<worn about body> a reptile skin cloak
<worn about waist> a belt of sewn ratskins
<worn on belt buckle>a quill
<worn on arms> a pair of tight black sleeves
<held as shield> a small round wooden shield
<worn on hands> a pair of tight black gloves
<worn on legs> a pair of tight black pants
<worn on feet> a pair of tight black slippers
< 20h/20H 118v/120V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 20h/20H 117v/120V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
< 20h/20H 117v/120V Pos: standing >
An Intersection of Roads
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West
< 20h/20H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 119v/120V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
< 20h/20H 118v/120V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West
< 20h/20H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 119v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 119v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 119v/120V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
< 20h/20H 119v/120V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East
An commoner walks the road, intent on his destination.
< 20h/20H 118v/120V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
< 20h/20H 117v/120V Pos: standing >
A Path of Dirt
Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East -West
< 20h/20H 116v/120V Pos: standing >
A Muddy Trail
Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West
A small snake swims in the swamp.
< 20h/20H 115v/120V Pos: standing >
In the Muck
Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West
[2] The corpse of a small snake is lying here.
< 20h/20H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 116v/120V Pos: standing >
A Muddy Trail through the Swamp
A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East -South
< 20h/20H 117v/120V Pos: standing >
An Old Trail
Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East -West
A small snake swims in the swamp.
< 20h/20H 117v/120V Pos: standing >
A Long Winding Trail of Mud
Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West
< 20h/20H 116v/120V Pos: standing >
Before a Wooden Bridge
Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.
< 20h/20H 115v/120V Pos: standing >
Above a River on a Rope Bridge
A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down
< 20h/20H 115v/120V Pos: standing >
Along a River
The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
< 20h/20H 114v/120V Pos: standing >
Nearing a River
Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East -West
< 20h/20H 113v/120V Pos: standing >
A Dense Forest
The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West
< 20h/20H 113v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 20h/20H 114v/120V Pos: standing >
Near a Log Cabin
The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South
< 20h/20H 113v/120V Pos: standing >
Along a Game Trail
Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West
< 20h/20H 113v/120V Pos: standing >
MMM^^..^.
^MMM^.....*
MMM^^....M*
MMM^^@....*
^MM^^^^^.**
^MMM^..^^**
MMM^^****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 112v/120V Pos: standing >
MM^^..^.*
MMM^.....**
MM^^....M**
MM^^.@...**
MM^^^^^.***
MMM^..^^***
MM^^*****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 110v/120V Pos: standing >
M^^..^.**
MM^.....***
M^^....M***
M^^..@..***
M^^^^^.****
MM^..^^****
M^^******
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 109v/120V Pos: standing >
^^..^.***
M^.....****
^^....M****
^^...@.****
^^^^^.*****
M^..^^*****
^^*******
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 108v/120V Pos: standing >
^..^.****
^.....*****
^....M*****
^....@*****
^^^^.******
^..^^******
^********
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 106v/120V Pos: standing >
.M***
..@**
.****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 105v/120V Pos: standing >
M****
.*@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 103v/120V Pos: standing >
.****
M*@**
.****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 102v/120V Pos: standing >
*****
**@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 101v/120V Pos: standing >
****M
**@**
****M
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 99v/120V Pos: standing >
*****
**@**
*****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 98v/120V Pos: standing >
.****
M*@**
.****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 97v/120V Pos: standing >
..***
.M@**
..***
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 95v/120V Pos: standing >
.M***
..@**
.****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 93v/120V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.
..***
.*@**
^****
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 92v/120V Pos: standing >
...**
^.@**
^^***
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 90v/120V Pos: standing >
^.....***
^^....M****
^^.....****
^^^^^@*****
M^..^^*****
M^^********
^^^******
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 88v/120V Pos: standing >
M^.....**
M^^....M***
M^^.....***
M^^^^@.****
MM^..^^****
MM^^*******
M^^^*****
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 20h/20H 87v/120V Pos: standing >
^^....M**
M^^.....***
M^^^^^.****
MM^..@^****
MM^^*******
MM^^^******
MM^^^****
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 20h/20H 84v/120V Pos: standing >
..^^*
^*@**
^^***
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 83v/120V Pos: standing >
^****
^^@**
^^^**
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 20h/20H 81v/120V Pos: standing >
M^..^^***
MM^^*******
MM^^^******
MMM^^@*****
^MMM^^^^***
^^^MMMM...*
^^^^..^.^
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 20h/20H 79v/120V Pos: standing >
M^^******
MM^^^******
MMM^^^*****
^MMM^@^^***
^^^MMMM...*
.^^^^..^.^^
.^^^^.^..
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 20h/20H 77v/120V Pos: standing >
M^..^^***
MM^^*******
MM^^^******
MMM^^@*****
^MMM^^^^***
^^^MMMM...*
^^^^..^.^
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 20h/20H 75v/120V Pos: standing >
MM^..^^**
MMM^^******
^MM^^^*****
^MMM^@^****
^^MMM^^^^**
^^^^MMMM...
.^^^^..^.
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 20h/20H 73v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -East -Down
< 20h/20H 71v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
A bushy-tailed fox shambles down the path
< 20h/20H 71v/120V Pos: standing >
[Damage: 3 ] -=[Your decent pierce strikes a ragged furred, bushy tailed fox very hard.]=-
< 20h/20H 74v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: few wounds >
You have ranked up to Serf.
< 20h/20H 74v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: few wounds >
[Damage: 4 ] -=[Your pierce seriously wounds a ragged furred, bushy tailed fox.]=-
A ragged furred, bushy tailed fox dodges your futile attack.
< 20h/20H 74v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: nasty wounds >
A ragged furred, bushy tailed fox misses you.
You dodge a bash from a ragged furred, bushy tailed fox, who loses his balance and falls.
< 20h/20H 74v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox ass EP: nasty wounds >
[Damage: 5 ] -=[Your fine pierce enshrouds a ragged furred, bushy tailed fox in a mist of blood.]=-
< 20h/20H 74v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox ass EP: bleeding, close to death >
You dodge a ragged furred, bushy tailed fox's vicious attack.
< 20h/20H 74v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox ass EP: bleeding, close to death >
[Damage: 4 ] -=[Your pierce causes a ragged furred, bushy tailed fox to grimace in pain.]=-
A ragged furred, bushy tailed fox is incapacitated and will slowly die, if not aided.
< 20h/20H 74v/120V Pos: standing >
<[Damage: 6 ] -=[Your pierce hits a ragged furred, bushy tailed fox.]=-
A ragged furred, bushy tailed fox is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a ragged furred, bushy tailed fox's gurgling and choking signals his demise.
< 20h/20H 74v/120V Pos: standing >
Vampire - Last Edited: 2022-10-08 20:18:52 by ashyel
====================================================
Among the most dreaded of the undead hordes is the Vampire.
Vampires are readily identifiable by the seasoned adventurer;
pallid skin, long fangs protruding from the top of their
mouths, the odor of a decaying corpse, and a perceptible
aura of pure evil. Like most undead, Vampires are in the very
dark places where most mortals fear to tread. Vampires are
notorious for draining the lifeblood of their enemies to further
their own lives and power, as well as charming less powerful
creatures to do their bidding.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swashbuckler
* Sorcerer : Wildmage, Wizard, Shadowmage
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Dreadlord : Deathlord, Shadowlord
==Racial Statistics==
Strength : 120
Agility : 115
Dexterity : 120
Constitution: 100
Power : 110
Intelligence: 120
Wisdom : 100
Charisma : 120
Luck : 80
Karma : 100
==Racial Traits==
Combat Pulse : above average
Spell Pulse : very good
==Innate abilities==
*ultravision
bite
*regeneration
*vulnerable to fire
*magic resistance
*vulnerable to sun
*sacrilegious power (obtained at level 46)
'*' Designates passive ability.
The following help topics also matched your search:
Chime of the vampire
Raise Vampire
Vampire - Last Edited: 2022-10-08 20:18:52 by ashyel
====================================================
Among the most dreaded of the undead hordes is the Vampire.
Vampires are readily identifiable by the seasoned adventurer;
pallid skin, long fangs protruding from the top of their
mouths, the odor of a decaying corpse, and a perceptible
aura of pure evil. Like most undead, Vampires are in the very
dark places where most mortals fear to tread. Vampires are
notorious for draining the lifeblood of their enemies to further
their own lives and power, as well as charming less powerful
creatures to do their bidding.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swashbuckler
* Sorcerer : Wildmage, Wizard, Shadowmage
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Dreadlord : Deathlord, Shadowlord
==Racial Statistics==
Strength : 120
Agility : 115
Dexterity : 120
Constitution: 100
Power : 110
Intelligence: 120
Wisdom : 100
Charisma : 120
Luck : 80
Karma : 100
==Racial Traits==
Combat Pulse : above average
Spell Pulse : very good
==Innate abilities==
*ultravision
bite
*regeneration
*vulnerable to fire
*magic resistance
*vulnerable to sun
*sacrilegious power (obtained at level 46)
'*' Designates passive ability.
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Chime of the vampire
Raise Vampire
< 20h/20H 88v/120V Pos: standing >
A Dusty Trail
Obvious exits: -Up -Down
Fresh blood splatters cover the area.
The corpse of a ragged furred, bushy tailed fox is lying here.
< 20h/20H 91v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
A tiny bony chipmunk darts around with tail aflicker.
< 20h/20H 93v/120V Pos: standing >
[Damage: 4 ] -=[Your pierce enshrouds a tiny bony chipmunk in a mist of blood.]=-
< 20h/20H 99v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: tiny sta EP: bleeding, close to death >
[Damage: 3 ] -=[Your decent pierce enshrouds a tiny bony chipmunk in a mist of blood.]=-
A tiny bony chipmunk is incapacitated and will slowly die, if not aided.
< 20h/20H 99v/120V Pos: standing >
<[Damage: 4 ] -=[Your fine pierce critically injures a tiny bony chipmunk.]=-
A tiny bony chipmunk is mortally wounded, and will die soon, if not aided.
[Damage: 2 ] -=[Your pierce hits a tiny bony chipmunk.]=-
A tiny bony chipmunk is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a tiny bony chipmunk's gurgling and choking signals his demise.
< 20h/20H 99v/120V Pos: standing >
A Dusty Trail
Obvious exits: -Up -Down
Fresh blood covers everything in the area.
The corpse of a tiny bony chipmunk is lying here.
< 20h/20H 99v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -Up
A bushy-tailed fox shambles down the path
A little blue snake slithers through the grass.
< 20h/20H 98v/120V Pos: standing >
[Damage: 3 ] -=[Your decent pierce strikes a ragged furred, bushy tailed fox very hard.]=-
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: few wounds >
A ragged furred, bushy tailed fox dodges your futile attack.
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: few wounds >
You dodge a ragged furred, bushy tailed fox's vicious attack.
You sneer as you sidestep a ragged furred, bushy tailed fox's kick.
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: few wounds >
A ragged furred, bushy tailed fox dodges your futile attack.
[Damage: 4 ] -=[Your fine pierce seriously wounds a ragged furred, bushy tailed fox.]=-
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: nasty wounds >
You dodge a ragged furred, bushy tailed fox's vicious attack.
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: nasty wounds >
[Damage: 3 ] -=[Your pierce seriously wounds a ragged furred, bushy tailed fox.]=-
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: fox sta EP: awful >
You feel your skill in double attack improving.
[Damage: 2 ] -=[Your decent pierce seriously wounds a ragged furred, bushy tailed fox.]=-
A ragged furred, bushy tailed fox is stunned!
[Damage: 4 ] -=[Your fine pierce causes a ragged furred, bushy tailed fox to grimace in pain.]=-
A ragged furred, bushy tailed fox is incapacitated and will slowly die, if not aided.
< 20h/20H 102v/120V Pos: standing >
<[Damage: 4 ] -=[Your fine pierce critically injures a ragged furred, bushy tailed fox.]=-
A ragged furred, bushy tailed fox is mortally wounded, and will die soon, if not aided.
< 20h/20H 102v/120V Pos: standing >
<Hint: Trying to remember what someone said? You can use the 'recall' command. Use 'recall ?' for a list of options with descriptions.
< 20h/20H 102v/120V Pos: standing >
<[Damage: 2 ] -=[Your pierce hits a ragged furred, bushy tailed fox.]=-
A ragged furred, bushy tailed fox is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a ragged furred, bushy tailed fox's gurgling and choking signals his demise.
< 20h/20H 102v/120V Pos: standing >
A Thri-Kreen enters from above.
< 20h/20H 102v/120V Pos: standing >
A Thri-Kreen falls in from above, landing in a crumpled heap!
A Thri-Kreen is stunned!
< 20h/20H 102v/120V Pos: standing >
A Thri-Kreen clambers to his feet.
< 20h/20H 102v/120V Pos: standing >
A Dusty Trail
Obvious exits: -North -Up
Puddles of fresh blood cover the ground.
The corpse of a ragged furred, bushy tailed fox is lying here.
A Thri-Kreen (medium) stands here.
A little blue snake slithers through the grass.
< 20h/20H 102v/120V Pos: standing >
A Thri-Kreen suddenly attacks YOU!
A Thri-Kreen misses you.
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: A Thri-Kreen sta EP: nasty wounds >
You let everyone know you will be back later.
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen ducks, and your foot flies a mile high.
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen parries your futile lunge at him.
< 20h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC:excellent E: A Thri-Kreen sta EP: nasty wounds >
-=[A Thri-Kreen leaps towards you and sinks his jaws dripping with venom deep in your flesh.]=-
YIKES! Another hit like that, and you've had it!!
< 9h/20H 102v/120V Pos: standing >
< T: Pohet TP: sta TC: nasty wounds E: A Thri-Kreen sta EP: nasty wounds >
You raise a level!
A Thri-Kreen misses you.
A Thri-Kreen misses you.
A Thri-Kreen misses you.
< 15h/26H 102v/120V Pos: standing >
< T: Pohet TP: sta TC: few wounds E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen blocks your futile lunge at him.
< 15h/26H 102v/120V Pos: standing >
< T: Pohet TP: sta TC: few wounds E: A Thri-Kreen sta EP: nasty wounds >
OUCH! That really did HURT!
You are knocked to the ground by a Thri-Kreen's mighty bash!
< 11h/26H 102v/120V Pos: sitting >
< T: Pohet TP: sit TC: nasty wounds E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen misses you.
-=[A Thri-Kreen's fine slash seriously wounds you.]=-
OUCH! That really did HURT!
A Thri-Kreen misses you.
< 6h/26H 102v/120V Pos: sitting >
< T: Pohet TP: sit TC:pretty hurt E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen blocks your futile lunge at him.
< 6h/26H 102v/120V Pos: sitting >
< T: Pohet TP: sit TC:pretty hurt E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen parries your futile lunge at him.
< 7h/26H 102v/120V Pos: sitting >
< T: Pohet TP: sit TC:pretty hurt E: A Thri-Kreen sta EP: nasty wounds >
-=[A Thri-Kreen's slash enshrouds you in a mist of blood.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Thri-Kreen misses you.
< 1h/26H 102v/120V Pos: sitting >
< T: Pohet TP: sit TC: awful E: A Thri-Kreen sta EP: nasty wounds >
You raise a level!
< 8h/33H 102v/120V Pos: sitting >
< T: Pohet TP: sit TC:pretty hurt E: A Thri-Kreen sta EP: nasty wounds >
You clamber to your feet.
-=[A Thri-Kreen leaps towards you and sinks his jaws dripping with venom deep in your flesh.]=-
You feel your pulse begin to slow and you realize you are mortally wounded...
< -7h/33H 102v/120V Pos: standing >
You are in pretty bad shape, unable to do anything!
< -7h/33H 102v/120V Pos: standing >
You are in pretty bad shape, unable to do anything!
< -7h/33H 102v/120V Pos: standing >
You are in pretty bad shape, unable to do anything!
< -7h/33H 102v/120V Pos: standing >
-=[