The death of [21 Conjurer] Hyador (Grey Elf)

in Keats Street

from the perspective of [21 Conjurer] Hyador (Grey Elf)

<worn on head>       a soldier's hemp tiara from The Town of Breale
<worn on eyes>       a bone visor [superior] (magic)
<worn in ear>        a large golden hoop earring [superior] (magic)
<worn on body>       a red and black shirt [superior]
<worn on belt buckle>a rugged adventurers satchel (magic)
<attached to belt>   an angelic bark belt buckle
<worn on arms>       some crude sapphire vambraces
<held as shield>     a gleaming dragonscale buckler
<worn around wrist>  a polished steel bracelet (magic)
<worn around wrist>  a superior emerald bracelet
<worn on hands>      some unearthly iron gloves from The Town of Breale
<primary weapon>     a small silver dagger (magic)
<worn on legs>       some sparkling hardwood leg plates from Woodseer


	This energetic gnome scurries about from one end of the table to the other,
checking the consistency of various flasks, filled with something you dare not guess.
As he carries on with his work he hums some nonsensical song you cannot understand.
After he emtpies the last of his batch into the last vial, he looks up and is startled
at noticing you for the first time.

	"OH!  excuse me!  I was lost in thought as I was finishing my batch of antidotes!
	Apparently, a drider escaped from the Turopolis zoo and has infected quite
	a few visitors.  A few sips from these flasks and they'll all be good as new
	again!"

The gnome slaps himself in the forehead.

	"There I go again!  Where are my manners?  I am Nebble,
	a professor of alchemy at Ashrumite.  The drider antidote I have
	been making needed special plants that only grow on the coast of the
	Tharnadian bay, so I needed to stay in town a few days while I gathered
	the ingredients.  This batch should be enough to cover the reported cases,
	but I'll hang around another few days just to make sure my services are
	no longer needed."
An energetic gnome appears to be Gnome and is in excellent condition.
He's small in size.


< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    South- A Corridor

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 122v/125V Pos: standing >
Room #10
Obvious exits: -S
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 124v/125V Pos: standing >
Room #9
Obvious exits: -N
(Q)A muscular human paces back and forth here.

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 124v/125V Pos: standing >
Room #10
Obvious exits: -S
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 124v/125V Pos: standing >
Room #9
Obvious exits: -N
(Q)A muscular human paces back and forth here.

< 131h/131H 123v/125V Pos: standing >
	This well muscled young human paces back and forth holding his hands over his ears,
and muttering something you can't quite catch.  Upon noticing you he stops and begins shouting,

	"WHAT KIND OF INN IS THIS?!  I stopped here to meditate and get a good night's sleep
	for my journey 	home to Temple Cloister tomorrow, but who could possibly sleep with
	all this noise?! Those bratty children across from me have not stopped making noise
	with their toy instruments since I arrived!  I have twice asked them to quiet down,
	only to have them mock me to my face!  Us monks are trained to restrain our tempers,
	but mine has never been tested to this extreme before!  If only I could get ahold
	of their instruments and snap them to pieces, before I completely lose my temper
	and snap those kids into pieces instead!"

With that, the frustrated monk continues his pacing and mumbling.
A muscular human appears to be Human and is in excellent condition.
He's medium in size.

	This well muscled young human paces back and forth holding his hands over his ears,
and muttering something you can't quite catch.  Upon noticing you he stops and begins shouting,

	"WHAT KIND OF INN IS THIS?!  I stopped here to meditate and get a good night's sleep
	for my journey 	home to Temple Cloister tomorrow, but who could possibly sleep with
	all this noise?! Those bratty children across from me have not stopped making noise
	with their toy instruments since I arrived!  I have twice asked them to quiet down,
	only to have them mock me to my face!  Us monks are trained to restrain our tempers,
	but mine has never been tested to this extreme before!  If only I could get ahold
	of their instruments and snap them to pieces, before I completely lose my temper
	and snap those kids into pieces instead!"

With that, the frustrated monk continues his pacing and mumbling.
A muscular human appears to be Human and is in excellent condition.
He's medium in size.


< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 124v/125V Pos: standing >
Room #10
Obvious exits: -S
(Q)A wild grey elf child jumps on the bed and cheers on her comrades.
(Q)An energetic human child runs in circles around the room chasing his friend.
(Q)A rambunctious halfling child runs wildly around the room.

< 131h/131H 123v/125V Pos: standing >
Slay whom?

< 131h/131H 125v/125V 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)".

< 131h/131H 125v/125V Pos: standing >
You do not see a instrument here.

< 131h/131H 125v/125V Pos: standing >
You don't know how to capture.

< 131h/131H 125v/125V Pos: standing >
Skill
1h bludgeon                   40
1h piercing                   80
2h bludgeon                   31
bandage                       31
carve                         31
climb                         31
concentration                 31
fishing                      100
kick                          40
meditate                      32
mount                         31
quick chant                   33
retreat                       31
salvage                       31
scribe                        36
sorcerous spell knowledge     34
swim                          31

< 131h/131H 125v/125V Pos: standing >
What would you like to salvage?

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    South- A Corridor

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
Obvious exits:
    South- A Corridor

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 123v/125V Pos: standing >
Room #7
Obvious exits: -N
(Q)A pudgy gnome sulks while sitting at his desk.

< 131h/131H 123v/125V Pos: standing >
	"It is customary to knock and wait to be welcomed in you know.  Though I know
	it must be difficult for you youngsters to hear of my arrival and not know how
	to go about meeting me properly.  I am of course the great gnome conjurer, Leodra.
	You've heard of my endless travels and heroic feats I'm sure.  There mustn't be an
	urd or bullywug who hasn't heard my name and trembled with fear!  Those pesky
	dragons everyone carries on about must have heard my name as well, as I've never
	seen one dare to roam near this city while I'm around.  As long as they know not
	to come here, I see no reason why I should journey to their lairs and harass them."

He sighs and his frown grows even wider.

	"I feel compelled to write my memoirs and share my vast knowledge with the world, yet
	it is proving difficult.  I tried to conjure a book big enough, but eighty pages hardly
	seems enough room to describe all my adventures in any detail. Whatever shall I do?"

He sighs again, then seems to perk up while studying you.

	"I wonder if you might be able to help me.  In one of the rooms near here is a library of
	sorts that the innkeeper has set up for us customers to browse during our stays.  I am
	sure that there must be some blank books hidden in there somewhere that he hasn't yet used
	to copy down more tales, possibly in the desk.  During my last visit the innkeeper
	found a few books I had hid in my bag, that I had simply wished to borrow, and has forbade
	me from using his library again.  Perhaps you could go there in my stead, and search the
	desk for an unused book I could use.  If you could do that for me I'd be only too happy
	to give you the smaller book I conjured, and even autograph it for you!"
Leodra, the pudgy gnome conjurer appears to be Gnome and is in excellent condition.
He's small in size.

	"It is customary to knock and wait to be welcomed in you know.  Though I know
	it must be difficult for you youngsters to hear of my arrival and not know how
	to go about meeting me properly.  I am of course the great gnome conjurer, Leodra.
	You've heard of my endless travels and heroic feats I'm sure.  There mustn't be an
	urd or bullywug who hasn't heard my name and trembled with fear!  Those pesky
	dragons everyone carries on about must have heard my name as well, as I've never
	seen one dare to roam near this city while I'm around.  As long as they know not
	to come here, I see no reason why I should journey to their lairs and harass them."

He sighs and his frown grows even wider.

	"I feel compelled to write my memoirs and share my vast knowledge with the world, yet
	it is proving difficult.  I tried to conjure a book big enough, but eighty pages hardly
	seems enough room to describe all my adventures in any detail. Whatever shall I do?"

He sighs again, then seems to perk up while studying you.

	"I wonder if you might be able to help me.  In one of the rooms near here is a library of
	sorts that the innkeeper has set up for us customers to browse during our stays.  I am
	sure that there must be some blank books hidden in there somewhere that he hasn't yet used
	to copy down more tales, possibly in the desk.  During my last visit the innkeeper
	found a few books I had hid in my bag, that I had simply wished to borrow, and has forbade
	me from using his library again.  Perhaps you could go there in my stead, and search the
	desk for an unused book I could use.  If you could do that for me I'd be only too happy
	to give you the smaller book I conjured, and even autograph it for you!"
Leodra, the pudgy gnome conjurer appears to be Gnome and is in excellent condition.
He's small in size.


< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    North- A Corridor

< 131h/131H 125v/125V Pos: standing >
Hint: Want to see who has the world's artifacts? Try the "artifact" command!  Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 122v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
Obvious exits:
    North- A Small Library
    East - A Corridor
    South- Room #3
    West - A Corridor

< 131h/131H 125v/125V Pos: standing >
A Small Library
Obvious exits: -S
[5] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A finely carved desk stands, regally, here.

< 131h/131H 124v/125V Pos: standing >
You get a small bandage.
You get a small bandage.
You get a small bandage.
You get a small bandage.
You get a small bandage.
You got 5 items.

< 131h/131H 124v/125V Pos: standing >
You put 5 bandage(s) into a large leather backpack.

< 131h/131H 125v/125V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 131h/131H 125v/125V Pos: standing >
You don't find anything you didn't see before.

< 131h/131H 125v/125V Pos: standing >
You don't find anything you didn't see before.

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    South- A Corridor

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W -U

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -S -W -D

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
Room #13
Obvious exits: -N
(Q)A large barbarian sits here, concentrating on building traps.

< 131h/131H 123v/125V Pos: standing >
Hint: Type "forget (spell name)" to free up a spell slot.  Alternately, you can "forget all" to free all your spell slots.

< 131h/131H 125v/125V Pos: standing >
	This large barbarian hears your approach, but doesn't look up until he gets a spring
in place on his trap.  Turning to you he nods and extends his hand in greeting.

	"Hello there.  I am Xero, a barbarian mercenary from Ugta.  I am
	in town a few days to catch enough deer to last my family through the winter.
	Even though I'm retired from adventuring, the skills I learned when I was younger
	still serve me well as a hunter for my family.

Suddenly his warm smiles fades as he begins to speak again.

	"Have you met that idiot gnome next door yet?  I have never met anyone so conceited
	in my life!  It would be one thing if he could back up half of the stories he tells,
	but years ago my friends and I decided to bring him along for our trip through the
	Rift Jungle.  A conjurer is usually a nice bonus to any group, or so we thought.
	The fool charged ahead of us in every encounter and it was all we could do to keep
	him from getting himself killed.  When we stumbled upon a bullywug warparty, he
	charged the chief, a mighty warrior, himself.  First making sure our other more
	responsible casters were properly protected, I rushed to his defense just as the chief
	had laid him out with a mighty charge and was about to finish him off.  Even after I
	saved him he seemed to not realize the danger he had put himself in and charged the
	next closest target.  I have no idea how that fool is still alive."

Xero sighs and shakes his head, then excuses himself after his stomache growls.

	"Excuse me.  I've been here making traps all day and haven't breaked long enough
	to grab something to eat.  After a few more I might check and see if the
	kitchen is still open."
Xero, the barbarian mercenary appears to be Barbarian and is in excellent condition.
He's medium in size.

	This large barbarian hears your approach, but doesn't look up until he gets a spring
in place on his trap.  Turning to you he nods and extends his hand in greeting.

	"Hello there.  I am Xero, a barbarian mercenary from Ugta.  I am
	in town a few days to catch enough deer to last my family through the winter.
	Even though I'm retired from adventuring, the skills I learned when I was younger
	still serve me well as a hunter for my family.

Suddenly his warm smiles fades as he begins to speak again.

	"Have you met that idiot gnome next door yet?  I have never met anyone so conceited
	in my life!  It would be one thing if he could back up half of the stories he tells,
	but years ago my friends and I decided to bring him along for our trip through the
	Rift Jungle.  A conjurer is usually a nice bonus to any group, or so we thought.
	The fool charged ahead of us in every encounter and it was all we could do to keep
	him from getting himself killed.  When we stumbled upon a bullywug warparty, he
	charged the chief, a mighty warrior, himself.  First making sure our other more
	responsible casters were properly protected, I rushed to his defense just as the chief
	had laid him out with a mighty charge and was about to finish him off.  Even after I
	saved him he seemed to not realize the danger he had put himself in and charged the
	next closest target.  I have no idea how that fool is still alive."

Xero sighs and shakes his head, then excuses himself after his stomache growls.

	"Excuse me.  I've been here making traps all day and haven't breaked long enough
	to grab something to eat.  After a few more I might check and see if the
	kitchen is still open."
Xero, the barbarian mercenary appears to be Barbarian and is in excellent condition.
He's medium in size.


< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    North- A Corridor

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W
A grounds keeper is cleaning here, singing songs to Mielikki.

< 131h/131H 123v/125V Pos: standing >
Obvious exits:
    North- Room #16
    East - A Corridor
    South- Room #15
    West - A Corridor

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
Obvious exits:
    North- A Small Kitchen
    East - A Corridor
    South- Room #17
    West - A Corridor

< 131h/131H 124v/125V Pos: standing >
A Small Kitchen
Obvious exits: -S
A loaf of bread has been left here.

< 131h/131H 123v/125V Pos: standing >
You get a loaf of bread.

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W
A grounds keeper is cleaning here, singing songs to Mielikki.

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 122v/125V Pos: standing >
You quickly scan the area.
Xero, the barbarian mercenary who is close by to your south.
A grounds keeper who is close by to your west.

< 131h/131H 124v/125V Pos: standing >
Room #13
Obvious exits: -N
(Q)A large barbarian sits here, concentrating on building traps.

< 131h/131H 124v/125V Pos: standing >
Ok.
"Fresh bread!  This should fill me up fine.  Thanks a lot for helping an old
	man out.  One good turn deserves another.  Let me see... where did I put those...
	Not long ago a fellow adventurer crafted me some good hiking boots, but they were
	just a little too small for my large barbarian feet.  They will probably fit you
	though, and they should help.  One thing is the same about every adventure - you
	will do a lot of walking!  You should be able to get a lot of wear and tear out of
	these, but when you need to replace them, make sure to get another good pair.  Good
	boots are more important than good weapons.  The sharpest sword won't protect your
	feet from a hundred league journey!"

Xero, the barbarian mercenary gives you a pair of durable olyx-hide boots.

< 131h/131H 124v/125V Pos: standing >
Ok.

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    North- A Corridor

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 124v/125V Pos: standing >
Obvious exits:
    North- Room #14
    East - A Corridor
    South- Room #13
    West - A Corridor

< 131h/131H 124v/125V Pos: standing >
Hint: Remember to use your skills! Type "skills" to see what special techniques you may be able to use.

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W
A grounds keeper is cleaning here, singing songs to Mielikki.

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 123v/125V Pos: standing >
Autosaving...
You quickly scan the area.
A grounds keeper who is close by to your east.
A bleeding halfling who is close by to your south.

< 131h/131H 125v/125V Pos: standing >
Room #19
Obvious exits: -N
(Q)A bleeding halfling lies on the floor here.

< 131h/131H 124v/125V Pos: standing >
It appears as if this halfling attempted to hoist himself up onto his bed,
but being unable to muster the strength to do so, simply propped himself up
against the wall.  Blood seeps through his thin black shirt as he clutches
his side.  He was obviously stabbed, but by who and why?  Judging by his
appearance, especially the black clothes and the twin stilettos at his side,
you can't help but think he might not be the innocent victim in this situation.
Should you help him, or put him out of his misery?  As you contemplate what
to do, the halfling's eyes widen as he notices you for the first time, and
scrutinizes you to determine if you are friend or foe.
A bleeding halfling appears to be Halfling and is in excellent condition.
He's small in size.


< 131h/131H 124v/125V Pos: standing >
Halfling - Last Edited: 2016-02-26 13:17:19 by gellz
====================================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess keen eyes,
and recover movement quickly if their large hairy feet are not squished into boots.

==See also==
* Innate
* Races 
* Woodseer


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Cleric      : Zealot, Healer, Holyman
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 95
Agility     : 125
Dexterity   : 130
Constitution: 95
Power       : 80
Intelligence: 100
Wisdom      : 115
Charisma    : 110
Luck        : 120
Karma       : 100

==Racial Traits==
Combat Pulse : above average
Spell Pulse  : awesome

==Innate abilities==
 burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.

Halfling - Last Edited: 2016-02-26 13:17:19 by gellz
====================================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess keen eyes,
and recover movement quickly if their large hairy feet are not squished into boots.

==See also==
* Innate
* Races 
* Woodseer


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Cleric      : Zealot, Healer, Holyman
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 95
Agility     : 125
Dexterity   : 130
Constitution: 95
Power       : 80
Intelligence: 100
Wisdom      : 115
Charisma    : 110
Luck        : 120
Karma       : 100

==Racial Traits==
Combat Pulse : above average
Spell Pulse  : awesome

==Innate abilities==
 burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.


< 131h/131H 124v/125V Pos: standing >
Pardon?

< 131h/131H 124v/125V Pos: standing >
Halfling - Last Edited: 2016-02-26 13:17:19 by gellz
====================================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess keen eyes,
and recover movement quickly if their large hairy feet are not squished into boots.

==See also==
* Innate
* Races 
* Woodseer


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Cleric      : Zealot, Healer, Holyman
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 95
Agility     : 125
Dexterity   : 130
Constitution: 95
Power       : 80
Intelligence: 100
Wisdom      : 115
Charisma    : 110
Luck        : 120
Karma       : 100

==Racial Traits==
Combat Pulse : above average
Spell Pulse  : awesome

==Innate abilities==
 burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.

Halfling - Last Edited: 2016-02-26 13:17:19 by gellz
====================================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess keen eyes,
and recover movement quickly if their large hairy feet are not squished into boots.

==See also==
* Innate
* Races 
* Woodseer


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.
* Cleric      : Zealot, Healer, Holyman
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 95
Agility     : 125
Dexterity   : 130
Constitution: 95
Power       : 80
Intelligence: 100
Wisdom      : 115
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
Charisma    : 110
Luck        : 120
Karma       : 100

==Racial Traits==
Combat Pulse : above average
Spell Pulse  : awesome

==Innate abilities==
 burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.


< 131h/131H 125v/125V Pos: standing >
The following help topics matched your search:
 Drow elf
 Elf directions
 Grey elf
 Half-elf
 Self Comprehension
 Selfcomprehension
 Wood elf


< 131h/131H 125v/125V Pos: standing >
Wood elf - Last Edited: 2010-08-28 02:28:25 by kitsero
======================================================
Wood Elves....

==See also==
* Races 
* Infravision 
* Sneak 
* Innate


==Class list==
No classes available.

==Racial Statistics==
Strength    : 125
Agility     : 115
Dexterity   : 115
Constitution: 135
Power       : 95
Intelligence: 85
Wisdom      : 91
Charisma    : 85
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : average
Spell Pulse  : above average

==Innate abilities==
*outdoor sneak (obtained at level 11)
*forest sight (obtained at level 11)
*magic resistance
*longsword master (obtained at level 11)
'*' Designates passive ability.

Wood elf - Last Edited: 2010-08-28 02:28:25 by kitsero
======================================================
Wood Elves....

==See also==
* Races 
* Infravision 
* Sneak 
* Innate


==Class list==
No classes available.

==Racial Statistics==
Strength    : 125
Agility     : 115
Dexterity   : 115
Constitution: 135
Power       : 95
Intelligence: 85
Wisdom      : 91
Charisma    : 85
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : average
Spell Pulse  : above average

==Innate abilities==
*outdoor sneak (obtained at level 11)
*forest sight (obtained at level 11)
*magic resistance
*longsword master (obtained at level 11)
'*' Designates passive ability.


< 131h/131H 125v/125V Pos: standing >
Room #19
Obvious exits: -N
(Q)A bleeding halfling lies on the floor here.

< 131h/131H 125v/125V Pos: standing >
You get a small bandage from a large leather backpack.

< 131h/131H 125v/125V Pos: standing >
It appears as if this halfling attempted to hoist himself up onto his bed,
but being unable to muster the strength to do so, simply propped himself up
against the wall.  Blood seeps through his thin black shirt as he clutches
his side.  He was obviously stabbed, but by who and why?  Judging by his
appearance, especially the black clothes and the twin stilettos at his side,
you can't help but think he might not be the innocent victim in this situation.
Should you help him, or put him out of his misery?  As you contemplate what
to do, the halfling's eyes widen as he notices you for the first time, and
scrutinizes you to determine if you are friend or foe.
A bleeding halfling appears to be Halfling and is in excellent condition.
He's small in size.


< 131h/131H 125v/125V Pos: standing >
Try again when they more hurt.

< 131h/131H 125v/125V Pos: standing >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question.

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
Conjurer - Last Edited: 2015-01-24 22:42:43 by ashyel
=====================================================
Conjurers are the creative branch of the magic-users. They specialize in enchantments, conjuring creatures, and objects. They are the only ones able to identify objects. 

Conjurers, like other magic-users, possess awesome spell casting might and are able to throw some of the world's most potent spells.  The conjuring style of magic first developed among the mixed breed races,
which would account for their smaller spell list and greater overall spell potency.

Conjurers have fewer offensive spells than Sorcerers, yet have some of the best defensive spells on Duris. The spells Stone Skin, Globe of Invulnerability, and Stornogs Spheres can shield the Conjurer in protective magics requiring considerable effort to penetrate.  While the Conjurer is quite capable of defending himself, he is physically lacking in brawn, making constitution an important attribute when developing him.

The following epic skills are available to this class:

   chant mastery, summon familiar, advanced meditation, scribe mastery, silentspell, shield combat, infuse life, spell penetration, toughness, improved endurance, fix, smelt, 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==
As all classes on Duris, Conjurers have their own classification of item restriction. They have a very small range of weapons they can use and a small range of armor to choose from. They have very little restrictions
on what miscellaneous magical items they can use, though. 

==Pet/Minion Control==
Conjurers use the spells 'conjure elemental' and 'conjure greater elemental' to create pets.  These pets are based on the element the Conjurer has specialized in or present randomly if they have yet to choose a specialization.  The level of control a &YConjurer gains over his pets is directly affected by his intelligence and charisma.

==See also==
* Conjurer Skills
* Magic User
* Practice


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Phantom, Githzerai, Kobold, Illithid

==Innate abilities==
None.

==Specializations==
* Air Magus
* Water Magus
* Fire Magus
* Earth Magus


The following help topics also matched your search:
 Conjurer Skills

Conjurer - Last Edited: 2015-01-24 22:42:43 by ashyel
=====================================================
Conjurers are the creative branch of the magic-users. They specialize in enchantments, conjuring creatures, and objects. They are the only ones able to identify objects. 

Conjurers, like other magic-users, possess awesome spell casting might and are able to throw some of the world's most potent spells.  The conjuring style of magic first developed among the mixed breed races,
which would account for their smaller spell list and greater overall spell potency.

Conjurers have fewer offensive spells than Sorcerers, yet have some of the best defensive spells on Duris. The spells Stone Skin, Globe of Invulnerability, and Stornogs Spheres can shield the Conjurer in protective magics requiring considerable effort to penetrate.  While the Conjurer is quite capable of defending himself, he is physically lacking in brawn, making constitution an important attribute when developing him.

The following epic skills are available to this class:

   chant mastery, summon familiar, advanced meditation, scribe mastery, silentspell, shield combat, infuse life, spell penetration, toughness, improved endurance, fix, smelt, 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==
As all classes on Duris, Conjurers have their own classification of item restriction. They have a very small range of weapons they can use and a small range of armor to choose from. They have very little restrictions
on what miscellaneous magical items they can use, though. 

==Pet/Minion Control==
Conjurers use the spells 'conjure elemental' and 'conjure greater elemental' to create pets.  These pets are based on the element the Conjurer has specialized in or present randomly if they have yet to choose a specialization.  The level of control a &YConjurer gains over his pets is directly affected by his intelligence and charisma.

==See also==
* Conjurer Skills
* Magic User
* Practice


==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Phantom, Githzerai, Kobold, Illithid

==Innate abilities==
None.

==Specializations==
* Air Magus
* Water Magus
* Fire Magus
* Earth Magus



< 131h/131H 125v/125V Pos: standing >
You say in elven 'where find her/him?'

< 131h/131H 125v/125V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
You say in elven 'Woodseer and Tharnadia'

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
No-one by that name here...

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    North- A Corridor

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
Autosaving...

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    North- A Corridor

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W
A grounds keeper is cleaning here, singing songs to Mielikki.

< 131h/131H 122v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 121v/125V Pos: standing >
You jump in surprise.. EEK! 

< 131h/131H 122v/125V Pos: standing >
A Corridor
Obvious exits: -N -S -W -D

< 131h/131H 122v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 131h/131H 123v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 131h/131H 125v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W -U

< 131h/131H 124v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 131h/131H 124v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W

< 131h/131H 123v/125V Pos: standing >
A Corridor
Obvious exits: -N -E -S -W -U

< 131h/131H 123v/125V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 131h/131H 123v/125V Pos: standing >
The Ogre's Foot Lounge
Obvious exits: -N -U -D
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 131h/131H 124v/125V Pos: standing >
The Great Fountain of Tharnadia
Obvious exits: -N -E -S -W
A swirling rift shifts and howls here. (magic)
A swirling rift shifts and howls here. (magic)
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A stray tomcat is darting after rodents, here.
A shady looking youth is standing here, eyeing you with a devious glance.
A tharnadian thief-hunter watches over the town streets intently.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 131h/131H 123v/125V Pos: standing >
The 'Mighty Anvil'
Obvious exits: -S -W -U
Jodnan, the blacksmith stands here working his metals.

< 131h/131H 124v/125V Pos: standing >
The Great Fountain of Tharnadia
Obvious exits: -N -E -S -W
A swirling rift shifts and howls here. (magic)
A swirling rift shifts and howls here. (magic)
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A stray tomcat is darting after rodents, here.
A shady looking youth is standing here, eyeing you with a devious glance.
A tharnadian thief-hunter watches over the town streets intently.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 131h/131H 123v/125V Pos: standing >
The town crier says in common 'Careful - some say that drow and duergar are being seen around here.'
The town crier says in common 'Those who left to go after them haven't returned.'

< 131h/131H 123v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 131h/131H 125v/125V Pos: standing >
The shady youth looks around as if he's lost something.

< 131h/131H 125v/125V Pos: standing >
The Tharnadia-Keats Intersection
Obvious exits: -N -E# -S -W
A commoner is standing here, minding his own business.
A young man in leather armor seems to be patrolling the walls.
A young cleric is standing here, smiling at you warmly.
A young man in leather armor seems to be patrolling the area.

< 131h/131H 124v/125V Pos: standing >
Ok.

< 131h/131H 124v/125V Pos: standing >
Kieta's Adventurer Supply Shoppe
Obvious exits: -W
Kieta is stocking the shelves of her store.

< 131h/131H 123v/125V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.

< 131h/131H 125v/125V Pos: standing >
No-one by that name here...

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    West - (open door) The Tharnadia-Keats Intersection

< 131h/131H 125v/125V Pos: standing >
The Tharnadia-Keats Intersection
Obvious exits: -N -E -S -W
A stray tomcat is darting after rodents, here.
A commoner is standing here, minding his own business.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 131h/131H 124v/125V Pos: standing >
Keats Street
Obvious exits: -N -E -S

< 131h/131H 123v/125V Pos: standing >
Keats Street
Obvious exits: -N -S -W

< 131h/131H 123v/125V Pos: standing >
Keats Street
Obvious exits: -N -S
A working-class whore is standing here, catwalking around.

< 131h/131H 124v/125V Pos: standing >

< 131h/131H 124v/125V Pos: standing >

< 131h/131H 124v/125V Pos: standing >
Obvious exits:
    North- Keats Street
    South- The Southern Keats Intersection

< 131h/131H 124v/125V Pos: standing >
The Southern Keats Intersection
Obvious exits: -N -E -S -U

< 131h/131H 123v/125V Pos: standing >
Obvious exits:
    North- Keats Street
    East - Inside the Southern City Gates
    South- A Bend in the Wall Road
    Up   - A Southern Gate Guard Tower

< 131h/131H 125v/125V Pos: standing >
Keats Street
Obvious exits: -N -S
A working-class whore is standing here, catwalking around.

< 131h/131H 124v/125V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 131h/131H 124v/125V Pos: standing >
Keats Street
Obvious exits: -N -S -W

< 131h/131H 123v/125V Pos: standing >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.

< 131h/131H 124v/125V Pos: standing >
Obvious exits:
    North- Keats Street
    South- Keats Street
    West - A Murky Alley

< 131h/131H 125v/125V Pos: standing >
A Murky Alley
Obvious exits: -E -W

< 131h/131H 124v/125V Pos: standing >
A Bend in a Murky Alley
Obvious exits: -N -E -S
A street sweeper is cleaning here, singing songs of labor.

< 131h/131H 123v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    North- A Community Outhouse
    East - A Murky Alley
    South- A Bend in a Murky Alley

< 131h/131H 125v/125V Pos: standing >
A street sweeper leaves south.

< 131h/131H 125v/125V Pos: standing >
You say in elven 'okay, I know where that is'

< 131h/131H 125v/125V Pos: standing >

< 131h/131H 125v/125V Pos: standing >
A street sweeper enters from the south.

< 131h/131H 125v/125V Pos: standing >
Obvious exits:
    North- A Community Outhouse
    East - A Murky Alley
    South- A Bend in a Murky Alley

< 131h/131H 125v/125V Pos: standing >
A Murky Alley
Obvious exits: -E -W

< 131h/131H 124v/125V Pos: standing >
Keats Street
Obvious exits: -N -S -W

< 131h/131H 123v/125V Pos: standing >
Obvious exits:
    North- Keats Street
    South- Keats Street
    West - A Murky Alley

< 131h/131H 125v/125V Pos: standing >
A swarm of insects snaps into visibility.

< 131h/131H 125v/125V Pos: standing >
A swarm of insects completes her spell...
A swarm of insects utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES!  Another hit like that, and you've had it!!

< 45h/131H 125v/125V Pos: standing >
Keats Street
Obvious exits: -N -E -S

< 45h/131H 124v/125V Pos: standing >
Everything suddenly goes black as a pair of ghostly hands choke the life out of you...
Your bright red cloak [superior] was completely destroyed by the massive blow!
Your pair of durable olyx-hide boots was completely destroyed by the massive blow!
Your drow-made hemp belt was completely destroyed by the massive blow!