<worn on head> a smelly fur hat
<worn on body> a suit of smelly animal furs
<worn about body> a reptile skin cloak
<worn about waist> a belt of sewn ratskins
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
<held> a small ivory totem
<worn on feet> a pair of fur boots
Mock Combat Chamber
A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West
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 spellbook has been tossed aside here.
[6] A steel dagger about a foot in length lies here.
[6] A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[35] A small bandage rests upon the ground here.
[10] A sturdy looking wooden club has been left here.
[10] A stout cudgel carved from oak wood lies here.
[9] A gnoby piece of wood, perhaps a small mace, lies here.
[10] A warhammer with a sturdy-looking steel head lies here.
[3] A small raven totem lies here.
[3] A small limestone totem lies here.
[3] A small ivory totem lies here.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.
You shrug into a suit of smelly animal furs.
You clasp a belt of sewn ratskins 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 reptile 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.
< 22h/22H 220v/220V Pos: standing >
You may not use this command until level two.
< 22h/22H 220v/220V Pos: standing >
Shaman - Last Edited: 2022-10-08 21:07:58 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, Shade, Goblin, Shadow Beast, 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: 2022-10-08 21:07:58 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.
Hint: Searching a room can sometimes reveal a hidden exit! Search in suspicious dead ends or in rooms with suspicious descriptions.
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, Shade, Goblin, Shadow Beast, Kobold, Firbolg
==Innate abilities==
None.
==Specializations==
* Elementalist
* Spiritualist
* Animalist
The following help topics also matched your search:
Shaman Skills
Shaman Spell Knowledge
< 22h/22H 220v/220V Pos: standing >
The gods ignore you.
< 22h/22H 220v/220V Pos: standing >
The forces of nature ignore you...
< 22h/22H 220v/220V Pos: standing >
Mock Combat Chamber
Obvious exits: -West
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 spellbook has been tossed aside here.
[6] A steel dagger about a foot in length lies here.
[6] A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[35] A small bandage rests upon the ground here.
[10] A sturdy looking wooden club has been left here.
[10] A stout cudgel carved from oak wood lies here.
[9] A gnoby piece of wood, perhaps a small mace, lies here.
[10] A warhammer with a sturdy-looking steel head lies here.
[3] A small raven totem lies here.
[3] A small limestone totem lies here.
[3] A small ivory totem lies here.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.
Mock Combat Chamber
Obvious exits: -West
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 spellbook has been tossed aside here.
[6] A steel dagger about a foot in length lies here.
[6] A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[35] A small bandage rests upon the ground here.
[10] A sturdy looking wooden club has been left here.
[10] A stout cudgel carved from oak wood lies here.
[9] A gnoby piece of wood, perhaps a small mace, lies here.
[10] A warhammer with a sturdy-looking steel head lies here.
[3] A small raven totem lies here.
[3] A small limestone totem lies here.
[3] A small ivory totem lies here.
A sparring warrior battles another minotaur.
< 22h/22H 220v/220V Pos: standing >
A War Room
The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
A spellbook has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[14] 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.
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.
[3] A warhammer with a sturdy-looking steel head lies here.
Ackum, the master warrior, is here.
A War Room
The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
A spellbook has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[14] 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.
A steel long sword has been left here.
A steel short sword lies discarded here.
< 22h/22H 219v/220V Pos: standing >
You have now turned Paging mode off.
< 22h/22H 219v/220V Pos: standing >
A Narrow Corridor
Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
A shady chemist peers at you.
< 22h/22H 218v/220V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
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 warhammer with a sturdy-looking steel head lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
< 22h/22H 217v/220V Pos: standing >
A Narrow Staircase
Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West -Down
< 22h/22H 219v/220V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
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 warhammer with a sturdy-looking steel head lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
< 22h/22H 218v/220V 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 reptile skin cloak
<worn about waist> a belt of sewn ratskins
<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
< 22h/22H 218v/220V Pos: standing >
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
< 22h/22H 220v/220V Pos: standing >
You have to write quit - no less, to quit!
< 22h/22H 220v/220V Pos: standing >
Shaman - Last Edited: 2022-10-08 21:07:58 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, Shade, Goblin, Shadow Beast, Kobold, Firbolg
==Innate abilities==
None.
==Specializations==
* Elementalist
* Spiritualist
* Animalist
The following help topics also matched your search:
Shaman Skills
Shaman Spell Knowledge
< 22h/22H 220v/220V Pos: standing >
Totems - Last Edited: 2007-04-19 19:17:16 by Unknown
====================================================
Totems are required by Shamans to cast their spells, as they allow them to focus their energies into magic.
Shaman spells are divided into spheres -animal, elemental, and spiritual. Lesser totems are used to cast spells in a certain sphere below 6th circle, while greater totems are used to cast those spells 6th and
over. Totems can also grant more than one sphere or high/low-level spells. Totems must be held while casting (but not required during memorizing).
Newbie Shamans start with three totems (raven, limestone, ivory), each of which grants the lower spells for a certain sphere. (raven =animal, limestone =elemental, ivory =spiritual).
Higher totems can be bought at various Shaman-related stores around the mud, as well as created by the Minor Creation spell.
==See also==
* Shaman
* Shaman Skills
< 22h/22H 220v/220V Pos: standing >
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
< 22h/22H 220v/220V Pos: standing >
Your power reserves are not sufficient to cast that spell!
< 22h/22H 220v/220V Pos: standing >
Before a Narrow Staircase
Obvious exits: -North -Up
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 warhammer with a sturdy-looking steel head lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
< 22h/22H 220v/220V 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 reptile skin cloak
<worn about waist> a belt of sewn ratskins
<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
< 22h/22H 220v/220V Pos: standing >
You are carrying: (8/11)
a large moth-eaten leather sack
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
< 22h/22H 220v/220V Pos: standing >
Your hands are full.
< 22h/22H 220v/220V Pos: standing >
You stop using a small round wooden shield.
< 22h/22H 220v/220V Pos: standing >
You hold a small ivory totem.
< 22h/22H 220v/220V Pos: standing >
Your power reserves are not sufficient to cast that spell!
< 22h/22H 220v/220V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.
< 22h/22H 220v/220V Pos: standing >
A shady chemist enters from the north.
< 22h/22H 220v/220V Pos: standing >
A shady chemist leaves north.
< 22h/22H 220v/220V Pos: standing >
A shady chemist enters from the north.
< 22h/22H 220v/220V Pos: standing >
Hint: Type 'score' to get some information about your character.
< 22h/22H 220v/220V Pos: standing >
A shady chemist leaves up.
< 22h/22H 220v/220V Pos: standing >
A Shade enters from the north.
< 22h/22H 220v/220V Pos: standing >
A Shade tips his hat.
< 22h/22H 220v/220V Pos: standing >
A Shade leaves up.
< 22h/22H 220v/220V Pos: standing >
A Shade enters from above.
< 22h/22H 220v/220V Pos: standing >
A Shade says 'hi'
< 22h/22H 220v/220V Pos: standing >
A Shade says 'I TAIF HO'
< 22h/22H 220v/220V Pos: standing >
A Shade snorts lewdly.
< 22h/22H 220v/220V Pos: standing >
A Shade leaves up.
< 22h/22H 220v/220V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.
< 22h/22H 220v/220V Pos: standing >
You must sit down before meditating!
< 22h/22H 220v/220V Pos: standing >
You sit down and relax.
< 22h/22H 220v/220V Pos: sitting >
You start meditating...
< 22h/22H 220v/220V Pos: sitting >
< 22h/22H 220v/220V Pos: sitting >
You are memorizing ice missile, which will take about 9 seconds.
< 22h/22H 220v/220V Pos: sitting >
Autosaving...
< 22h/22H 220v/220V Pos: sitting >
You are already meditating.
< 22h/22H 220v/220V Pos: sitting >
Hint: Knocking your foe down will increase the damage you do to him.
< 22h/22H 220v/220V Pos: sitting >
You feel nature's energy flow into your 1st circle of knowledge.
Your communion with nature is now complete...
< 22h/22H 220v/220V Pos: sitting >
You are currently memorizing the following spells:
9 seconds: ( 1st) ice missile
You can memorize no more spells.
You continue your study.
< 22h/22H 220v/220V Pos: sitting >
Your communion with nature is now complete...
< 22h/22H 220v/220V Pos: sitting >
You have ranked up to Serf.
< 22h/22H 220v/220V Pos: sitting >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.
< 22h/22H 220v/220V Pos: sitting >
Pardon?
< 22h/22H 220v/220V Pos: sitting >
< 22h/22H 220v/220V Pos: sitting >
< 22h/22H 220v/220V Pos: sitting >
Hint: Remember to use your skills! Type 'skills' to see what special techniques you may be able to use.
< 22h/22H 220v/220V Pos: sitting >
Hint: If you run across a witch doctor in your journeys, look at the products he offers. His spells last a few days or until you die.
< 22h/22H 220v/220V Pos: sitting >
The powers of the dark ignore you...
< 22h/22H 220v/220V Pos: sitting >
You are using:
<worn on head> a smelly fur hat
<worn on body> a suit of smelly animal furs
<worn about body> a reptile skin cloak
<worn about waist> a belt of sewn ratskins
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
<held> a small ivory totem
<worn on feet> a pair of fur boots
< 22h/22H 220v/220V Pos: sitting >
You may not use this command until level two.
< 22h/22H 220v/220V Pos: sitting >
You are using:
<worn on head> a smelly fur hat
<worn on body> a suit of smelly animal furs
<worn about body> a reptile skin cloak
<worn about waist> a belt of sewn ratskins
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
<held> a small ivory totem
<worn on feet> a pair of fur boots
< 22h/22H 220v/220V Pos: sitting >
You stop meditating.
You are carrying: (8/11)
a small round wooden shield
a large moth-eaten leather sack
a small limestone totem
a small pinewood raven totem
a steel warhammer
a small wooden mace
a stout oaken cudgel
a sturdy wooden club
< 22h/22H 220v/220V 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
< 22h/22H 220v/220V Pos: sitting >
You are currently memorizing the following spells:
9 seconds: ( 1st) ice missile
You can memorize no more spells.
You continue your study.
< 22h/22H 220v/220V Pos: sitting >
< 22h/22H 220v/220V Pos: sitting >
You are already resting.
< 22h/22H 220v/220V Pos: sitting >
You are currently memorizing the following spells:
3 seconds: ( 1st) ice missile
You can memorize no more spells.
< 22h/22H 220v/220V Pos: sitting >
You start meditating...
< 22h/22H 220v/220V Pos: sitting >
Your communion with nature is now complete...
< 22h/22H 220v/220V Pos: sitting >
You are currently memorizing the following spells:
9 seconds: ( 1st) ice missile
You can memorize no more spells.
You continue your study.
< 22h/22H 220v/220V Pos: sitting >
Your communion with nature is now complete...
< 22h/22H 220v/220V Pos: sitting >
Autosaving...
< 22h/22H 220v/220V Pos: sitting >
Hint: Type 'score' to get some information about your character.
< 22h/22H 220v/220V Pos: sitting >
An agitated minotaur enters from above.
< 22h/22H 220v/220V Pos: sitting >
Hint: You can use 'offensive off' to stop from fighting back, and 'offensive' or 'offensive on' to start again.
< 22h/22H 220v/220V Pos: sitting >
An agitated minotaur leaves north.
< 22h/22H 220v/220V Pos: sitting >
Hint: Try 'toggle battle' before your next fight. It displays attacks a little more vividly.
< 22h/22H 220v/220V Pos: sitting >
You stop meditating.
You are already resting.
< 22h/22H 220v/220V Pos: sitting >
You start meditating...
< 22h/22H 220v/220V Pos: sitting >
You are currently memorizing the following spells:
9 seconds: ( 1st) ice missile
You can memorize no more spells.
You continue your study.
< 22h/22H 220v/220V Pos: sitting >
A small rat enters from above.
< 22h/22H 220v/220V Pos: sitting >
Your communion with nature is now complete...
< 22h/22H 220v/220V Pos: sitting >
A small rat leaves north.
< 22h/22H 220v/220V Pos: sitting >
A small rat enters from the north.
< 22h/22H 220v/220V Pos: sitting >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.
< 22h/22H 220v/220V Pos: sitting >
A small rat leaves up.
< 22h/22H 220v/220V Pos: sitting >
Autosaving...
< 22h/22H 220v/220V Pos: sitting >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 22h/22H 220v/220V Pos: sitting >
A small rat enters from above.
< 22h/22H 220v/220V Pos: sitting >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.
< 22h/22H 220v/220V Pos: sitting >
A small rat leaves north.
< 22h/22H 220v/220V Pos: sitting >
< 22h/22H 220v/220V Pos: sitting >
A Shadow Beast enters from the north.
< 22h/22H 220v/220V Pos: sitting >
Hint: Experiment with different social commands. Some are useful in actual game play. Example: 'beckon' asks someone to follow and consent to you, or 'moving' announces that you are moving ahead.
< 22h/22H 220v/220V Pos: sitting >
Ashyel gives a net of endless currents(Wis Gear) to a Shadow Beast.
< 22h/22H 220v/220V Pos: sitting >
A Shadow Beast leaves up.
< 22h/22H 220v/220V Pos: sitting >
A small rat enters from the north.
< 22h/22H 220v/220V Pos: sitting >
< 22h/22H 220v/220V Pos: sitting >
A small rat leaves north.
< 22h/22H 220v/220V Pos: sitting >
< 22h/22H 220v/220V Pos: sitting >
Hint: Type 'toggle' to see a list of various commands you can toggle. Try them out! Some are quite handy.
< 22h/22H 220v/220V Pos: sitting >
A small rat enters from the north.
< 22h/22H 220v/220V Pos: sitting >
A Shadow Beast snaps into visibility.
< 22h/22H 220v/220V Pos: sitting >
A Shadow Beast snaps into visibility.
< 22h/22H 220v/220V Pos: sitting >
A Shadow Beast completes his spell...
A Shadow Beast points at you.
You reel in pain as a Shadow Beast's iceball shatters upon impacting you.