The death of [ 1 Shaman] Saertus (Drow Elf)

in The Tavern of the Decapitated Dwarves

from the perspective of [ 1 Shaman] Saertus (Drow Elf)

<worn on body>       a suit of smelly animal furs
<worn about body>    a soft skin cloak
<worn about waist>   an elfskin belt
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     a large stone warhammer
<worn on feet>       a pair of fur boots

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
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
An amber-colored metallic rod lies here.
[9] A small bandage rests upon the ground here.
[3] A sturdy looking wooden club has been left here.
[3] A stout cudgel carved from oak wood lies here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[3] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.
You shrug into a suit of smelly animal furs.
You clasp an elfskin belt around your waist.
You pull a pair of brown leather gloves onto your hands.
You place a pair of fur boots on your feet.
You don a smelly fur hat on your head.
You strap a small round wooden shield to your arm.
You wear a soft skin cloak about your body.
You wield a large stone warhammer.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
Your hands are full.
You will no longer automatically 'wear all' when you enter the game once you reach level 3.

< 17h/17H 120v/120V Pos: standing >
You are carrying: (10/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small ivory totem
a small limestone totem
a small pinewood raven totem
a steel warhammer
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 17h/17H 120v/120V Pos: standing >
You are using:
<worn on head>       a smelly fur hat
<worn on body>       a suit of smelly animal furs
<worn about body>    a soft skin cloak
<worn about waist>   an elfskin belt
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     a large stone warhammer
<worn on feet>       a pair of fur boots

< 17h/17H 120v/120V Pos: standing >
You are carrying: (10/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small ivory totem
a small limestone totem
a small pinewood raven totem
a steel warhammer
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 17h/17H 120v/120V Pos: standing >
You drop a sturdy wooden club.

< 17h/17H 120v/120V Pos: standing >
You drop a stout oaken cudgel.

< 17h/17H 120v/120V Pos: standing >
Hint: Type 'spells' to see what spells your class is able to use.
You drop a small wooden mace.

< 17h/17H 120v/120V Pos: standing >
You sit down and relax.

< 17h/17H 120v/120V Pos: sitting >
The gods ignore you.

< 17h/17H 120v/120V Pos: sitting >
You are already resting.

< 17h/17H 120v/120V Pos: sitting >

You can memorize 1 1st circle spell(s).

< 17h/17H 120v/120V Pos: sitting >
Shaman - Last Edited: 2014-09-11 21:24:08 by ashyel
===================================================
Shamans are unlike most other magic-using classes, in that they use the
powers of nature, the elements and the spirit world to create and use their 
magics. Unlike Druids, however, they twist the forces of nature for their 
own uses instead of communing on a more friendly, integral level. Shamans
spellcasting abilities include healing and offensive, though neither is as 
far-reaching or potent as those of a Sorcerer or Cleric. Shamans are also 
unique in that they must use totems in order to cast their spells. For more 
help, see totems.

The following epic skills are available to this class:

   summon blizzard, summon familiar, shield combat, infuse life, toughness, improved endurance, fix, smelt, totemic mastery, 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==
Shamans fall under the Priest classification of item restriction. This means
they are restricted to use of non-edged weapons such as maces, clubs and staves.
Some exceptions are allowed, depending on the deity you worship. They can wear
almost any type of armor, but are mildly restricted in the use of miscellaneous
magical items.

==See also==
* Animal Sphere
* Elemental Sphere
* Shaman Skills
* Spirit Sphere
* Totems 


==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Halfling, Gnome, Ogre, Troll, Orc, Centaur, Minotaur, Goblin, Kobold, Firbolg

==Innate abilities==
None.

==Specializations==
* Elementalist
* Spiritualist
* Animalist


The following help topics also matched your search:
 Shaman Skills
 Shaman Spell Knowledge

Shaman - Last Edited: 2014-09-11 21:24:08 by ashyel
===================================================
Shamans are unlike most other magic-using classes, in that they use the
powers of nature, the elements and the spirit world to create and use their 
magics. Unlike Druids, however, they twist the forces of nature for their 
own uses instead of communing on a more friendly, integral level. Shamans
spellcasting abilities include healing and offensive, though neither is as 
far-reaching or potent as those of a Sorcerer or Cleric. Shamans are also 
unique in that they must use totems in order to cast their spells. For more 
help, see totems.

The following epic skills are available to this class:

   summon blizzard, summon familiar, shield combat, infuse life, toughness, improved endurance, fix, smelt, totemic mastery, 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==
Shamans fall under the Priest classification of item restriction. This means
they are restricted to use of non-edged weapons such as maces, clubs and staves.
Some exceptions are allowed, depending on the deity you worship. They can wear
almost any type of armor, but are mildly restricted in the use of miscellaneous
magical items.

==See also==
* Animal Sphere
* Elemental Sphere
* Shaman Skills
* Spirit Sphere
* Totems 


==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Halfling, Gnome, Ogre, Troll, Orc, Centaur, Minotaur, Goblin, Kobold, Firbolg

==Innate abilities==
None.

< 17h/17H 120v/120V Pos: sitting >

You can memorize 1 1st circle spell(s).

< 17h/17H 120v/120V Pos: sitting >

1st CIRCLE:
ice missile                
spirit armor               
transfer wellness          
wolfspeed                  

2nd CIRCLE:
flameburst                 
lesser mending             
reveal spirit essence      

3rd CIRCLE:
cold ward                  
fire ward                  
molevision                 
purify spirit              
pythonsting                
scalding blast             
snailspeed                 

4th CIRCLE:
hawkvision                 
mending                    
mousestrength              
pantherspeed               
scorching touch            
soul disturbance           
summon beast               

5th CIRCLE:
bearstrength               
malison                    
molten spray               
sense spirit               
shrewtameness              

6th CIRCLE:
earthen grasp              
greater mending            
lionrage                   
spirit anguish             
spirit sight               
wellness                   

7th CIRCLE:
elephantstrength           
greater soul disturbance   
ravenflight                
spirit ward                

8th CIRCLE:
corrosive blast            
greater pythonsting        
reveal true form           
scathing wind              
spirit jump                

9th CIRCLE:
arieks shattering iceball  
greater ravenflight        
greater spirit ward        

10th CIRCLE:
earthen rain               
etherportal                
gaseous cloud              

11th CIRCLE:
greater earthen grasp      
greater spirit sight       

12th CIRCLE:
greater spirit anguish     


1st CIRCLE:
ice missile                
spirit armor               
transfer wellness          
wolfspeed                  

2nd CIRCLE:
flameburst                 
lesser mending             
reveal spirit essence      

3rd CIRCLE:
cold ward                  
fire ward                  
molevision                 
purify spirit              
pythonsting                
scalding blast             
snailspeed                 

< 17h/17H 120v/120V Pos: sitting >
That is too powerful an enchantment for you to master.. yet, anyway.

< 17h/17H 120v/120V Pos: sitting >
You are memorizing ice missile, which will take about 8 seconds.

< 17h/17H 120v/120V Pos: sitting >
You have ranked up to Serf.

< 17h/17H 120v/120V Pos: sitting >
Pardon?

< 17h/17H 120v/120V Pos: sitting >
Pardon?

< 17h/17H 120v/120V Pos: sitting >
You have finished memorizing ice missile.
You snap out of your meditative trance, memorization complete.

< 17h/17H 120v/120V Pos: sitting >
You clamber to your feet.

< 17h/17H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -East  -South
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
An amber-colored metallic rod lies here.
[9] A small bandage rests upon the ground here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[3] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.

< 17h/17H 120v/120V Pos: standing >
Pardon?

< 17h/17H 120v/120V Pos: standing >
You are already standing.

< 17h/17H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -East  -South
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
An amber-colored metallic rod lies here.
[9] A small bandage rests upon the ground here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[3] A small leather-bound book lies here.
A huge bipedal creature made out of glowing red stone stands here.

< 17h/17H 120v/120V Pos: standing >
You are using:
<worn on head>       a smelly fur hat
<worn on body>       a suit of smelly animal furs
<worn about body>    a soft skin cloak
<worn about waist>   an elfskin belt
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     a large stone warhammer
<worn on feet>       a pair of fur boots

< 17h/17H 120v/120V Pos: standing >
You are carrying: (7/11)
a small leather-bound book
a map made of silk-paper
a small black velvet bag
a small ivory totem
a small limestone totem
a small pinewood raven totem
a steel warhammer

< 17h/17H 120v/120V Pos: standing >
You do not seem to have the 'lime'.

< 17h/17H 120v/120V Pos: standing >
Out of nowhere, a dwarf miner stabs you in the back.
Your smelly fur hat was completely destroyed by the massive blow!