<worn on head> an ancient crown of elven royalty (glowing) (humming)
<worn on eyes> the eyepatch of Inner Vision
<worn in ear> the earring of the Dragon Lords
<worn in ear> the earring of the Dragon Lords
<worn on arms> the armplates of the Cosmos
<worn on hands> the gauntlets of a Living Legend (glowing)
<worn on finger> a gleaming platinum ring
<worn on finger> a gleaming platinum ring
A small charm of twigs and blond grass lies here forgotten. [83%]
A pair of gold chainmail gloves lie here in the dust. (glowing)
A cudgel has been dropped here.
A rod of pure enegry sparks here. (glowing)
[2] Some destruction holo-gogs have been left here. (glowing)
A tanar'ri mace of fire and acid has been left here. (humming)
[3] Lying here is a bracer signifying an interplanar alliance.
a pair of severed wings lies in the dust here. (humming)
Some fleshy, barbed sleeves lie here oozing slime
Some spectral gauntlets of the battleragers have been left here. (humming)
The boots of thundering might have been left here, forgotten. (humming)
[2] Pick up these leggings! Quick!
The eladrin-bone crown of the obyriths floats here. (humming)
A fine platemail named 'Purge' lies here in a pool of blood.
[2] The legendary ring of the ultimium has been dropped here.
[3] A black mask has been left here.
An amazing earring lies here.
An amazing earring lies here. [82%]
[2] An amazing earring lies here.
[2] A strip of black pudding is here studded with stones.
A large stone warhammer has been dropped here.
[15] A small bandage rests upon the ground here.
[5] There is a small black hole in the ground here.
The corpse of a Centaur is lying here.
Disgusting pink and purple skinned boots sit here.
Someone has left the mask of Avernus here! (glowing)
[5] A gnoby piece of wood, perhaps a small mace, lies here.
[5] A two-handed sword, nearly six feet in length, lies here.
[7] A warhammer with a sturdy-looking steel head lies here.
[7] A stout cudgel carved from oak wood lies here.
[10] A large wooden torch has been discarded here.
A large sign hangs from the front of the counter here.
You sense a lifeform nearby.
A tharnadian illusionist stands here watching for intruders.
You sense a lifeform nearby.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
< 597h/597H 112v/112V Pos: standing >
Ranger - Last Edited: 2017-09-19 00:49:50 by lohrr
==================================================
Rangers are spell casting warriors. They are attuned with nature and are the best
in the world at two-weapon combat. They are so gifted at two weapon combat, that they
receive an innate bonus to their damage and hitroll just for wielding two weapons.
Rangers are almost as skilled in battle as Warriors. Their spells are granted to them
once they progress upward in level and become powerful enough to use the magic as a reward
for their services to the forces of good.
Centaur rangers are not permitted to springleap.
Warning: Rangers are allies of the forces of good. At anytime a ranger loses grace,
they become a regular warrior. The loss of spell casting is permanent.
Rangers are eligible to receive the following epic skills:
anatomy, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, expert parry, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, and ship damage control
==Equipment usage==
Rangers have their own classification of item restriction. They can use almost
all weapons and most types of armor. They are somewhat limited in their use of
miscellaneous magical items.
==See also==
Ranger Skills
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.
==Specializations==
* Blademaster
* Huntsman
* Marshall
The following help topics also matched your search:
Ranger Skills
Ranger - Last Edited: 2017-09-19 00:49:50 by lohrr
==================================================
Rangers are spell casting warriors. They are attuned with nature and are the best
in the world at two-weapon combat. They are so gifted at two weapon combat, that they
receive an innate bonus to their damage and hitroll just for wielding two weapons.
Rangers are almost as skilled in battle as Warriors. Their spells are granted to them
once they progress upward in level and become powerful enough to use the magic as a reward
for their services to the forces of good.
Centaur rangers are not permitted to springleap.
Warning: Rangers are allies of the forces of good. At anytime a ranger loses grace,
they become a regular warrior. The loss of spell casting is permanent.
Rangers are eligible to receive the following epic skills:
anatomy, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, expert parry, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, and ship damage control
==Equipment usage==
Rangers have their own classification of item restriction. They can use almost
all weapons and most types of armor. They are somewhat limited in their use of
miscellaneous magical items.
==See also==
Ranger Skills
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.
==Specializations==
The receptionist starts to chant in a deep voice.
* Blademaster
* Huntsman
* Marshall
The following help topics also matched your search:
Ranger Skills
< 597h/597H 112v/112V Pos: standing >
Marshall - Last Edited: 2014-07-31 02:30:58 by lohrr
====================================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==See Also==
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
30th Level: 1h bludgeon
36th Level: parlay
==Spells==
8th Circle: virtue
9th Circle: natures calling
10th Circle: harmonic resonance
11th Circle: ironwood
< 597h/597H 112v/112V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
Someone completes his spell...
Someone utters the word 'paghz'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
Someone completes his spell...
Someone utters the words 'gpaeax gpuzre'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
The winds of time have reclaimed the corpse of Bisil.
The corpse of Bisil crumbles to dust and blows away.
< 597h/597H 112v/112V Pos: standing >
A flaming sabre crumbles to dust and blows away.
A flaming sabre crumbles to dust and blows away.
A flaming sabre crumbles to dust and blows away.
A flaming sabre crumbles to dust and blows away.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell called 'phantom armor'.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'spaihaw abrazak'
< 597h/597H 112v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
< 597h/597H 112v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell called 'bless'.
The receptionist completes her spell...
The receptionist utters the word 'fido'
< 597h/597H 112v/112V Pos: standing >
Autosaving...
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw qare'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell called 'protection from evil'.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw zzur'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
Parlay - Last Edited: 2007-04-22 22:12:53 by Unknown
====================================================
Syntax: parlay <target>
A Marshall skill that convinces the enemy to stop
fighting and optionally retreat. The success rate is
dependent on skill proficiency and level of target.
==See also==
marshall, retreat, flee
The following character attributes are used in execution of this ability (if any):
< 597h/597H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
Parlay - Last Edited: 2007-04-22 22:12:53 by Unknown
====================================================
Syntax: parlay <target>
A Marshall skill that convinces the enemy to stop
fighting and optionally retreat. The success rate is
dependent on skill proficiency and level of target.
==See also==
marshall, retreat, flee
The following character attributes are used in execution of this ability (if any):
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
Someone looks vitalized.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
Someone completes his spell...
Someone utters the words 'gpaeax gpuzre'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw yufz'
< 597h/597H 112v/112V Pos: standing >
Parlay - Last Edited: 2007-04-22 22:12:53 by Unknown
====================================================
Syntax: parlay <target>
A Marshall skill that convinces the enemy to stop
fighting and optionally retreat. The success rate is
dependent on skill proficiency and level of target.
==See also==
marshall, retreat, flee
The following character attributes are used in execution of this ability (if any):
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'armor'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
Autosaving...
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
Marshall - Last Edited: 2014-07-31 02:30:58 by lohrr
====================================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==See Also==
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
30th Level: 1h bludgeon
36th Level: parlay
==Spells==
8th Circle: virtue
9th Circle: natures calling
10th Circle: harmonic resonance
11th Circle: ironwood
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.
< 597h/597H 112v/112V Pos: standing >
Revvvv has entered the game.
< 597h/597H 112v/112V Pos: standing >
Revvvv sneaks down.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell called 'armor'.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'bless'
< 597h/597H 112v/112V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'
< 597h/597H 112v/112V Pos: standing >
< 597h/597H 112v/112V Pos: standing >
Marshall - Last Edited: 2014-07-31 02:30:58 by lohrr
====================================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==See Also==
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
30th Level: 1h bludgeon
36th Level: parlay
==Spells==
8th Circle: virtue
9th Circle: natures calling
10th Circle: harmonic resonance
11th Circle: ironwood
< 597h/597H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
< 597h/597H 112v/112V Pos: standing >
< 597h/597H 112v/112V Pos: standing >
< 597h/597H 112v/112V Pos: standing >
< 597h/597H 112v/112V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell called 'armor'.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'
< 597h/597H 112v/112V Pos: standing >
Someone completes his spell...
Someone utters the words 'gpaeax gpuzre'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
Autosaving...
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
< 597h/597H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!
< 597h/597H 112v/112V Pos: standing >
Autosaving...
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
Someone completes his spell...
Someone utters the words 'gpaeax gpuzre'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist suddenly attacks Fatwa!
A tharnadian illusionist's feeble punch grazes Fatwa.
< 597h/597H 112v/112V Pos: standing >
Fatwa starts casting an offensive spell.
Fatwa is knocked to the ground by a tharnadian illusionist's mighty bash!
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist's attack glances off of Fatwa's stone hide!
A tharnadian illusionist's bludgeon grazes Fatwa.
A tharnadian illusionist's bludgeon grazes Fatwa.
A tharnadian illusionist's decent bludgeon grazes Fatwa.
< 597h/597H 112v/112V Pos: standing >
Fatwa stops invoking abruptly!
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist dodges Fatwa's attack.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist's punch grazes Fatwa.
A tharnadian illusionist's attack glances off of Fatwa's stone hide!
A tharnadian illusionist's punch grazes Fatwa.
A tharnadian illusionist's weak punch grazes Fatwa.
< 597h/597H 112v/112V Pos: standing >
Fatwa's skin seems to turn to stone.
< 597h/597H 112v/112V Pos: standing >
Someone assists a tharnadian illusionist heroically.
Someone suddenly attacks Fatwa!
An elite guard snaps into visibility.
An elite guard's punch grazes Fatwa.
A tharnadian illusionist's impressive bludgeon grazes Fatwa.
A tharnadian illusionist's fine bludgeon grazes Fatwa.
A tharnadian illusionist's bludgeon grazes Fatwa.
< 597h/597H 112v/112V Pos: standing >
An elite guard assists someone heroically.
An elite guard suddenly attacks Fatwa!
An elite guard's attack glances off of Fatwa's stone hide!
An elite guard's feeble slash grazes Fatwa.
Fatwa's weak bludgeon grazes a tharnadian illusionist.
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist dodges Fatwa's attack.
< 597h/597H 112v/112V Pos: standing >
Fatwa clambers to his feet.
< 597h/597H 112v/112V Pos: standing >
An elite guard snaps into visibility.
An elite guard's feeble punch grazes Fatwa.
An elite guard's attack glances off of Fatwa's stone hide!
An elite guard's feeble punch grazes Fatwa.
An elite guard hits Fatwa with a mighty kick to his chest.
A tharnadian illusionist's fine punch strikes Fatwa.
Fatwa dodges a tharnadian illusionist's attack.
Fatwa dodges a tharnadian illusionist's attack.
A tharnadian illusionist whacks Fatwa in the side with a sound kick.
The illusion surrounding a Kobold fades apart!
A Kobold attempts to flee.
A Kobold tries to flee, but can't make it out of here!
< 597h/597H 112v/112V Pos: standing >
A Kobold dodges a tharnadian illusionist's attack.
A Kobold dodges a tharnadian illusionist's attack.
A tharnadian illusionist's powerful bludgeon wounds a Kobold.
< 597h/597H 112v/112V Pos: standing >
A Kobold dodges an elite guard's attack.
An elite guard's pierce wounds a Kobold.
An elite guard's attack glances off of a Kobold's stone hide!
An elite guard's feeble slash grazes a Kobold.
A Kobold dodges an elite guard's attack.
An elite guard hits a Kobold with a mighty kick to his chest.
< 597h/597H 112v/112V Pos: standing >
A Kobold attempts to flee.
A Kobold tries to flee, but can't make it out of here!
The receptionist suddenly attacks a Kobold!
The receptionist's attack glances off of a Kobold's stone hide!
The receptionist's punch grazes a Kobold.
< 597h/597H 112v/112V Pos: standing >
A Kobold attempts to flee.
A Kobold tries to flee, but can't make it out of here!
< 597h/597H 112v/112V Pos: standing >
A Kobold attempts to flee.
A Kobold leaves west.
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell called 'cure critic'.
The receptionist completes her spell...
The receptionist utters the words 'judicandus qfuhuq'
< 597h/597H 112v/112V Pos: standing >
A tharnadian illusionist leaves west.
< 597h/597H 112v/112V Pos: standing >
An elite guard winces in pain, as the flames surrounding his sword are too much for him to handle!
An elite guard's silvery ring with engraved sigils [poor] is burned from the blast!
< 597h/597H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'cure critic'
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: standing >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: standing >
You sit down.
< 597h/597H 112v/112V Pos: sitting >
You wiggle to find the most comfortable position.
< 597h/597H 112v/112V Pos: sitting >
You start meditating...
< 597h/597H 112v/112V Pos: sitting >
The receptionist starts to chant in a deep voice.
< 597h/597H 112v/112V Pos: sitting >
You currently have the following spell slots available:
1st circle: 12 of 12
2nd circle: 11 of 11
3rd circle: 10 of 10
4th circle: 9 of 9
5th circle: 8 of 8
6th circle: 7 of 7
7th circle: 6 of 6
8th circle: 6 of 6
9th circle: 5 of 5
10th circle: 5 of 5
11th circle: 4 of 4
12th circle: 1 of 1
< 597h/597H 112v/112V Pos: sitting >
A faint hum can be heard from the gauntlets of a Living Legend carried by an elite guard.
< 597h/597H 112v/112V Pos: sitting >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: sitting >
An elite guard winces in pain, as the flames surrounding his sword are too much for him to handle!
< 597h/597H 112v/112V Pos: sitting >
The receptionist starts casting a spell called 'cure critic'.
The receptionist completes her spell...
< 597h/597H 112v/112V Pos: sitting >
Marshall - Last Edited: 2014-07-31 02:30:58 by lohrr
====================================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==See Also==
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
30th Level: 1h bludgeon
36th Level: parlay
==Spells==
8th Circle: virtue
9th Circle: natures calling
10th Circle: harmonic resonance
11th Circle: ironwood
< 597h/597H 112v/112V Pos: sitting >
Marshall - Last Edited: 2014-07-31 02:30:58 by lohrr
====================================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==See Also==
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
30th Level: 1h bludgeon
36th Level: parlay
==Spells==
8th Circle: virtue
9th Circle: natures calling
10th Circle: harmonic resonance
11th Circle: ironwood
< 597h/597H 112v/112V Pos: sitting >
Marshall - Last Edited: 2014-07-31 02:30:58 by lohrr
====================================================
Marshall's are those that purge evil from the world and bring nature
back into balance. Falling back to a more civilized approach to matters, the
Marshall is a truly fearsome entity for any evil force. Well versed in the
ways of nature, he extends that knowledge into his combat skills. His skill
in armed combat is unparalleled, and his desire to bring peace and balance to
nature is unwavering; many believe this is what drives those who choose the
path of the Marshall to so strongly adhere to their deepest soulbound beliefs.
The Marshall is also known to have a strong measure of charisma, and can cause
even the mightiest opponents to back away from combat. However, if this does
not work, he can call upon the very forces of nature to empower his allies.
==See Also==
* Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
30th Level: 1h bludgeon
36th Level: parlay
==Spells==
8th Circle: virtue
9th Circle: natures calling
10th Circle: harmonic resonance
11th Circle: ironwood
< 597h/597H 112v/112V Pos: sitting >
A faint hum can be heard from the gauntlets of a Living Legend you are carrying.
< 597h/597H 112v/112V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 597h/597H 112v/112V Pos: sitting >
Autosaving...
< 597h/597H 112v/112V Pos: sitting >
An elite guard winces in pain, as the flames surrounding his sword are too much for him to handle!
< 597h/597H 112v/112V Pos: sitting >
Virtue - Last Edited: 2008-03-02 17:04:09 by Blaize
===================================================
The spell virtue acts as a shield to reduce physical damage coming from opponents
with an alignment opposite to that of yours.
==See also==
alignment, soulshield, paladin, cleric
< 597h/597H 112v/112V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
< 597h/597H 112v/112V Pos: sitting >
Alarm bells sound, signalling an invasion!
< 597h/597H 112v/112V Pos: sitting >
A Kobold enters from the west.
An elite guard suddenly attacks a Kobold!
An elite guard's slash strikes a Kobold very hard.
An elite guard's longsword called 'Flame of the North' burns a Kobold with a godly fire!
A Kobold enters from the west.
A Kobold is knocked to the ground by a tharnadian illusionist's mighty bash!
The receptionist suddenly attacks a Kobold!
The receptionist's impressive punch seriously wounds a Kobold.
A Kobold enters from the west.
A Kobold enters from the west.
< 597h/597H 112v/112V Pos: sitting >
Someone suddenly attacks a Kobold!
An elite guard snaps into visibility.
An elite guard's fine punch strikes a Kobold.
A tharnadian illusionist parries a Kobold's lunge at him.
< 597h/597H 112v/112V Pos: sitting >
An elite guard blocks a Kobold's lunge at him.
A Kobold misses an elite guard.
< 597h/597H 112v/112V Pos: sitting >
A tharnadian illusionist dodges a Kobold's attack.
A tharnadian illusionist's bludgeon strikes a Kobold very hard.
A tharnadian illusionist's awesome bludgeon causes a Kobold to grimace in pain.
A tharnadian illusionist's mighty bludgeon enshrouds a Kobold in a mist of blood.
< 597h/597H 112v/112V Pos: sitting >
A Kobold sneaks in from the west.
< 597h/597H 112v/112V Pos: sitting >
An elite guard's punch strikes a Kobold hard.
An elite guard's fine punch strikes a Kobold hard.
An elite guard turns to focus his attack on a Kobold!
The receptionist's punch causes a Kobold to grimace in pain.
The receptionist's punch hits a Kobold.
Upon being struck, a Kobold disappears into thin air.
A Kobold stops following a Kobold.
Sparkling magic surrounds a Kobold as he begins his chant.
A Kobold starts casting an offensive spell.
< 597h/597H 112v/112V Pos: sitting >
An elite guard's powerful slash strikes a Kobold very hard.
An elite guard's longsword called 'Flame of the North' burns a Kobold with a godly fire!
An elite guard's pierce enshrouds a Kobold in a mist of blood.
An elite guard's wicked black dagger named 'Sanguine Blessing' burns a Kobold with a godly fire!
An elite guard's powerful slash seriously wounds a Kobold.
An elite guard's longsword called 'Flame of the North' burns a Kobold with a godly fire!
A Kobold dodges an elite guard's attack.
An elite guard whacks a Kobold in the side with a sound kick.
< 597h/597H 112v/112V Pos: sitting >
An elite guard suddenly attacks a Kobold!
An elite guard's impressive punch seriously wounds a Kobold.
< 597h/597H 112v/112V Pos: sitting >
A Kobold completes his spell...
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!
< 548h/597H 112v/112V Pos: sitting >
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 476h/597H 112v/112V Pos: sitting >
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 403h/597H 112v/112V Pos: sitting >
An elite guard blocks a Kobold's lunge at him.
You stop meditating.
Hip! Hip! Hooray!
A Kobold starts casting an offensive spell.
< 404h/597H 112v/112V Pos: sitting >
An elite guard parries a Kobold's lunge at him.
< 405h/597H 112v/112V Pos: sitting >
A Kobold completes his spell...
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!
< 334h/597H 112v/112V Pos: sitting >
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
An elite guard blocks a Kobold's lunge at him.
< 262h/597H 112v/112V Pos: sitting >
You gasp for air as a pair of ghostly hands tighten around your throat!
< 218h/597H 112v/112V Pos: sitting >
A Kobold starts casting an offensive spell.
< 219h/597H 112v/112V Pos: sitting >
A tharnadian illusionist suddenly attacks a Kobold!
A tharnadian illusionist's fine bludgeon grazes a Kobold.
An elite guard's punch strikes a Kobold very hard.
An elite guard's fine punch strikes a Kobold very hard.
An elite guard hits a Kobold with a mighty kick to his chest.
An elite guard's slash enshrouds a Kobold in a mist of blood.
An elite guard's longsword called 'Flame of the North' burns a Kobold with a godly fire!
An elite guard's powerful pierce grievously wounds a Kobold.
Upon being struck, a Kobold disappears into thin air.
A Kobold stops following a Kobold.
< 219h/597H 112v/112V Pos: sitting >
A Kobold suddenly looks ravenous! and takes a huge bite out of their the severed wings of a turkey named 'Dinner'!
A Kobold appears invigorated.
An elite guard blocks a Kobold's lunge at him.
< 220h/597H 112v/112V Pos: sitting >
A Kobold completes his spell...
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!
< 140h/597H 112v/112V Pos: sitting >
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!
< 63h/597H 112v/112V Pos: sitting >
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!
< 16h/597H 112v/112V Pos: sitting >
The receptionist suddenly attacks a Kobold!
The receptionist's fine punch seriously wounds a Kobold.
An elite guard blocks a Kobold's lunge at him.
< 17h/597H 112v/112V Pos: sitting >
A Kobold starts casting an offensive spell.
< 17h/597H 112v/112V Pos: sitting >
Virtue - Last Edited: 2008-03-02 17:04:09 by Blaize
===================================================
The spell virtue acts as a shield to reduce physical damage coming from opponents
with an alignment opposite to that of yours.
==See also==
alignment, soulshield, paladin, cleric
< 18h/597H 112v/112V Pos: sitting >
An elite guard blocks a Kobold's lunge at him.
< 19h/597H 112v/112V Pos: sitting >
A Kobold dodges a tharnadian illusionist's attack.
A tharnadian illusionist's decent bludgeon grazes a Kobold.
A Kobold dodges a tharnadian illusionist's attack.
A tharnadian illusionist starts casting an offensive spell.
< 20h/597H 112v/112V Pos: sitting >
An elite guard suddenly attacks a Kobold!
An elite guard's powerful slash seriously wounds a Kobold.
An elite guard's longsword called 'Flame of the North' burns a Kobold with a godly fire!
An elite guard's fine punch enshrouds a Kobold in a mist of blood.
An elite guard's fine punch enshrouds a Kobold in a mist of blood.
< 20h/597H 112v/112V Pos: sitting >
A Kobold completes his spell...
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!
Your flaming purple blade named 'Equalizer' was completely destroyed by the massive blow!
Your ceinture of giant strength was completely destroyed by the massive blow!