The death of [31 Shadowmage] Xod The Empire (Grey Elf)

in Quivering Leaf Restaurant

from the perspective of [31 Shadowmage] Xod The Empire (Grey Elf)

<worn in ear>        a glowing jade earring (glowing)
<worn on face>       the mask of armageddon [poor]
<worn around neck>   a beating heart of a necromancer
<worn on body>       a cracked leather chainmail from Vella's Bordello
<worn about body>    an unearthly clay bodycloak from Vella's Bordello
<worn on back>       a large leather backpack
<worn about waist>   a scarlet silk sash
<worn on belt buckle>an ashen leather belt buckle from Vella's Bordello
<worn on arms>       some fanged cured leather vambraces from Vella's Bordello
<held as shield>     a flaming glass heater shield
<worn around wrist>  a small bracelet made of roots [superior] [61%]
<worn around wrist>  a glowing emerald bracelet [poor] (glowing) (humming)
<worn on finger>     some mithril ringlets [superior]
<worn on finger>     a ring of sandstone [poor]
<primary weapon>     a well-crafted reed short sword from Vella's Bordello
<worn on legs>       a pair of flayed illithid hide leggings [poor] (glowing)
<worn on feet>       some hardened granite shoes from The Savannah of Broken Trusts

   ^...+......    
  .....+.......   
 .....M+...M....  
 ++M++++........  
 ......+@++M++++  
 ...............  
 ...............  
  .....^.......   
   .......^...    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ...+.......    
  ....+........   
 ....M+...M.....  
 +M++++.........  
 .....++@+M+++++  
 ...............  
 ...............  
  ....^........   
   ......^....    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ..+........    
  ...+.........   
 ...M+...M......  
 M++++..........  
 ....+++@M++++++  
 ...............  
 ...............  
  ...^.........   
   .....^.....    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   .+.........    
  ..+..........   
 ..M+...M.......  
 ++++...........  
 ...++++@+++++++  
 ...............  
 ...............  
  ..^..........   
   ....^......    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 
A large pile of rocks moves around the room.

< 293h/293H 153v/153V Pos: standing >
 
   +..........    
  .+...........   
 ..+...M........  
 +M+............  
 ..++++M@+++++++  
 ...............  
 ...............  
  .^..........*   
   ...^......*    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ...........    
  +............   
 .+...M.........  
 M+.............  
 .++++M+@+++++++  
 ...............  
 ..............*  
  ^..........**   
   ..^......**    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ...........    
  .............   
 +...M..........  
 +..............  
 ++++M++@+++++++  
 ..............*  
 .............**  
  ..........***   
   .^......***    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ...........    
  .............   
 ...M...........  
 ...............  
 +++M+++@++++++M  
 .............*^  
 ............**^  
  .........***^   
   ^......***^    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ...........    
  .............   
 ..M............  
 ...............  
 ++M++++@+++++M+  
 ............*^^  
 ...........**^M  
  ........***^^   
   ......***^^    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ...........    
  .............   
 .M............^  
 ..............^  
 +M+++++@+++M++^  
 ...........*^^M  
 ..........**^MM  
  .......***^^M   
   .....***^^^    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ...........    
  ............^   
 M............^^  
 .............^^  
 M++++++@++M++^M  
 ..........*^^MM  
 .........**^MMM  
  ......***^^MM   
   ....***^^^M    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ..........*    
  ...........^^   
 ............^^^  
 ............^^M  
 +++++++@+M++^MM  
 .........*^^MMM  
 ........**^MMM^  
  .....***^^MMM   
   ...***^^^MM    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   .........**    
  ..........^^^   
 ...........^^^M  
 ...........^^MM  
 +++++++@M++^MMM  
 ........*^^MMMM  
 .......**^MMM^^  
  ....***^^MMM^   
   ..***^^^MM^    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ........***    
  .........^^^M   
 ..........^^^MM  
 ..........^^MMM  
 +++++++@++^MMM^  
 .......*^^MMMM^  
 ......**^MMM^^^  
  ...***^^MMM^^   
   .***^^^MM^^    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 
A Tharnadian highway marshall protects the roads.

< 293h/293H 153v/153V Pos: standing >
 
   .......***^    
  ........^^^MM   
 .........^^^MM^  
 .........^^MMM^  
 ++++++M@+^MMM^^  
 ......*^^MMMM^^  
 .....**^MMM^^^.  
  ..***^^MMM^^.   
   ***^^^MM^^.    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
 
   ......***^M    
  .......^^^MMM   
 ........^^^MM^^  
 ........^^MMM^^  
 +++++M+@^MMM^^M  
 .....*^^MMMM^^.  
 ....**^MMM^^^..  
  .***^^MMM^^..   
   **^^^MM^^..    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
A Trade Path Heading into a Ravine
   This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north.  The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north.  A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing.  Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West  -Up    -Down 
A large wooden sign stands here.
A halfling cleric stands here smiling at everything around her.
One of the few mages in the Woodseer guard helps keep watch here.

< 293h/293H 153v/153V Pos: standing >
Alas, you cannot go that way. . . .

< 293h/293H 153v/153V Pos: standing >
On a Stone Stairway
   Two people can travel abreast on this narrow stairway.  The stones are well
worn by the passage of many feet and are very sturdy, but there are no
guardrails to prevent someone from falling over the edge.  At this height one
can see down into the lower branches of some of the trees to the east.  Tree
branches throughout the jungle below and to the east are alive with birds and
monkeys as well as other creatures that are not as easy to identify.  The
stairway continues up toward the Woodseer plateau and down to the jungle.
Obvious exits: -Up    -Down 

< 293h/293H 153v/153V Pos: standing >
On a Stone Stairway
   A guardrail would be very nice at this point.  The narrow stairway can only
fit two people abreast and is almost 150 feet above the ground now.  It is easy
to see that this stairway was originally built with security and not safety in
mind.  The only way to attack Woodseer would be to climb the steep rocky
cliff to the north and south or to come up this stairway, either of which are
easy to defend.  Stairs lead up to Woodseer and down toward the jungle below.
Obvious exits: -Up    -Down 

< 293h/293H 153v/153V Pos: standing >
On a Stone Stairway
   There are no guardrails to keep one from falling off these narrow stone
steps and making a gruesome fall to the base of the cliffs over 200 hundred
feet below.  All the same, the agile halflings bounce up and down this stairway
with little worry of falling over the edge.  To the south a thin waterfall can
be seen diving over the edge of the cliff into a small pond by the jungle far
below.  Stone stairs rise up toward Woodseer and head down to meet the valley
below.
Obvious exits: -Up    -Down 

< 293h/293H 153v/153V Pos: standing >
On a Stone Stairway
   It is a good thing that halflings don't have any fear of heights.  This
cracked stone stairway is extremely narrow and there are no guardrails to be
seen.  The drop down to the valley below would be swift, and most likely end in
a quick and painless death.  Stone walls can be seen along the top of the
cliff above and a thin waterfall plummets over the edge of the cliff to the
south.  Cracked stone stairs, in dire need of repair, lead down toward the
jungle valley below and climb up to Woodseer.
Obvious exits: -Up    -Down 
A giant dragonfly zips around here.

< 293h/293H 153v/153V Pos: standing >
Outside the Woodseer Gates
   Cracked but sturdy looking stone stairs lead down from this tiny landing to
the jungle valley below.  A narrow passage through the Woodseer gates to the
west leads into a thriving halfling city.  Stone walls, in need of repair,
extend along the top of the cliff to the north and south creating an almost
unnecessary addition to the steep cliff face to defend Woodseer from any
invasion. Halfling merchants can be heard hawking their wares and children can
be heard laughing from the other side of the stone walls.
Obvious exits: -West  -Down 
A speckled mother duck protects her young.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.

< 293h/293H 153v/153V Pos: standing >
Inside the Woodseer Gates
   Rusty gates are propped open here, obviously not in use for quite a long
time.  It seems the halflings either aren't terribly worried about invasion or
are a bit lazy when it comes to upkeep.  Guards patrol the wall above and the
area of the gates watching everyone with more amusement and curiosity than
caution.  An intersection of cobblestone roads can be seen to the west and a
narrow landing is to the east through the open gates.
Obvious exits: -East  -West 
A giant dragonfly zips around here.
A hooded mage is here traveling to the tower to study.
A young duck searches for food here.

< 293h/293H 153v/153V Pos: standing >
Petalrich Lane and Vinestrong Way
   Immediately inside the gates, Petalrich Lane intersects with Vinestrong Way.
Vinestrong Way leads north and south along the Woodseer wall and Petalrich Lane
leads west through Woodseer.  A stone wall surrounds a huge park to the
northwest and a number of halflings can be seen going in and out of Woodseer's
more popular stores and restaurants to the west.
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
Petalrich Lane
   The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road.  Based on the heavy traffic
this must be the major business area of Woodseer.  A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park.  A doorway
to the south enters a large building built in the shade of a nearby jodani
tree.  A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods".  Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East  -South -West 
A wealthy halfling woman on a shopping trip walks down the road.
A halfling guard patrols the streets keeping the peace.

< 293h/293H 153v/153V Pos: standing >
Petalrich Lane
   Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume.  North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife.  It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains.  Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall.  South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant.  The flower-lined road
continues to the east and west.
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
Petalrich Lane
   The wide entrance to the park north of here beckons to be used.  Narrow
paths lead through a variety of plants and flowers through a beautiful peaceful
setting.  Just to the south is a fine clothing store offering everything from
fine shirts to leather work-boots and armor.  Along the sides of the
cobblestone road small narrow flower beds have been planted with a variety of
beautiful flowers.  The flower-lined road continues to the east and west, and
an entrance to the park is to the north.  A doorway leads into a clothing shop
to the south.
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
Clora's Clothing and Armor
   The halfling proprietress, Clora, prides herself on the fine clothing that
she sells.  On top of the leather armor that she offers for sale she sells fine
silk and linen clothing of many styles.  Clora is the only one in the area to
sell fine silk brocade shirts and cloaks for those special nights out.  Her
fine clothing, all of silk or the finest linen, lines the southern wall and
leather armor, boots, and caps line the western wall.  Mirrors in the southeast
corner can be used to view clothing while trying it on, and needles and thread
nearby indicate that Clora will be more than happy to make adjustments to get
that perfect fit.  An open doorway to the north leads to the beautiful
Petalrich Lane, further beyond a beautiful park can be seen.
This area seems to be devoid of magic!
Obvious exits: -North
A young duck searches for food here.
Clora awaits visitors to her humble store.

< 293h/293H 153v/153V Pos: standing >
Alas, you cannot go that way. . . .

< 293h/293H 153v/153V Pos: standing >
Petalrich Lane
   The wide entrance to the park north of here beckons to be used.  Narrow
paths lead through a variety of plants and flowers through a beautiful peaceful
setting.  Just to the south is a fine clothing store offering everything from
fine shirts to leather work-boots and armor.  Along the sides of the
cobblestone road small narrow flower beds have been planted with a variety of
beautiful flowers.  The flower-lined road continues to the east and west, and
an entrance to the park is to the north.  A doorway leads into a clothing shop
to the south.
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
Petalrich Lane
   Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume.  North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife.  It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains.  Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall.  South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant.  The flower-lined road
continues to the east and west.
Obvious exits: -North -East  -South -West 

< 293h/293H 153v/153V Pos: standing >
Quivering Leaf Restaurant
   The interior of the tree has been hollowed out and polished to a lustrous
shine.  Solid ebonwood tables and chairs are spread out evenly through the
room, fine linens and china are at every place setting.  The Quivering
Leaf serves fine food at, er, fine prices, but it is worth every penny.
Well-dressed waiters are ready to seat the customers and take their orders.
Even at off-times the restaurant is crowded, and on holidays there are lines
out the door because the Quivering Leaf accepts no reservations.  A small
stairway leads down to a well-lit bar and another stairway leads up to the inn.
An open doorway leads back out to Petalrich Lane.
Obvious exits: -North -Up    -Down 
A crafting recipe lies here collecting dust.
A halfling adventurer wanders here humming to himself.
A small box turtle ambles by.
You sense a lifeform nearby.
(Q)The head maitre d' is here looking very worried.
An elven merchant has come here to try the food.
A wealthy woodcarver is here for a fine meal.
The wife of a simple farmer smiles with pleasure as she looks around.
A simple farmer is here for a special meal.
A handsome halfling waiter in a tuxedo serves his customers.

< 293h/293H 153v/153V Pos: standing >
The Quivering Leaf Inn
   A receptionists desk marks the entrance to a number of the fine rooms that
have been created throughout the tree.  All of the walls shine with the
lustrous red hue of highly polished jodani wood.  It is said that there are
rooms large enough to accommodate even the largest of barbarians from the
north, if they can pay the rate.  All of the rooms in the Quivering Leaf
are well-furnished with the most comfortable of beds and pleasant chairs so
that travelers always wake well-rested.  Special guards ensure that each guest,
and their belongings will be safe, at least until they leave their rooms.  A
staircase leads down into one of the finest restaurants in the land, and a
small doorway to the east enters a tiny reading room.
This area seems to be devoid of magic!
Obvious exits: -East  -West  -Down 
A beautiful receptionist stands here ready to rent out rooms.

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >
Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.

< 293h/293H 153v/153V Pos: standing >
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.

< 293h/293H 153v/153V Pos: standing >
Autosaving...

< 293h/293H 153v/153V Pos: standing >
Magical auras fade from your sight.

< 293h/293H 153v/153V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)". For shorter way, you can all do "practice all". You can also do it if you have another players book in your inventory and type "scribe (spell name)".

< 293h/293H 153v/153V Pos: standing >
A halfling woman enters from below.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
A father duck enters from the west.

< 293h/293H 153v/153V Pos: standing >
A halfling woman leaves west.

< 293h/293H 153v/153V Pos: standing >
A father duck leaves west.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)". For shorter way, you can all do "practice all". You can also do it if you have another players book in your inventory and type "scribe (spell name)".

< 293h/293H 153v/153V Pos: standing >
A halfling woman enters from the west.

< 293h/293H 153v/153V Pos: standing >
A halfling woman leaves west.

< 293h/293H 153v/153V Pos: standing >
A halfling woman enters from the west.

< 293h/293H 153v/153V Pos: standing >
You feel your skin soften and return to normal.

< 293h/293H 153v/153V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
Your flesh magically hardens, turning to stone.
The spirits of Vella's Bordello grant you their protection.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >
A halfling woman leaves down.

< 293h/293H 153v/153V Pos: standing >
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.

< 293h/293H 153v/153V Pos: standing >
A father duck enters from the west.

< 293h/293H 153v/153V Pos: standing >
The Quivering Leaf Inn
Obvious exits: -East  -West  -Down 
A father duck with a bright green head watches the ducklings.
A beautiful receptionist stands here ready to rent out rooms.

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >

1st CIRCLE:
detect magic                [in spellbook]
magic missile               [in spellbook]
minor creation              [in spellbook]

2nd CIRCLE:
burning hands               [in spellbook]
chill touch                 [in spellbook]
sleep                       [in spellbook]
strength                    [in spellbook]

3rd CIRCLE:
acid blast                  [in spellbook]
agility                     [in spellbook]
concealment                 [in spellbook]
shocking grasp              [in spellbook]

4th CIRCLE:
dispel magic                [in spellbook]
farsee                      [in spellbook]
infravision                 [in spellbook]
levitate                    [in spellbook]
lightning bolt              [in spellbook]
minor paralysis             [in spellbook]
ray of enfeeblement         [in spellbook]
wizard eye                  [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
cone of cold                [in spellbook]
dimension door              [in spellbook]
minor globe of invulnerability   [in spellbook]
slowness                    [in spellbook]

6th CIRCLE:
blink                       [in spellbook]
color spray                 [in spellbook]
feeblemind                  [in spellbook]
fireball                    [in spellbook]
fireshield                  [in spellbook]
ice storm                   [in spellbook]
teleport                    [in spellbook]

7th CIRCLE:
bigbys clenched fist        [in spellbook]
detect invisibility         [in spellbook]
haste                       [in spellbook]
improved invisibility       [in spellbook]
power word blind            [in spellbook]
power word stun             [in spellbook]
reveal true name            [in spellbook]

8th CIRCLE:
dispel invisible            [in spellbook, but too high level]
fly                         [in spellbook, but too high level]
immolate                    [in spellbook, but too high level]
power word kill             [in spellbook, but too high level]
shadow shield               [in spellbook, but too high level]

9th CIRCLE:
electrical execution        [in spellbook, but too high level]
incendiary cloud            [in spellbook, but too high level]
mass invisibility           [in spellbook, but too high level]
prismatic ray               [in spellbook, but too high level]
relocate                    [in spellbook, but too high level]

10th CIRCLE:
bigbys crushing hand        [in spellbook, but too high level]
chain lightning             [in spellbook, but too high level]
meteorswarm                 [in spellbook, but too high level]

11th CIRCLE:
enlarge                     [in spellbook, but too high level]
reduce                      [in spellbook, but too high level]
solbeeps missile barrage    [in spellbook, but too high level]

12th CIRCLE:
deflect                    
globe of invulnerability   
obtenebration              


< 293h/293H 153v/153V Pos: standing >
Autosaving...

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >
Blink - Last Edited: 2007-04-19 19:17:09 by Unknown
===================================================
* Area of effect: <caster> 
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Generic

While in combat, the Shadowmage may escape damage by casting the spell
"Blink". By blinking out of existence for a fraction of a second, the enemy
will fumble their attack and possibly fall. If the foe is a caster, they
may abort an offensive spell mid-chant.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
A father duck leaves west.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >
Shadowmage - Last Edited: 2014-07-31 02:45:59 by lohrr
======================================================
The Master of the paths of magic and silent transference. A Shadowmage deeply
studied will not feel the discomfort, unease and disorientation as other
casters do upon using spells such as teleport, relocate and dimension door.
They can also "Blink" out of the way causing foes hitting them bodily to fall
as they fail their swing, possibly causing them to abort offensive magics
against this Mage. The spell concealment grants a Shadowmage the same effects
as the hide skill.

==See also==
* Sorcerer

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

==Innate abilities==
None.

==Skills==
None.

==Spells==
6th Circle: blink
12th Circle: obtenebration


< 293h/293H 153v/153V Pos: standing >
Hint: Type toggle group to let others know that you're interested in grouping.

< 293h/293H 153v/153V Pos: standing >
Concealment - Last Edited: 2007-04-19 19:17:10 by Unknown
=========================================================
* Area of effect: <victim> | <object>
* * Aggressive:     No
* * Cumulative:     No
* * Duration:       Dependent on proficiency of caster
* * Type of spell:  Enchantment

Concealment grants the target a limited form of invisibility, but it can be
broken by almost any action on the recipient"s part. Concealment can be
detected with "detectinvisibility|Detect Invisibility", and can be dispelled by "revealtrueform|Reveal True
Form" and "faeriefog|Faerie Fog".

	See also:improvedinvisibility ,detectinvisibility ,faeriefog

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >
Hint: Type 'terrain' to see what kind of terrain you are in.  Druids benefit from Forest or Field terrain.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >
A father duck enters from the west.

< 293h/293H 153v/153V Pos: standing >
A father duck leaves east.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled. 

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
You feel your skin soften and return to normal.

< 293h/293H 153v/153V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 293h/293H 153v/153V Pos: standing >
Your flesh magically hardens, turning to stone.
The spirits of Vella's Bordello grant you their protection.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves down.

< 293h/293H 153v/153V Pos: standing >
Autosaving...

< 293h/293H 153v/153V Pos: standing >
A father duck enters from the east.

< 293h/293H 153v/153V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 293h/293H 153v/153V Pos: standing >
A father duck leaves down.

< 293h/293H 153v/153V Pos: standing >
Hint: Loosing the battle? Try to 'flee'. But don't flee too many times, or you might run into something even nastier!

< 293h/293H 153v/153V Pos: standing >
Zaran has entered the game.

< 293h/293H 153v/153V Pos: standing >
Zaran floats down.

< 293h/293H 153v/153V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.

< 293h/293H 153v/153V Pos: standing >
Zaran floats in from below.

< 293h/293H 153v/153V Pos: standing >
The innkeeper stores Zaran's stuff in the safe and shows him to his room.

< 293h/293H 153v/153V Pos: standing >
Hint: Searching a room can sometimes reveal a hidden exit!  Search in suspicious dead ends or in rooms with suspicious descriptions.

< 293h/293H 153v/153V Pos: standing >
Autosaving...

< 293h/293H 153v/153V Pos: standing >
You feel your skin soften and return to normal.

< 293h/293H 153v/153V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.

< 293h/293H 153v/153V Pos: standing >
Your flesh magically hardens, turning to stone.
The spirits of Vella's Bordello grant you their protection.

< 293h/293H 153v/153V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from below.

< 293h/293H 153v/153V Pos: standing >

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves west.

< 293h/293H 153v/153V Pos: standing >
Hint: Some mobs are friendlier than others. Try 'ask <mob> hi' to get a quest started or look for clues in their description on what to ask them about.

< 293h/293H 153v/153V Pos: standing >
Autosaving...

< 293h/293H 153v/153V Pos: standing >
Hint: Type "toggle" to see a list of various commands you can toggle.  Try them out!  Some are quite handy.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling enters from the west.

< 293h/293H 153v/153V Pos: standing >
A fuzzy duckling leaves down.

< 293h/293H 153v/153V Pos: standing >
You feel your skin soften and return to normal.

< 293h/293H 153v/153V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 293h/293H 153v/153V Pos: standing >
Your flesh magically hardens, turning to stone.
The spirits of Vella's Bordello grant you their protection.

< 293h/293H 153v/153V Pos: standing >
A lieutenant enters from below.

< 293h/293H 153v/153V Pos: standing >
A giant dragonfly enters from below.

< 293h/293H 153v/153V Pos: standing >
A giant dragonfly leaves west.

< 293h/293H 153v/153V Pos: standing >
A lieutenant leaves west.

< 293h/293H 153v/153V Pos: standing >
A giant dragonfly enters from the west.

< 293h/293H 153v/153V Pos: standing >
Hint: In certain rooms, you can heal at an advanced rate!  In others, you won't heal at all!

< 293h/293H 153v/153V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 293h/293H 153v/153V Pos: standing >
You resist the effects of a swarm of insects's spell!
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You resist the effects of a swarm of insects's spell!
You stagger as a magic missile from a swarm of insects hits you.

< 272h/293H 153v/153V Pos: standing >
A dwarf mercenary tracker and punisher enters from below.
A dwarf mercenary tracker and punisher attacks a Kobold. [3 hits]

< 272h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You resist the effects of a swarm of insects's spell!
You resist the effects of a swarm of insects's spell!

< 236h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.

< 186h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
You resist the effects of a swarm of insects's spell!
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.

< 158h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.

< 124h/293H 153v/153V Pos: standing >
A giant dragonfly leaves west.

< 124h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You resist the effects of a swarm of insects's spell!
You stagger as a magic missile from a swarm of insects hits you.

< 108h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You resist the effects of a swarm of insects's spell!
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.

< 100h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You stagger as a magic missile from a swarm of insects hits you.
You wish that your wounds would stop BLEEDING so much!
You stagger as a magic missile from a swarm of insects hits you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 11h/293H 153v/153V Pos: standing >
You stagger as a magic missile from a swarm of insects hits you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You only have time to notice a swarm of insects uttering strange sounds before everything is dark.
Your pair of taut dwarfhide gloves [poor] was completely destroyed by the massive blow!
Your bloody clay coif from Vella's Bordello was completely destroyed by the massive blow!
Your gleaming steel eyepatch was completely destroyed by the massive blow!
The world starts spinning, and your ears are ringing!
You stop riding the mount.