<worn on head> an unholy priest cap
<worn around neck> some unholy beads
<worn around neck> some unholy beads
<worn about body> a soft skin cloak
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
A small bandage rests upon the ground here.
[2] A steel long sword has been left here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A steel short sword lies discarded here.
[2] A long steel sword is here in the dirt.
[5] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
[6] A gnoby piece of wood, perhaps a small mace, lies here.
A large stone warhammer has been dropped here.
[7] A sturdy looking wooden club has been left here.
[7] A stout cudgel carved from oak wood lies here.
[7] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
< 25h/49H 120v/120V Pos: standing >
You are carrying: (6/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small wooden mace
a stout oaken cudgel
a sturdy wooden club
< 25h/49H 120v/120V Pos: standing >
Inn of the Decapitated Dwarves
The room here serves as a haven for the weary and wealthy drow visiting
the Llzazan Ghetto in serach of better prices on rothe and Flaming Fungus.
It features hard beds made of cavefisher silk and mushroom timbers, ice
cold water, and a slightly better degree of security than the streets of
the ghetto. The walls and roof are crumbling and the whole structure looks
as if it is about to become yet another meaningless pile of rubble littering
the Llzazan Caves.
Obvious exits: -North
[4] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
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 long steel sword is here in the dirt.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A small leather-bound book lies here.
A patient innkeeper stands here behind the counter.
< 25h/49H 119v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Long ago, before the fall of House Llzazan to the combined Houses of
Arachdrathos, this portion of the Llzazan Caverns was the site of a great
battle, where Drow and Dwarf clashed over rich Durithalite deposits in
the area. It was where this tavern now stands, that a contingent of Llzazan
house nobles captured and executed a large band of Dwarven prisoners.
Fourteen skulls are bolted to the west wall of this taverrn, directly above
the bar. These fourteen skulls are the decapitated heads of the Dwarves the
Llzazan Nobles siezed on that day. This odd shrine to drow battle prowess
makes the Tavern of the Decapitated Dwarves one of the few sources of pride
for the downtrodden people of the Llzazan Ghetto.
Obvious exits: -East -South
An amber-colored metallic rod lies here.
[18] A small bandage rests upon the ground here.
[2] A steel long sword has been left here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A steel short sword lies discarded here.
[2] A long steel sword is here in the dirt.
[5] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
[6] A gnoby piece of wood, perhaps a small mace, lies here.
A large stone warhammer has been dropped here.
[7] A sturdy looking wooden club has been left here.
[7] A stout cudgel carved from oak wood lies here.
[7] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
The Tavern of the Decapitated Dwarves
Long ago, before the fall of House Llzazan to the combined Houses of
Arachdrathos, this portion of the Llzazan Caverns was the site of a great
battle, where Drow and Dwarf clashed over rich Durithalite deposits in
the area. It was where this tavern now stands, that a contingent of Llzazan
house nobles captured and executed a large band of Dwarven prisoners.
Fourteen skulls are bolted to the west wall of this taverrn, directly above
the bar. These fourteen skulls are the decapitated heads of the Dwarves the
Llzazan Nobles siezed on that day. This odd shrine to drow battle prowess
makes the Tavern of the Decapitated Dwarves one of the few sources of pride
for the downtrodden people of the Llzazan Ghetto.
Obvious exits: -East -South
An amber-colored metallic rod lies here.
[18] A small bandage rests upon the ground here.
[2] A steel long sword has been left here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A steel short sword lies discarded here.
[2] A long steel sword is here in the dirt.
[5] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
Hint: When you are poisoned, ask a cleric for help. You can also buy some anti-venom vials in Gnome and Goblin hometowns, they will make poison much less painful.
< 29h/49H 120v/120V Pos: standing >
< 29h/49H 120v/120V Pos: standing >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Princess ] Ashyel The Empire (AFK)
[ Greater God ] Plonus (AFK)
There are 2 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[46 Healer ] Nao Syndicalist Anarchy (Duergar)
[ 6 Cleric ] Pyrates (Drow Elf)
[46 Star Magus ] Nul Syndicalist Anarchy (inv) (Kobold)
[46 Air Magus ] Mordix Syndicalist Anarchy (inv) (Kobold)
[12 Monk ] Urr (Orc)
[15 Mercenary ] Dwoog (Troll)
[19 Mercenary ] Mot (Troll)
[46 Swordsman ] Zslingerex Syndicalist Anarchy (inv) (Thri-Kreen)
[46 Necrolyte ] Nazz Syndicalist Anarchy (Drow Elf)
[46 Spiritualist ] Keltor Syndicalist Anarchy (Troll)
[22 Sorcerer ] Perig (Minotaur)
< 31h/49H 120v/120V Pos: standing >
Frag Level Cap: 46 - Evil, 46 - Others, Top Frag Amount: 14.79
Timer: 00:01:59:42 Frags needed: 13.20
Frag Information for Everyone:
Top Fraggers
Riudel 30.23 (Kobold Dark Dreamer)
Alfy 24.27 (Halfling Thief)
Morrigu 17.85 (Halfling Forest Druid)
Fuzz 14.79 (Goblin Thief)
Tiu 12.77 (Goblin Thief)
Nul 11.20 (Kobold Star Magus)
Kaene 8.71 (Barbarian Bounty Hunter)
Liels 7.02 (Troll Ruiner)
Bisil 5.44 (Kobold Air Magus)
Riq 4.53 (Goblin Thief)
Lowest Fraggers
Iona -3.58 (Grey Elf Controller)
Grutag -3.50 (Drider Shadowmage)
Cebz -3.00 (Githzerai Pyrokinetic)
Gek -2.66 (Gnome Necromancer)
Clorin -2.51 (Grey Elf Controller)
Zen -2.50 (Human Elaphidist)
Icariux -2.33 (Dwarf Healer)
Glima -2.25 (Grey Elf Dark Dreamer)
Gelcro -2.00 (Drow Elf Necromancer)
Zzark -2.00 (Drow Elf Shaman)
Frag Level Cap: 46 - Evil, 46 - Others, Top Frag Amount: 14.79
Timer: 00:01:59:42 Frags needed: 13.20
Frag Information for Everyone:
Top Fraggers
Riudel 30.23 (Kobold Dark Dreamer)
Alfy 24.27 (Halfling Thief)
Morrigu 17.85 (Halfling Forest Druid)
Fuzz 14.79 (Goblin Thief)
Tiu 12.77 (Goblin Thief)
Nul 11.20 (Kobold Star Magus)
Kaene 8.71 (Barbarian Bounty Hunter)
Liels 7.02 (Troll Ruiner)
Bisil 5.44 (Kobold Air Magus)
Riq 4.53 (Goblin Thief)
Lowest Fraggers
Iona -3.58 (Grey Elf Controller)
Grutag -3.50 (Drider Shadowmage)
Cebz -3.00 (Githzerai Pyrokinetic)
Gek -2.66 (Gnome Necromancer)
Clorin -2.51 (Grey Elf Controller)
Zen -2.50 (Human Elaphidist)
Icariux -2.33 (Dwarf Healer)
Glima -2.25 (Grey Elf Dark Dreamer)
Gelcro -2.00 (Drow Elf Necromancer)
Zzark -2.00 (Drow Elf Shaman)
< 42h/49H 120v/120V Pos: standing >
< 42h/49H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -East -South
An amber-colored metallic rod lies here.
[18] A small bandage rests upon the ground here.
[2] A steel long sword has been left here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A steel short sword lies discarded here.
[2] A long steel sword is here in the dirt.
[5] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
[6] A gnoby piece of wood, perhaps a small mace, lies here.
A large stone warhammer has been dropped here.
[7] A sturdy looking wooden club has been left here.
[7] A stout cudgel carved from oak wood lies here.
[7] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
< 42h/49H 120v/120V Pos: standing >
You are already awake...
< 42h/49H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -East -South
An amber-colored metallic rod lies here.
[18] A small bandage rests upon the ground here.
[2] A steel long sword has been left here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A steel short sword lies discarded here.
[2] A long steel sword is here in the dirt.
[5] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
[6] A gnoby piece of wood, perhaps a small mace, lies here.
A large stone warhammer has been dropped here.
[7] A sturdy looking wooden club has been left here.
[7] A stout cudgel carved from oak wood lies here.
[7] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
< 42h/49H 120v/120V Pos: standing >
On Barter Way
This road is the main, and virtually only center of commerce in the
Llzazan Ghetto. The few remaining shopkeepers here try to eke out a living
by selling second rate items at exceptionally high prices. The road is
littered with refuse, broken mushroom timbers and rocks that have fallen
from the partially collapsed shops on the north and south sides of the road.
Obvious exits: -North -East -West
< 43h/49H 119v/120V Pos: standing >
A Formerly Elegant Intersection
This is the intersection of the Llzazan Road and Barter Way. Here at this
intersections the Elders of House Llzazan met to decide the fate of their
house. It was here where many a battle plan was amde and many plot twisted.
Now it is merely a simple street intersection surrounded by a few archaic
stone columns and rubble of an domed ceiling. The roads continue in all
cardinal directions from here.
Obvious exits: -North -East -South -West
Before you stands a huge board containing news and feedback.
An ancient obsidian fountain bubbles here.
A huge bipedal creature made out of glowing red stone stands here.
< 43h/49H 118v/120V Pos: standing >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Princess ] Ashyel The Empire (AFK)
[ Greater God ] Plonus (AFK)
There are 2 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[46 Healer ] Nao Syndicalist Anarchy (Duergar)
[ 6 Cleric ] Pyrates (Drow Elf)
[46 Star Magus ] Nul Syndicalist Anarchy (inv) (Kobold)
[46 Air Magus ] Mordix Syndicalist Anarchy (inv) (Kobold)
[12 Monk ] Urr (Orc)
[15 Mercenary ] Dwoog (Troll)
[19 Mercenary ] Mot (Troll)
[46 Swordsman ] Zslingerex Syndicalist Anarchy (inv) (Thri-Kreen)
[46 Necrolyte ] Nazz Syndicalist Anarchy (Drow Elf)
[46 Spiritualist ] Keltor Syndicalist Anarchy (Troll)
[22 Sorcerer ] Perig (Minotaur)
< 43h/49H 119v/120V Pos: standing >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.
< 44h/49H 120v/120V Pos: standing >
On the Llzazan Road through Barter Cave
The Road here runs form north to south through the second largest cave of
the Llzazan Ghetto, Bater Cave. This is the locale of many of the sleeziest
and scummiest shops in the realms, where houseless Drow come to trade for
parcel items of the absoulte lowest quality. The cave opens up more to the
south and there are buildings to both the east and west of the road, neither
of which have a door opening onto this street.
Obvious exits: -North -South
< 44h/49H 119v/120V Pos: standing >
The Llzazan Road
The road here runs form north to south in one of the smallest caves of
the Llzazan Ghetto. To the west side of the road there stand an old
barrel like structure with a door and some arrow slits that looks much like
an old guardpost once used to secure the Llzazan House territory from the
other houses of Arachdrathos. Now it seems to be unused and in poor repair.
Obvious exits: -North -South -West
< 44h/49H 118v/120V Pos: standing >
Bend in the Llzazan Road
The road here passes through a narrow rounded tunnel, the walls are
lightly lined with the glowing red stone durithalite. The tunnel takes a
west to south turn here, as it connects two of the small caverns that
make up the Llzazan ghetto. A soft breeze blows in from the west.
Obvious exits: -South -West
< 45h/49H 118v/120V Pos: standing >
Class - Last Edited: 2014-09-30 01:17:31 by ashyel
==================================================
Your class, in the world of duris, is basically your character's profession. When creating your character you are given a choice based on your race of what class you would like to be. Note that certain races are better suited for certain classes depending on the type of character you would like to play. For example a Grey Elf would make an excellent cleric as they are quick and are naturally blessed with a high wisdom, however a Mountain Dwarf may also make an excellent cleric, they will not be as wise as their Grey Elf counterparts but they will have a greater constitution and therefore more hitpoints. This allows for a greater variety of characters and lets you choose one which better suits your specific playstyle.
Classes can be further customized by Specializations|specialization to fit how you want your character to be.
Following is a listing of the available classes on duris:
-Warrior
-Mercenary
-Rogue
-Bard
-Conjurer
-Summoner
-Sorcerer
-Psionicist
-Druid
-Cleric
-Ethermancer
-Monk
-Paladin
-Anti-Paladin
-Berserker
-Ranger
-Reaver
-Illusionist
-Alchemist
-Shaman
-Necromancer
-Blighter
You are also given the option to multiclass on duris, note that only orc|orcs and human|humans have this option and not all classes can.
The following help topics also matched your search:
Armor Class
Armorclass
Class Guides
Classes
Classic Logs
Multiclass
Class - Last Edited: 2014-09-30 01:17:31 by ashyel
==================================================
Your class, in the world of duris, is basically your character's profession. When creating your character you are given a choice based on your race of what class you would like to be. Note that certain races are better suited for certain classes depending on the type of character you would like to play. For example a Grey Elf would make an excellent cleric as they are quick and are naturally blessed with a high wisdom, however a Mountain Dwarf may also make an excellent cleric, they will not be as wise as their Grey Elf counterparts but they will have a greater constitution and therefore more hitpoints. This allows for a greater variety of characters and lets you choose one which better suits your specific playstyle.
Classes can be further customized by Specializations|specialization to fit how you want your character to be.
Following is a listing of the available classes on duris:
-Warrior
-Mercenary
-Rogue
-Bard
-Conjurer
-Summoner
-Sorcerer
-Psionicist
-Druid
-Cleric
-Ethermancer
-Monk
-Paladin
-Anti-Paladin
-Berserker
-Ranger
-Reaver
-Illusionist
-Alchemist
-Shaman
-Necromancer
-Blighter
< 46h/49H 120v/120V Pos: standing >
Illusionist - Last Edited: 2014-09-11 21:45:26 by ashyel
========================================================
Illusionists are the magical masters of the unreal and the
shadow. They are capable of illusions so powerful no one
can help but believe they are real. They are also masters
of deception and many have foolishly let them into their
ranks, to their doom. Illusionist tend to be highly
intelligent and use this to their advantage.
The following epic skills are available to this class:
chant mastery, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, toughness, improved endurance, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control.
==Equipment usage==
Like all classes on Duris, Illusionists have their own
specific item restrictions. They have a very small range
of weapons they can use and a small range of armor to
choose from. They have very little restrictions on what
miscellaneous magical items they can use, though.
The illusionist specialization teachers can be found in Ashrumite
or Moregeeth.
==See also==
* Dark Dreamer
* Illusionist Skills
* Magic
* Magician
* Magic User
* Memorize
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
None.
==Specializations==
* Magician
* Dark Dreamer
The following help topics also matched your search:
Illusionist Skills
Illusionist - Last Edited: 2014-09-11 21:45:26 by ashyel
========================================================
Illusionists are the magical masters of the unreal and the
shadow. They are capable of illusions so powerful no one
can help but believe they are real. They are also masters
of deception and many have foolishly let them into their
ranks, to their doom. Illusionist tend to be highly
intelligent and use this to their advantage.
The following epic skills are available to this class:
chant mastery, summon familiar, advanced meditation, scribe mastery, silent spell, shield combat, toughness, improved endurance, fix, smelt, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control.
==Equipment usage==
Like all classes on Duris, Illusionists have their own
specific item restrictions. They have a very small range
of weapons they can use and a small range of armor to
choose from. They have very little restrictions on what
miscellaneous magical items they can use, though.
The illusionist specialization teachers can be found in Ashrumite
or Moregeeth.
==See also==
* Dark Dreamer
* Illusionist Skills
* Magic
* Magician
* Magic User
* Memorize
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold
==Innate abilities==
None.
==Specializations==
* Magician
* Dark Dreamer
The following help topics also matched your search:
Illusionist Skills
< 49h/49H 120v/120V Pos: standing >
< 49h/49H 120v/120V Pos: standing >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Princess ] Ashyel The Empire (AFK)
[ Greater God ] Plonus (AFK)
There are 2 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[46 Healer ] Nao Syndicalist Anarchy (Duergar)
[ 6 Cleric ] Pyrates (Drow Elf)
[46 Star Magus ] Nul Syndicalist Anarchy (inv) (Kobold)
[46 Air Magus ] Mordix Syndicalist Anarchy (inv) (Kobold)
[12 Monk ] Urr (Orc)
[15 Mercenary ] Dwoog (Troll)
[19 Mercenary ] Mot (Troll)
[46 Swordsman ] Zslingerex Syndicalist Anarchy (inv) (Thri-Kreen)
[46 Necrolyte ] Nazz Syndicalist Anarchy (Drow Elf)
[46 Spiritualist ] Keltor Syndicalist Anarchy (Troll)
[22 Sorcerer ] Perig (Minotaur)
[26 Shaman ] Kopo (Ogre)
There are 12 mortal(s) on.
Total visible players: 14.
Record number of connections this boot: 38.
There are good(s) online.
< 49h/49H 120v/120V Pos: standing >
< 49h/49H 120v/120V Pos: standing >
You are carrying: (6/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small wooden mace
a stout oaken cudgel
a sturdy wooden club
< 49h/49H 120v/120V Pos: standing >
Bend in the Llzazan Road
Obvious exits: -South -West
< 49h/49H 120v/120V Pos: standing >
The Llzazan Road
The road here runs form north to south in one of the smallest caves of
the Llzazan Ghetto. To the west side of the road there stand an old
barrel like structure with a door and some arrow slits that looks much like
an old guardpost once used to secure the Llzazan House territory from the
other houses of Arachdrathos. Now it seems to be unused and in poor repair.
Obvious exits: -North -South -West
< 49h/49H 119v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 49h/49H 119v/120V Pos: standing >
On the Llzazan Road through Barter Cave
The Road here runs form north to south through the second largest cave of
the Llzazan Ghetto, Bater Cave. This is the locale of many of the sleeziest
and scummiest shops in the realms, where houseless Drow come to trade for
parcel items of the absoulte lowest quality. The cave opens up more to the
south and there are buildings to both the east and west of the road, neither
of which have a door opening onto this street.
Obvious exits: -North -South
< 49h/49H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 49h/49H 118v/120V Pos: standing >
A Formerly Elegant Intersection
This is the intersection of the Llzazan Road and Barter Way. Here at this
intersections the Elders of House Llzazan met to decide the fate of their
house. It was here where many a battle plan was amde and many plot twisted.
Now it is merely a simple street intersection surrounded by a few archaic
stone columns and rubble of an domed ceiling. The roads continue in all
cardinal directions from here.
Obvious exits: -North -East -South -West
Before you stands a huge board containing news and feedback.
An ancient obsidian fountain bubbles here.
A small eyeless worm opens its gaping maw to feed.
A huge bipedal creature made out of glowing red stone stands here.
< 49h/49H 117v/120V Pos: standing >
On Barter Way.
The road goes west to east here as it winds through the Llzazan Ghetto
Commercial District. Looking around it is readily apparent that the commerce
of these drow of the Llzazan Ghetto is quite limited, as the shops that line
this street are covered with rubble and refuse, and the street itself is a
wasteland.
Obvious exits: -North -East -West
< 49h/49H 117v/120V Pos: standing >
An acrola enters from the west.
< 49h/49H 117v/120V Pos: standing >
An acrola suddenly attacks YOU!
An acrola misses you.
< 49h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 49h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
Your sloppy kick is easily avoided by an acrola.
< 49h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
An acrola misses you.
< 49h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
Your crush seriously wounds an acrola.
< 49h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: few wounds >
Hint: Typing 'aggressive 0' will make you automatically attack any aggressive monsters that enter the room. Type 'aggressive off' to turn this off.
< 49h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: few wounds >
A drow commoner enters from the north.
< 49h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: few wounds >
An acrola misses you.
An acrola leaps towards you and bites you savagely!
OUCH! That really did HURT!
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
Your sloppy kick is easily avoided by an acrola.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
Your decent crush seriously wounds an acrola.
An acrola is stunned!
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
You dodge an acrola's vicious attack.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
Your crush seriously wounds an acrola.
An acrola is stunned!
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
Your sloppy kick is easily avoided by an acrola.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
A drow commoner watches the battle in amusement.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
You barely block an acrola's lunge at you.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
An acrola dodges your futile attack.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
You barely block an acrola's lunge at you.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
An acrola dodges your futile attack.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
Your sloppy kick is easily avoided by an acrola.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
You dodge an acrola's vicious attack.
< 44h/49H 117v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
Your weak crush strikes an acrola very hard.
An acrola is incapacitated and will slowly die, if not aided.
< 44h/49H 117v/120V Pos: standing >
<On Barter Way.
Obvious exits: -North -East -West
A drow lowlife is sneaking through town.
An acrola is lying here, incapacitated.
< 44h/49H 117v/120V Pos: standing >
<Your decent crush causes an acrola to grimace in pain.
An acrola is mortally wounded, and will die soon, if not aided.
< 44h/49H 117v/120V Pos: standing >
<A drow commoner frowns in boredom at the obviously one-sided struggle.
< 44h/49H 117v/120V Pos: standing >
<Your weak crush seriously wounds an acrola.
An acrola is mortally wounded, and will die soon, if not aided.
< 44h/49H 117v/120V Pos: standing >
<A drow commoner stands to the side, evaluating the fray.
A drow commoner leaves west.
< 44h/49H 117v/120V Pos: standing >
<Your decent crush hits an acrola.
An acrola is mortally wounded, and will die soon, if not aided.
< 44h/49H 117v/120V Pos: standing >
<Autosaving...
< 44h/49H 117v/120V Pos: standing >
<Your weak crush hits an acrola.
An acrola is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as an acrola's gurgling and choking signals its demise.
< 44h/49H 117v/120V Pos: standing >
A gentle rothe enters from the north.
< 46h/49H 120v/120V Pos: standing >
An acrola enters from the east.
< 47h/49H 120v/120V Pos: standing >
An acrola suddenly attacks YOU!
An acrola misses you.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
You dodge an acrola's vicious attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
You miss an acrola.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
You dodge an acrola's vicious attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
An acrola dodges your futile attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
A gentle rothe leaves north.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
You feel your skill in shield block improving.
You dodge an acrola's vicious attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
An acrola dodges your futile attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
You barely block an acrola's lunge at you.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
An acrola dodges your futile attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
You barely block an acrola's lunge at you.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
An acrola dodges your futile attack.
Hint: Mobs starting to get boring when you kill them? The more often you kill the same mob, the less experience you will gain. Type 'trophy' to look at which areas you have spent time in, and how much you can still stand to learn from them.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
You barely block an acrola's lunge at you.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: excellent >
Your crude crush strikes an acrola very hard.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: few wounds >
A gentle rothe enters from the north.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: few wounds >
You dodge an acrola's vicious attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: few wounds >
Your decent crush seriously wounds an acrola.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
You barely block an acrola's lunge at you.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
An acrola dodges your futile attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
You feel your skill in shield block improving.
You dodge an acrola's vicious attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
A gentle rothe enters from the north.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
An acrola dodges your futile attack.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
You barely block an acrola's lunge at you.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
A gentle rothe leaves north.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: pretty hurt >
Your crude crush seriously wounds an acrola.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: bleeding, close to death >
An acrola misses you.
< 47h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:few scratches E: worm sta EP: bleeding, close to death >
You feel your skill in 1h bludgeon improving.
Your crude crush seriously wounds an acrola.
An acrola is incapacitated and will slowly die, if not aided.
< 47h/49H 120v/120V Pos: standing >
<Your weak crush strikes an acrola very hard.
An acrola is incapacitated and will slowly die, if not aided.
< 47h/49H 120v/120V Pos: standing >
<A gentle rothe leaves east.
< 47h/49H 120v/120V Pos: standing >
<Your crude crush enshrouds an acrola in a mist of blood.
An acrola is mortally wounded, and will die soon, if not aided.
< 47h/49H 120v/120V Pos: standing >
<Your fine crush hits an acrola.
An acrola is mortally wounded, and will die soon, if not aided.
< 47h/49H 120v/120V Pos: standing >
<Your weak crush hits an acrola.
An acrola is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as an acrola's gurgling and choking signals its demise.
< 47h/49H 120v/120V Pos: standing >
An acrola enters from the east.
< 49h/49H 120v/120V Pos: standing >
An acrola suddenly attacks YOU!
An acrola misses you.
< 49h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
You dodge an acrola's vicious attack.
< 49h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
An acrola dodges your futile attack.
< 49h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
An acrola misses you.
< 49h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
An acrola dodges your futile attack.
< 49h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
You barely block an acrola's lunge at you.
< 49h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
You miss an acrola.
< 49h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC:excellent E: worm sta EP: excellent >
You dodge an acrola's vicious attack.
An acrola leaps towards you and bites you savagely!
OUCH! That really did HURT!
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
An acrola dodges your futile attack.
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
An acrola misses you.
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
An acrola dodges your futile attack.
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
You dodge an acrola's vicious attack.
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
Your decent crush seriously wounds an acrola.
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
An acrola misses you.
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
An acrola dodges your futile attack.
< 43h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
An acrola misses you.
An acrola leaps towards you and bites you savagely!
OUCH! That really did HURT!
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
An acrola dodges your futile attack.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
You barely block an acrola's lunge at you.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
An acrola dodges your futile attack.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
You dodge an acrola's vicious attack.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
Your crush seriously wounds an acrola.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
A gentle rothe enters from the north.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
You barely block an acrola's lunge at you.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
An acrola dodges your futile attack.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
An acrola misses you.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
An acrola dodges your futile attack.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
An acrola misses you.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: awful >
Your crush enshrouds an acrola in a mist of blood.
An acrola is incapacitated and will slowly die, if not aided.
< 38h/49H 120v/120V Pos: standing >
<Your decent crush causes an acrola to grimace in pain.
An acrola is mortally wounded, and will die soon, if not aided.
< 38h/49H 120v/120V Pos: standing >
<An acrola enters from the east.
< 38h/49H 120v/120V Pos: standing >
<An acrola suddenly attacks YOU!
An acrola misses you.
< 38h/49H 120v/120V Pos: standing >
<Your crude crush causes an acrola to grimace in pain.
An acrola is mortally wounded, and will die soon, if not aided.
< 38h/49H 120v/120V Pos: standing >
<
< 38h/49H 120v/120V Pos: standing >
<
< 38h/49H 120v/120V Pos: standing >
<You barely block an acrola's lunge at you.
< 38h/49H 120v/120V Pos: standing >
<Your crush hits an acrola.
An acrola is mortally wounded, and will die soon, if not aided.
< 38h/49H 120v/120V Pos: standing >
<You barely block an acrola's lunge at you.
< 38h/49H 120v/120V Pos: standing >
<
< 38h/49H 120v/120V Pos: standing >
<Your weak crush hits an acrola.
An acrola is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as an acrola's gurgling and choking signals its demise.
< 38h/49H 120v/120V Pos: standing >
You dodge an acrola's vicious attack.
< 38h/49H 120v/120V Pos: standing >
< 38h/49H 120v/120V Pos: standing >
< 38h/49H 120v/120V Pos: standing >
< 38h/49H 120v/120V Pos: standing >
< 38h/49H 120v/120V Pos: standing >
An acrola misses you.
< 38h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
A gentle rothe leaves west.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
You dodge an acrola's vicious attack.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: excellent >
Your crush seriously wounds an acrola.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
You barely block an acrola's lunge at you.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: few wounds >
Your weak crush strikes an acrola.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
A gentle rothe enters from the west.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
You barely block an acrola's lunge at you.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
An acrola dodges your futile attack.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
You dodge an acrola's vicious attack.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
An acrola dodges your futile attack.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
A gentle rothe leaves north.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
Hint: Want to see who has the world's artifacts? Try the 'artifact' command! Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
You barely block an acrola's lunge at you.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
An acrola dodges your futile attack.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
You barely block an acrola's lunge at you.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
An acrola dodges your futile attack.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
An acrola misses you.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: nasty wounds >
Your decent crush seriously wounds an acrola.
An acrola is stunned!
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
You dodge an acrola's vicious attack.
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
< 39h/49H 120v/120V Pos: standing >
< T: Pyrates TP: sta TC: small wounds E: worm sta EP: bleeding, close to death >
Your crude crush seriously wounds an acrola.
An acrola is incapacitated and will slowly die, if not aided.
< 39h/49H 120v/120V Pos: standing >
<Your crude crush enshrouds an acrola in a mist of blood.
An acrola is incapacitated and will slowly die, if not aided.
< 39h/49H 120v/120V Pos: standing >
<Your crude crush enshrouds an acrola in a mist of blood.
An acrola is mortally wounded, and will die soon, if not aided.
< 39h/49H 120v/120V Pos: standing >
<Your crush enshrouds an acrola in a mist of blood.
An acrola is mortally wounded, and will die soon, if not aided.
< 39h/49H 120v/120V Pos: standing >
<Your crude crush hits an acrola.
An acrola is mortally wounded, and will die soon, if not aided.
< 39h/49H 120v/120V Pos: standing >
<Your weak crush hits an acrola.
An acrola is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as an acrola's gurgling and choking signals its demise.
< 39h/49H 120v/120V Pos: standing >
A gentle rothe enters from the north.
< 40h/49H 120v/120V Pos: standing >
A gentle rothe leaves east.
< 46h/49H 120v/120V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.
< 46h/49H 120v/120V Pos: standing >
A gentle rothe enters from the east.
< 49h/49H 120v/120V Pos: standing >
Autosaving...
< 49h/49H 120v/120V Pos: standing >
A gentle rothe leaves north.
< 49h/49H 120v/120V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
< 49h/49H 120v/120V Pos: standing >
A gentle rothe enters from the north.
< 49h/49H 120v/120V Pos: standing >
On Barter Way.
Obvious exits: -North -East -West
[4] The corpse of an acrola is lying here.
A gentle rothe chews some cud.
< 49h/49H 120v/120V Pos: standing >
Riiight, you'd get run over by a cart, or knifed in your sleep! Go to an Inn!
< 49h/49H 120v/120V Pos: standing >