The death of [56 Enslaver] Zhal (Githzerai)

in Rocky Hillside of the Eagle Ridge Mountains

from the perspective of [56 Enslaver] Zhal (Githzerai)

<worn around neck>   a fragile brass necklace
<worn about body>    a drow-made leather cloak
<worn on arms>       a pair of worn leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of thick hydra-hide gloves [superior]
<held>               a small round wooden shield
<worn on legs>       some tight silk pants
<worn on feet>       a pair of rugged outdoors boots [superior]


   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East  -South -West 
An elven woman shops around town here.

< 342h/342H 43v/142V Pos: standing >
The Room of Psionicists
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -South
Twyglyroo, psionicist master, paces the room back and forth.

< 342h/342H 43v/142V Pos: standing >
Twyglyroo says 'From this day onwards you will follow the path of the Enslaver!'

< 342h/342H 46v/142V Pos: standing >

1st CIRCLE:
adrenaline control         
combat mind                
ego whip                   
excogitate                 

2nd CIRCLE:
ballistic attack           
enhance agility            
enhance constitution       
enhance dexterity          
enhance strength           

3rd CIRCLE:
aura sight                 
lend health                
molecular agitation        

4th CIRCLE:
ego blast                  
energy containment         
flesh armor                

5th CIRCLE:
inflict pain               

6th CIRCLE:
awe                        
cell adjustment            
create sound               
flight                     
intellect fortress         

7th CIRCLE:
detonate                   
tower of iron will         

8th CIRCLE:
cannibalize                
ectoplasmic form           
inertial barrier           
molecular control          

9th CIRCLE:
ether warp                 
psychic crush              

10th CIRCLE:
death field                
wormhole                   

11th CIRCLE:
biofeedback                

12th CIRCLE:
enrage                     
spinal corruption          


< 342h/342H 49v/142V Pos: standing >
Enrage - Last Edited: 2013-05-21 17:21:44 by targ
=================================================
* Area of effect: <victim>
* Aggressive:    No
* Cumulative:    No
* Duration:      Dependent on the proficiency and mental power of the caster 
                 against that of the target

This mental manipulation exploits the dark psyche of the victim, bringing out
pure rage and hatred for all living beings.  Enraged victims are too blinded
by primal fury to cast spells.

< 342h/342H 53v/142V Pos: standing >
Hint: In certain rooms, you can heal at an advanced rate!  In others, you won't heal at all!

< 342h/342H 61v/142V Pos: standing >
You begin to focus your will...

< 342h/342H 66v/142V Pos: standing >
Casting: ectoplasmic form *

< 342h/342H 67v/142V Pos: standing >
Your mental manipulations become a reality...
You shimmer, then fade from sight.

< 342h/342H 68v/142V Pos: standing >
You begin to focus your will...

< 342h/342H 73v/142V Pos: standing >
Casting: inertial barrier *

< 342h/342H 74v/142V Pos: standing >
Your mental manipulations become a reality...
You feel uneasy, almost as if a headache is coming on.  Almost as if you're slightly in control of reality now.

< 342h/342H 75v/142V Pos: standing >
Autosaving...

< 342h/342H 79v/142V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East  -South -West 

< 342h/342H 83v/142V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East  -West  -Up    -Down 
A tower guard keeps a close eye on the area.

< 342h/342H 83v/142V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East  -South -West  -Up   

< 342h/342H 83v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 342h/342H 84v/142V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North -East  -South -West 

< 342h/342H 85v/142V Pos: standing >
The Shop of Enchantment
   Potions, scrolls, and other arcane magic fill this small shop.  A
musty smell floats in the air, accompanied by a smokiness that causes
vision to be difficult here.  A counter covers the west wall, while a
door leads back to the street north.
Obvious exits: -North
An elderly woman watches over the shop here.

< 342h/342H 84v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 342h/342H 84v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 342h/342H 84v/142V Pos: standing >

< 342h/342H 86v/142V Pos: standing >

1st CIRCLE:
adrenaline control         
combat mind                
ego whip                   
excogitate                 

2nd CIRCLE:
ballistic attack           
enhance agility            
enhance constitution       
enhance dexterity          
enhance strength           

3rd CIRCLE:
aura sight                 
lend health                
molecular agitation        

4th CIRCLE:
ego blast                  
energy containment         
flesh armor                

5th CIRCLE:
inflict pain               

6th CIRCLE:
awe                        
cell adjustment            
create sound               
flight                     
intellect fortress         

7th CIRCLE:
detonate                   
tower of iron will         

8th CIRCLE:
cannibalize                
ectoplasmic form           
inertial barrier           
molecular control          

9th CIRCLE:
ether warp                 
psychic crush              

10th CIRCLE:
death field                
wormhole                   

11th CIRCLE:
biofeedback                

12th CIRCLE:
enrage                     
spinal corruption          


< 342h/342H 95v/142V Pos: standing >
You have to write quit - no less, to quit!

< 342h/342H 97v/142V Pos: standing >
Ethermancer - Last Edited: 2015-01-23 02:54:17 by ashyel
========================================================
Calling on the power of storms, Ethermancers utilize the elements of ice and wind to smite their foes. Although offensive in nature, Ethermancers have the unique ability to dispel powerful magic where others cannot, and
can sometimes even steal it. Their bodies are composed mostly of ethereal matter which causes them to be resilient to physical attacks, yet more prone to magical attacks.  Through the development of heightened wisdom the ethermancer is able to boost spellcasting and memorization while simultaneously decreasing damage taken from magic. When walking, ethermancers leave a trail of frost,  allowing them to tread where others cannot go.

Ethermancers are more offensive than their Cleric counterparts and are less able to protect their group. 

The following epic skills are available to this class:

   summon blizzard, devotion, 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==
Ethermancers fall under the Priest classification of item restriction. They
can wear almost any type of armor, but are mildly restricted in the use of
miscellaneous magical items.

==See also==
* Ethermancer Skills
* Spell Slots
* Spell System 
* Priest 
* Cast 
* Tupor


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Goblin, Githzerai, Kobold

==Innate abilities==
*fly
'*' Designates passive ability.

==Specializations==
* Tempest Magus
* Frost Magus
* Star Magus


The following help topics also matched your search:
 Ethermancer Skills


< 342h/342H 99v/142V Pos: standing >
Tempest Magus - Last Edited: 2014-09-15 05:36:22 by lohrr
=========================================================
The Tempest Magus focuses on the defensive elements of the storms, with the
ability to heal themselves more effectively and to distribute the damage they
take among others. They are able to call upon air elementals to serve them
for a short period of time. Their control over the elements is greater
than other ethermancers.

==See also==
* Ethermancer
* Ethermancer Skills

==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Goblin, Githzerai, Kobold

==Innate abilities==
None.

==Skills==
None.

==Spells==
4th Circle: sense follower
5th Circle: conjure air
7th Circle: cyclone, forked lightning, wind tunnel
8th Circle: etheric gust, wall of air
9th Circle: binding wind, lightning ring, razor wind, way of the wind
10th Circle: greater ethereal recharge, windrage
11th Circle: ethereal alliance, hurricane
12th Circle: ethereal travel


< 342h/342H 107v/142V Pos: standing >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.

< 342h/342H 120v/142V Pos: standing >
Tirila starts casting a spell.

< 342h/342H 123v/142V Pos: standing >
Tirila completes her spell...
Tirila utters the word 'yufzgpuzre'
Tirila is surrounded by burning flames!

< 342h/342H 125v/142V Pos: standing >
Tirila starts casting a spell.

< 342h/342H 130v/142V Pos: standing >
Tirila completes her spell...
Tirila utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover Tirila's skin.

< 342h/342H 131v/142V Pos: standing >
Tirila starts casting a spell.

< 342h/342H 137v/142V Pos: standing >
Tirila completes her spell...
Tirila utters the words 'wuiaf orabz ay uizjrizfaburuhl'
Tirila begins to shimmer.

< 342h/342H 139v/142V Pos: standing >
Hurricane - Last Edited: 2007-04-19 19:17:12 by Unknown
=======================================================
* Area of effect: <room>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Summoning

"Hurricane" summons a gale of wind that passes through the room, inflicting 
damage to all that are ungrouped, with a chance of knocking them down.

	See also:cyclone ,bash

< 342h/342H 142v/142V Pos: standing >
Frost magus - Last Edited: 2014-07-31 02:22:19 by lohrr
=======================================================
The Frost Magus aligns itself with the offensive nature of the storms. 
They are able to call upon the rage of the wind to aid them in their 
regeneration of magic and summon a furious squall to smite their victims. 

==See also==
* Ethermancer Skills
* Ethermancer

==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Orc, Githyanki, Goblin, Githzerai, Kobold

==Innate abilities==
None.

==Skills==
None.

==Spells==
7th Circle: conjure ice, cyclone, ice spikes, wall of ice
8th Circle: iceflow armor
9th Circle: arctic blast, lightning ring
10th Circle: arieks shattering iceball, windrage
11th Circle: squall
12th Circle: polar vortex


< 342h/342H 142v/142V Pos: standing >
You have ranked up to Knight.

< 342h/342H 142v/142V Pos: standing >

< 342h/342H 142v/142V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled. 

< 342h/342H 142v/142V 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


< 342h/342H 142v/142V Pos: standing >
The next wipe will occur at Fri Jan  1 20:00:00 2021.
Random mobs in game: 45, max: 45.
You feel like a master of meditate.
You feel like a master of mount.
You feel like a master of bandage.
You feel like a master of 1h bludgeon.
You feel like a master of 1h slashing.
You feel like a master of 1h piercing.
You feel like a master of 2h bludgeon.
You feel like a master of carve.
You feel like a master of swim.
You feel like a master of fishing.
You feel like a master of retreat.
You feel like a master of concentration.
You feel like a master of salvage.
You feel like a master of advanced meditation.
You feel like a master of shield combat.
You feel like a master of toughness.
You feel like a master of spatial focus.
You feel like a master of improved endurance.
You feel like a master of fix.
You feel like a master of smelt.
You feel like a master of infuse magical device.
You feel like a master of epic strength.
You feel like a master of epic power.
You feel like a master of epic agility.
You feel like a master of epic intelligence.
You feel like a master of epic dexterity.
You feel like a master of epic wisdom.
You feel like a master of epic constitution.
You feel like a master of epic charisma.
You feel like a master of epic luck.
You feel like a master of ship damage control.

< 342h/342H 142v/142V Pos: standing >
The next wipe will occur at Fri Jan  1 20:00:00 2021.
Random mobs in game: 45, max: 45.
You have been granted 10,000 epic points.

< 342h/342H 142v/142V Pos: standing >
The next wipe will occur at Fri Jan  1 20:00:00 2021.
Random mobs in game: 45, max: 45.
You have been granted 10,000 epic points.

< 342h/342H 142v/142V Pos: standing >
The next wipe will occur at Fri Jan  1 20:00:00 2021.
Random mobs in game: 45, max: 45.
You have been granted 10,000 epic points.

< 342h/342H 142v/142V Pos: standing >
The next wipe will occur at Fri Jan  1 20:00:00 2021.
Random mobs in game: 45, max: 45.
You have been granted 10,000 epic points.

< 342h/342H 142v/142V Pos: standing >
The next wipe will occur at Fri Jan  1 20:00:00 2021.
Random mobs in game: 45, max: 45.
You have been granted 10,000 epic points.

< 342h/342H 142v/142V Pos: standing >
The next wipe will occur at Fri Jan  1 20:00:00 2021.
Random mobs in game: 45, max: 45.
You have been granted 10,000 epic points.

< 342h/342H 142v/142V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North# -East  -South -West 

< 342h/342H 141v/142V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area, while a
small forest is east.
Obvious exits: -East  -West 
An old sailor looks uneasy on land here.
A young member of the city guard strolls by here.

< 342h/342H 140v/142V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies west.
Obvious exits: -North -East  -South -West 

< 342h/342H 141v/142V Pos: standing >
A young guard enters from the east.

< 342h/342H 141v/142V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies northwest.
Obvious exits: -North -West 
A human stands here, looking gloomy.

< 342h/342H 140v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 342h/342H 140v/142V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies north, while the gates to
the city are south.
Obvious exits: -North -East  -South -West 
An elven woman shops around town here.

< 342h/342H 141v/142V Pos: standing >
The Massive Gates Before The City of Torrhan
   The noise and bustle of the city can already be heard from here, even
when the massive, iron gates are closed.  Tall buildings and towers are
visible over the stone walls and the smell of freshly baked bread and
fresh fruits wafts through here.  Far ahead the great palace of the King
are visible, its tall towers extending towards the sky.  Despite the
greatness of this city, an unsual, uneasy feeling can be felt here, as if
something has been lost here.  The massive gates lead into the main market
of Torrhan, while a smooth stone path leads away from the city.
Obvious exits: -North -South
A young member of the city guard strolls by here.

< 342h/342H 140v/142V Pos: standing >
A Smooth Pathway
   The noise and bustle of the city can already be heard from here, the
great, massive gates lie just north, entering onto the great market. Tall
buildings and towers have been erected, visible even when the city gates
are closed - a rare occasion, as all are welcome in this merchant city.
Far ahead, the great towers of the palace can be seen, its tall towers
extending towards the sky.  The gates are north, while the path away from
the city continue south.
Obvious exits: -North -South
A young member of the city guard strolls by here.

< 342h/342H 139v/142V Pos: standing >
 
 ^    **M*  
 ^   ^**M.  
     @+M+.  
     **...  
      ..^D  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 342h/342H 140v/142V Pos: standing >
A highwayman shouts in common 'Guards!  Come destroy this trash which threatens our road!'

< 342h/342H 142v/142V Pos: standing >
 
     **M*.  
    ^**+.^  
    +@++..  
    **....  
     ..^D^  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 
A member of the Tharnadia highway patrol keeps the roads safe.

< 342h/342H 141v/142V Pos: standing >
A tharnadian highway patrolman leaves west.

< 342h/342H 141v/142V Pos: standing >
 
    **M*..  
   ^**+.^.  
   M+@+...  
   **....^  
    ..^D^^  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 342h/342H 140v/142V Pos: standing >
 
  **+*  
 ^*@+.  
 +M++.  
Dark Woods of the Rhanale Forest
Obvious exits: -North -East  -South -West 

< 342h/342H 140v/142V Pos: standing >
 
 D**M*  
  *@+*  
 ^**+.  
Dark Woods of the Rhanale Forest
Obvious exits: -North -East  -South -West 

< 342h/342H 139v/142V Pos: standing >
 
 .**M*  
 D*@M*  
  **+*  
Dark Woods of the Rhanale Forest
Obvious exits: -North -East  -South -West 

< 342h/342H 138v/142V Pos: standing >
 
 ***M*  
 .*@+*  
 D**M*  
Dark Woods of the Rhanale Forest
Obvious exits: -North -East  -South -West 

< 342h/342H 136v/142V Pos: standing >
 
 ***M*  
 **@M*  
 .**+*  
Dark Woods of the Rhanale Forest
Obvious exits: -North -East  -South -West 

< 342h/342H 135v/142V Pos: standing >
 
 ..*+*  
 **@M*  
 ***M*  
Dark Woods of the Rhanale Forest
Obvious exits: -North -East  -South -West 

< 342h/342H 133v/142V Pos: standing >
 
 ...++  
 ..@+*  
 ***M*  
Dark Woods of the Rhanale Forest
Obvious exits: -North -East  -South -West 

< 342h/342H 132v/142V Pos: standing >
 
 . ...***+  
 . ...***+  
 . ..@++++  
   ..*M***  
  ****M***  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 130v/142V Pos: standing >
 
 . .....*+  
 . ...***+  
 . ..@***+  
 . ...++++  
   ..*M***  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 129v/142V Pos: standing >
 
 . ^..M.*+  
 . .....*M  
 . ..@***M  
 . ...***+  
 . ...+M++  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 140v/142V Pos: standing >
 
 .  M...*+  
 . ^..M.*+  
 . ..@..*M  
 . ...***M  
 . ...***+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 138v/142V Pos: standing >
 
 ^. ....*+  
 .  M...*+  
 . ^.@M.*+  
 . .....*M  
 . ...***M  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 136v/142V Pos: standing >
 
 ^. ....*+  
 ^. ....*+  
 .  M@..*+  
 . ^..M.*M  
 . .....*M  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 134v/142V Pos: standing >
 
 ^.  ...*+  
 ^. ....*+  
 ^. .@..*+  
 .  M...*+  
 . ^..M.*M  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 133v/142V Pos: standing >
 
 ^^. ....+  
 ^.  ...*+  
 ^. .@..*+  
 ^. ....*+  
 .  M...*+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 131v/142V Pos: standing >
 
 ^^. ....+  
 ^^. ....+  
 ^.  @..*+  
 ^. ....*+  
 ^. ....*+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 130v/142V Pos: standing >
 
 ^^. ....+  
 ^^. ....+  
 ^^. @...+  
 ^.  ...*+  
 ^. ....*+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 128v/142V Pos: standing >
 
 ^.^ ....M  
 ^^. ....+  
 ^^. @...+  
 ^^. ....+  
 ^.  ...*+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 127v/142V Pos: standing >
 
 ^^^ ....+  
 ^.^ ....M  
 ^^. @...+  
 ^^. ....+  
 ^^. ....+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 125v/142V Pos: standing >
 
 ... ....+  
 ^^^ ....+  
 ^.^ @...M  
 ^^. ....+  
 ^^. ....+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 124v/142V Pos: standing >
 
 M^^ ..M.M  
 ... ....+  
 ^^^ @...+  
 ^.^ ....M  
 ^^. ....+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 122v/142V Pos: standing >
 
 M^. ...M+  
 M^^ ..M.M  
 ... @...+  
 ^^^ ....+  
 ^.^ ....M  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 122v/142V Pos: standing >
 
 M^  .^^M+  
 M^. ...M+  
 M^^ @.M.M  
 ... ....+  
 ^^^ ....+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 120v/142V Pos: standing >
 
 ^. .^^^^+  
 M^  .^^M+  
 M^. @..M+  
 M^^ ..M.M  
 ... ....+  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 119v/142V Pos: standing >
 
 ^  .^^^.+  
 ^. .^^^^+  
 M^  @^M.+  
 M^. ...M+  
 M^^ ..M.M  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 118v/142V Pos: standing >
 
   ..M...+  
 ^  .^^^.+  
 ^. .@^^^+  
 M^  .^M.+  
 M^. ...M+  
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East  -South -West 

< 342h/342H 116v/142V Pos: standing >
 
 ..^^MM.^M  
   ..M...+  
 ^  .@^^.+  
 ^. .^^^^+  
 M^  .^M.+  
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East  -South -West 

< 342h/342H 114v/142V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 342h/342H 114v/142V Pos: standing >
 
  ..^^MM.^  
    ..M...  
 ^^  @^^^.  
 ^^. .^^^^  
 .M^  .^M.  
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 342h/342H 114v/142V Pos: standing >
You need a boat to go there.

< 342h/342H 115v/142V Pos: standing >
You need a boat to go there.

< 342h/342H 115v/142V Pos: standing >
You need a boat to go there.

< 342h/342H 116v/142V Pos: standing >
You need a boat to go there.

< 342h/342H 117v/142V Pos: standing >
You need a boat to go there.

< 342h/342H 117v/142V Pos: standing >
 
 ..^^MM.^+  
   ..M...+  
 ^  .@^^.+  
 ^. .^^^^+  
 M^  .^M.+  
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East  -South -West 

< 342h/342H 117v/142V Pos: standing >
 
 .^^MM.^+.  
  ..M...+.  
   .^@^.+.  
 . .^^^^+.  
 ^  .^M.+.  
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East  -South -West 

< 342h/342H 115v/142V Pos: standing >
 
 ^^MM.^+..  
 ..M...+..  
  .^^@.+..  
  .^^^^+..  
   .^M.+..  
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East  -South -West 

< 342h/342H 112v/142V Pos: standing >
Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.
Someone attempts to stab you in the back, but your biofeedback quickly absorbs the impact before fading away!
A Troll snaps into visibility.
You snap into visibility.
Out of nowhere, a Troll stabs you in the back.

< 417h/418H 168v/192V Pos: standing >
< T: Zhal TP: sta TC:few scratches E: A Troll sta EP: excellent >
 A Troll dodges your futile attack.

< 417h/418H 169v/192V Pos: standing >
< T: Zhal TP: sta TC:few scratches E: A Troll sta EP: excellent >
 You begin to focus your will...

< 417h/418H 169v/192V Pos: standing >
< T: Zhal TP: sta TC:few scratches E: someone sta EP: excellent >
 A Troll snaps into visibility.
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 417h/418H 169v/192V Pos: sitting >
< T: Zhal TP: sit TC:few scratches E: A Troll sta EP: excellent >
 You can't do this sitting!
You abort your mental image before it has become reality!
A Troll snaps into visibility.
A Troll's mighty slash strikes you very hard.
OUCH!  That really did HURT!
A Troll's slash strikes you hard.
A Troll's powerful pierce strikes you hard.

< 285h/418H 169v/192V Pos: sitting >
< T: Zhal TP: sit TC: few wounds E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
A Troll's powerful slash strikes you very hard.
A Troll's something murmurs some strange incantations...
A Troll snaps into visibility.
A Troll's concussion blast rips into you, shattering your soul!
OUCH!  That really did HURT!
A Troll's slash seriously wounds you.

< 122h/418H 169v/192V Pos: sitting >
< T: Zhal TP: sit TC:pretty hurt E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
Before you can react a Troll suddenly lashes at you.
OUCH!  That really did HURT!
A Troll seems to tense up before unleasing a powerful strike to your abdomen! You feel the a lot less energetic.

< 62h/418H 132v/192V Pos: sitting >
< T: Zhal TP: sit TC: awful E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
A Troll's mighty slash hits you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Troll's fine slash hits you.