<worn on head> a bark and leaf cap
<worn on body> a suit of bark coated armor
<worn about waist> an elfskin belt
<worn on arms> a pair of bark sleeves
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<primary weapon> a hardwood cudgel
<worn on legs> a pair of bark leggings
<worn on feet> a pair of bark lined boots
.**********
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 566h/566H 222v/226V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 566h/566H 223v/226V Pos: standing >
You quickly scan the area.
A centaur guardsman who is not far off to your west.
< 566h/566H 226v/226V Pos: standing >
*******.*
********.**
*********.**.
***^*****.**.
.....M@...^*.
**.**********
**.*********.
*.*********
.********
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 566h/566H 224v/226V Pos: standing >
********.
*********.*
**********.**
****^*****.**
......@....^*
***.*********
***.*********
**.********
*.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
A centaur guardsman stands here protecting the forest from invaders.
< 566h/566H 222v/226V Pos: standing >
Now where did that chicken go?
< 566h/566H 226v/226V Pos: standing >
A black rift in space opens next to you, and a grey elven air magus named Cruthuallyr steps out of it grinning.
A centaur guardsman trots south.
< 566h/566H 226v/226V Pos: standing >
You failed.
< 566h/566H 226v/226V Pos: standing >
********.
*********.*
**********.**
****^*****.**
......@....^*
***.*********
***.*********
**.********
*.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
Gusts of wind seem to push at the back of this grey elf as he runs past.(Gold Aura)
< 566h/566H 226v/226V Pos: standing >
A grey elven air magus named Cruthuallyr suddenly attacks YOU!
A grey elven air magus named Cruthuallyr misses you.
< 566h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC:excellent E: cruthuallyr sta EP: excellent >
You start chanting...
The power of nature flows into you, hastening your incantation.
< 566h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC:excellent E: cruthuallyr sta EP: excellent >
A grey elven air magus named Cruthuallyr misses you.
A grey elven air magus named Cruthuallyr misses you.
A grey elven air magus named Cruthuallyr starts casting an offensive spell.
A grey elven air magus named Cruthuallyr completes his spell...
A grey elven air magus named Cruthuallyr utters the words 'sfugwahuq gsfal'
A grey elven air magus named Cruthuallyr sends a violet shaft of light streaking towards YOU!
A grey elven air magus named Cruthuallyr tries to dispel your magic!
A grey elven air magus named Cruthuallyr sends a green shaft of light streaking towards YOU!
You feel very sick.
< 566h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC:excellent E: cruthuallyr sta EP: excellent >
Casting: creeping doom *
< 566h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC:excellent E: cruthuallyr sta EP: excellent >
A centaur guardsman trots in from the south.
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.
< 566h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC:excellent E: cruthuallyr sta EP: excellent >
You complete your spell...
You send out a wave of insects and arachnids!
< 566h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC:excellent E: cruthuallyr sta EP: excellent >
A wave of insects and arachnids crawls about the area...
You send a wave of insects and arachnids against a centaur guardsman!
Your spell flows around a grey elven air magus named Cruthuallyr, leaving him unharmed!
You dodge a centaur guardsman's vicious attack.
A centaur guardsman's fine punch strikes you.
< 548h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC:few scratches E: cruthuallyr sta EP: excellent >
A grey elven air magus named Cruthuallyr misses you.
You dodge a grey elven air magus named Cruthuallyr's vicious attack.
A grey elven air magus named Cruthuallyr starts casting an offensive spell.
A grey elven air magus named Cruthuallyr completes his spell...
A grey elven air magus named Cruthuallyr utters the words 'sfugwahuq gsfal'
A grey elven air magus named Cruthuallyr sends a red shaft of light streaking towards YOU!
OUCH! That really did HURT!
A grey elven air magus named Cruthuallyr sends a orange shaft of light streaking towards YOU!
You start chanting...
The power of nature flows into you, hastening your incantation.
< 389h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC: few wounds E: cruthuallyr sta EP: excellent >
Casting: creeping doom *
< 389h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC: few wounds E: cruthuallyr sta EP: excellent >
You suddenly feel sick as a grey elven air magus named Cruthuallyr's poison reaches your vital organs.
A wave of insects and arachnids crawls about the area...
You send a wave of insects and arachnids against a centaur guardsman!
You send a wave of insects and arachnids against a grey elven air magus named Cruthuallyr!
< 336h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC: few wounds E: cruthuallyr sta EP: few scratches >
You complete your spell...
You are already controlling all the bugs in the area!
< 336h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC: few wounds E: cruthuallyr sta EP: few scratches >
A centaur guardsman's fine punch strikes you.
A centaur guardsman shifts his weight and viciously slams his rear hooves into you with a stunning force!
< 291h/566H 226v/226V Pos: standing >
< T: Nith TP: sta TC: few wounds E: cruthuallyr sta EP: few scratches >
A grey elven air magus named Cruthuallyr misses you.
A grey elven air magus named Cruthuallyr misses you.
A grey elven air magus named Cruthuallyr starts casting an offensive spell.
A grey elven air magus named Cruthuallyr completes his spell...
A grey elven air magus named Cruthuallyr utters the words 'sfugwahuq gsfal'
A grey elven air magus named Cruthuallyr sends a violet shaft of light streaking towards YOU!
A grey elven air magus named Cruthuallyr tries to dispel your magic!
Mielikki's blessing fades.
You resist the effects of a grey elven air magus named Cruthuallyr's spell!
< 102h/377H 170v/170V Pos: standing >
< T: Nith TP: sta TC:pretty hurt E: cruthuallyr sta EP: few scratches >
You start chanting...
The power of nature flows into you, hastening your incantation.
< 102h/377H 170v/170V Pos: standing >
< T: Nith TP: sta TC:pretty hurt E: cruthuallyr sta EP: few scratches >
Casting: creeping doom *
< 102h/377H 170v/170V Pos: standing >
< T: Nith TP: sta TC:pretty hurt E: cruthuallyr sta EP: few scratches >
A wave of insects and arachnids crawls about the area...
You send a wave of insects and arachnids against a centaur guardsman!
You send a wave of insects and arachnids against a grey elven air magus named Cruthuallyr!
< 102h/377H 170v/170V Pos: standing >
< T: Nith TP: sta TC:pretty hurt E: cruthuallyr sta EP: few scratches >
You complete your spell...
You are already controlling all the bugs in the area!
< 102h/377H 170v/170V Pos: standing >
< T: Nith TP: sta TC:pretty hurt E: cruthuallyr sta EP: few scratches >
You dodge a centaur guardsman's vicious attack.
< 102h/377H 170v/170V Pos: standing >
< T: Nith TP: sta TC:pretty hurt E: cruthuallyr sta EP: few scratches >
You dodge a grey elven air magus named Cruthuallyr's vicious attack.
A grey elven air magus named Cruthuallyr's fine punch seriously wounds you.
A grey elven air magus named Cruthuallyr starts casting an offensive spell.
A grey elven air magus named Cruthuallyr completes his spell...
A grey elven air magus named Cruthuallyr utters the words 'sfugwahuq gsfal'
You resist the effects of a grey elven air magus named Cruthuallyr's spell!
A grey elven air magus named Cruthuallyr sends a azure shaft of light streaking towards YOU!
< 81h/377H 170v/170V Pos: standing >
< T: Nith TP: sta TC:pretty hurt E: cruthuallyr sta EP: few scratches >
You miss a grey elven air magus named Cruthuallyr.
You miss a grey elven air magus named Cruthuallyr.
You attempt to flee...
*********
**********.
***********.*
*****^*****.*
......@M....^
****.********
****.********
***.*******
**.******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
You flee westward!
< 81h/377H 142v/170V Pos: standing >
You attempt to flee...
.********
.**********
************.
******^*****.
......@.M....
*****.*******
*****.*******
****.******
***.*****
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
You flee westward!
< 81h/377H 113v/170V Pos: standing >
A wave of insects and arachnids crawls about the area...
< 81h/377H 114v/170V Pos: standing >
******M**
***********
******^*****.
........M....
*****.@******
*****.*******
*****.*******
****.**M***
***.*****
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 113v/170V Pos: standing >
*********
*****^*****
........M....
*****.*******
*****.@******
*****.*******
*****.**M****
****.*****.
***.***M.
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 112v/170V Pos: standing >
****^****
.......M...
*****.*******
*****.*******
*****.@******
*****.**M****
*****.*****..
****.***M..
***.**M^M
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 111v/170V Pos: standing >
......M..
****.******
*****.*******
*****.*******
*****.@*M****
*****.*****..
*****.***M..^
****.**M^MM
***.**.^M
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 109v/170V Pos: standing >
***.*****
****.******
*****.*******
*****.**M****
*****.@****..
*****.***M..^
*****.**M^MM^
****.**.^M^
***.**.^M
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 108v/170V Pos: standing >
***.*****
****.**M***
*****.*******
*****.*****..
*****.@**M..^
*****.**M^MM^
*****.**.^M^^
****.**.^M^
**M.***.M
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 107v/170V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
***.**M**
****.******
*****.*****..
*****.***M..^
*****.@*M^MM^
*****.**.^M^^
*****.**.^M^.
***M.***.M^
***.**^M^
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 105v/170V Pos: standing >
***.*****
****.*****.
*****.***M..^
*****.**M^MM^
*****.@*.^M^^
*****.**.^M^.
****M.***.M^.
****.**^M^^
***.*.^M^
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 104v/170V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
***.*****
****.***M..
*****.**M^MM^
*****.**.^M^^
*****.@*.^M^.
****M.***.M^.
*****.**^M^^.
****.*.^M^.
***.*.^M^
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 104v/170V Pos: standing >
***.***M.
****.**M^MM
*****.**.^M^^
*****.**.^M^.
****M.@**.M^.
*****.**^M^^.
*****.*.^M^..
****.*.^M^.
***.*.^M^
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 102v/170V Pos: standing >
***.**M^M
****.**.^M^
*****.**.^M^.
****M.***.M^.
*****.@*^M^^.
*****.*.^M^..
*****.*.^M^.*
****.*.^M^.
***.*.^M^
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 101v/170V Pos: standing >
A wave of insects and arachnids crawls about the area...
You feel nature's energy flow into your 10th circle of knowledge.
Your communion with nature is now complete...
***.**.^M
****.**.^M^
****M.***.M^.
*****.**^M^^.
*****.@.^M^..
*****.*.^M^.*
*****.*.^M^.*
****.*.^M^.
*M*.**^M^
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 81h/377H 100v/170V Pos: standing >
***.**.^M
***M.***.M^
*****.**^M^^.
*****.*.^M^..
*****.@.^M^.*
*****.*.^M^.*
*****.*.^M^.*
**M*.**^M^.
***.**.^.
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 82h/377H 99v/170V Pos: standing >
**M.***.M
****.**^M^^
*****.*.^M^..
*****.*.^M^.*
*****.@.^M^.*
*****.*.^M^.*
***M*.**^M^.*
****.**.^..
***.**.^.
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 82h/377H 98v/170V Pos: standing >
***.**^M^
****.*.^M^.
*****.*.^M^.*
*****.*.^M^.*
*****.@.^M^.*
***M*.**^M^.*
*****.**.^..*
****.**.^.*
*...^**..
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 82h/377H 98v/170V Pos: standing >
***.*.^M^
****.*.^M^.
*****.*.^M^.*
*****.*.^M^.*
***M*.@*^M^.*
*****.**.^..*
*****.**.^.**
**...^**..*
*.****..*
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 82h/377H 97v/170V Pos: standing >
***.*.^M^
****.*.^M^.
*****.*.^M^.*
***M*.**^M^.*
*****.@*.^..*
*****.**.^.**
***...^**..**
**.****..**
*.**M****
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 82h/377H 95v/170V Pos: standing >
***.*.^M^
****.*.^M^.
***M*.**^M^.*
*****.**.^..*
*****.@*.^.**
***...^**..**
.**.****..***
**.**M*****
*.*******
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -West
< 82h/377H 94v/170V Pos: standing >
< 82h/377H 95v/170V Pos: standing >
The sea of insects and arachnids fades away...
****.*.^M
*****.*.^M^
******.**^M^.
******.**.^..
^*****@**.^.*
.***...^**..*
..**.****..**
.**.*******
**.******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 82h/377H 96v/170V Pos: standing >
****.*.^M
*****.**^M^
******.**.^..
^*****.**.^.*
.***..@^**..*
..**.****..**
..**.********
.**.*******
.*.******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 82h/377H 95v/170V Pos: standing >
A Small Room at the Front of the Tavern
This room was originally intended as a place where patrons would have to
check their weapons before allowed inside, but that idea proved impractical
for the management. It was decided that a better idea would be to station a
bouncer here who would stop anyone from entering who appeared as if they
were going to cause trouble. This has cut down on some of the troubles, but
the tavern is not compeltely free of violence.
Obvious exits: -East # -West
Fresh blood covers everything in the area.
A large centaur bouncer glares around the room angrily.(Gold Aura)
< 82h/377H 94v/170V Pos: standing >
< 83h/377H 103v/170V Pos: standing >
Ok.
< 83h/377H 105v/170V Pos: standing >
Amid Several Tables in the Tavern
Several tables are arranged here for dining, and although the tavern makes
no pretensions about being fine dining, it does serve several hearty meals.
The nearby miners often troop in to eat here and thus a steady flow of business
exists for the tavern. Several large skulls are hanging from the walls and a
large target has been mounted on a wall.
Obvious exits: -North -East -South# -West
A few drops of fresh blood are scattered around the area.
A large red and white bulls-eye target hangs from the wall here.
A drunken rogue lobs throwing knives at the target.
An elven ranger sits here, upset his meal has not yet arrived.(Gold Aura)
< 84h/377H 108v/170V Pos: standing >
< 84h/377H 111v/170V Pos: standing >
You discover that a drunken rogue has his hands in your wallet.
< 85h/377H 120v/170V Pos: standing >
A Small Room at the Front of the Tavern
This room was originally intended as a place where patrons would have to
check their weapons before allowed inside, but that idea proved impractical
for the management. It was decided that a better idea would be to station a
bouncer here who would stop anyone from entering who appeared as if they
were going to cause trouble. This has cut down on some of the troubles, but
the tavern is not compeltely free of violence.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
A large centaur bouncer glares around the room angrily.(Gold Aura)
< 85h/377H 123v/170V Pos: standing >
Autosaving...
< 85h/377H 128v/170V Pos: standing >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Forger ] Plonus (Lich) (AFK)
[ Princess ] Ashyel petition for 56
There are 2 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[56 Psycheporter ] Gelz Member Tharnadian Mercenaries (Githzerai)
[56 Cavalier ] Lothar Tharnadian Mercenaries (Githzerai)
[56 Druid ] Nith (Grey Elf)
[56 * ] Someone (inv)
[56 Forest Druid ] Drukel (Centaur)
[ 6 Monk ] Xanmonk (Human)
[56 Defender ] Pille (Human)
[20 Ethermancer ] Xalaxo (Halfling)
There are 8 mortal(s) on.
< 87h/377H 143v/170V Pos: standing >
Classes - Last Edited: 2014-07-31 23:36:37 by ashyel
====================================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.
==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
* Avenger
==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter
==Rogue==
* Rogue
* Bard
* Mercenary
==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist
==NOTE== For more information on each class, type: help <classname> or help skill_<classname>
==See also==
speclist, multiclass, specialization, unspec, skills
Classes - Last Edited: 2014-07-31 23:36:37 by ashyel
====================================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.
==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
* Avenger
==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter
==Rogue==
* Rogue
* Bard
* Mercenary
==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist
==NOTE== For more information on each class, type: help <classname> or help skill_<classname>
==See also==
speclist, multiclass, specialization, unspec, skills
< 89h/377H 168v/170V Pos: standing >
Monk - Last Edited: 2016-03-14 11:03:59 by gellz
================================================
Monks are practitioners of ancient martial arts which allows them to be lethal adversaries without the burden of cumbersome weaponry. Their hands and feet are deadly weapons in themselves, and monks are trained to use their body in harmony with their minds to destroy their enemies. Monks are required to be strong and nimble of body as well as very quick witted to successfully practice their art. Monks spend many years practicing to enhance their agility and dexterity in order to optimize their skills. In addition to being formidable at hand-to-hand combat, Monks have also mastered the ability to use certain specialized "chants" in and out of battle. Their chants further enhance the monk's abilities in and out of battle.
The following epic skills are available to this class:
anatomy, shield combat, jin touch, ki strike, toughness, improved endurance, fix, smelt, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, and ship damage control
==Equipment usage==
Monks fall under a unique set of restrictions for equipment. Since monks rely
on using their bodies as their weapons, they cannot afford to have any part of
them weighted down by cumbersome armor or clothing. Therefore anything worn by
monks must be light. However, strong Monks can wear slightly heavier garments.
Monks usually favor very light warrior equipment to assist them in combat.
==See also==
* Chants
* Classes
* Fighter
* Monk Skills
==Allowed races==
* Human, Orc
==Innate abilities==
None.
==Specializations==
* Red Dragon
* Elaphidist
The following help topics also matched your search:
Monk Skills
Monkey
Monk - Last Edited: 2016-03-14 11:03:59 by gellz
================================================
Monks are practitioners of ancient martial arts which allows them to be lethal adversaries without the burden of cumbersome weaponry. Their hands and feet are deadly weapons in themselves, and monks are trained to use their body in harmony with their minds to destroy their enemies. Monks are required to be strong and nimble of body as well as very quick witted to successfully practice their art. Monks spend many years practicing to enhance their agility and dexterity in order to optimize their skills. In addition to being formidable at hand-to-hand combat, Monks have also mastered the ability to use certain specialized "chants" in and out of battle. Their chants further enhance the monk's abilities in and out of battle.
The following epic skills are available to this class:
anatomy, shield combat, jin touch, ki strike, toughness, improved endurance, fix, smelt, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck, and ship damage control
==Equipment usage==
Monks fall under a unique set of restrictions for equipment. Since monks rely
on using their bodies as their weapons, they cannot afford to have any part of
them weighted down by cumbersome armor or clothing. Therefore anything worn by
monks must be light. However, strong Monks can wear slightly heavier garments.
Monks usually favor very light warrior equipment to assist them in combat.
==See also==
* Chants
* Classes
* Fighter
* Monk Skills
==Allowed races==
* Human, Orc
==Innate abilities==
None.
Hint: You take more damage if you're sitting or reclining, so be sure to 'stand' if someone knocks you down in battle.
< 93h/377H 170v/170V Pos: standing >
Monk Skills - Last Edited: 2014-07-31 23:20:01 by lohrr
=======================================================
The following is a list of all skills available to the Monk class:
Chants,listed under skills, include Heroism, Diamond Soul, Calm, Quivering Palm, Buddha Palm, Regenerate, and Chi Purge
==Monk Specializations==
* Red Dragon
* Elaphidist
==See also==
* Monk
* Chants
==Innate abilities==
None.
==Skills==
1st Level: awareness, bandage, blindfighting, calm, chant, climb, diamond soul, dragon punch, feign death, fishing, heroism, kick, martial arts, mount, retreat, roundkick, safe fall, salvage, springleap, swim, switch opponents, unarmed damage
10th Level: combination attack, quivering palm
15th Level: buddha palm
20th Level: regenerate
21st Level: chi purge
==Spells==
None.
Monk Skills - Last Edited: 2014-07-31 23:20:01 by lohrr
=======================================================
The following is a list of all skills available to the Monk class:
Chants,listed under skills, include Heroism, Diamond Soul, Calm, Quivering Palm, Buddha Palm, Regenerate, and Chi Purge
==Monk Specializations==
* Red Dragon
* Elaphidist
==See also==
* Monk
* Chants
==Innate abilities==
None.
==Skills==
1st Level: awareness, bandage, blindfighting, calm, chant, climb, diamond soul, dragon punch, feign death, fishing, heroism, kick, martial arts, mount, retreat, roundkick, safe fall, salvage, springleap, swim, switch opponents, unarmed damage
10th Level: combination attack, quivering palm
15th Level: buddha palm
20th Level: regenerate
21st Level: chi purge
==Spells==
None.
< 94h/377H 170v/170V Pos: standing >
Someone shouts across the world in common 'Ouch!'
< 95h/377H 170v/170V Pos: standing >
A Small Room at the Front of the Tavern
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
A large centaur bouncer glares around the room angrily.(Gold Aura)
< 95h/377H 170v/170V Pos: standing >
You start chanting...
< 96h/377H 170v/170V Pos: standing >
Casting: natures blessing
< 96h/377H 170v/170V Pos: standing >
You complete your spell...
< 96h/377H 170v/170V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
Your communion with nature is now complete...
< 97h/377H 170v/170V Pos: standing >
You start chanting...
< 97h/377H 170v/170V Pos: standing >
Casting: natures blessing
< 97h/377H 170v/170V Pos: standing >
You complete your spell...
< 98h/377H 170v/170V Pos: standing >
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
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
You feel nature's energy flow into your 10th circle of knowledge.
Your communion with nature is now complete...
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
< 100h/377H 170v/170V Pos: standing >
You start chanting...
< 101h/377H 170v/170V Pos: standing >
Casting: natures blessing
< 101h/377H 170v/170V Pos: standing >
< 102h/377H 170v/170V Pos: standing >
You complete your spell...
< 102h/377H 170v/170V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
Your communion with nature is now complete...
< 102h/377H 170v/170V Pos: standing >
You start chanting...
< 104h/377H 170v/170V Pos: standing >
Casting: elemental aura **
< 104h/377H 170v/170V Pos: standing >
Casting: elemental aura *
< 104h/377H 170v/170V Pos: standing >
Casting: elemental aura
< 104h/377H 170v/170V Pos: standing >
You complete your spell...
Nothing seems to happen.
< 105h/377H 170v/170V Pos: standing >
< 105h/377H 170v/170V Pos: standing >
You feel nature's energy flow into your 11th circle of knowledge.
Your communion with nature is now complete...
< 105h/377H 170v/170V Pos: standing >
The following help topics matched your search:
Elemental Affinity
Elemental Aura
< 106h/377H 170v/170V Pos: standing >
Elemental Aura - Last Edited: 2007-04-20 14:02:09 by Unknown
============================================================
* Area of effect: <caster>
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Generic
When cast on an elemental plane, this spell allows the Druid to temporarily
possess some properties of that plane. The specific properties vary from
plane to plane, although, rumors tell that most planes possess statistical
elements and many others. There is also a chance that the caster will
achieve FULL elemental form, infusing them with added powers.
< 107h/377H 170v/170V Pos: standing >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 108h/377H 170v/170V Pos: standing >
Classes - Last Edited: 2014-07-31 23:36:37 by ashyel
====================================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.
==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
* Avenger
==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter
==Rogue==
* Rogue
* Bard
* Mercenary
==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist
==NOTE== For more information on each class, type: help <classname> or help skill_<classname>
==See also==
speclist, multiclass, specialization, unspec, skills
Classes - Last Edited: 2014-07-31 23:36:37 by ashyel
====================================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.
==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
* Avenger
==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter
==Rogue==
* Rogue
* Bard
* Mercenary
==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist
==NOTE== For more information on each class, type: help <classname> or help skill_<classname>
==See also==
speclist, multiclass, specialization, unspec, skills
< 111h/377H 170v/170V Pos: standing >