<worn on head> a wreath of entwined roses
<worn on eyes> a diamond eyepiece
<worn in ear> a green Cimmerian earring [superior]
<worn in ear> a carved turquoise stud [poor] (glowing) (illuminating)
<worn on back> a pantherhide quiver (glowing) (illuminating)
<worn as quiver> a pantherhide quiver [superior] (glowing) (illuminating) [73%]
<worn about waist> a black leather belt embossed with a silver cresent moon [poor]
<worn around wrist> an elven bracelet of precision
<worn on finger> a carved jade ring [superior] (glowing)
<worn on finger> a tarnished and abused ring [superior]
<primary weapon> a black double-edged shortsword dubbed, Huntsmaster [poor]
<secondary weapon> a lightweight longsword [superior]
<worn on legs> a pair of cotton-weave greaves
< 413h/413H 118v/124V Pos: standing >
You quickly scan the area.
Jodnan who is close by to your north.
A tharnadian thief-hunter who is close by to your east.
A militia guard who is close by to your west.
A large rat who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is close by to your west.
A stray dog who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
The doctor who is rather far off to your west.
< 413h/413H 120v/124V Pos: standing >
A tharnadian thief-hunter enters from the east.
< 413h/413H 120v/124V Pos: standing >
You attempt your skills at tracking.
< 413h/413H 122v/124V Pos: standing >
You are unable to find any trace.
< 413h/413H 124v/124V Pos: standing >
A tharnadian thief-hunter leaves east.
< 413h/413H 124v/124V Pos: standing >
The town crier says in common 'Careful - some say that drow and duergar are being seen around here.'
The town crier says in common 'Those who left to go after them haven't returned.'
< 413h/413H 124v/124V Pos: standing >
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.'
< 413h/413H 123v/124V Pos: standing >
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 tharnadian illusionist stands here watching for intruders.
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.
< 413h/413H 122v/124V Pos: standing >
< 413h/413H 123v/124V Pos: standing >
The receptionist turns and says, 'The town is under attack!'
'Try to get a portal out of here, or run to another exit!'
'Please hurry great adventurer, the town needs you.'
The receptionist wishes you good luck.
Sorry, but you cannot do that here!
< 413h/413H 124v/124V Pos: standing >
Pardon?
< 413h/413H 124v/124V Pos: standing >
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.'
< 413h/413H 123v/124V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 413h/413H 122v/124V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here. There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city. Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system. The street looks highly traveled, with buildings
flanking the road as far off as the eye can see. To the east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
The corpse of a commoner is lying here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
< 413h/413H 121v/124V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled.
< 413h/413H 121v/124V Pos: standing >
The Grand Tharnadian Way
There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city. Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
The corpse of a street sweeper is lying here.
The corpse of a human merchant is lying here.
< 413h/413H 120v/124V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here. There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city. Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system. The street looks highly traveled, with buildings
flanking the road as far off as the eye can see. To the east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
The corpse of a commoner is lying here.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
< 413h/413H 121v/124V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 413h/413H 121v/124V Pos: standing >
The town crier says in common 'Be warned!'
The town crier says in common 'Not much is known about the drow race.'
The town crier says in common 'They seem to know almost everything about us.'
< 413h/413H 121v/124V Pos: standing >
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.
< 413h/413H 121v/124V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason none of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
< 413h/413H 121v/124V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
< 413h/413H 121v/124V Pos: standing >
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.
< 413h/413H 120v/124V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
< 413h/413H 119v/124V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east of here. There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city. Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 413h/413H 118v/124V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 413h/413H 117v/124V Pos: standing >
You quickly scan the area.
A shady mercenary who is not far off to your north.
Sarn, the banker who is a brief walk away to your north.
A religious zealot who is close by to your south.
A tharnadian thief-hunter who is not far off to your south.
A stray dog who is not far off to your south.
A militia guard who is a brief walk away to your west.
< 413h/413H 119v/124V Pos: standing >
Experience till level: 19999999
< 413h/413H 120v/124V Pos: standing >
You're about as ready as you can get.
< 413h/413H 121v/124V Pos: standing >
The snow is coming down faster now.
< 413h/413H 122v/124V Pos: standing >
Pardon?
< 413h/413H 123v/124V Pos: standing >
Pardon?
< 413h/413H 124v/124V Pos: standing >
You start chanting...
< 413h/413H 124v/124V Pos: standing >
Casting: sense life **
< 413h/413H 124v/124V Pos: standing >
Casting: sense life *
< 413h/413H 124v/124V Pos: standing >
Casting: sense life
< 413h/413H 124v/124V Pos: standing >
You complete your spell...
< 413h/413H 124v/124V Pos: standing >
Skill
1h piercing 40
1h slashing 100
awareness 80
bandage 40
blade barrage 50
blindfighting 40
carve 40
clerical spell knowledge 42
climb 46
double attack 95
double strike 68
dual wield 100
fishing 40
follow-up riposte (obtained at level 51)
kick 55
meditate 40
mount 45
parry 100
quadruple attack (obtained at level 55)
quick chant 40
ranged weapons 40
rescue 40
retreat 40
riposte 75
salvage 40
sorcerous spell knowledge 40
springleap 44
surprise 50
swim 40
switch opponents 40
track 90
triple attack (obtained at level 51)
unarmed damage 40
vicious attack (obtained at level 56)
whirlwind 46
< 413h/413H 124v/124V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -North -East # -South -West
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 413h/413H 124v/124V Pos: standing >
Experience till level: 19999999
< 413h/413H 124v/124V Pos: standing >
You're about as ready as you can get.
< 413h/413H 124v/124V Pos: standing >
A militia guard leaves south.
< 413h/413H 124v/124V Pos: standing >
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
You currently have the following spell slots available:
1st circle: 0 of 0
2nd circle: 0 of 0
3rd circle: 3 of 5 ( 31 seconds)
4th circle: 4 of 4
5th circle: 4 of 4
6th circle: 2 of 3 ( 22 seconds)
7th circle: 3 of 3
8th circle: 3 of 3
9th circle: 2 of 2
10th circle: 1 of 1
< 413h/413H 124v/124V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 413h/413H 124v/124V Pos: standing >
A militia guard enters from the south.
< 413h/413H 124v/124V Pos: standing >
< 413h/413H 124v/124V Pos: standing >
Score information for Endance
Level: 46 Race: Human Class: Ranger / Blademaster Sex: Male
Hit points: 413(413) Moves: 124(124)
Coins carried: 0 platinum 2 gold 20 silver 33 copper
Coins in bank: 92 platinum 0 gold 0 silver 0 copper
Playing time: 0 days / 13 hours/ 46 minutes
Received data: 0.0170 MB this session.
Send data: 0.0002 MB this session.
Compression ratio: 78%
78%
Status: Standing.
Epic points(total): 2288(2213) Current task: find runestone of Plane of Air
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 2
Detecting: Life
Protected by: Spirit Ward
Enchantments: Farsee Armor Haste Sparkling
Bartender Quests Remaining: 20
Combat Pulse: 15 Spell Pulse: 1.00
Leaderboard Points: 459
Active Spells:
--------------
well-rested bonus (148 minutes)
climb (7 minutes)
barkskin (20 minutes)
sense life (46 minutes)
fortitude (3 minutes)
farsee (85 minutes)
haste (6 minutes)
dazzle (14 minutes)
< 413h/413H 124v/124V Pos: standing >
Experience till level: 19999999
< 413h/413H 124v/124V Pos: standing >
You're about as ready as you can get.
< 413h/413H 124v/124V Pos: standing >
You currently have the following spell slots available:
1st circle: 0 of 0
2nd circle: 0 of 0
3rd circle: 3 of 5 ( 31 seconds)
4th circle: 4 of 4
5th circle: 4 of 4
6th circle: 3 of 3
7th circle: 3 of 3
8th circle: 3 of 3
9th circle: 2 of 2
10th circle: 1 of 1
< 413h/413H 124v/124V Pos: standing >
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:
fortitude
infravision
9th CIRCLE:
farsee
haste
10th CIRCLE:
dazzle
tree
11th CIRCLE:
animal vision
blur
< 413h/413H 124v/124V Pos: standing >
You start chanting...
< 413h/413H 124v/124V Pos: standing >
You complete your spell...
Trees don't grow here!
< 413h/413H 124v/124V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
< 413h/413H 124v/124V Pos: standing >
< 413h/413H 124v/124V Pos: standing >
You start chanting...
< 413h/413H 124v/124V Pos: standing >
Casting: dazzle **
< 413h/413H 124v/124V Pos: standing >
Hint: Been to the website yet? Point your browser to http://www.durismud.com.
< 413h/413H 124v/124V Pos: standing >
You complete your spell...
< 413h/413H 124v/124V Pos: standing >
A tharnadian thief-hunter starts casting a spell.
< 413h/413H 124v/124V Pos: standing >
You start chanting...
< 413h/413H 124v/124V Pos: standing >
Casting: haste *
< 413h/413H 124v/124V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'dharma'
< 413h/413H 124v/124V Pos: standing >
You complete your spell...
You is already under the influence of haste.
< 413h/413H 124v/124V Pos: standing >
You must commune with nature more before invoking its power.
< 413h/413H 124v/124V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
< 413h/413H 124v/124V Pos: standing >
You currently have the following spell slots available:
1st circle: 0 of 0
2nd circle: 0 of 0
3rd circle: 3 of 5 ( 31 seconds)
4th circle: 4 of 4
5th circle: 4 of 4
6th circle: 3 of 3
7th circle: 3 of 3
8th circle: 3 of 3
9th circle: 1 of 2 ( 29 seconds)
10th circle: 1 of 1
< 413h/413H 124v/124V Pos: standing >
A religious zealot enters from the south.
< 413h/413H 124v/124V Pos: standing >
You start chanting...
< 413h/413H 124v/124V Pos: standing >
Casting: tree
< 413h/413H 124v/124V Pos: standing >
You complete your spell...
Trees don't grow here!
< 413h/413H 124v/124V Pos: standing >
You currently have the following spell slots available:
1st circle: 0 of 0
2nd circle: 0 of 0
3rd circle: 3 of 5 ( 31 seconds)
4th circle: 4 of 4
5th circle: 4 of 4
6th circle: 3 of 3
7th circle: 3 of 3
8th circle: 3 of 3
9th circle: 1 of 2 ( 29 seconds)
10th circle: 0 of 1 ( 31 seconds)
< 413h/413H 124v/124V Pos: standing >
< 413h/413H 124v/124V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
< 413h/413H 124v/124V Pos: standing >
Experience till level: 19999999
< 413h/413H 124v/124V Pos: standing >
You're about as ready as you can get.
< 413h/413H 124v/124V Pos: standing >
Score information for Endance
Level: 46 Race: Human Class: Ranger / Blademaster Sex: Male
Hit points: 413(413) Moves: 124(124)
Coins carried: 0 platinum 2 gold 20 silver 33 copper
Coins in bank: 92 platinum 0 gold 0 silver 0 copper
Playing time: 0 days / 13 hours/ 46 minutes
Received data: 0.0196 MB this session.
Send data: 0.0004 MB this session.
Compression ratio: 77%
77%
Status: Standing.
Epic points(total): 2288(2213) Current task: find runestone of Plane of Air
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 2
Detecting: Life
Protected by: Spirit Ward
Enchantments: Farsee Armor Haste Sparkling
Bartender Quests Remaining: 20
Combat Pulse: 15 Spell Pulse: 1.00
Leaderboard Points: 459
Active Spells:
--------------
well-rested bonus (147 minutes)
climb (6 minutes)
barkskin (19 minutes)
sense life (45 minutes)
fortitude (2 minutes)
farsee (84 minutes)
haste (5 minutes)
dazzle (13 minutes)
< 413h/413H 124v/124V Pos: standing >
A militia guard leaves north.
Skill
1h piercing 40
1h slashing 100
awareness 80
bandage 40
blade barrage 50
blindfighting 40
carve 40
clerical spell knowledge 42
climb 46
double attack 95
double strike 68
dual wield 100
fishing 40
follow-up riposte (obtained at level 51)
kick 55
meditate 40
mount 45
parry 100
quadruple attack (obtained at level 55)
quick chant 40
ranged weapons 40
rescue 40
retreat 40
riposte 75
salvage 40
sorcerous spell knowledge 40
springleap 44
surprise 50
swim 40
switch opponents 40
track 90
triple attack (obtained at level 51)
unarmed damage 40
vicious attack (obtained at level 56)
whirlwind 46
< 413h/413H 124v/124V Pos: standing >
You feel aligned with your surroundings.
< 413h/413H 124v/124V Pos: standing >
You feel aligned with your surroundings.
< 413h/413H 124v/124V Pos: standing >
You feel aligned with your surroundings.
< 413h/413H 124v/124V Pos: standing >
You feel aligned with your surroundings.
< 413h/413H 124v/124V Pos: standing >
You feel aligned with your surroundings.
< 413h/413H 124v/124V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 413h/413H 124v/124V Pos: standing >
A religious zealot leaves south.
< 413h/413H 124v/124V Pos: standing >
A militia guard enters from the north.
< 413h/413H 124v/124V Pos: standing >
You're about as ready as you can get.
< 413h/413H 124v/124V Pos: standing >
The first hint of daylight can be seen on the northern horizon.
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
A militia guard leaves north.
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
You feel nature's energy flow into your 3rd circle of knowledge.
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.
He is away from his keyboard right now..
< 413h/413H 124v/124V Pos: standing >
Zloin makes some strange gestures.
A strange feeling comes upon you. Like a giant hand, light comes down
from above, grabbing your body, which begins to pulse with colored lights
from inside. Your head seems to be filled with demons from another plane
as your body dissolves to the elements of time and space itself.
Suddenly a silent explosion of light snaps you back to reality. You feel
improved!
You raise a level!
You have been fully restored by Zloin!
< 421h/421H 124v/124V Pos: standing >
A tharnadian thief-hunter leaves south.
< 421h/421H 124v/124V Pos: standing >
Score information for Endance
Level: 47 Race: Human Class: Ranger / Blademaster Sex: Male
Hit points: 421(421) Moves: 124(124)
Coins carried: 0 platinum 2 gold 20 silver 33 copper
Coins in bank: 92 platinum 0 gold 0 silver 0 copper
Playing time: 0 days / 13 hours/ 47 minutes
Received data: 0.0215 MB this session.
Send data: 0.0005 MB this session.
Compression ratio: 77%
77%
Status: Standing.
Epic points(total): 2288(2213) Current task: find runestone of Plane of Air
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 2
Detecting: Life
Protected by: Spirit Ward
Enchantments: Farsee Armor Haste Sparkling
Bartender Quests Remaining: 20
Combat Pulse: 15 Spell Pulse: 1.00
Leaderboard Points: 469
Active Spells:
--------------
well-rested bonus (146 minutes)
climb (5 minutes)
barkskin (18 minutes)
sense life (44 minutes)
fortitude (1 minute)
farsee (83 minutes)
haste (4 minutes)
dazzle (12 minutes)
< 421h/421H 124v/124V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 421h/421H 124v/124V Pos: standing >
< 421h/421H 124v/124V Pos: standing >
A militia guard leaves north.
< 421h/421H 124v/124V Pos: standing >
Score information for Endance
Level: 47 Race: Human Class: Ranger / Blademaster Sex: Male
Hit points: 421(421) Moves: 124(124)
Coins carried: 0 platinum 2 gold 20 silver 33 copper
Coins in bank: 92 platinum 0 gold 0 silver 0 copper
Playing time: 0 days / 13 hours/ 47 minutes
Received data: 0.0218 MB this session.
Send data: 0.0005 MB this session.
Compression ratio: 77%
77%
Status: Standing.
Epic points(total): 2288(2213) Current task: find runestone of Plane of Air
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 2
Detecting: Life
Protected by: Spirit Ward
Enchantments: Farsee Armor Haste Sparkling
Bartender Quests Remaining: 20
Combat Pulse: 15 Spell Pulse: 1.00
Leaderboard Points: 469
Active Spells:
--------------
well-rested bonus (146 minutes)
climb (5 minutes)
barkskin (18 minutes)
sense life (44 minutes)
fortitude (1 minute)
farsee (83 minutes)
haste (4 minutes)
dazzle (12 minutes)
< 421h/421H 124v/124V Pos: standing >
Experience till level: 19999999
< 421h/421H 124v/124V Pos: standing >
You're about as ready as you can get.
< 421h/421H 124v/124V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -North -East # -South -West
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 421h/421H 124v/124V Pos: standing >
A large rat enters from the north.
< 421h/421H 124v/124V Pos: standing >
< 421h/421H 124v/124V Pos: standing >
< 421h/421H 124v/124V Pos: standing >
You feel nature's energy flow into your 3rd circle of knowledge.
Your communion with nature is now complete...
< 421h/421H 124v/124V Pos: standing >
< 421h/421H 124v/124V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
< 421h/421H 124v/124V Pos: standing >
< 421h/421H 124v/124V Pos: standing >
Sparkling magic surrounds someone as he begins his chant.
A Kobold snaps into visibility.
< 421h/421H 124v/124V Pos: standing >
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.]=-
OUCH! That really did HURT!
< 273h/421H 124v/124V Pos: standing >
A Kobold snaps into visibility.
An elite guard suddenly attacks a Kobold!
An elite guard's feeble punch grazes a Kobold.
< 273h/421H 124v/124V Pos: standing >
An elite guard suddenly attacks a Kobold!
An elite guard's punch grazes a Kobold.
< 273h/421H 124v/124V Pos: standing >
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!!
< 109h/421H 124v/124V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east of here. There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city. Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 109h/421H 123v/124V Pos: standing >
You are already standing.
< 109h/421H 123v/124V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West
Shattered bits of ice are scattered about the area.
You sense a lifeform nearby.
A large rat is scurrying about here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 110h/421H 122v/124V Pos: standing >
Alarm bells sound, signalling an invasion!
< 110h/421H 122v/124V Pos: standing >
Slay whom?
A Kobold snaps into visibility.
An elite guard suddenly attacks a Kobold!
An elite guard's feeble punch grazes a Kobold.
An elite guard suddenly attacks a Kobold!
An elite guard's feeble punch grazes a Kobold.
< 110h/421H 123v/124V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east of here. There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city. Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 110h/421H 122v/124V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A militia guard is posted here, keeping watch over the bazaar.
< 110h/421H 122v/124V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east of here. There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city. Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 110h/421H 122v/124V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West
Shattered bits of ice are scattered about the area.
A Kobold (tiny) Suicide Squad stands in mid-air here, fighting an elite guard.
A large rat is scurrying about here.
An elite guard stands here, fighting a Kobold.
A tough looking warrior is scanning the landscape beyond the walls.
An elite guard stands here, fighting a Kobold.
A Kobold attempts to flee.
A Kobold leaves east.
< 110h/421H 121v/124V Pos: standing >
The iron seems to be closed.
< 110h/421H 121v/124V Pos: standing >
The iron seems to be closed.
< 110h/421H 122v/124V Pos: standing >
A Kobold enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 111h/421H 122v/124V Pos: standing >
An elite guard suddenly attacks someone!
A Kobold snaps into visibility.
An elite guard's fine punch wounds a Kobold.
< 111h/421H 123v/124V Pos: standing >
An elite guard suddenly attacks someone!
A Kobold snaps into visibility.
An elite guard's punch wounds a Kobold.
Slay whom?
< 111h/421H 123v/124V Pos: standing >
An elite guard suddenly attacks a Kobold!
An elite guard's fine punch wounds a Kobold.
Sparkling magic surrounds a Kobold as he begins his chant.
A Kobold starts casting an offensive spell called 'arieks shattering iceball'.
< 111h/421H 123v/124V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'arieks shattering iceball'
A Kobold points at you.
-=[You reel in pain as a Kobold's iceball shatters upon impacting you.]=-
Your tunic woven of hardened reed [superior] freezes and shatters into million pieces from the intense cold!
Your translucent crystal hemisphere [superior] freezes and shatters into million pieces from the intense cold!