The death of [52 Cleric] Praxel (Dwarf)

in The High-Arched Foyer before The Hall of Red Moon Disciples

from the perspective of [52 Cleric] Praxel (Dwarf)

<worn on head>       a sparkling dragonscale hat
<worn around neck>   a stylish marble choker
<worn around neck>   a dark ruby charm from Woodseer
<worn on body>       a masterly-crafted dragonscale robe from Valley of Crushk
<worn around wrist>  a legendary ivory wristguard
<worn on finger>     a ring of hellfire

Rocky Hillside of the Quintaragon Mountains
Obvious exits: -N -E -S -W

< 849h/849H 106v/159V Pos: standing >
 
  ..MMM   
 *.^^M..  
 *.^@.M*  
 *.^..**  
  ....*   
Fertile Grassland of Mielikki Valley
Obvious exits: -N -E -S -W

< 849h/849H 105v/159V Pos: standing >
 
  .MMM.   
 .^^M..*  
 .^.@M**  
 .^..***  
  ...**   
Fertile Grassland of Mielikki Valley
Obvious exits: -N -E -S -W

< 849h/849H 103v/159V Pos: standing >
 
  MMM.*   
 ^^M..**  
 ^..@***  
 ^..****  
  ..***   
Fertile Grassland of Mielikki Valley
Obvious exits: -N -E -S -W
A fire elemental is here blazing with heat!
*A LARGE air elemental is here looking like a small living tornado.
A LARGE water elemental is here, flowing like a living current.
A mysterious looking earth elemental conjurer from Plane of Earth.

< 849h/849H 102v/159V Pos: standing >
 
 M..**  
 .M@**  
 .****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 101v/159V Pos: standing >
 
 ..***  
 M*@**  
 *****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 99v/159V Pos: standing >
 
 .***M  
 **@**  
 *****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 98v/159V Pos: standing >
 
 ***MM  
 **@**  
 *****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 96v/159V Pos: standing >
 
 **MMM  
 **@*M  
 ****.  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 95v/159V Pos: standing >
 
 *MMMM  
 **@M*  
 ***.*  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 94v/159V Pos: standing >
 
  **M**   
 ***M***  
 ***@***  
 ***.***  
  **.**   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W
An elven swashbuckler dances with swords in hand here.(Gold Aura)

< 849h/849H 92v/159V Pos: standing >
 
 MMM**  
 *M@**  
 *.***  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 91v/159V Pos: standing >
 
 *M***  
 *.@**  
 *.***  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 91v/159V Pos: standing >
 
 *.***  
 *.@**  
 *.***  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 90v/159V Pos: standing >
 
  **M**   
 ***.***  
 ***@***  
 ***.***  
  **.**   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 88v/159V Pos: standing >
 
  **.**   
 ***.***  
 ***@***  
 ***.**.  
  **.**   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 87v/159V Pos: standing >
 
  **.**   
 ***.***  
 ***@**.  
 ***.**.  
  **.**   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 86v/159V Pos: standing >
 
  **.**   
 ***.**.  
 ***@**.  
 ***.**.  
  ...^*   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 84v/159V Pos: standing >
 
  **.**   
 ***.**.  
 ***@**.  
 ....^*M  
  *****   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 83v/159V Pos: standing >
 
  **.**   
 ***.**.  
 ...@^*M  
 *******  
  *****   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 81v/159V Pos: standing >
 
  **.**   
 ***.**.  
 ***@**.  
 ....^*M  
  *****   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 81v/159V Pos: standing >
 
  **.**   
 ***.**.  
 ***@**.  
 ***.**.  
  ...^*   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 80v/159V Pos: standing >
 
  **.**   
 ***.***  
 ***@**.  
 ***.**.  
  **.**   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 78v/159V Pos: standing >
 
  **.**   
 ***.***  
 ***@***  
 ***.**.  
  **.**   
A Path Carved Through the Forest by Animals
Obvious exits: -N -E -S -W

< 849h/849H 77v/159V Pos: standing >
 
 *.***  
 *.@**  
 *.**.  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 76v/159V Pos: standing >
 
 .***.  
 .*@*.  
 .**..  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 74v/159V Pos: standing >
 
 .****  
 .*@*.  
 .***.  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 73v/159V Pos: standing >
 
 M****  
 .*@**  
 .***.  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 71v/159V Pos: standing >
 
 MM***  
 .*@**  
 .****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 70v/159V Pos: standing >
 
 M**G*  
 MM@**  
 .****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 69v/159V Pos: standing >
 
 MM***  
 M*@G*  
 MM***  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 68v/159V Pos: standing >
 
 M****  
 **@**  
 M****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W
The guildhall of Red Moon Disciples is here.

< 849h/849H 67v/159V Pos: standing >
 
 *****  
 *G@*.  
 ****.  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W

< 849h/849H 66v/159V Pos: standing >
Alas, you cannot go that way. . . .

< 849h/849H 66v/159V Pos: standing >
 
 M****  
 **@**  
 M****  
The Great Sylvan Woods of Mielikki
Obvious exits: -N -E -S -W
The guildhall of Red Moon Disciples is here.

< 849h/849H 66v/159V Pos: standing >
Alas, you cannot go that way. . . .

< 849h/849H 67v/159V Pos: standing >
The High-Arched Foyer before The Hall of Red Moon Disciples
Obvious exits: -N -S
A giant bronzed statue overlooks this foyer(holy)
A colossal onyx statue stands, spear at the ready!
An enormous statue of a djinn resides here.
A colossal onyx statue stands, spear at the ready!

< 849h/849H 73v/159V Pos: standing >
A giant bronze statue starts casting a spell.
A giant bronze statue completes its spell...
A giant bronze statue utters the word 'abrazak'

< 849h/849H 76v/159V Pos: standing >
You shout 'knock knock'

< 849h/849H 80v/159V Pos: standing >
How about joining an association first?

< 849h/849H 89v/159V Pos: standing >
Pardon?

< 849h/849H 91v/159V Pos: standing >
A giant bronze statue starts casting a spell.
A giant bronze statue completes its spell...
A giant bronze statue utters the word 'fido'

< 849h/849H 92v/159V Pos: standing >
You are not a member of any associations.

< 849h/849H 94v/159V Pos: standing >

< 849h/849H 101v/159V Pos: standing >
A giant bronze statue starts casting a spell.
A giant bronze statue completes its spell...
A giant bronze statue utters the word 'zuharuhl'
A colossal djinn statue looks vitalized.

< 849h/849H 109v/159V Pos: standing >

< 849h/849H 124v/159V Pos: standing >

< 849h/849H 135v/159V Pos: standing >
The High-Arched Foyer before The Hall of Red Moon Disciples
Obvious exits: -N -S
A giant bronzed statue overlooks this foyer(holy)
A colossal onyx statue stands, spear at the ready!
An enormous statue of a djinn resides here.
A colossal onyx statue stands, spear at the ready!

< 849h/849H 159v/159V Pos: standing >
The High-Arched Foyer before The Hall of Red Moon Disciples
Obvious exits: -N -S
A giant bronzed statue overlooks this foyer(holy)
A colossal onyx statue stands, spear at the ready!
An enormous statue of a djinn resides here.
A colossal onyx statue stands, spear at the ready!

< 849h/849H 159v/159V Pos: standing >
A giant bronze statue starts casting a spell.
A giant bronze statue completes its spell...
A giant bronze statue utters the word 'abrazak'

< 849h/849H 159v/159V Pos: standing >
A giant bronze statue starts casting a spell called 'bless'.
A giant bronze statue completes its spell...
A giant bronze statue utters the word 'fido'

< 849h/849H 159v/159V Pos: standing >

< 849h/849H 159v/159V Pos: standing >

< 849h/849H 159v/159V Pos: standing >
Autosaving...

< 849h/849H 159v/159V Pos: standing >

< 849h/849H 159v/159V 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

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


< 849h/849H 159v/159V Pos: standing >
Water magus - Last Edited: 2014-07-30 21:53:05 by lohrr
=======================================================
The Water Magus concentrates on utilizing the healing powers of the element
of water. His affinity with this element allows him to breathe underwater 
and to automatically conjure water for his use at will. It also allows his pets to
be slightly more defensive in nature, transferring the damage they take to the
lifeforce of the Magus, and having the ability to regenerate much, much faster
than typical elemental pets. Yet, he is not without offensive abilities.

==See also==
* Air Magus
* Conjurer
* Earth Magus
* Fire Magus

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

==Innate abilities==
*waterbreath (obtained at level 30)
*regeneration (obtained at level 36)
*protection from fire (obtained at level 30)
 conjure water (obtained at level 30)
*protection from cold (obtained at level 30)
'*' Designates passive ability.

==Skills==
None.

==Spells==
7th Circle: water to life
10th Circle: dread wave, transmute mud to water


< 849h/849H 159v/159V Pos: standing >
Water to life - Last Edited: 2009-04-29 21:02:01 by zion
========================================================
* Area of effect: <victim>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Healing

This spell will utilize any water in the casters room to heal the 
recipient. However, any recipient, other than the caster, must be 
native to the Plane of Water in order for this spell to be beneficial.

	See also:heal

< 849h/849H 159v/159V Pos: standing >
Dread Wave - Last Edited: 2007-04-20 14:02:09 by Unknown
========================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     Yes
* Duration:       3 waves
* Type of spell:  Generic

"Dread Wave" will emit choking waves of gaseous fumes at the victim,
causing considerable damage.

==See also==
Creeping Doom, Magma Burst, Doomlure, Immolure

< 849h/849H 159v/159V Pos: standing >
Sorry, but there are no help topics that match your search.

< 849h/849H 159v/159V Pos: standing >
The following help topics matched your search:
 Transmute lava to rock
 Transmute rock to lava
 Transmute Rock to Mud


< 849h/849H 159v/159V Pos: standing >
Transmute Rock to Mud - Last Edited: 2014-07-29 04:12:14 by lohrr
=================================================================
* Area of effect: <room>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Summoning

This spell is unique to Blighters and Earth Magi and allows the caster to create a swamp terrain when and where he needs it by casting rock to mud on other outdoor terrains.  Blighters can seek cover from the sun, deforest and cast acid rain on this land once it has been transformed.

< 849h/849H 159v/159V Pos: standing >
Air magus - Last Edited: 2014-07-30 21:53:31 by lohrr
=====================================================
==Description==
The Air Magus has mastered the elements of the air itself.
They can transform their very bodies into particles of 
air, making them difficult to knock down. They may also
transform an entire room into that similar to the
Elemental Plane of Air, causing all in the room both the
benefits and drawbacks of battling on that terrain.

==See also==
* Conjurer
* Earth Magus
* Fire Magus
* Water Magus


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

==Innate abilities==
*fly (obtained at level 30)
*speedy (obtained at level 30)
'*' Designates passive ability.

==Skills==
None.

==Spells==
7th Circle: cyclone, wall of air
8th Circle: ethereal recharge
9th Circle: electrical execution, group haste
10th Circle: air form, transmute water to air
11th Circle: ethereal grounds


< 849h/849H 159v/159V Pos: standing >
Speedy - Last Edited: 2014-07-28 23:12:45 by lohrr
==================================================
Gives permanent haste.

< 849h/849H 159v/159V Pos: standing >
A colossal djinn statue starts casting a spell.
A colossal djinn statue completes its spell...
A colossal djinn statue utters the word 'qaregpuzre'
A colossal djinn statue is surrounded by an aura of deadly cold!

< 849h/849H 159v/159V Pos: standing >
Ethereal Recharge - Last Edited: 2007-04-20 14:02:09 by Unknown
===============================================================
* Area of effect: <victim>
* Aggressive:     No
* Cumulative:     Yes
* Duration:       Instantaneous
* Type of spell:  Healing

"Ethereal Recharge" is a spell that grants a recharge of hitpoints, it 
can only be use on beings composed of ethereal matter.

	See also:heal

The following help topics also matched your search:
 Greater Ethereal Recharge


< 849h/849H 159v/159V Pos: standing >
Air Form - Last Edited: 2015-07-13 19:58:43 by lohrr
====================================================
* Area of effect: <caster>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Protection

This spell transforms the caster's body into ethereal 
matter, causing him to be resilient to physical attacks 
and less prone to knockdown attacks.

==See also==
Ethereal Form 


< 849h/849H 159v/159V Pos: standing >
Electrical execution - Last Edited: 2009-03-13 13:40:39 by Blaize
=================================================================
* Area of effect:
* Aggressive: Yes
* Cumulative: Yes
* Duration: 2 to 7 waves
Type of Spell: Lightning

The caster sends forth a huge wave of electrical energy in the form of
a massive arc. The electricity binds itself around the victim causing
burns and internal injuries. The spell energy dissipates after a few
waves. The damage thus decreases with consecutive waves.

==See also==
* Immolure

< 849h/849H 159v/159V Pos: standing >
Sorry, but there are no help topics that match your search.

< 849h/849H 159v/159V Pos: standing >
Earth magus - Last Edited: 2014-07-30 21:52:22 by lohrr
=======================================================
The Earth Magus uses the elemental power of the earth to better enhance the
abilities they already possess. They have the power to conjure more 
powerful earth elementals and their spell "Stone Skin" is far more potent
than their unspecialized counterparts.

==See also==
* Conjurer
* Stone skin

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

==Innate abilities==
 stone skin (obtained at level 30)
*living stone (obtained at level 30)
'*' Designates passive ability.

==Skills==
None.

==Spells==
7th Circle: earthen maul
9th Circle: acidimmolate
10th Circle: transmute rock to mud
12th Circle: earthen tomb


< 849h/849H 159v/159V Pos: standing >
The following help topics matched your search:
 Potion of Greater Living Stone
 Potion of Living Stone


< 849h/849H 159v/159V Pos: standing >
Fire magus - Last Edited: 2014-07-30 21:52:45 by lohrr
======================================================
The Fire Magus concentrates on offensive magic by using the element of 
fire. The specialization possesses extremely powerful spells the reducing
enemies to a mere pile of ash.

==See also==
* Air Magus
* Conjurer
* Earth Magus
* Water Magus

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

==Innate abilities==
*protection from fire (obtained at level 30)
'*' Designates passive ability.

==Skills==
None.

==Spells==
9th Circle: immolate, magma burst
10th Circle: solar flare, transmute rock to lava


< 849h/849H 159v/159V Pos: standing >
Autosaving...

< 849h/849H 159v/159V Pos: standing >
Magma burst - Last Edited: 2014-07-29 17:26:59 by ashyel
========================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     Yes
* Duration:       3 waves
* Type of spell:  Fire

This spell sends a burst of magma at the victim causing considerable 
damage. Once it hits it has a chance to ignite the victim for a period of 
time causing additional damage.

==See also==
* Immolure

< 849h/849H 159v/159V Pos: standing >
Solar Flare - Last Edited: 2007-04-20 14:02:09 by Unknown
=========================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     Yes
* Duration:       Dependent on proficiency of caster
* Type of spell:  Fire

This spell sends waves of white hot flames at the intended victim, 
causing considerable damage.

< 849h/849H 159v/159V Pos: standing >
Multiclass - Last Edited: 2017-02-05 03:02:22 by lohrr
======================================================
Upon reaching level 50 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

Your epic skills will be completely refunded if you choose to multiclass.  Any epics you have spent on epic skills will be refunded, and the money you spent will go into your auction account (auction pickup to retrieve).
 
Multiclasses can now use items for both classes including artifacts available to each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Shaman      : Conjurer, Druid, Cleric, Blighter
* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman

Multiclass - Last Edited: 2017-02-05 03:02:22 by lohrr
======================================================
Upon reaching level 50 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

Your epic skills will be completely refunded if you choose to multiclass.  Any epics you have spent on epic skills will be refunded, and the money you spent will go into your auction account (auction pickup to retrieve).
 
Multiclasses can now use items for both classes including artifacts available to each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Shaman      : Conjurer, Druid, Cleric, Blighter
* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer

* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman


< 849h/849H 159v/159V Pos: standing >
A Kobold slowly fades into existence.

< 849h/849H 159v/159V Pos: standing >
A Kobold leaves south.

< 849h/849H 159v/159V Pos: standing >
The High-Arched Foyer before The Hall of Red Moon Disciples
Obvious exits: -N -S
A giant bronzed statue overlooks this foyer(holy)
A colossal onyx statue stands, spear at the ready!
An enormous statue of a djinn resides here.
A colossal onyx statue stands, spear at the ready!

< 849h/849H 159v/159V Pos: standing >
You quickly scan the area.
A Kobold who is close by to your south.
A wild horse who is close by to your south.
A Duergar who is close by to your south.
A Kobold who is close by to your south.
A Revenant who is close by to your south.
A Drow Elf who is close by to your south.
An ice elemental who is close by to your south.
A Kobold who is close by to your south.
A Kobold who is close by to your south.

< 849h/849H 159v/159V Pos: standing >
You quickly scan the area.
A Kobold who is close by to your south.
A wild horse who is close by to your south.
A Duergar who is close by to your south.
A Kobold who is close by to your south.
A Revenant who is close by to your south.
A Drow Elf who is close by to your south.
An ice elemental who is close by to your south.
A Kobold who is close by to your south.
A Kobold who is close by to your south.

< 849h/849H 159v/159V Pos: standing >
You quickly scan the area.
A Kobold who is close by to your south.
A wild horse who is close by to your south.
A Duergar who is close by to your south.
A Kobold who is close by to your south.
A Revenant who is close by to your south.
A Drow Elf who is close by to your south.
An ice elemental who is close by to your south.
A Kobold who is close by to your south.
A Kobold who is close by to your south.

< 849h/849H 159v/159V Pos: standing >
You quickly scan the area.
A Kobold who is close by to your south.
A wild horse who is close by to your south.
A Duergar who is close by to your south.
A Kobold who is close by to your south.
A Revenant who is close by to your south.
A Drow Elf who is close by to your south.
An ice elemental who is close by to your south.
A Kobold who is close by to your south.
A Kobold who is close by to your south.

< 849h/849H 159v/159V Pos: standing >
Pardon?

< 849h/849H 159v/159V Pos: standing >
A Kobold slowly fades into existence.

< 849h/849H 159v/159V Pos: standing >
A Kobold slowly fades into existence.

< 849h/849H 159v/159V Pos: standing >
A Kobold starts casting an offensive spell called 'asphyxiate'.
A Kobold snaps into visibility.

< 849h/849H 159v/159V Pos: standing >
A Revenant slowly fades into existence.

< 849h/849H 159v/159V Pos: standing >
A Kobold completes his spell...
A Kobold 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!
Sparks...  flashing lights...  you cannot concentrate!
-=[You attack a Kobold.]=- [0 hits]

< 790h/849H 159v/159V Pos: standing >
< T: Praxel TP: sta TC:few scratches E: A Kobold sta EP: excellent >
 A Kobold snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!
A Kobold snaps into visibility.
-=[a Kobold attacks you.]=- [0 hits]
Sparkling magic surrounds a Kobold as he begins his chant.
A Kobold starts casting an offensive spell.
A Revenant snaps into visibility.
A Revenant tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 732h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: small wounds E: A Kobold sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!
A Drow Elf slowly fades into existence.

< 675h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: small wounds E: A Kobold sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'garbzzsg wuggurz babragruoz'
A Kobold's force missile slams into you.
A Kobold's force missile slams into you.
A Kobold's force missile slams into you.
A Kobold's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.
A Kobold slowly fades into existence.

< 523h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: few wounds E: A Kobold sta EP: excellent >
 A Kobold starts casting an offensive spell called 'asphyxiate'.
A Kobold snaps into visibility.
A Kobold slowly fades into existence.

< 523h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: few wounds E: A Kobold sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 523h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: few wounds E: A Kobold sta EP: excellent >
 Sparkling magic surrounds a Kobold as he begins his chant.
A Kobold starts casting an offensive spell.

< 523h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: few wounds E: A Kobold sta EP: excellent >
 Sparkling magic surrounds a Kobold as he begins his chant.
A Kobold starts casting an offensive spell.
A Kobold snaps into visibility.

< 523h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: few wounds E: A Kobold sta EP: excellent >
 A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold 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!
A Kobold completes his spell...
A Kobold utters the words 'garbzzsg wuggurz babragruoz'
A Kobold's force missile slams into you.
A Kobold's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.
A Kobold's force missile slams into you.
A Kobold's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.

< 280h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: nasty wounds E: A Kobold sta EP: excellent >
 A Kobold snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!

< 217h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC:pretty hurt E: A Kobold sta EP: excellent >
 A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your legendary ivory wristguard is weakened from the intense cold!
You gasp for air as a pair of ghostly hands tighten around your throat!
You wish that your wounds would stop BLEEDING so much!
Your ring of hellfire was damaged from the massive blow!
A Duergar slowly fades into existence.

< 68h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: awful E: A Kobold sta EP: excellent >
 The statue of an anubian soldier suddenly attacks a Drow Elf!
A Kobold snaps into visibility.
You wish that your wounds would stop BLEEDING so much!
[Damage: 10 ] A Kobold suffers from contact with the aura about you.
You wish that your wounds would stop BLEEDING so much!
[Damage:  4 ] A Kobold suffers from contact with the aura about you.
-=[a Kobold attacks you.]=- [2 hits]

< 37h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: awful E: A Kobold sta EP: few scratches >
 A colossal djinn statue suddenly attacks a Drow Elf!
A Drow Elf starts casting an offensive spell.
A Kobold starts casting an offensive spell.

< 37h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: awful E: A Kobold sta EP: few scratches >
 A Kobold starts casting an offensive spell.
A Kobold snaps into visibility.

< 37h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: awful E: A Kobold sta EP: few scratches >
 A Kobold starts casting an offensive spell.
A Kobold snaps into visibility.

< 37h/849H 159v/159V Pos: sitting >
< T: Praxel TP: sit TC: awful E: A Kobold sta EP: few scratches >
 A Kobold completes his spell...
A Kobold utters the words 'garbzzsg wuggurz babragruoz'
A Kobold's grin is the last thing you see before their force missile bashes you into a pulpy mess.
Your light steel mantle from the Forest City of Aravne was completely destroyed by the massive blow!