
* Constitution
* Dexterity
* Intelligence
* Luck
* Power
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'
Hint: Watch out when range attacking mobs, as you will aggro all the mobs in the room you are ranging into. 
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'
* Wisdom

The following help topics also matched your search:
 Bear Strength
 Elephant Strength
 Enhance Strength
 Epic strength
 Mousestrength
 Strength (spell)


< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Dexterity - Last Edited: 2016-09-25 16:21:07 by lohrr
=====================================================
Dexterity is a measure of deftness and hand/eye coordination, the ability
to use your hands well. It is the primary attribute of Rogues and Fighters.
Assassins and Thieves require dexterity for skills such as "Backstab" and
"Steal". Whereas, Fighter types need dexterity to successfully "Bash" their
opponents.

Characters with exceedingly great dexterity may also perform more attacks
in combat.  Races with higher racial dexterity will find this easier to achieve
than those without.  Requirement: 155/140/125 for each extra attack, granted
that you have enough strength to easily wield your weapon.

==See also==
* Agility
* Attributes
* Charisma
* Constitution
* Dexterity (spell)
* Enhance Dexterity
* Intelligence
* Luck
* Power
* Strength
* Wisdom





The following help topics also matched your search:
 Dexterity (spell)
 Enhance Dexterity
 Epic dexterity

Dexterity - Last Edited: 2016-09-25 16:21:07 by lohrr
=====================================================
Dexterity is a measure of deftness and hand/eye coordination, the ability
to use your hands well. It is the primary attribute of Rogues and Fighters.
Assassins and Thieves require dexterity for skills such as "Backstab" and
"Steal". Whereas, Fighter types need dexterity to successfully "Bash" their
opponents.

Characters with exceedingly great dexterity may also perform more attacks
in combat.  Races with higher racial dexterity will find this easier to achieve
than those without.  Requirement: 155/140/125 for each extra attack, granted
that you have enough strength to easily wield your weapon.

==See also==
* Agility
* Attributes
* Charisma
* Constitution
* Dexterity (spell)
* Enhance Dexterity
* Intelligence
* Luck
* Power
* Strength
* Wisdom





The following help topics also matched your search:
 Dexterity (spell)
 Enhance Dexterity
 Epic dexterity


< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Skill
awareness                     40
bandage                       40
blindfighting                 40
buddha palm                   40
calm                          40
chant                         67
chi purge                     42
climb                         40
combination attack            41
diamond soul                  40
dragon punch                  45
feign death                   40
fishing                       40
heroism                       42
kick                          40
martial arts                  66
mount                         40
quivering palm                40
regenerate                    55
retreat                       40
roundkick                     41
safe fall                     40
salvage                       40
springleap                    40
swim                          40
switch opponents              40
unarmed damage                66
Skill
awareness                     40
bandage                       40
blindfighting                 40
buddha palm                   40
calm                          40
chant                         67
chi purge                     42
climb                         40
combination attack            41
diamond soul                  40
dragon punch                  45
feign death                   40
fishing                       40
heroism                       42
kick                          40
martial arts                  66
mount                         40
quivering palm                40
regenerate                    55
You no longer feel like a hero!
You no longer feel like a hero!
You no longer feel like a hero!
The taste of blood slowly fades from your body.
Hint: Type "forget (spell name)" to free up a spell slot.  Alternately, you can "forget all" to free all your spell slots.
Hambone has entered the game.
retreat                       40
roundkick                     41
safe fall                     40
salvage                       40
springleap                    40
swim                          40
switch opponents              40
unarmed damage                66

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V 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.

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
A small leather bag contains:

a small pile of coins
some leather leggings
a small leather-bound book
[2] a large wooden torch
[3] a small bandage
a pair of vorhide fingers [superior]
a leather jacket [superior]

< 248h/248H 123v/123V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Sorry, but there are no help topics that match your search.

< 248h/248H 123v/123V Pos: standing >
Summoner - Last Edited: 2016-09-26 05:42:44 by lohrr
====================================================
Summoners are another creative branch of the magic-users. They specialize in enchantments, conjuring creatures, and objects. They are the only ones able to identify objects. Summoners, like other magic-users, possess awesome spell casting might and are able to throw some of the world's most potent spells.

Summoners have fewer offensive spells than sorcerers, yet have some of the best defensive spells on Duris. The spells Stone Skin and Globe of Invulnerability, can shield the Summoner in protective magics requiring considerable effort to kill.  They also rely on their constitution to help maintain the physical durability needed to survive.

The following epic skills are available to this class:

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

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

==Pet/Minion Control==
Summoners use the conjure command to summon their minions to do their bidding.  A Summoner starts with a single low level construct which they can call forth to assist them. Once specialized, the Summoner must contain additional creatures which they can later summon. One does this by afflicting a target of appropriate race with the 'contain being' spell and then finishing them off. If successful, the afflicted being will be contained and become a summonable minion who can be called forth at any time.  In order to properly contain and control pets, a Summoner relies on his intelligence and charisma.

==See also==
* Conjurer Skills
* Magic User
* Practice
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Phantom, Githzerai, Kobold, Illithid

==Innate abilities==
None.

==Specializations==
* Controller
* Mentalist
* Naturalist


The following help topics also matched your search:
 Summoner Skills

Summoner - Last Edited: 2016-09-26 05:42:44 by lohrr
====================================================
Summoners are another creative branch of the magic-users. They specialize in enchantments, conjuring creatures, and objects. They are the only ones able to identify objects. Summoners, like other magic-users, possess awesome spell casting might and are able to throw some of the world's most potent spells.

Summoners have fewer offensive spells than sorcerers, yet have some of the best defensive spells on Duris. The spells Stone Skin and Globe of Invulnerability, can shield the Summoner in protective magics requiring considerable effort to kill.  They also rely on their constitution to help maintain the physical durability needed to survive.

The following epic skills are available to this class:

   chant mastery, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, infuse life, spell penetration, toughness, improved endurance, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control. .
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.

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

==Pet/Minion Control==
Summoners use the conjure command to summon their minions to do their bidding.  A Summoner starts with a single low level construct which they can call forth to assist them. Once specialized, the Summoner must contain additional creatures which they can later summon. One does this by afflicting a target of appropriate race with the 'contain being' spell and then finishing them off. If successful, the afflicted being will be contained and become a summonable minion who can be called forth at any time.  In order to properly contain and control pets, a Summoner relies on his intelligence and charisma.

==See also==
* Conjurer Skills
* Magic User
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'
* Practice
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Phantom, Githzerai, Kobold, Illithid

==Innate abilities==
None.

==Specializations==
* Controller
* Mentalist
* Naturalist


The following help topics also matched your search:
 Summoner Skills


< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
The receptionist starts to chant in a deep voice.

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Autosaving...

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Ethermancer - Last Edited: 2015-01-23 02:54:17 by ashyel
========================================================
Calling on the power of storms, Ethermancers utilize the elements of ice and wind to smite their foes. Although offensive in nature, Ethermancers have the unique ability to dispel powerful magic where others cannot, and
can sometimes even steal it. Their bodies are composed mostly of ethereal matter which causes them to be resilient to physical attacks, yet more prone to magical attacks.  Through the development of heightened wisdom the ethermancer is able to boost spellcasting and memorization while simultaneously decreasing damage taken from magic. When walking, ethermancers leave a trail of frost,  allowing them to tread where others cannot go.

Ethermancers are more offensive than their Cleric counterparts and are less able to protect their group. 

The following epic skills are available to this class:

   summon blizzard, devotion, 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==
Ethermancers fall under the Priest classification of item restriction. They
can wear almost any type of armor, but are mildly restricted in the use of
miscellaneous magical items.

==See also==
* Ethermancer Skills
* Spell Slots
* Spell System 
* Priest 
* Cast 
* Tupor


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Goblin, Githzerai, Kobold

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

==Specializations==
* Tempest Magus
* Frost Magus
* Star Magus


The following help topics also matched your search:
 Ethermancer Skills

Ethermancer - Last Edited: 2015-01-23 02:54:17 by ashyel
========================================================
Calling on the power of storms, Ethermancers utilize the elements of ice and wind to smite their foes. Although offensive in nature, Ethermancers have the unique ability to dispel powerful magic where others cannot, and
can sometimes even steal it. Their bodies are composed mostly of ethereal matter which causes them to be resilient to physical attacks, yet more prone to magical attacks.  Through the development of heightened wisdom the ethermancer is able to boost spellcasting and memorization while simultaneously decreasing damage taken from magic. When walking, ethermancers leave a trail of frost,  allowing them to tread where others cannot go.

Ethermancers are more offensive than their Cleric counterparts and are less able to protect their group. 

The following epic skills are available to this class:

   summon blizzard, devotion, 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==
Ethermancers fall under the Priest classification of item restriction. They
can wear almost any type of armor, but are mildly restricted in the use of
miscellaneous magical items.

==See also==
* Ethermancer Skills
* Spell Slots
* Spell System 
* Priest 
* Cast 
* Tupor


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Goblin, Githzerai, Kobold

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

==Specializations==
* Tempest Magus
* Frost Magus
* Star Magus


The following help topics also matched your search:
 Ethermancer Skills


< 248h/248H 123v/123V Pos: standing >
Ethermancer Skills - Last Edited: 2014-09-11 05:44:33 by lohrr
==============================================================
The following is a list of all skills and spells available to the Ethermancer class:

==Ethermancer Specializations==
* Windtalker
* Frost Magus
* Star Magus

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

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

==Spells==
1st Circle: faerie fire, ice missile, vapor armor
2nd Circle: chill touch, detect magic, purify spirit
3rd Circle: faerie fog, frost bolt, wind blade
4th Circle: coldshield, cone of cold, faerie sight, lightning bolt
5th Circle: ice storm, static discharge, storm empathy, vapor strike
6th Circle: frost beacon, frostbite, lightning curtain, lightning shield
7th Circle: cold snap, dispel magic, windwalk
8th Circle: ethereal form, ethereal recharge
9th Circle: arcane whirlwind, plane shift
10th Circle: induce tupor, purge
11th Circle: blur, mass fly, tempest terrain

Ethermancer Skills - Last Edited: 2014-09-11 05:44:33 by lohrr
==============================================================
The following is a list of all skills and spells available to the Ethermancer class:

==Ethermancer Specializations==
* Windtalker
* Frost Magus
* Star Magus

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

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

==Spells==
1st Circle: faerie fire, ice missile, vapor armor
2nd Circle: chill touch, detect magic, purify spirit
3rd Circle: faerie fog, frost bolt, wind blade
4th Circle: coldshield, cone of cold, faerie sight, lightning bolt
5th Circle: ice storm, static discharge, storm empathy, vapor strike
6th Circle: frost beacon, frostbite, lightning curtain, lightning shield
7th Circle: cold snap, dispel magic, windwalk
8th Circle: ethereal form, ethereal recharge
9th Circle: arcane whirlwind, plane shift
10th Circle: induce tupor, purge
11th Circle: blur, mass fly, tempest terrain


< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Ethermancer - Last Edited: 2015-01-23 02:54:17 by ashyel
========================================================
Calling on the power of storms, Ethermancers utilize the elements of ice and wind to smite their foes. Although offensive in nature, Ethermancers have the unique ability to dispel powerful magic where others cannot, and
can sometimes even steal it. Their bodies are composed mostly of ethereal matter which causes them to be resilient to physical attacks, yet more prone to magical attacks.  Through the development of heightened wisdom the ethermancer is able to boost spellcasting and memorization while simultaneously decreasing damage taken from magic. When walking, ethermancers leave a trail of frost,  allowing them to tread where others cannot go.

Ethermancers are more offensive than their Cleric counterparts and are less able to protect their group. 

The following epic skills are available to this class:

   summon blizzard, devotion, 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==
Ethermancers fall under the Priest classification of item restriction. They
can wear almost any type of armor, but are mildly restricted in the use of
miscellaneous magical items.

==See also==
* Ethermancer Skills
* Spell Slots
* Spell System 
* Priest 
* Cast 
* Tupor


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Goblin, Githzerai, Kobold

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

==Specializations==
* Tempest Magus
* Frost Magus
* Star Magus


The following help topics also matched your search:
 Ethermancer Skills

Ethermancer - Last Edited: 2015-01-23 02:54:17 by ashyel
========================================================
Calling on the power of storms, Ethermancers utilize the elements of ice and wind to smite their foes. Although offensive in nature, Ethermancers have the unique ability to dispel powerful magic where others cannot, and
can sometimes even steal it. Their bodies are composed mostly of ethereal matter which causes them to be resilient to physical attacks, yet more prone to magical attacks.  Through the development of heightened wisdom the ethermancer is able to boost spellcasting and memorization while simultaneously decreasing damage taken from magic. When walking, ethermancers leave a trail of frost,  allowing them to tread where others cannot go.

Ethermancers are more offensive than their Cleric counterparts and are less able to protect their group. 

The following epic skills are available to this class:

   summon blizzard, devotion, 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==
Ethermancers fall under the Priest classification of item restriction. They
can wear almost any type of armor, but are mildly restricted in the use of
miscellaneous magical items.

==See also==
* Ethermancer Skills
* Spell Slots
* Spell System 
* Priest 
* Cast 
* Tupor


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Goblin, Githzerai, Kobold

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

==Specializations==
* Tempest Magus
* Frost Magus
* Star Magus


The following help topics also matched your search:
 Ethermancer Skills


< 248h/248H 123v/123V Pos: standing >

< 248h/248H 123v/123V Pos: standing >
Sorcerer - Last Edited: 2016-03-14 11:07:45 by gellz
====================================================
Sorcerers are spellcasters who have devoted their lives to the pursuit of great and powerful magic. The spells at their command are primarily offensive and are not granted through the worship of any deity, but are rather trained and memorized using the Sorcerer's intelligence.  

Sorcerers are physically weak by most standards, and can be quite frail, requiring them to focus training on constitution. Their abilities at hand-to-hand combat leave much to be desired,and, in most cases, they leave the fighting arts to fighters. To make up for these handicaps, Sorcerers have created some of the deadliest spells in the world, many of which can kill with a single blow. Improved strength gives sorcerers a boost in spell damage as well.

The following epic skills are available to this class:

   chant mastery, summon blizzard, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, 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==
Sorcerers have their own classification of item restriction. This means they have the smallest range of weapons that they can wield and a very small range of armor to choose from. They have almost no restrictions on what miscellaneous magical items they can use.      

==See also==
* Magic
* Magic User 
* Recite
* Sorcerer Skills
* Spell Circle 
* Spell Slot


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

==Innate abilities==
None.

==Specializations==
* Wildmage
* Wizard
* Shadowmage


The following help topics also matched your search:
 Sorcerer Skills

Sorcerer - Last Edited: 2016-03-14 11:07:45 by gellz
====================================================
Sorcerers are spellcasters who have devoted their lives to the pursuit of great and powerful magic. The spells at their command are primarily offensive and are not granted through the worship of any deity, but are rather trained and memorized using the Sorcerer's intelligence.  

Sorcerers are physically weak by most standards, and can be quite frail, requiring them to focus training on constitution. Their abilities at hand-to-hand combat leave much to be desired,and, in most cases, they leave the fighting arts to fighters. To make up for these handicaps, Sorcerers have created some of the deadliest spells in the world, many of which can kill with a single blow. Improved strength gives sorcerers a boost in spell damage as well.

The following epic skills are available to this class:

   chant mastery, summon blizzard, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, 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==
Sorcerers have their own classification of item restriction. This means they have the smallest range of weapons that they can wield and a very small range of armor to choose from. They have almost no restrictions on what miscellaneous magical items they can use.      

==See also==
* Magic
* Magic User 
* Recite
* Sorcerer Skills
* Spell Circle 
* Spell Slot


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

==Innate abilities==
None.

==Specializations==
* Wildmage
* Wizard
* Shadowmage


The following help topics also matched your search:
 Sorcerer Skills


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Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.

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The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

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The Ogre's Foot Inn
Obvious exits: -West  -Down 
A large sign hangs from the front of the counter here.
Hambone (Githzerai)(medium) stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

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Classes - Last Edited: 2014-07-31 23:36:37 by ashyel
====================================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.

==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
* Avenger

==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter

==Rogue==
* Rogue
* Bard
* Mercenary

==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist

==NOTE== For more information on each class, type: help <classname> or help skill_<classname>

==See also==
speclist, multiclass, specialization, unspec, skills
Classes - Last Edited: 2014-07-31 23:36:37 by ashyel
====================================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.

==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
Hambone sighs and stares off into the sky.
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.
* Avenger

==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter

==Rogue==
* Rogue
* Bard
* Mercenary

==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist

==NOTE== For more information on each class, type: help <classname> or help skill_<classname>

==See also==
speclist, multiclass, specialization, unspec, skills

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Hint: Want to see what's for sale?  Try the 'list' command in a shop.

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Fiene has entered the game.

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Autosaving...

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The receptionist starts to chant in a deep voice.

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Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

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Race - Last Edited: 2008-03-17 14:23:40 by Blaize
=================================================
==See also==
* Races

The following help topics also matched your search:
 Embrace Death
 Pass without trace
 Races
 Racewars


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Races - Last Edited: 2014-08-08 05:25:52 by lohrr
=================================================
Your race is defined by the path you choose to take in the Land of Duris.
Each race has its own strengths and weaknesses and your race should be 
chosen carefully.

Note: If you are new to Duris, it is recommended that you play a Good race
character, as the other sides are designed toward highly advanced players.
For more information on each race, type "help <racename>."  This will give
you a brief description of each race, its strengths and weaknesses, the
bonus system that applies to it, and its innate abilities, if any. It will also tell
you which classes are available for that race. For information about the 
general theme of Duris, with particular attention to the division between
good, evil and undead races, type "help racewars."

==Racial Stat Scale==

Atrociously Bad (Worst)
Very Bad
Bad
Poor
Below Average
Average
Above Average
Good
Very Good
Formidable
Excellent
Awesome
Incredible (Best)

==See also==
Commands
Innate
Newbie
Racewars

The following races are currently available on Duris DikuMUD:

==Good Races==
* Human
* Barbarian
* Grey Elf
* Dwarf
* Halfling
* Gnome
* Centaur
* Githzerai
* Firbolg

==Evil Races==
* Drow Elf
* Duergar
* Ogre
* Troll
* Orc
* Githyanki
* Goblin
* Drider
* Kobold

==Neutral Races==
* Thri-Kreen
* Minotaur

Races - Last Edited: 2014-08-08 05:25:52 by lohrr
=================================================
Your race is defined by the path you choose to take in the Land of Duris.
Each race has its own strengths and weaknesses and your race should be 
chosen carefully.

Note: If you are new to Duris, it is recommended that you play a Good race
character, as the other sides are designed toward highly advanced players.
For more information on each race, type "help <racename>."  This will give
you a brief description of each race, its strengths and weaknesses, the
bonus system that applies to it, and its innate abilities, if any. It will also tell
you which classes are available for that race. For information about the 
general theme of Duris, with particular attention to the division between
good, evil and undead races, type "help racewars."

==Racial Stat Scale==

Atrociously Bad (Worst)
Very Bad
Bad
Poor
Below Average
Average
Above Average
Good
Very Good
Formidable
Excellent
Awesome
Incredible (Best)

==See also==
Commands
Innate
Newbie
Racewars

The following races are currently available on Duris DikuMUD:

==Good Races==
* Human
* Barbarian
* Grey Elf
* Dwarf
* Halfling
* Gnome
* Centaur
* Githzerai
* Firbolg

==Evil Races==
* Drow Elf
* Duergar
* Ogre
* Troll
* Orc
* Githyanki
* Goblin
* Drider
* Kobold

==Neutral Races==
* Thri-Kreen
* Minotaur


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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

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
Hint: Strength affects how hard you hit, as well as how heavy your load will be.
The receptionist starts to chant in a deep voice.
 Forest druid
 Storm Druid


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The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

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Hint: Want to see what's for sale?  Try the 'list' command in a shop.

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The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

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The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

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The receptionist starts to chant in a deep voice.

< 248h/248H 123v/123V Pos: standing >
Hint: Want to see what's for sale?  Try the 'list' command in a shop.

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You are carrying: (1/11)
a small leather bag

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Someone slowly fades into existence.

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Autosaving...

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A tired young man snaps into visibility.

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A tired young man completes his spell...
A tired young man utters the words 'waouq wuggurz'
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
A tired young man dodges your futile attack.

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<A tired young man starts casting an offensive spell.

< 223h/248H 123v/123V Pos: standing >
<A tired young man completes his spell...
A tired young man utters the words 'waouq wuggurz'
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.

< 183h/248H 123v/123V Pos: standing >
<A tired young man starts casting an offensive spell.

< 183h/248H 123v/123V Pos: standing >
<A tired young man completes his spell...
A tired young man utters the words 'waouq wuggurz'
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.

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<You miss a tired young man.
You miss a tired young man.
A tired young man dodges your futile attack.

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< T: Boen TP: sta TC: few wounds E: a tired young man sta EP: excellent >
 A tired young man misses you.

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< T: Boen TP: sta TC: few wounds E: a tired young man sta EP: excellent >
 Fiene sizes up a tired young man with a quick glance.
A tired young man starts casting an offensive spell.

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< T: Boen TP: sta TC: few wounds E: a tired young man sta EP: excellent >
 A tired young man completes his spell...
A tired young man utters the words 'waouq wuggurz'
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.
You stagger as a magic missile from a tired young man hits you.

< 158h/248H 123v/123V Pos: standing >
< T: Boen TP: sta TC: few wounds E: a tired young man sta EP: excellent >
 An elite guard watches the battle in amusement.
You easily lean out of range of a tired young man's vicious attack.

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< T: Boen TP: sta TC: few wounds E: a tired young man sta EP: excellent >
 You hit a pressure point on a tired young man with additional force.
A tired young man dodges your futile attack.
A tired young man dodges your futile attack.

< 158h/248H 123v/123V Pos: standing >
< T: Boen TP: sta TC: few wounds E: a tired young man sta EP: few scratches >
 Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.
You attempt to flee...
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North# -Up    -Down 
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
You flee downward!

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Tharnadia Postal Services
  This is just a small room, with various cubbyholes cut into the walls. A
small counter is built into the northern wall, and upon this sits a small
sign. Spiral stairs rise from the southwestern corner back to the lounge
above.
Obvious exits: -Up   
The postal master of Tharnadia sorts piles of letters.

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You start to chant in a deep voice.
You feel your body healing faster.

< 160h/248H 109v/123V Pos: standing >

< 176h/248H 116v/123V Pos: standing >
A tired young man enters from above.

< 180h/248H 118v/123V Pos: standing >
A tired young man starts casting an offensive spell.

< 180h/248H 118v/123V Pos: standing >

< 183h/248H 119v/123V Pos: standing >
A tired young man completes his spell...
A tired young man utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH!  That really did HURT!

< 117h/248H 119v/123V Pos: standing >
<You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES!  Another hit like that, and you've had it!!

< 50h/248H 119v/123V Pos: standing >
<You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 2h/248H 119v/123V Pos: standing >
<You attempt to flee...
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four