A young man in leather armor seems to be patrolling the walls.
A tough looking mercenary is standing here, strutting proudly.
A large wandering dog is here, growling at you.
A street sweeper is cleaning here, singing songs of labor.
< 281h/281H 121v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 121v/125V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 281h/281H 123v/125V Pos: standing >
The iron seems to be closed.
< 281h/281H 123v/125V Pos: standing >
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up
A young man in leather armor seems to be patrolling the area.
A shady looking youth is standing here, eyeing you with a devious glance.
< 281h/281H 124v/125V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A shady looking youth is standing here, eyeing you with a devious glance.
< 281h/281H 123v/125V Pos: standing >
Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A large wooden counter is here, with a sign posted on it.
WindRusher, the Prince's personal pegasus stands here. (minion)
A greedy looking banker stands behind the counter, eyeing you curiously.
< 281h/281H 122v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 122v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 122v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 122v/125V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
WindRusher trots in from the north.
< 281h/281H 122v/125V Pos: standing >
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up
A young man in leather armor seems to be patrolling the area.
A shady looking youth is standing here, eyeing you with a devious glance.
WindRusher trots in from the north.
< 281h/281H 124v/125V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
WindRusher trots in from the north.
< 281h/281H 123v/125V Pos: standing >
Road beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the southern defense tower of the
Tharnadian eastern gates. The road continues north to the city gates, while
to the south the road turns west.
Obvious exits: -North -South -Up
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
A tough looking mercenary is standing here, strutting proudly.
A street sweeper is cleaning here, singing songs of labor.
WindRusher trots in from the north.
< 281h/281H 122v/125V Pos: standing >
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
WindRusher trots in from the south.
< 281h/281H 122v/125V Pos: standing >
I see no door here.
< 281h/281H 125v/125V Pos: standing >
The iron seems to be closed.
< 281h/281H 125v/125V Pos: standing >
I see no door here.
< 281h/281H 125v/125V Pos: standing >
Hint: Type 'score' to get some information about your character.
< 281h/281H 125v/125V Pos: standing >
Ok.
< 281h/281H 125v/125V Pos: standing >
Outside the Eastern City Gates
Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
WindRusher trots in from the west.
< 281h/281H 124v/125V Pos: standing >
These are the mystical commands for conjuring:
(conjure stat <number> - reveal statistical properties about this minion.)
(conjure summon <number> - call the minion into existence.)
(conjure remove <number> - permanently remove the minion from your book.)
You have learned the following Mobs:
----------------------------------------------------------------------------
Mob Number Mob Name Lvl Classes
400003 a lesser conjured being 25 War
----------------------------------------------------------------------------
500045 a deer 5 War
----------------------------------------------------------------------------
16031 the elderly white pine 41 Dru
----------------------------------------------------------------------------
6218 an iron creature 50 War
----------------------------------------------------------------------------
40725 a mature pegasus 51 Cle
----------------------------------------------------------------------------
28368 a rabid wolverine 31 War Ber
----------------------------------------------------------------------------
40455 WindRusher 42 Cle Dru
----------------------------------------------------------------------------
40752 a majestic griffon 50 Ran
----------------------------------------------------------------------------
29450 a whale 45 War
----------------------------------------------------------------------------
42210 the thorny vine 46 War
----------------------------------------------------------------------------
40723 a young pegasus 43 War
----------------------------------------------------------------------------
40726 an elderly unicorn 51 Pal
----------------------------------------------------------------------------
38644 a snow bobcat 50 War
----------------------------------------------------------------------------
< 281h/281H 124v/125V Pos: standing >
It's hotter than anyone could imagine.
< 281h/281H 124v/125V Pos: standing >
I see no one by that name here!
< 281h/281H 124v/125V Pos: standing >
You climb up and ride WindRusher.
< 281h/281H 121v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
A young man in leather armor seems to be patrolling outside the gates.
< 281h/281H 122v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 281h/281H 122v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
< 281h/281H 122v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 122v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 123v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 123v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 123v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
A young man in leather armor seems to be patrolling outside the gates.
< 281h/281H 123v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
An odd little man, with a shaved head and an orange robe, hums something.
< 281h/281H 124v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
A homeless peasant is here, looking lost and hungry.
< 281h/281H 124v/125V Pos: standing >
Alas, you cannot go that way. . . .
< 281h/281H 125v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
A young man in leather armor seems to be patrolling outside the gates.
< 281h/281H 125v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 281h/281H 125v/125V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 281h/281H 125v/125V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
You're too busy concentrating on staying on your mount to cast!
< 281h/281H 125v/125V Pos: standing >
You dismount WindRusher.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
You start chanting...
< 281h/281H 125v/125V Pos: standing >
Casting: detect invisibility
< 281h/281H 125v/125V Pos: standing >
You complete your spell...
Your eyes tingle.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
The Great Crossroad
Obvious exits: -East -West
WindRusher, the Prince's personal pegasus stands here. (minion)
A tough looking warrior is scanning the landscape beyond the walls.
< 281h/281H 125v/125V Pos: standing >
You start chanting...
< 281h/281H 125v/125V Pos: standing >
Casting: fly *
< 281h/281H 125v/125V Pos: standing >
You complete your spell...
You fly through the air, free as a bird!
< 281h/281H 125v/125V Pos: standing >
You have memorized the following spells:
(10th circle) 4 - group stone skin
( 9th circle) 2 - relocate
( 8th circle) 1 - detect invisibility
3 - improved invisibility
( 7th circle) 2 - fireball
2 - haste
2 - dimension door
( 6th circle) 7 - stone skin
( 5th circle) 4 - identify
4 - contain being
( 4th circle) 5 - lightning bolt
4 - wall of force
( 3rd circle) 10 - dispel magic
( 2nd circle) 10 - sleep
( 1st circle) 11 - minor creation
And you are currently memorizing the following spells:
4 seconds: ( 8th) detect invisibility [not in spell book]
9 seconds: ( 9th) fly [not in spell book]
You can memorize 2 9th and 1 11th circle spell(s).
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
Hint: You can use 'offensive off' to stop from fighting back, and 'offensive' or 'offensive on' to start again.
MM^***..^
M^**^*.^^.
*******...
*MM**^**.
^@++++++
*M+*^*.**
M^******..
MMMM^***^..
MMMM*^*..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Tharnadian highway marshall protects the roads.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
WindRusher trots in from the west.
< 281h/281H 124v/125V Pos: standing >
A tharnadian highway marshall leaves north.
< 281h/281H 124v/125V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
WindRusher trots in from the east.
< 281h/281H 123v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
You utter a quick incantation, calling forth an iron creature who softly says 'Your wish is my command, master!'
An iron creature starts following you.
< 281h/281H 125v/125V Pos: standing >
An iron creature's skin seems to turn to stone.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
An iron creature is now a member of your group.
WindRusher is now a member of your group.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
Living stone sprouts up and covers your flesh.
< 281h/281H 125v/125V Pos: standing >
The Great Crossroad
Obvious exits: -East -West
A creature made of iron struggles to free itself from the wall. (minion)
WindRusher, the Prince's personal pegasus stands here. (minion)
A tough looking warrior is scanning the landscape beyond the walls.
< 281h/281H 125v/125V Pos: standing >
Score information for Clorin
Level: 51 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 281(281) Moves: 125(125)
Coins carried: 0 platinum 4 gold 1 silver 9 copper
Compression ratio: 79%
Status: Standing.
Frags: -0.16 Deaths: 33
Detecting: Invisible
Enchantments: Ultravision Fly
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 485
Active Spells:
--------------
stone skin (4 minutes)
conjure elemental (less than a minute remaining)
fly (101 minutes)
detect invisibility (50 minutes)
< 281h/281H 125v/125V Pos: standing >
Druid Skills - Last Edited: 2014-08-01 04:46:22 by lohrr
========================================================
The following is a list of all the skills and spells available to the Druid class:
==See also==
* Commune
* Druid
==Innate abilities==
plane shift (obtained at level 41)
charm animal (obtained at level 21)
shapechange (obtained at level 11)
*forest sight
'*' Designates passive ability.
==Skills==
1st Level: 1h bludgeon, 1h slashing, bandage, carve, clerical spell knowledge, climb, concentration, double attack, fishing, kick, mount, retreat, salvage, swim
==Spells==
1st Circle: animal friendship, barkskin, fortitude, pulchritude
2nd Circle: aid, disease, sticks to snakes
3rd Circle: faerie fire, faerie fog, flame blade, protection from animals
4th Circle: create spring, lightning bolt, poison, serendipity
5th Circle: earthquake, natures touch, tranquility
6th Circle: earthen maul, endurance, regeneration
7th Circle: cyclone, dispel magic, mielikki vitality
8th Circle: animal vision, pass without trace
9th Circle: consecrate land, sunray, wandering woods
10th Circle: creeping doom, moonwell, natures blessing
11th Circle: elemental aura
12th Circle: moonstone, nova
< 281h/281H 125v/125V Pos: standing >
Hint: Some mobs are friendlier than others. Try 'ask <mob> hi' to get a quest started or look for clues in their description on what to ask them about.
< 281h/281H 125v/125V Pos: standing >
Autosaving...
< 281h/281H 125v/125V Pos: standing >
Ok.
WindRusher starts casting a spell.
< 281h/281H 125v/125V Pos: standing >
WindRusher completes his spell...
WindRusher utters the word 'sjrqpfuhjoculo'
Your features soften a bit, you feel friendlier.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
Score information for Clorin
Level: 51 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 281(281) Moves: 125(125)
Coins carried: 0 platinum 4 gold 1 silver 9 copper
Compression ratio: 79%
Status: Standing.
Frags: -0.16 Deaths: 33
Detecting: Invisible
Enchantments: Ultravision Fly
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 485
Active Spells:
--------------
pulchritude (42 minutes)
stone skin (3 minutes)
conjure elemental (less than a minute remaining)
fly (100 minutes)
detect invisibility (49 minutes)
< 281h/281H 125v/125V Pos: standing >
Character attributes for Clorin
Level: 51 Race: Githzerai Class: Summoner / Naturalist
Age: 30 yrs / 7 mths Height: 70 inches Weight: 234 lbs Size: medium
Actual (Base) Actual (Base)
Str: 97 ( 97) Pow: 103 ( 86)
Dex: 86 ( 86) Int: 113 ( 98)
Agi: 88 ( 88) Wis: 94 ( 86)
Con: 94 ( 94) Cha: 90 (100) Luk: 90 ( 90)
Equipped Items: 0 Carried weight: 0
Armor Points: -23 Reduces melee damage taken by 2.3%
Melee Critical Percentage(int): 10%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12%
HP Vamp Cap Percentage(pow): 114%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 3 Damroll: 12
Alignment: 354 (-1000 to 1000)
Saving Throws: PAR[29] FEA[29]
BRE[36] SPE[36]
Load carried: What load?
< 281h/281H 125v/125V Pos: standing >
You are not riding anything!
< 281h/281H 125v/125V Pos: standing >
You make a magical gesture, sending an iron creature back to the nether plane.
An iron creature stops following you.
an iron creature is no longer in your group.
An iron creature suddenly attacks YOU!
An iron creature's weak crush wounds you.
< 276h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
Ok.
Uh oh. They don't seem to have agreed with that last order.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
Ok.
WindRusher starts casting a spell.
< 281h/281H 125v/125V Pos: standing >
WindRusher completes his spell...
WindRusher utters the word 'candusounsozfahuai'
You begin to regenerate rapidly.
< 281h/281H 125v/125V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
Ok.
< 281h/281H 125v/125V Pos: standing >
MM^***..^
M^**^*.^^.
*******...
*M+**^**.
^@++++++
*M+*^*.**
M^******..
MMMM^***^..
MMMM*^*..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
WindRusher trots in from the west.
< 281h/281H 124v/125V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.
< 281h/281H 124v/125V Pos: standing >
MM^**^.^M
MMM^***..^M
M^**^*.^^.M
*******...
*M@**^**.
^M++++++
*M+*^*.**
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
[2] A steel dagger about a foot in length lies here.
WindRusher trots in from the south.
< 281h/281H 124v/125V Pos: standing >
**^*.
**@**
*MMP*
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
WindRusher trots in from the south.
< 281h/281H 123v/125V Pos: standing >
^**^*
**@M*
*M+P
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
WindRusher trots in from the east.
< 281h/281H 121v/125V Pos: standing >
**^*.
*M@P*
*M+**
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
WindRusher trots in from the west.
< 281h/281H 121v/125V Pos: standing >
MM^**^.^M
MMM^***..^M
M^**^*.^^.M
*******...
*M@**^**.
^M++++++
*M+*^*.**
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
[2] A steel dagger about a foot in length lies here.
WindRusher trots in from the north.
< 281h/281H 120v/125V Pos: standing >
MM^***..^
M^**^*.^^.
*******...
*MM**^**.
^@++++++
*M+*^*.**
M^******..
MMMM^***^..
MMMM*^*..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
WindRusher trots in from the north.
< 281h/281H 119v/125V Pos: standing >
< 281h/281H 121v/125V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
WindRusher trots in from the east.
< 281h/281H 121v/125V Pos: standing >
< 281h/281H 124v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
The Great Crossroad
Obvious exits: -East -West
WindRusher, the Prince's personal pegasus stands here. (minion)
A tough looking warrior is scanning the landscape beyond the walls.
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
You make a magical gesture, sending WindRusher back to the nether plane.
WindRusher stops following you.
Your group has been disbanded.
WindRusher suddenly attacks YOU!
WindRusher's crude thrash wounds you.
< 276h/281H 125v/125V Pos: standing >
< 278h/281H 125v/125V Pos: standing >
MM^***..^
M^**^*.^^.
*******...
*M+**^**.
^@++++++
*M+*^*.**
M^******..
MMMM^***^..
MMMM*^*..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 281h/281H 124v/125V Pos: standing >
< 281h/281H 124v/125V Pos: standing >
MM^**^.^M
MMM^***..^M
M^**^*.^^.M
*******...
*M@**^**.
^M++++++
*M+*^*.**
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
[2] A steel dagger about a foot in length lies here.
< 281h/281H 123v/125V Pos: standing >
**^*.
**@**
*M+*P
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
< 281h/281H 122v/125V Pos: standing >
^**^*
**@**
*M+*
A Dark Forest with Tall Evergreens
Obvious exits: -North -East -South -West
< 281h/281H 120v/125V Pos: standing >
< 281h/281H 125v/125V Pos: standing >
A Troll fills with BLoodLuST and makes a ferocious leap at YOU!
A Troll knocks you down with a mighty blow!
OUCH! That really did HURT!
< 247h/281H 125v/125V Pos: kneeling >
< T: Clorin TP: kne TC: small wounds E: A Troll sta EP: excellent >
A Troll's fine bludgeon strikes you.
A Troll's decent bludgeon wounds you.
A Troll's crush wounds you.
A Troll's crush wounds you.
A Troll's fine bludgeon strikes you.
A Troll's fine bludgeon strikes you.
A Troll's fine bludgeon strikes you.
< 194h/281H 125v/125V Pos: kneeling >
< T: Clorin TP: kne TC: few wounds E: A Troll sta EP: excellent >
A Troll's fine bludgeon strikes you.
A Troll's mace of light and darkness flares with darkness, unleashing the wrath of the underworld upon _YOU_!
Pain unlike you have ever felt before permeates your body.
YIKES! Another hit like that, and you've had it!!
A Troll is surrounded by a glowing green aura!
A Troll's bludgeon grievously wounds you.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Troll's impressive crush hits you.