<worn as a badge> a royal badge of Arcium [superior] (illuminating)
<worn on head> a simple steel helmet
<worn in ear> an unholy star
<worn in ear> an unholy star
<worn on body> some spiked leather armor bearing the emblem of Caer Tannad [superior]
<worn as quiver> a quiver smeared with blood [79%]
<worn on arms> a set of steel armplates
<worn around wrist> a soldiers wrist guard
<worn on hands> a set of steel gauntlets
<worn on finger> a soldiers ring
<worn on legs> a set of steel legplates
Reception Room
Obvious exits: -D
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A large stone warhammer has been dropped here.
[5] A small bandage rests upon the ground here.
A dwarven merchant travels through here.
An elite dwarven guard of Kimordril is here.
An elite dwarven guard of Kimordril is here.
An elite dwarven guard of Kimordril is here.
< 412h/412H 104v/106V Pos: standing >
You will no longer show up on the Who list.
< 412h/412H 105v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
The Gods of Duris have given you and your allies the following boons:
ID Duration Racewar Description
2691 R Forever All Gain 500 epics when you kill 1 Human(s).
2692 R Forever All Gain 500 epics when you kill 1 Orc(s).
2695 R Forever All Gain 1500% bonus to exp when you kill 1 Human(s).
2696 R Forever All Gain 1500% bonus to exp when you kill 1 Orc(s).
Displaying 4 result(s).
< 412h/412H 106v/106V Pos: standing >
Auctions closing soon:
No auctions to list!
< 412h/412H 106v/106V Pos: standing >
Duris News
Duris News
---=== Tentative Wipe Date: Sept 15th at 12:00 EDT per the time command. ===---
September 14th, 2018
* Load percentage minimum raised from 50% to 67%.
-After a failed load, the next item is guaranteed to load.
-The exception is artifacts which have 1/2 chance to load (max 50%).
* Typo in the spell 'aid' fixed.
* Groundfighting now significantly reduces bonus damage while not standing, but does not eliminate it entirely.
-You take 1/3 of the normal bonus damage.
* Immobile mobs (para/sleep/bound) no longer auto-stand.
* Teleport items should now give better messages.
* The innate 'Spirit of the Rrakkma' now gives more ac and more shrug (almost the same cap on shrug) per Githzerai in group.
September 13th, 2018
* Gnomes, Kobolds, and Monks all have innate calming removed.
* The 'auction info' command now properly tells you if you don't have the appropriate body part to wear an item.
* Paladin holy weapon procs no longer give full heals.
* For multiclass casters, spells of the primary class that are more than 1 circle above the secondary class's, are now set to the secondary class's circle + 1.
-This means, if you had a Paladin / Cleric, your 'heal' spells would be in circle 6, not 8.
* Changes to default race sizes:
-None to Tiny: Parasite, Shadow, Deva.
-Medium to Small: Harpy, Whiner.
-Medium to Large: Death Knight, Barbarian.
-Large to Medium: Shadow Beast.
-Medium to Huge: Storm Giant, Wight.
-Medium to Giant: Fire Giant, Frost Giant.
-Medium to Gargantuan: Dracolich.
-Giant to Medium: Plant.
* A lot of racial spell pulses have changed, and all races now have a default spell pulse.
* The 'wither' spell should now work right with objects or traps.
* A huge battleaxe named 'DwarfSlayer' now procs 'disease' instead of 'wither' if the target is already withered.
* The spell 'earthen maul' now uses fire damage when cast in Underdark Lava or Fire Plane rooms.
* The spell 'devitalize' (Warlock only) can no longer add moves if you're really
< 412h/412H 106v/106V Pos: standing >
Duris News
Duris News
---=== Tentative Wipe Date: Sept 15th at 12:00 EDT per the time command. ===---
September 14th, 2018
* Load percentage minimum raised from 50% to 67%.
-After a failed load, the next item is guaranteed to load.
-The exception is artifacts which have 1/2 chance to load (max 50%).
* Typo in the spell 'aid' fixed.
* Groundfighting now significantly reduces bonus damage while not standing, but does not eliminate it entirely.
-You take 1/3 of the normal bonus damage.
* Immobile mobs (para/sleep/bound) no longer auto-stand.
* Teleport items should now give better messages.
* The innate 'Spirit of the Rrakkma' now gives more ac and more shrug (almost the same cap on shrug) per Githzerai in group.
September 13th, 2018
* Gnomes, Kobolds, and Monks all have innate calming removed.
* The 'auction info' command now properly tells you if you don't have the appropriate body part to wear an item.
* Paladin holy weapon procs no longer give full heals.
* For multiclass casters, spells of the primary class that are more than 1 circle above the secondary class's, are now set to the secondary class's circle + 1.
-This means, if you had a Paladin / Cleric, your 'heal' spells would be in circle 6, not 8.
* Changes to default race sizes:
-None to Tiny: Parasite, Shadow, Deva.
-Medium to Small: Harpy, Whiner.
-Medium to Large: Death Knight, Barbarian.
-Large to Medium: Shadow Beast.
-Medium to Huge: Storm Giant, Wight.
-Medium to Giant: Fire Giant, Frost Giant.
-Medium to Gargantuan: Dracolich.
-Giant to Medium: Plant.
* A lot of racial spell pulses have changed, and all races now have a default spell pulse.
* The 'wither' spell should now work right with objects or traps.
* A huge battleaxe named 'DwarfSlayer' now procs 'disease' instead of 'wither' if the target is already withered.
* The spell 'earthen maul' now uses fire damage when cast in Underdark Lava or Fire Plane rooms.
* The spell 'devitalize' (Warlock only) can no longer add moves if you're really low.
* The spells 'blur' and 'sense life' now only give a refresh message if they do something.
* When dropping equipment from being overweight during the spell 'word of recall', you now drop a randomly selected worn item until you're no longer overweight, or you're naked.
* Clerics once again have access to the spell 'divine fury'.
* The spell 'apocalypse' has received a small buff.
* Destroying guildhalls (Imms only) no longer causes a variety of issues. Eq that was in a destroyed guild hall gets moved to a chest in heaven.
* The town portals from UD guildhalls now go to Khildarak Stronghold and EC guildhall town portals go to Shady Grove.
* Lancer once again rewards a mask when given the gnomish blueprints of improvement.
* Some fingerless gloves of su-monster skin now have some AC associated with them.
* The Kobolds in Kobold Settlement are now actually Kobolds.
* A grate key from The Ruins of Undermountain no longer has a chance to break, as it is a quest item.
* Epic bonus adjustments:
-They now start at 0 and increase when you gain frags.
-They decrease when you gain epics not through bottles / pvp.
-This bonus will still drop off over time as well.
* The mud no longer crashes when you try to empty a container into a non-container.
* A flaming sabre from the Druid spell, 'flame blade', is now Illuminated.
* Patrolled roads are now flagged twilight instead of being dependent on the time of day (regular roads are already twilight).
* All NPC health has been decreased by up to 14% at max level.
* All NPC damage has been increased.
* Pets now do less damage than other NPCs.
* Necromancer pets do more damage to other NPCs than other pets do, but the same reduced amount to PCs.
* Players that make a new character on a different racewar side before their one-hour timer is up, will now have their characters saved and can leave if they don't want to wait.
-There is also a message letting players know this.
* The Wizard skill arcane block now reduces damage by up to 40%, instead of reducing damage to 40%.
* A grubby toe no longer has bad ansi in the long description.
* Throwing a crumble-loot, throw-returning item no longer crashes the mud.
* You can now throw from primary / secondary / third / fourth / held / shield wear locations.
-Items still must be flagged throwable 1 or 2 rooms to be thrown.
* You can now throw darts from your inventory.
* Throwing multiple weapons at once is still disabled.
* Guild applicants no longer give the guild prestige when gaining epics.
* Race changes now reset racial innate effects (ie ultravision or waterbreathing).
* The spells 'aura sight' and 'animal vision' now replace old spell effects instead of just refreshing.
* A nasty looking drow named Xaves is now more open about his quest (start by asking hi).
May 18th, 2018
* A goblin earring is now usable by Warriors only instead of not usable by them.
* Fixed a bug with the 'identify' spell showing 'Invalid Spell' when there was no spell in that slot at all.
* Hylga, the barkeep, can now be targeted as bartender, and barkeeper.
* The oaken staff of the woodlands now gives protection from undead instead of protection for undead.
* The Plant innate branch now checks the same flags as bash.
* The mace of mentality can no longer be acquired from bartender quests.
* A minotaur anti-paladin is now an Anti-Paladin instead of Warrior.
* Blighter specs now have the shield block skill.
* The locker sort (equip sort) options have been cleaned up a bit.
-You can now "equip sort ? types" to get a list of categories, as well as "equip sort ? <category>" to get items in each category.
-The coloring on the locker chests should be better now.
-Sorting locker chests by class should no longer be offset by 1 class.
* The 'regeneration' spell now allows you to regen in battle again.
* Monk %max health hits now do touch damage. That means you can now vamp from them.
* PC pets can no longer be quest mobs (flags shouldn't show, and quests shouldn't work).
* Single-kill boons no longer show the line "You have killed 1 of 1 ..." since it's superfluous.
* You now always have access to your own locker (so you can "enter locker <your name>" instead of just "enter locker" if you want to.
* A wild rabbit from Bloodstone Keep is now a Herbivore instead of Human.
* Trying to unlock a keyless chest now gives the proper response.
* Pets charmed with 'song of charming' now have their own flag, so the dismiss command works properly for other pets.
* Shopkeeper corpses are now sent to a special room only accessible by Imms.
-This is to prevent killing shop keepers for their stuff and reselling it to them, yet allowing us to keep track (for a limited time) of items sold.
* Barantoosil from Charing now sells a few things.
< 412h/412H 106v/106V Pos: standing >
Warrior - Last Edited: 2017-01-09 14:48:17 by lohrr
===================================================
Warriors are experts at hand-to-hand combat. They possess fighting skills that are unequaled by members of any other class. Warriors always strive for increased strength, constitution and dexterity, since these traits increase their effectiveness in combat, but also use their intelligence to help score critical hits on opponents in battle.
Because they employ such finesse in their fighting tactics, Warriors have been thought to resemble swashbucklers or fencers when at their best. They are, in essence, the ultimate fighter and are the best in the world at skills such as bash, rescue, kick, and parry. The advantages of being a warrior lie within these skills.
==Equipment usage==
Like all classes on Duris, Warriors have their own item restrictions. They can use most heavy armor and weapons but are more limited in using magical items.
Warriors are eligible to receive the following epic skills:
anatomy, devastating critical, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, indomitable rage, expert parry, expert riposte, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, ship damage control
==See also==
* Fighter
* Guardian
* Skills
* Swordsman
* Tank
* Warrior Skills
* Weapons
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Ogre, Troll, Orc, Thri-Kreen, Centaur, Githyanki, Minotaur, Shade, Revenant, Goblin, Death Knight, Shadow Beast, Wight, Githzerai, Drider, Kobold, Firbolg
==Innate abilities==
None.
==Specializations==
* Swordsman
* Guardian
* Swashbuckler
The following help topics also matched your search:
Warrior Skills
< 412h/412H 106v/106V Pos: standing >
Monk Skills - Last Edited: 2014-07-31 23:20:01 by lohrr
=======================================================
The following is a list of all skills available to the Monk class:
Chants,listed under skills, include Heroism, Diamond Soul, Calm, Quivering Palm, Buddha Palm, Regenerate, and Chi Purge
==Monk Specializations==
* Red Dragon
* Elaphidist
==See also==
* Monk
* Chants
==Innate abilities==
None.
==Skills==
1st Level: awareness, bandage, blindfighting, calm, chant, climb, diamond soul, dragon punch, feign death, fishing, heroism, kick, martial arts, mount, retreat, roundkick, safe fall, salvage, springleap, swim, switch opponents, unarmed damage
10th Level: combination attack, quivering palm
15th Level: buddha palm
20th Level: regenerate
21st Level: chi purge
==Spells==
None.
< 412h/412H 106v/106V Pos: standing >
Classes - Last Edited: 2014-07-31 23:36:37 by ashyel
====================================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.
==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
* Avenger
==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter
==Rogue==
* Rogue
* Bard
* Mercenary
==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist
==NOTE== For more information on each class, type: help <classname> or help skill_<classname>
==See also==
speclist, multiclass, specialization, unspec, skills
< 412h/412H 106v/106V Pos: standing >
A dwarven merchant leaves down.
< 412h/412H 106v/106V Pos: standing >
Ranger Skills - Last Edited: 2014-07-31 22:33:46 by lohrr
=========================================================
The following is a list of all skills and spells available to the Ranger class:
==Ranger Specializations==
* Blademaster
* Huntsman
* Marshall
==See also==
* Commune
* Ranger
==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.
==Skills==
1st Level: 1h piercing, 1h slashing, awareness, bandage, blindfighting, carve, climb, double attack, dual wield, fishing, kick, meditate, mount, parry, quick chant, ranged weapons, retreat, riposte, salvage, springleap, surprise, swim, switch opponents, track, unarmed damage
10th Level: clerical spell knowledge, rescue, sorcerous spell knowledge
16th Level: blade barrage
51st Level: triple attack
56th Level: vicious attack
==Spells==
3rd Circle: detect evil, detect good, detect magic
4th Circle: protection from animals, protection from evil
5th Circle: barkskin, invigorate
6th Circle: cure blind, sense life
7th Circle: infravision
9th Circle: farsee, haste
10th Circle: dazzle, tree
11th Circle: animal vision, blur
< 412h/412H 106v/106V Pos: standing >
Huntsman - Last Edited: 2014-07-30 22:02:35 by lohrr
====================================================
Specialized at scouting enemies, the Huntsman has learned to stalk their
victims unnoticed, hide in the surroundings and set up traps warning them
about trespassing enemies.
Huntsmen are so adept at pursuing their prey through the woodlands that
they receive a bonus to their health regeneration within the forests.
The most skilled huntsmen have developed the ability to move in such a
way that they leave no trace in the surrounding area.
==See also==
* Ranger
* Terrain
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
*sneak
*woodland renewal (obtained at level 30)
*natural movement (obtained at level 46)
'*' Designates passive ability.
==Skills==
30th Level: trap
41st Level: hide
==Spells==
8th Circle: endurance
< 412h/412H 106v/106V 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
< 412h/412H 106v/106V Pos: standing >
Blademaster - Last Edited: 2017-09-19 00:49:37 by lohrr
=======================================================
A Blademaster is a swift warrior able to strike two opponents at a time and
fight even faster with the help of "Whirlwind". Under the influence of
"Whirlwind", the Blademaster moves so rapidly that he will tire quickly and
must rest.
Blademasters get an enhanced version of Parry.
==See also==
Ranger
==Allowed races==
* Human, Grey Elf, Halfling, Centaur, Githzerai
==Innate abilities==
None.
==Skills==
30th Level: whirlwind
36th Level: double strike
51st Level: follow-up riposte
55th Level: quadruple attack
==Spells==
7th Circle: fortitude
< 412h/412H 106v/106V Pos: standing >
A huge rat enters from below.
< 412h/412H 106v/106V Pos: standing >
A huge rat leaves down.
< 412h/412H 106v/106V Pos: standing >
A dwarven merchant enters from below.
< 412h/412H 106v/106V Pos: standing >
A dwarven merchant leaves down.
< 412h/412H 106v/106V Pos: standing >
Vicious attack - Last Edited: 2008-05-24 08:04:08 by Kharne
===========================================================
"Vicious Attack", when it occurs, reaches under the guard of the victim,
dealing a vicious blow. It is also rumored to incur bonus attacks under
special circumstances.
==See also==
Ranger, Swashbuckler, Thief
< 412h/412H 106v/106V Pos: standing >
Vicious strike - Last Edited: 2008-03-11 18:26:10 by Blaize
===========================================================
Reflexive Skill
High level rangers and berserkers knows how to viciously attack their opponent
This frequently gives the the ability to make additional very damaging attacks.
==See also==
* Berserker
* Ranger
* Skills
< 412h/412H 106v/106V Pos: standing >
A dwarven merchant enters from below.
< 412h/412H 106v/106V Pos: standing >
Ranger Skills - Last Edited: 2014-07-31 22:33:46 by lohrr
=========================================================
The following is a list of all skills and spells available to the Ranger class:
==Ranger Specializations==
* Blademaster
* Huntsman
* Marshall
==See also==
* Commune
* Ranger
==Innate abilities==
*outdoor sneak
*dual wielding master (obtained at level 41)
'*' Designates passive ability.
==Skills==
1st Level: 1h piercing, 1h slashing, awareness, bandage, blindfighting, carve, climb, double attack, dual wield, fishing, kick, meditate, mount, parry, quick chant, ranged weapons, retreat, riposte, salvage, springleap, surprise, swim, switch opponents, track, unarmed damage
10th Level: clerical spell knowledge, rescue, sorcerous spell knowledge
16th Level: blade barrage
51st Level: triple attack
56th Level: vicious attack
==Spells==
3rd Circle: detect evil, detect good, detect magic
4th Circle: protection from animals, protection from evil
5th Circle: barkskin, invigorate
6th Circle: cure blind, sense life
7th Circle: infravision
9th Circle: farsee, haste
10th Circle: dazzle, tree
11th Circle: animal vision, blur
< 412h/412H 106v/106V Pos: standing >
Swordsman - Last Edited: 2014-07-31 03:44:41 by lohrr
=====================================================
Master of offense, the Swordsman may sometimes strike special critical
hits with their attacks and have gained the "Sweeping Thrust" ability. They
are also able to hit a bash on their opponent without a shield. But note,
a successful shieldless bash does not keep the victim on the ground for
long.
==See also==
* Guardian
* Warrior
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Ogre, Troll, Orc, Thri-Kreen, Centaur, Githyanki, Minotaur, Goblin, Githzerai, Drider, Kobold, Firbolg
==Innate abilities==
*melee mastery
'*' Designates passive ability.
==Skills==
30th Level: sweeping thrust
41st Level: critical attack, triple attack
56th Level: quadruple attack
==Spells==
None.
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
Others can now see you on the Who list.
< 412h/412H 106v/106V Pos: standing >
You will no longer show up on the Who list.
< 412h/412H 106v/106V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 412h/412H 106v/106V Pos: standing >
Swordsman - Last Edited: 2014-07-31 03:44:41 by lohrr
=====================================================
Master of offense, the Swordsman may sometimes strike special critical
hits with their attacks and have gained the "Sweeping Thrust" ability. They
are also able to hit a bash on their opponent without a shield. But note,
a successful shieldless bash does not keep the victim on the ground for
long.
==See also==
* Guardian
* Warrior
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Ogre, Troll, Orc, Thri-Kreen, Centaur, Githyanki, Minotaur, Goblin, Githzerai, Drider, Kobold, Firbolg
==Innate abilities==
*melee mastery
'*' Designates passive ability.
==Skills==
30th Level: sweeping thrust
41st Level: critical attack, triple attack
56th Level: quadruple attack
==Spells==
None.
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
Sweeping Thrust - Last Edited: 2017-09-25 10:53:05 by lohrr
===========================================================
Syntax: sweeping <victim>
In the heat of battle the Warrior will swing low and hard in their attack,
sweeping their weapon at the legs of their opponent. A successful sweeping
thrust will do enough damage to the legs of the victim to knock them from
their feet, causing them lose some of the movement.
The following character attributes are used in execution of this ability (if any):
Char's Dexterity.
Char's Agility.
Victim's Agility.
< 412h/412H 106v/106V Pos: standing >
A dwarven merchant leaves down.
< 412h/412H 106v/106V Pos: standing >
Guardian - Last Edited: 2014-07-30 22:00:14 by lohrr
====================================================
As their name suggests, the Guardian is a true savior to all. They are
able to dive in and often rescue their entire group in the heat of battle.
They can also use their shield as a weapon to cause extra damage by Shield
Punching their opponent, then following up with extended riposte abilities.
At level 51, they gain the ability to 'rescue <friend> all' to rescue their friend
from all attackers at once.
==See also==
* Warrior
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Ogre, Troll, Orc, Centaur, Githyanki, Minotaur, Goblin, Githzerai, Drider, Kobold, Firbolg
==Innate abilities==
*bulwark (obtained at level 41)
'*' Designates passive ability.
==Skills==
Skills lost: 2h bludgeon, 2h flaying, 2h slashing, dual wield
30th Level: dreadnaught, follow-up riposte, guard
46th Level: shield punch, triple attack
==Spells==
None.
The following help topics also matched your search:
Guardian spirits
Guardians bulwark
Highlord Guardian
< 412h/412H 106v/106V Pos: standing >
A huge rat enters from below.
< 412h/412H 106v/106V Pos: standing >
A dwarven commoner enters from below.
< 412h/412H 106v/106V Pos: standing >
Guardians bulwark - Last Edited: 2010-02-08 14:50:05 by zion
============================================================
Using their awesome mastery of shields, the Guardian increases his or her protection in combat.
This will cause a reduction of the physical damage the guardian will take while deep in melee
combat.
< 412h/412H 106v/106V Pos: standing >
Guardians bulwark - Last Edited: 2010-02-08 14:50:05 by zion
============================================================
Using their awesome mastery of shields, the Guardian increases his or her protection in combat.
This will cause a reduction of the physical damage the guardian will take while deep in melee
combat.
< 412h/412H 106v/106V Pos: standing >
A huge rat leaves down.
< 412h/412H 106v/106V Pos: standing >
Warrior - Last Edited: 2017-01-09 14:48:17 by lohrr
===================================================
Warriors are experts at hand-to-hand combat. They possess fighting skills that are unequaled by members of any other class. Warriors always strive for increased strength, constitution and dexterity, since these traits increase their effectiveness in combat, but also use their intelligence to help score critical hits on opponents in battle.
Because they employ such finesse in their fighting tactics, Warriors have been thought to resemble swashbucklers or fencers when at their best. They are, in essence, the ultimate fighter and are the best in the world at skills such as bash, rescue, kick, and parry. The advantages of being a warrior lie within these skills.
==Equipment usage==
Like all classes on Duris, Warriors have their own item restrictions. They can use most heavy armor and weapons but are more limited in using magical items.
Warriors are eligible to receive the following epic skills:
anatomy, devastating critical, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, indomitable rage, expert parry, expert riposte, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, ship damage control
==See also==
* Fighter
* Guardian
* Skills
* Swordsman
* Tank
* Warrior Skills
* Weapons
==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Ogre, Troll, Orc, Thri-Kreen, Centaur, Githyanki, Minotaur, Shade, Revenant, Goblin, Death Knight, Shadow Beast, Wight, Githzerai, Drider, Kobold, Firbolg
==Innate abilities==
None.
==Specializations==
* Swordsman
* Guardian
* Swashbuckler
The following help topics also matched your search:
Warrior Skills
< 412h/412H 106v/106V Pos: standing >
A huge rat enters from below.
< 412h/412H 106v/106V Pos: standing >
Gnome - Last Edited: 2010-08-28 02:23:15 by kitsero
===================================================
Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.
Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Cleric : Zealot, Healer, Holyman
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 85
Agility : 120
Dexterity : 115
Constitution: 90
Power : 105
Intelligence: 130
Wisdom : 95
Charisma : 95
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : awesome
==Innate abilities==
*infravision
*ultravision
*farsee (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Gnome directions
< 412h/412H 106v/106V Pos: standing >
Critical attack - Last Edited: 2007-08-27 02:35:50 by zion
==========================================================
A specialized Warrior can score a critical attack round in battle, causing
an immense amount of damage to their target. As a result of this mighty
attack, the victim can become blind with the pain of such, and be compelled
to strike down the attacker. Also, sometimes the attack is of such great
impact, it can drop their protective spells. Lastly, the Warrior, while dual
wielding, has a chance to score an additional attack with his offhand weapon
during a critical attack.
See also:Swordsman
< 412h/412H 106v/106V Pos: standing >
Gnome - Last Edited: 2010-08-28 02:23:15 by kitsero
===================================================
Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.
Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Cleric : Zealot, Healer, Holyman
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 85
Agility : 120
Dexterity : 115
Constitution: 90
Power : 105
Intelligence: 130
Wisdom : 95
Charisma : 95
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : awesome
==Innate abilities==
*infravision
*ultravision
*farsee (obtained at level 21)
'*' Designates passive ability.
The following help topics also matched your search:
Gnome directions
< 412h/412H 106v/106V Pos: standing >
A dwarven commoner leaves down.
< 412h/412H 106v/106V Pos: standing >
A dwarven commoner enters from below.
< 412h/412H 106v/106V Pos: standing >
A huge rat leaves down.
< 412h/412H 106v/106V Pos: standing >
A dwarven commoner leaves down.
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
< 412h/412H 106v/106V Pos: standing >
Critical attack - Last Edited: 2007-08-27 02:35:50 by zion
==========================================================
A specialized Warrior can score a critical attack round in battle, causing
an immense amount of damage to their target. As a result of this mighty
attack, the victim can become blind with the pain of such, and be compelled
to strike down the attacker. Also, sometimes the attack is of such great
impact, it can drop their protective spells. Lastly, the Warrior, while dual
wielding, has a chance to score an additional attack with his offhand weapon
during a critical attack.
See also:Swordsman
< 412h/412H 106v/106V Pos: standing >
A smelly dwarf starts casting an offensive spell.
< 412h/412H 106v/106V Pos: standing >
A smelly dwarf completes his spell...
A smelly dwarf utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 369h/412H 106v/106V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 297h/412H 106v/106V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 223h/412H 106v/106V Pos: standing >
A smelly dwarf starts casting an offensive spell.
< 225h/412H 106v/106V Pos: standing >
A smelly dwarf completes his spell...
A smelly dwarf utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 150h/412H 106v/106V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES! Another hit like that, and you've had it!!
< 74h/412H 106v/106V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 25h/412H 106v/106V Pos: standing >
A smelly dwarf starts casting an offensive spell.
< 26h/412H 106v/106V Pos: standing >
A smelly dwarf completes his spell...
A smelly dwarf 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!
Your thin silver longsword was completely destroyed by the massive blow!