<worn on head> a bronze skull cap
<worn on body> a suit of spiked leather armor
<worn about body> a hard leather cloak
<worn on back> a small quiver
<worn as quiver> a small quiver
<worn about waist> a thin leather belt
<worn on belt buckle>a quill
<attached to belt> a rugged adventurers satchel (illuminating)
<attached to belt> a small quiver
<worn on arms> a pair of studded leather sleeves
<worn around wrist> a thick spiked leather bracer
<worn around wrist> a thick spiked leather bracer
<worn on hands> some thick leather gloves
<primary weapon> a long steel sword
<worn on legs> a pair of studded leather leggings
The brownie's pierce strikes you.
< 72h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
You miss the brownie.
You feel your skill in 1h slashing improving.
You miss the brownie.
< 72h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
You feel your skill in parry improving.
The brownie misses you.
You dodge the brownie's vicious attack.
You parry the brownie's lunge at you.
The brownie's kick crashes into your chest.
< 68h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
You miss the brownie.
< 68h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
You parry the brownie's lunge at you.
The brownie misses you.
< 68h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
The brownie dodges your futile attack.
The brownie dodges your futile attack.
< 68h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
The brownie dodges your futile attack.
The brownie parries your futile lunge at it.
You dodge the brownie's vicious attack.
The brownie's impressive pierce strikes you very hard.
You dodge the brownie's vicious attack.
The brownie's sweep catches you in the side and you almost stumble.
< 51h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
You miss the brownie.
The brownie dodges your futile attack.
< 51h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
The brownie misses you.
The brownie misses you.
< 51h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
The brownie dodges your futile attack.
The brownie parries your futile lunge at it.
< 51h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC: nasty wounds E: brownie sta EP: pretty hurt >
The brownie's impressive pierce strikes you hard.
The brownie misses you.
The brownie's impressive pierce strikes you hard.
The brownie's kick hits you in your side.
< 34h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC:pretty hurt E: brownie sta EP: pretty hurt >
Hint: Type 'score' to get some information about your character.
< 34h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC:pretty hurt E: brownie sta EP: pretty hurt >
The brownie dodges your futile attack.
You miss the brownie.
< 34h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC:pretty hurt E: brownie sta EP: pretty hurt >
You parry the brownie's lunge at you.
You dodge the brownie's vicious attack.
You dodge the brownie's vicious attack.
< 34h/164H 69v/112V Pos: standing >
< T: Briniver TP: sta TC:pretty hurt E: brownie sta EP: pretty hurt >
You attempt to flee...
Trail through the Darkmore Forest
A large fallen tree blocks the trail here, and appears
to have been struck down by lightning in not so distant
past. The road, which runs on a north to south course, is
comprised of the same flat circular stones all the way
through. The smells of forest plants and flowers is strong
here, making the area seem to come to life. Every once in
a while, a shape darts by in the distance, though it is
both too fast and too far away to make out any detail.
Obvious exits: -North -South
You flee northward!
< 34h/164H 42v/112V Pos: standing >
^...*
^.@**
..^**
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 34h/164H 40v/112V Pos: standing >
.^...
^^@.*
^..^*
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 34h/164H 40v/112V Pos: standing >
^^..*
^.@^*
..***
Fertile Grassland of Mielikki Valley
Obvious exits: -North -South -West
< 34h/164H 39v/112V Pos: standing >
.^...
^^@.*
^..^*
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 35h/164H 38v/112V Pos: standing >
^...*
^.@**
..^**
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
< 35h/164H 37v/112V Pos: standing >
...**
..@**
.^***
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 35h/164H 35v/112V Pos: standing >
You sit down.
< 35h/164H 37v/112V Pos: sitting >
You nod off.
< 36h/164H 41v/112V Pos: sitting >
In your dreams, or what?
Sorry, you can't do that while laying around.
< 37h/164H 59v/112V Pos: on your ass >
Help - Last Edited: 2011-10-09 20:56:58 by Jexni
================================================
The "help" command lets you access things like this entry. Type "help"
alone to see a list of major topics.
Duris DikuMUD - Main Help Menu
Type: Produces:
HELP..............This screen
HELP INDEX........Help File Index
HELP POLICIES.....Master list of Duris Policies and rules. These are a
and HELP RULES *must* read for all players.
HELP <keyword>....Information on a policy, command, skill or spell
HELP COMMANDS.....List of the most frequently used commands
NEWS..............Up to date information on Duris
COMMANDS..........List of *all* available commands, including SOCIAL ACTIONS
FAQ.....* NEW! *........The FAQ (Duris"s Frequently Asked Questions)
Help topics can be reached by using the entire spell/skill name, race/class name,
or by short form query. If you cannot find help for a term using short form, use
the entire name.
The following character attributes are used in execution of this ability (if any):
Help - Last Edited: 2011-10-09 20:56:58 by Jexni
================================================
The "help" command lets you access things like this entry. Type "help"
alone to see a list of major topics.
Duris DikuMUD - Main Help Menu
Type: Produces:
HELP..............This screen
HELP INDEX........Help File Index
HELP POLICIES.....Master list of Duris Policies and rules. These are a
and HELP RULES *must* read for all players.
HELP <keyword>....Information on a policy, command, skill or spell
HELP COMMANDS.....List of the most frequently used commands
NEWS..............Up to date information on Duris
COMMANDS..........List of *all* available commands, including SOCIAL ACTIONS
FAQ.....* NEW! *........The FAQ (Duris"s Frequently Asked Questions)
Help topics can be reached by using the entire spell/skill name, race/class nam
< 40h/164H 112v/112V Pos: on your ass >
< 40h/164H 112v/112V Pos: on your ass >
Index - Last Edited: 2007-04-22 22:12:53 by Unknown
===================================================
The Duris help files have been indexed into the following six categories.
Please note that the POLICIES section is a See also:commands
< 41h/164H 112v/112V Pos: on your ass >
< 42h/164H 112v/112V Pos: on your ass >
< 56h/164H 112v/112V Pos: on your ass >
Hint: Some mobs will hunt you down if you attack them and flee.
< 57h/164H 112v/112V Pos: on your ass >
You are well on your way towards your next level.
< 59h/164H 112v/112V Pos: on your ass >
< 72h/164H 112v/112V Pos: on your ass >
In your dreams, or what?
< 75h/164H 112v/112V Pos: on your ass >
Pardon?
< 77h/164H 112v/112V Pos: on your ass >
Pardon?
< 78h/164H 112v/112V Pos: on your ass >
You wake up.
< 78h/164H 112v/112V Pos: on your ass >
Racewars - Last Edited: 2014-08-08 05:29:04 by lohrr
====================================================
Duris consists of a delicately balanced world in which the Good and Evil races battle
one another in the endless pursuit of equipment, frags and more importantly, bragging
rights. To make this possible, player killing (PK) is fully tolerated and is encouraged.
Players must be familiar with the rules of Duris.
In addition, there are neutral races. These races are available to both racewars, and
players are given the option of selecting which racewar they want to be aligned with.
When a player from either racewar kills the player of another racewar, the player is
rewarded with frags and also the opportunity of gaining equipment from the corpse of the
deceased. The risk, however, is that if you are the one who is killed, you will LOOSE
frags and the equipment on your corpse is now available for looting.
IMPORTANT: The Evil races of Duris are designed to be more difficult to play and
face additional hardships that may be overwhelming for players who are new to the game of
Duris. This includes, but is not limited to, reduced vision on surface, double or more
experience penalty, hometowns and maps filled with aggressive mobs and a lack of protection
by hometown mobs.
This is a VERY brief description of how race wars work on Duris. The more intricate
details will be revealed as they unfold. For a detailed list of which races are available to which
sides, look in the help under Races.
==See also==
* Multiplaying
* Punishment
* Races
* Robots
* Rules
Racewars - Last Edited: 2014-08-08 05:29:04 by lohrr
====================================================
Duris consists of a delicately balanced world in which the Good and Evil races battle
one another in the endless pursuit of equipment, frags and more importantly, bragging
rights. To make this possible, player killing (PK) is fully tolerated and is encouraged.
Players must be familiar with the rules of Duris.
In addition, there are neutral races. These races are available to both racewars, and
players are given the option of selecting which racewar they want to be aligned with.
When a player from either racewar kills the player of another racewar, the player is
rewarded with frags and also the opportunity of gaining equipment from the corpse of the
deceased. The risk, however, is that if you are the one who is killed, you will LOOSE
frags and the equipment on your corpse is now available for looting.
IMPORTANT: The Evil races of Duris are designed to be more difficult to play and
face additional hardships that may be overwhelming for players who are new to the game of
Duris. This includes, but is not limited to, reduced vision on surface, double or more
experience penalty, hometowns and maps filled with aggressive mobs and a lack of protection
by hometown mobs.
This is a VERY brief description of how race wars work on Duris. The more intricate
details will be revealed as they unfold. For a detailed list of which races are available to which
sides, look in the help under Races.
==See also==
* Multiplaying
* Punishment
* Races
* Robots
* Rules
< 82h/164H 112v/112V Pos: on your ass >
Hint: In certain rooms, you can heal at an advanced rate! In others, you won't heal at all!
< 83h/164H 112v/112V Pos: on your ass >
Pardon?
< 89h/164H 112v/112V Pos: on your ass >
The following help topics matched your search:
Nchat
Toggle nchat
< 92h/164H 112v/112V Pos: on your ass >
Thats right nchat and then add something else, for example: "nchat how do I kill things?"
< 93h/164H 112v/112V Pos: on your ass >
< 95h/164H 112v/112V Pos: on your ass >
< 97h/164H 112v/112V Pos: on your ass >
< 101h/164H 112v/112V Pos: on your ass >
Autosaving...
< 103h/164H 112v/112V Pos: on your ass >
...**
..@**
.^***
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 103h/164H 112v/112V Pos: on your ass >
< 104h/164H 112v/112V Pos: on your ass >
You clamber to your feet.
< 104h/164H 112v/112V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 105h/164H 112v/112V Pos: standing >
...**
..@**
.^***
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 105h/164H 112v/112V Pos: standing >
You sit down.
< 106h/164H 112v/112V Pos: sitting >
< 109h/164H 112v/112V Pos: sitting >
< 113h/164H 112v/112V Pos: sitting >
< 113h/164H 112v/112V Pos: sitting >
< 116h/164H 112v/112V Pos: sitting >
...*P
..@**
.^***
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 120h/164H 112v/112V Pos: sitting >
You are sitting already.
< 120h/164H 112v/112V Pos: sitting >
< 120h/164H 112v/112V Pos: sitting >
A Goblin leaps at you only to realize you are down already.
Perhaps you should get on your feet first?
< 121h/164H 112v/112V Pos: sitting >
Hint: Type 'spells' to see what spells your class is able to use.
< 121h/164H 112v/112V Pos: sitting >
Perhaps you should get on your feet first?
< 121h/164H 112v/112V Pos: sitting >
Perhaps you should get on your feet first?
< 121h/164H 112v/112V Pos: sitting >
You clamber to your feet.
< 121h/164H 112v/112V Pos: standing >
A Goblin's impressive slash strikes you very hard.
OUCH! That really did HURT!
You parry a Goblin's lunge at you.
A Goblin's impressive pierce strikes you very hard.
A Goblin's impressive pierce strikes you very hard.
A Goblin's slash seriously wounds you.
OUCH! That really did HURT!
A Goblin's impressive slash seriously wounds you.
< 39h/164H 112v/112V Pos: standing >
< T: Briniver TP: sta TC:pretty hurt E: A Goblin sit EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 39h/164H 112v/112V Pos: standing >
< T: Briniver TP: sta TC:pretty hurt E: A Goblin sit EP: few scratches >
Sparks... flashing lights... you cannot concentrate!
You miss a Goblin.
You attempt to flee...
^...*
^.@**
..^**
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
You flee westward!
< 39h/164H 88v/112V Pos: standing >
< 39h/164H 88v/112V Pos: standing >
.....
^.@.*
^..**
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 39h/164H 87v/112V Pos: standing >
....*
..@..
^...*
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 39h/164H 85v/112V Pos: standing >
.....
..@.*
.....
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 39h/164H 84v/112V Pos: standing >
****.
..@..
....*
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 39h/164H 82v/112V Pos: standing >
*****
**@*.
.....
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 39h/164H 80v/112V Pos: standing >
*****
**@**
*....
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 39h/164H 79v/112V Pos: standing >
.****
**@**
**...
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 39h/164H 77v/112V Pos: standing >
..***
**@**
M**..
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 39h/164H 75v/112V Pos: standing >
*..**
**@**
*M**.
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 39h/164H 74v/112V Pos: standing >
Pardon?
< 40h/164H 77v/112V Pos: standing >
^^***
*.@**
*****
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 40h/164H 76v/112V Pos: standing >
.....
^^@**
*..**
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 40h/164H 74v/112V Pos: standing >
^^***
..@..
^^***
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 40h/164H 72v/112V Pos: standing >
^^^**
..@..
^^^**
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 40h/164H 71v/112V Pos: standing >
^^^^*
^.@..
.^^^*
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 40h/164H 69v/112V Pos: standing >
< 40h/164H 69v/112V Pos: standing >
Pardon?
< 41h/164H 70v/112V Pos: standing >
.*...
^^@^*
^....
Gentle Gnolls of Soft Grass
Obvious exits: -North -East -South -West
< 41h/164H 68v/112V Pos: standing >
*****
.*@..
^^^^*
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 41h/164H 67v/112V Pos: standing >
*****
**@**
.*...
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 41h/164H 65v/112V Pos: standing >
*M*^*
**@**
*****
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 41h/164H 64v/112V Pos: standing >
You no longer see spots.
< 41h/164H 64v/112V Pos: standing >
.....
*M@^*
*****
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 41h/164H 62v/112V Pos: standing >
.^...
..@..
***^*
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 41h/164H 61v/112V Pos: standing >
..^..
..@..
.***^
Fertile Grassland of Mielikki Valley
Obvious exits: -North -East -South -West
< 41h/164H 60v/112V Pos: standing >
.....
.*@*^
M****
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A wild horse of the sylvan woodlands trots about here briskly.
< 41h/164H 59v/112V Pos: standing >
.....
*M@^*
*****
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
< 41h/164H 57v/112V Pos: standing >
A Shady Forest Trail
The trail through the great forest continues here.
This trail appears to have been traveled by many elves
and centaurs. One can easily see the footprints of both
races in the earth here. The sounds of the rapids of the
river to the south can be heard echoing through out this
area. The trail contines in two directions from this
point of the trail.
Obvious exits: -East -West
Fresh blood splatters cover the area.
A doe is here wandering the forest.
< 41h/164H 55v/112V Pos: standing >
A Stone Pathway
A stone pathway has been laid in this part of the
forest. The stone appears to be of marble. The slabs
provide a firm surface for travel through this part of
the forest. There are animals of the forest frolickling
about in the near distance. The stone pathway leads
in a northern direction.
Obvious exits: -North -East -West
< 42h/164H 55v/112V Pos: standing >
A Shady Forest Trail
The trail through the great forest continues here.
This trail appears to have been traveled by many elves
and centaurs. One can easily see the footprints of both
races in the earth here. The sounds of the rapids of the
river to the south can be heard echoing through out this
area. The trail contines in two directions from this
point of the trail.
Obvious exits: -East -West
< 42h/164H 53v/112V Pos: standing >
A Shady Forest Trail
The trail through the great forest continues here.
This trail appears to have been traveled by many elves
and centaurs. One can easily see the footprints of both
races in the earth here. The sounds of the rapids of the
river to the south can be heard echoing through out this
area. The trail contines in two directions from this
point of the trail.
Obvious exits: -East -West
< 42h/164H 52v/112V Pos: standing >
Before the Great Tree Charing
The huge oak tree Charing rises many stories above you.
It has huge branches covered with dense foiliage. Its
branches span by the hundreds of feet in several directions.
The branches of the great tree Charing seem to form an
interlocking network with the other trees in this forest.
Little light seems to penetrate this part of the forest.
The forest continues in all directions from this advantage
point.
Obvious exits: -East -South -West
Militia forces muster to bolster the town's defenses against the invaders!!!
< 42h/164H 51v/112V Pos: standing >
I see nothing suitable there.
< 43h/164H 53v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 43h/164H 54v/112V Pos: standing >
You find a secret entrance!
< 43h/164H 57v/112V Pos: standing >
< 44h/164H 60v/112V Pos: standing >
Ok.
< 44h/164H 61v/112V Pos: standing >
The Base of the Great Tree Charing
The trunk of the great tree Charing has been carved out
with exquiste detail here. In the base of the trunk, there
seems to be a lot of space. The wooden ladder, which has
been carved into the inside of the trunk, leads upward into
the trunk. The ladder shows no signs of deterioration. It
continues in one directions from this advantage point.
Obvious exits: -South -Up
A robin is flying nearby.
< 44h/164H 60v/112V Pos: standing >
Within the Heart of the Great Tree Charing
The trunk of the great tree Charing has been carved out
in this part as well. The difference from the room below is
that the space is a little more limited here. The higher one
proceedss up the ladder, the more narrower it gets. The wooden
ladder, which has been carved into the inside of the trunk,
shows no signs of deterioration. It continues in two directions
from this advantage point.
Obvious exits: -Up -Down
An elf commoner is standing here, going about his business.
< 44h/164H 61v/112V Pos: standing >
Within the Heart of the Great Tree Charing
The trunk of the great tree Charing has been carved out
in this part as well. There is a wooden ladder which has
been carved into the inside of the trunk. The ladder shows
no signs of deterioration. It continues in two directions
from this advantage point.
Obvious exits: -Up -Down
The corpse of a sneaky weasel is lying here.
< 45h/164H 65v/112V Pos: standing >
Within the Heart of the Great Tree Charing
The trunk of the great tree Charing has been carved out
in this part as well. There is a wooden ladder which has
been carved into the inside of the trunk. The ladder shows
no signs of deterioration. It continues in two directions
from this advantage point.
Obvious exits: -Up -Down
< 45h/164H 65v/112V Pos: standing >
Within the Heart of the Great Tree Charing
Closer to the top of this ladder, there are the sounds
and light from up above. This part of the ladder is
narrower here than down below. The trunk of the great tree
Charing has been carved out with exquiste detail in this part
as well. This wooden ladder which has been carved into the
inside of the trunk shows no signs of deterioration. It
continues in two directions from this advantage point.
Obvious exits: -Up -Down
< 46h/164H 64v/112V Pos: standing >
Before the Southern Gates of Charing
The city of Charing lies just to the north beyond the
the city gates. These fabled gates are said to have been
forged in the pits of hell. Containing a magical power
within their bars, only those of proper origin are allowed
to pass through these gates. Through the gates, many elves
can be seen wandering about their city tending to daily
activities. Rising fifty feet above the ground, a large
city wall seals off a large sacred realms of the elves.
There are two viable exits from this room.
Obvious exits: -North -Down
A human visiting from Tharnadia is here on business, he seems to be lost.
A elven young acolyte is standing here deep in thought.
An elven cat is here mewing for attention, and rubbing your leg.
A gate guard stands here on his post.
A gate guard stands here on his post.
A gate guard stands here on his post.
A gate guard stands here on his post.
A gate guard stands here on his post.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 46h/164H 64v/112V Pos: standing >
< 47h/164H 68v/112V Pos: standing >
That's impossible, I'm afraid.
< 47h/164H 69v/112V Pos: standing >
A elven cleric starts casting a spell.
< 47h/164H 70v/112V Pos: standing >
The Way of the Royals
This Way of the Royals is a central roadway in the City of
Charing. It runs in a north-south direction in the center of
the city. This central pathway of the City of Charing is well
used by the many citizens and visitors. Many important
establishments can found along this Way of Royals. A large sign
sits on a pole near the building to the east. It reads "Welcome
to the Pet Shop!". There is a storage tree of sorts which lies
on the western part of the path here. There are exits all
around leading deeper into the city.
Obvious exits: -North -East -South -West #
An elite elven guard stands here, guarding the city.
An elite elven guard stands here, guarding the city.
An elite elven guard stands here, guarding the city.
An elite elven guard stands here, guarding the city.
< 47h/164H 69v/112V Pos: standing >
The Way of the Royals
This Way of the Royals is a central roadway in the City of
Charing. It runs in a north-south direction in the center of
the city. This central pathway of the City of Charing is well
used by the many citizens and visitors. Many important
establishments can found along this Way of Royals. Just to the
north beyond the white gates, there is a small garden of sorts.
Many animals can be seen frolickling within these grounds.
There are exits all around leading deeper into the city.
Obvious exits: -North# -South -Northwest -Northeast
Militia forces muster to bolster the town's defenses against the invaders!!!
< 47h/164H 69v/112V Pos: standing >
The Trail of Lost Gods
Mighty oakwood trees grow endlessly toward the sky along
this part of the trail. Their overlapping branches form a
natural cover over the tail here, and the sounds of many birds
can be heard in the distance. There is some sort of central
garden which lies beyond the white gate.
Obvious exits: -Northwest -Southeast
< 47h/164H 70v/112V Pos: standing >
The Trail of Lost Gods
Mighty oakwood trees grow endlessly toward the sky along
this part of the trail. Their overlapping branches form a
natural cover over the tail here, and the sounds of many birds
can be heard in the distance. There is some sort of central
garden which lies beyond the white gate door here. There
are exits in several directions which lead deeper into
the city.
Obvious exits: -East # -West -Northeast -Southeast
< 48h/164H 70v/112V Pos: standing >
The Trail of Lost Gods
Mighty oakwood trees grow endlessly toward the sky along
this part of the trail. Their overlapping branches form a
natural cover over the tail here, and the sounds of many birds
can be heard in the distance. There is some sort of central
garden which lies beyond the white gate.
Obvious exits: -Southwest -Northeast
< 48h/164H 70v/112V Pos: standing >
The Way of the Royals
This Way of the Royals is a central roadway in the City of
Charing. It runs in a north-south direction in the center of
the city. This central pathway of the City of Charing is well
used by the many citizens and visitors. Many important
establishments can found along this Way of Royals. Just to the
north beyond the white gates, there is a small garden of sorts.
Many animals can be seen frolickling within these grounds.
There are exits all around leading deeper into the city.
Obvious exits: -North -South# -Southwest -Southeast
< 48h/164H 70v/112V Pos: standing >
The Way of the Royals
This Way of the Royals is a central roadway in the City of
Charing. It runs in a north-south direction in the center of
the city. This central pathway of the City of Charing is well
used by the many citizens and visitors. Many important
establishments can found along this Way of Royals. The bank of
Charing lies in the establishment to the west while the Inn of
Charing lies to the east. There are exits all around leading
deeper into the city.
Obvious exits: -North -East -South -West
< 48h/164H 71v/112V Pos: standing >
The Olde Inn of Charing
What was once a large oak tree, has been carved out into
the olde inn of Charing. Many travellers and citizens come to
this inn to rest their tired souls. A large mat covered the
wooden ground. Along the eastern wall, there is a large
counter. On both sides of this counter, there are two large
candles which shed light upon a large book. Just behind
the counter, there is a small hallway which leads upward.
Obvious exits: -West
An elite elven guard stands here, guarding the city.
An elite elven guard stands here, guarding the city.
An elite elven guard stands here, guarding the city.
An elite elven guard stands here, guarding the city.
The elven receptionist of Charing stands here ready to serve you.
< 48h/164H 71v/112V Pos: standing >
You sit down.
< 49h/164H 73v/112V Pos: sitting >
You nod off.
< 49h/164H 74v/112V Pos: sitting >
< 55h/164H 112v/112V Pos: on your ass >
Hint: The consider command will compare your level to that of the victims, nothing else. Lower level mobs can be nastier than they appear, and higher level mobs easier than you thought.
< 55h/164H 112v/112V Pos: on your ass >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.
< 82h/164H 112v/112V Pos: on your ass >
OUCH! That really did HURT!
An elite elven guard suddenly attacks a Goblin!
An elite elven guard suddenly appears a bit confused!
An elite elven guard's fine punch strikes a Goblin.
An elite elven guard's decent punch wounds a Goblin.
< 72h/164H 112v/112V Pos: on your ass >
< T: Briniver TP: ass TC: nasty wounds E: A Goblin sta EP: small wounds >
An elite elven guard suddenly attacks a Goblin!
An elite elven guard's punch wounds a Goblin.
An elite elven guard suddenly appears a bit confused!
An elite elven guard's decent punch wounds a Goblin.
< 72h/164H 112v/112V Pos: on your ass >
< T: Briniver TP: ass TC: nasty wounds E: A Goblin sta EP: small wounds >
An elite elven guard suddenly attacks a Goblin!
An elite elven guard's crude punch wounds a Goblin.
An elite elven guard's decent punch wounds a Goblin.
< 72h/164H 112v/112V Pos: on your ass >
< T: Briniver TP: ass TC: nasty wounds E: A Goblin sta EP: small wounds >
A Goblin's powerful pierce enshrouds you in a mist of blood.
OUCH! That really did HURT!
A Goblin's slash causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
A Goblin's impressive pierce grievously wounds you.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Goblin's fine pierce hits you.
Your steel long sword was completely destroyed by the massive blow!
Your pair of studded leather boots was completely destroyed by the massive blow!