<worn on eyes> a blood-stained hemp eyepatch
<worn around neck> a humming granite amulet
<worn around neck> a magical clay torque
<worn on body> an adamantium ringmail suit
<worn about body> a deerskin cloak
<worn about waist> the masters belt [poor] (glowing)
<worn on belt buckle>an angelic clay belt buckle
<worn around wrist> a beautiful iron bracer
<worn on hands> some decent cured leather gloves
<worn on finger> a dragonbone ring [superior]
<primary weapon> the blade of einherjar [poor]
Master set granting:
*Stronger armor
The Quivering Leaf Inn
Obvious exits: -E -W -D
A young duck searches for food here.
A beautiful receptionist stands here ready to rent out rooms.
< 292h/292H 107v/107V Pos: standing >
< 292h/292H 107v/107V Pos: standing >
Your the ring of the masters [poor] glow of power increase.
< 292h/292H 107v/107V Pos: standing >
Channeler - Last Edited: 2007-04-19 19:17:10 by Unknown
=======================================================
A Channeler is a multi-class Shaman/Conjurer.
Notes on Channeler:
Shamans use totems, and memorize spells without spellbooks.
Conjurers memorize and require spellbooks.
If you start as a Shaman, you will memorize spells, but you will no longer
need totems or spellbooks, for ANY of your spells.
If you start as a Conjurer, you will need spellbooks for all of your
conjurer AND your shaman spells.
< 292h/292H 107v/107V Pos: standing >
A salamander enters from the west.
< 292h/292H 107v/107V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
< 292h/292H 107v/107V Pos: standing >
A young duck leaves west.
< 292h/292H 107v/107V Pos: standing >
A salamander leaves down.
< 292h/292H 107v/107V Pos: standing >
A salamander enters from below.
< 292h/292H 107v/107V Pos: standing >
A young duck enters from the west.
< 292h/292H 107v/107V Pos: standing >
A salamander leaves west.
< 292h/292H 107v/107V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 292h/292H 107v/107V Pos: standing >
A young duck leaves down.
< 292h/292H 107v/107V Pos: standing >
A young duck enters from below.
< 292h/292H 107v/107V Pos: standing >
A young duck leaves east.
< 292h/292H 107v/107V Pos: standing >
A young duck enters from the east.
< 292h/292H 107v/107V Pos: standing >
Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.
< 292h/292H 107v/107V Pos: standing >
A young duck leaves east.
< 292h/292H 107v/107V Pos: standing >
A salamander enters from the west.
< 292h/292H 107v/107V Pos: standing >
A salamander leaves west.
< 292h/292H 107v/107V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.
< 292h/292H 107v/107V Pos: standing >
The wealthy merchant enters from below.
< 292h/292H 107v/107V Pos: standing >
A young duck enters from the east.
< 292h/292H 107v/107V Pos: standing >
Autosaving...
< 292h/292H 107v/107V Pos: standing >
A young duck leaves east.
< 292h/292H 107v/107V Pos: standing >
A young duck enters from the east.
< 292h/292H 107v/107V Pos: standing >
Conjurer - Last Edited: 2016-12-04 00:29:30 by lohrr
====================================================
Conjurers are the creative branch of the magic-users. They specialize in enchantments, conjuring creatures, and objects. They are the only ones able to identify objects.
Conjurers, like other magic-users, possess awesome spell casting might and are able to throw some of the world's most potent spells. The conjuring style of magic first developed among the mixed breed races,
which would account for their smaller spell list and greater overall spell potency.
Conjurers have fewer offensive spells than Sorcerers, yet have some of the best defensive spells on Duris. The spells Stone Skin, Globe of Invulnerability, and Stornogs Spheres can shield the Conjurer in protective magics requiring considerable effort to penetrate. While the Conjurer is quite capable of defending himself, he is physically lacking in brawn, making constitution an important attribute when developing him.
The following epic skills are available to this class:
chant mastery, summon familiar, advanced meditation, scribe mastery, silentspell, shield combat, infuse life, spell penetration, 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==
As all classes on Duris, Conjurers have their own classification of item restriction. 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.
==Pet/Minion Control==
Conjurers use the spells 'conjure elemental' and 'conjure greater elemental' to create pets. These pets are based on the element the Conjurer has specialized in or present randomly if they have yet to choose a specialization. The level of control a Conjurer gains over his pets is directly affected by his intelligence and charisma.
==See also==
* Conjurer Skills
* Magic User
* Practice
==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Phantom, Githzerai, Kobold, Illithid, Gargoyle
==Innate abilities==
None.
==Specializations==
* Air Magus
* Water Magus
* Fire Magus
* Earth Magus
The following help topics also matched your search:
Conjurer Skills
< 292h/292H 107v/107V Pos: standing >
A young duck leaves down.
< 292h/292H 107v/107V Pos: standing >
Alas, you cannot go that way. . . .
< 292h/292H 107v/107V Pos: standing >
The wealthy merchant leaves west.
< 292h/292H 107v/107V Pos: standing >
Alas, you cannot go that way. . . .
< 292h/292H 107v/107V 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.
< 292h/292H 107v/107V Pos: standing >
The wealthy merchant enters from the west.
< 292h/292H 107v/107V Pos: standing >
A salamander enters from the west.
< 292h/292H 107v/107V Pos: standing >
The wealthy merchant leaves west.
< 292h/292H 107v/107V Pos: standing >
The wealthy merchant enters from the west.
< 292h/292H 107v/107V Pos: standing >
A salamander leaves west.
< 292h/292H 107v/107V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in. Mobs trying to hunt you down cannot leave their zone.
< 292h/292H 107v/107V Pos: standing >
The wealthy merchant leaves west.
< 292h/292H 107v/107V Pos: standing >
A halfling guard enters from below.
< 292h/292H 107v/107V Pos: standing >
A halfling guard leaves east.
< 292h/292H 107v/107V Pos: standing >
A salamander enters from the west.
< 292h/292H 107v/107V Pos: standing >
Out of nowhere, a half-elf bard stabs you in the back.
OUCH! That really did HURT!
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
< 245h/292H 107v/107V Pos: standing >
< T: Dex TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
Sparks... flashing lights... you cannot concentrate!
You miss a half-elf bard.
A half-elf bard parries your futile lunge at him.
< 245h/292H 107v/107V Pos: standing >
< T: Dex TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
A half-elf bard dances an acrobatic maneuver in battle, tripping you.
< 245h/292H 107v/107V Pos: sitting >
< T: Dex TP: sit TC: small wounds E: a half-elf bard sta EP: excellent >
A half-elf bard's impressive pierce strikes you.
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
A half-elf bard's pierce strikes you.
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
A half-elf bard's impressive pierce strikes you.
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
A half-elf bard's powerful pierce seriously wounds you.
OUCH! That really did HURT!
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
< 155h/292H 107v/107V Pos: sitting >
< T: Dex TP: sit TC: few wounds E: a half-elf bard sta EP: excellent >
A half-elf bard parries your futile lunge at him.
A half-elf bard dodges your futile attack.
< 155h/292H 107v/107V Pos: sitting >
< T: Dex TP: sit TC: few wounds E: a half-elf bard sta EP: excellent >
Before you can react a half-elf bard suddenly lashes at you.
OUCH! That really did HURT!
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
< 98h/292H 107v/107V Pos: sitting >
< T: Dex TP: sit TC: nasty wounds E: a half-elf bard sta EP: excellent >
A half-elf bard's pierce enshrouds you in a mist of blood.
OUCH! That really did HURT!
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
A half-elf bard's powerful pierce causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
A half-elf bard's pierce grievously wounds you.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The globe around a half-elf bard's body flares as it bears the brunt of your assault!
A half-elf bard's pierce hits you.
Your unique hemp helm from Rift Valley Jungle was completely destroyed by the massive blow!
Your pair of studded leather sleeves was completely destroyed by the massive blow!
Your the ring of the masters [poor] was completely destroyed by the massive blow!
Your some skin-wrapped clay pants from Rift Valley Jungle was completely destroyed by the massive blow!
Your pair of red-worm boots [superior] was completely destroyed by the massive blow!
Your tiger's tooth earring was completely destroyed by the massive blow!