The death of [30 Bard] Fiene The Empire (Gnome)

in The Ogre's Foot Inn

from the perspective of [30 Bard] Fiene The Empire (Gnome)

<worn on head>       a little dragon cap [poor] (glowing) (humming) (illuminating)
<held as shield>     a knight's gem tower shield from The Great Realm of Duris
<worn on hands>      a pair of thick hydra-hide gloves [poor]
<primary weapon>     a slender adamantite dagger [superior]

No-one by that name here...

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The receptionist starts to chant in a deep voice.

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The town crier shouts in common 'Bars are open all night boys!'

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Autosaving...

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You are now AFK.

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The receptionist starts to chant in a deep voice.

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The receptionist starts to chant in a deep voice.

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The town crier shouts in common 'Bars are open all night boys!'

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The receptionist starts to chant in a deep voice.

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		Score information for Fiene

Level: 30   Race: Gnome   Class: Bard Sex: Male
Hit points: 411(411)  Moves: 100(100)
Coins carried:    0 platinum     0 gold     1 silver    22 copper
Coins in bank:   22 platinum  1080 gold   687 silver     0 copper
Playing time: 0 days / 13 hours/ 58 minutes
Received data: 0.0228 MB this session.
Send data:     0.0005 MB this session.
Compression ratio: none
Title: Allahling - The Empire
Status:  Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   12
Detecting:      Life Heat
Enchantments:   Ultravision Farsee Armor Listen
Bartender Quests Remaining: 8
Combat Pulse:   12 Spell Pulse:  0.60 
Leaderboard Points:  299 

Active Spells:
--------------
armor (12 minutes)
bless (17 minutes)
vitality (4 minutes)
accelerated healing (34 minutes)


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The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

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Autosaving...

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You are now AFK.

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The town crier shouts in common 'Bars are open all night boys!'

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The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

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You have memorized the following spells:
( 6th circle)  4 - lightning bolt
( 4th circle)  7 - burning hands
( 3rd circle)  8 - magic missile

You can memorize 9 1st, 8 2nd and 6 5th circle spell(s).

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		Score information for Fiene

Level: 30   Race: Gnome   Class: Bard Sex: Male
Hit points: 411(411)  Moves: 100(100)
Coins carried:    0 platinum     0 gold     1 silver    22 copper
Coins in bank:   22 platinum  1080 gold   687 silver     0 copper
Playing time: 0 days / 14 hours/ 1 minutes
Received data: 0.0274 MB this session.
Send data:     0.0006 MB this session.
Compression ratio: none
Title: Allahling - The Empire
Status:  Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   12
Detecting:      Life Heat
Enchantments:   Ultravision Farsee Armor Listen
Bartender Quests Remaining: 8
Combat Pulse:   12 Spell Pulse:  0.60 
Leaderboard Points:  299 

Active Spells:
--------------
armor (10 minutes)
bless (15 minutes)
vitality (2 minutes)
accelerated healing (32 minutes)


< 411h/411H 100v/100V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
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.

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Epic Zones -----------------------------------------

   Heaven                                        (neutral)       
   The Twisting Tunnels of the Durian Underdark  (neutral)       
   Arcorar - the Great King Forest               (neutral)       
   Court of the Muse                             (neutral)       
   The Battlefield                               (neutral)       
   The Swamp Laboratory of Khul'Lor              (slightly evil) 
  *Clan Stoutdorf Settlement                     (slightly good) 
   Kobold Settlement                             (slightly evil) 
  *The High Moor Forest                          (neutral)       
   The Stone Tomb of Kelek                       (slightly evil) 
   Orrak                                         (neutral)       
   Pits of Cerberus                              (slightly good) 
   Myrloch Vale                                  (neutral)       
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (very good)     
   Nizari                                        (slightly good) 
   The Dark Stone Tower of the Northern Realms   (good)          
  *Tower of High Sorcery                         (very good)     
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (slightly good) 
   The Elemental Groves                          (neutral)       
  *Temple of Flames                              (extremely good)
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (neutral)       
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (neutral)       
  *Nakral's Crypt                                (slightly evil) 
  *The Outcasts Tower                            (extremely good)
  *Fort Boyard                                   (slightly good) 
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (slightly evil) 
  *Faerie Realm                                  (extremely good)
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (neutral)       
  *The Githyanki Fortress                        (slightly evil) 
   Labyrinth of No Return                        (neutral)       
   The Desert City of Venan'Trut                 (slightly evil) 
   Rogue Plains                                  (neutral)       
   City of Torrhan                               (very good)     
   The Lair of the Swamp Troll King              (neutral)       
  *Zalkapfaan, City of the Headless Horde        (neutral)       
   New Cave city                                 (slightly good) 
   Ice Tower                                     (slightly good) 
   Desolate Under Fire                           (neutral)       
   The Citadel                                   (neutral)       
   The Twin Keeps of Devastated Tharnadia        (neutral)       
   IceCrag Castle                                (extremely good)
  *Prison of Fort Boyard                         (good)          
   The Ancient Halls of Ironstar                 (slightly good) 
   The Jade Empire                               (slightly evil) 
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (neutral)       
  *Quintaragon Castle                            (slightly evil) 
   The Sky City of Ultarium                      (slightly evil) 
   Lair of the Gibberling King                   (neutral)       
  *Plane of Air                                  (very good)     
   The Kingdom of Torg                           (evil)          
  *Tribal Oasis                                  (evil)          
  *The Para-Elemental Plane of Smoke             (slightly good) 
   Plane of Water                                (neutral)       
   Shadamehr Keep                                (slightly good) 
   The Temple to Skrentherlog                    (neutral)       
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (neutral)       
   The Ethereal Plane                            (slightly good) 
   The Caverns of Armageddon                     (very good)     
   The Forest City of Aravne                     (slightly good) 
   Plane of Fire                                 (neutral)       
   Ruined Temple of Tezcatlipoca                 (slightly good) 
   The Astral Plane                              (neutral)       
   Jotunheim                                     (very good)     
   The Transparent Tower                         (slightly good) 
   Krethik Keep                                  (slightly evil) 
   Temple of the Earth                           (slightly good) 
   Sea Kingdom                                   (neutral)       
   Plane of Earth                                (neutral)       
   Sevenoaks                                     (neutral)       
   The Keep of Evil                              (slightly good) 
   The Forgotten Mansion                         (neutral)       
   Domain of Lost Souls                          (very good)     
   The Hall of Knighthood                        (slightly good) 
   The Depths of Duris                           (slightly evil) 
   Arachdrathos Guilds                           (neutral)       
  *Valley of the Snow Ogres                      (slightly good) 
   The Great Shaboath                            (neutral)       
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (slightly evil) 
   Ny'Neth                                       (good)          
   Lost Temple of Tikitzopl                      (extremely good)
   The Scorched Valley                           (neutral)       
   The Realm of Barovia                          (very good)     
   The Royal Mausoleum of Castle IceCrag         (good)          
   Plane of Fire, Brass                          (slightly good) 
   Githzerai Stronghold                          (slightly evil) 
   Ceothia                                       (slightly good) 
   Tiamat                                        (neutral)       
   The Fortress of Dreams                        (slightly good) 
   Bahamut's Palace                              (good)          
   Dragonnia                                     (slightly good) 
   The Charcoal Palace                           (neutral)       
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (slightly good) 
  *Apocalypse Castle                             (slightly good) 
   The Realm of Barovia Continued                (good)          
   The Hall of the Ancients                      (neutral)       
  *The Bronze Citadel                            (slightly good) 
   Ny'Neth's Stronghold Continued                (slightly good) 
   Negative Material Plane                       (slightly good) 
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (neutral)       
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 411h/411H 100v/100V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw yufz'

< 411h/411H 100v/100V Pos: standing >
Shaman - Last Edited: 2014-09-11 21:24:08 by ashyel
===================================================
Shamans are unlike most other magic-using classes, in that they use the
powers of nature, the elements and the spirit world to create and use their 
magics. Unlike Druids, however, they twist the forces of nature for their 
own uses instead of communing on a more friendly, integral level. Shamans
spellcasting abilities include healing and offensive, though neither is as 
far-reaching or potent as those of a Sorcerer or Cleric. Shamans are also 
unique in that they must use totems in order to cast their spells. For more 
help, see totems.

The following epic skills are available to this class:

   summon blizzard, summon familiar, shield combat, infuse life, toughness, improved endurance, fix, smelt, totemic mastery, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control. 

==Equipment usage==
Shamans fall under the Priest classification of item restriction. This means
they are restricted to use of non-edged weapons such as maces, clubs and staves.
Some exceptions are allowed, depending on the deity you worship. They can wear
almost any type of armor, but are mildly restricted in the use of miscellaneous
magical items.

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


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

==Innate abilities==
None.

==Specializations==
* Elementalist
* Spiritualist
* Animalist


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


< 411h/411H 100v/100V Pos: standing >
Centaur - Last Edited: 2010-08-28 02:27:48 by kitsero
=====================================================
Centaurs are a half horse, half human race, with the upper half looking
like a human, and the lower half looking like a large draft horse.
Centaurs are quiet, forest dwelling creatures from a far off forest
covered land. Being a secluded race, Centaurs are shy and slow to trust.

Centaur have been known to allow close friends to ride upon their saddled
backs. Flailing hooves will greet one who mounts without prior consent.

Centaur are a very powerful race and have both great strength and hearty
constitution. Being 1/2 horse, they can out-distance any other race in
the world, being able to travel miles a day without growing tired. 

Centaur Rangers are so good with the bow that they gain a +2 to hit and
a +1 on damage, due to their great strength. Their flighty nature and
awareness with their environment allows them to be always AWARE and thus
it is difficult to backstab them. 

Due to their odd body shape, Centaur cannot be bashed by any creature
of smaller stature.

Centaur can't wear anything on their legs or feet. It is said they wear 
tail rings to attract those of opposite gender.

==Weakness==
Warning: Centaurs are a flighty race by nature, and thus ALWAYS flee when
they hear the roar of a dragon. In fact, they flee quite a lot. It is said
that a certain song sung by the Bards of Duris may calm Centaurs, thus
allowing them to face the might of dragons.

==See also==
* Archery
* Innate 
* Doorkick 
* Marigot
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist

==Racial Statistics==
Strength    : 140
Agility     : 90
Dexterity   : 90
Constitution: 155
Power       : 65
Intelligence: 80
Wisdom      : 90
Charisma    : 90
Luck        : 90
Karma       : 100

==Racial Traits==
Combat Pulse : bad
Spell Pulse  : poor

==Innate abilities==
*horse body
 doorkick
 stampede (obtained at level 21)
*two-handed sword mastery (obtained at level 31)
'*' Designates passive ability.


< 411h/411H 100v/100V Pos: standing >
Barbarian - Last Edited: 2010-08-28 02:17:40 by kitsero
=======================================================
Barbarians are large ill-tempered beings of the Northern
Tribes of Ugta. The cold terrain from which they come serves
to mask their strong scent, yet most still agree that the
company of a Barbarian is best enjoyed from afar. Surprisingly,
Barbarians are quite agile for their size which grants them
the unique ability to fight exceptionally well when taken by
surprise. This has helped transform their brutish reputation
into one of heroic nature. Barbarians are the best all around
fighters bar none, with a mean disposition to fit. They are
often described as brutes or brawlers, with little regard for
manners or thought. Occasionally, the rare individual will
attempt to utilize his head for something more then a butting
contest.

Barbarians are rugged individuals with impressive
hand-to-eye coordination and heroic strength making them
superior to their counterparts in all but wit.

==See also==
* Innate
* Races 
* Ugta


==Class list==
* Warrior     : Swordsman, Guardian
* Shaman      : Elementalist, Spiritualist, Animalist
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* BeRSeRKeR   : MaUleR, RaGeloRd

==Racial Statistics==
Strength    : 155
Agility     : 90
Dexterity   : 90
Constitution: 165
Power       : 70
Intelligence: 70
Wisdom      : 95
Charisma    : 75
Luck        : 90
Karma       : 100

==Racial Traits==
Combat Pulse : atrociously bad
Spell Pulse  : bad

==Innate abilities==
 doorbash
 bodyslam
*groundfighting (obtained at level 21)
*dauntless (obtained at level 41)
*protection from cold (obtained at level 31)
'*' Designates passive ability.


< 411h/411H 100v/100V Pos: standing >
Minotaur - Last Edited: 2010-08-28 02:46:48 by kitsero
======================================================
Minotaur are a half bull, half human race, with the torso of a man, and the
head and legs and feet of a bull. Huge horns protrude from the head. Minotaur
are one of the neutral races of Duris, and as such can pick which side of the
race war they will be on at birth.

All Minotaurs start in their hometown, Nax.

Minotaurs can see in both day and night with their amazing eyesight, and they
can withstand a large amount of damage. Be warned though, once a Minotaur sustains
a significant amount of damage, their primal rage will take over, and they will not
be able to control their actions nor channel spells. Despite their bad tempers,
honor and pride are ALL to a Minotaur.

==Weakness==
Minotaurs lose their temper often, being partly bulls, and not quite being able to
ignore that aspect of their nature, whenever a Minotuar loses more then 50% of his
hit points, he will become enraged with bloodlust and attack anything in his path,
friend and foe alike!

Minotaur have hoof-like feet and can wear special types of horseshoes. Also, due to
their huge horns they can not wear anything on their heads. They have been known
however, to wear things on their horns, and sometimes things in their large noses,
or on their tail.

==See also==
* Races
* Innate


==Class list==
* Warrior     : Swordsman, Guardian
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Mercenary   : Brigand, Bounty Hunter
* BeRSeRKeR   : MaUleR, RaGeloRd

==Racial Statistics==
Strength    : 165
Agility     : 80
Dexterity   : 80
Constitution: 170
Power       : 65
Intelligence: 85
Wisdom      : 85
Charisma    : 70
Luck        : 85
Karma       : 100

==Racial Traits==
Combat Pulse : atrociously bad
Spell Pulse  : very bad

==Innate abilities==
 doorbash
*ultravision
 charge (obtained at level 11)
*dayvision
'*' Designates passive ability.


The following help topics also matched your search:
 Minotaurs rage


< 411h/411H 100v/100V Pos: standing >
Barbarian - Last Edited: 2010-08-28 02:17:40 by kitsero
=======================================================
Barbarians are large ill-tempered beings of the Northern
Tribes of Ugta. The cold terrain from which they come serves
to mask their strong scent, yet most still agree that the
company of a Barbarian is best enjoyed from afar. Surprisingly,
Barbarians are quite agile for their size which grants them
the unique ability to fight exceptionally well when taken by
surprise. This has helped transform their brutish reputation
into one of heroic nature. Barbarians are the best all around
fighters bar none, with a mean disposition to fit. They are
often described as brutes or brawlers, with little regard for
manners or thought. Occasionally, the rare individual will
attempt to utilize his head for something more then a butting
contest.

Barbarians are rugged individuals with impressive
hand-to-eye coordination and heroic strength making them
superior to their counterparts in all but wit.

==See also==
* Innate
* Races 
* Ugta


==Class list==
* Warrior     : Swordsman, Guardian
* Shaman      : Elementalist, Spiritualist, Animalist
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* BeRSeRKeR   : MaUleR, RaGeloRd

==Racial Statistics==
Strength    : 155
Agility     : 90
Dexterity   : 90
Constitution: 165
Power       : 70
Intelligence: 70
Wisdom      : 95
Charisma    : 75
Luck        : 90
Karma       : 100

==Racial Traits==
Combat Pulse : atrociously bad
Spell Pulse  : bad

==Innate abilities==
 doorbash
 bodyslam
*groundfighting (obtained at level 21)
*dauntless (obtained at level 41)
*protection from cold (obtained at level 31)
'*' Designates passive ability.


< 411h/411H 100v/100V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'protection from cold'

< 411h/411H 100v/100V Pos: standing >
Shaman - Last Edited: 2014-09-11 21:24:08 by ashyel
===================================================
Shamans are unlike most other magic-using classes, in that they use the
powers of nature, the elements and the spirit world to create and use their 
magics. Unlike Druids, however, they twist the forces of nature for their 
own uses instead of communing on a more friendly, integral level. Shamans
spellcasting abilities include healing and offensive, though neither is as 
far-reaching or potent as those of a Sorcerer or Cleric. Shamans are also 
unique in that they must use totems in order to cast their spells. For more 
help, see totems.

The following epic skills are available to this class:

   summon blizzard, summon familiar, shield combat, infuse life, toughness, improved endurance, fix, smelt, totemic mastery, infuse magical device, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control. 

==Equipment usage==
Shamans fall under the Priest classification of item restriction. This means
they are restricted to use of non-edged weapons such as maces, clubs and staves.
Some exceptions are allowed, depending on the deity you worship. They can wear
almost any type of armor, but are mildly restricted in the use of miscellaneous
magical items.

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


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

==Innate abilities==
None.

==Specializations==
* Elementalist
* Spiritualist
* Animalist


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


< 411h/411H 100v/100V Pos: standing >
Grey elf - Last Edited: 2014-08-07 04:42:11 by lohrr
====================================================
Unlike their cousins the Drow, Grey Elves live on the surface and prefer
to dwell in forests. They are exceptionally intelligent and swift, but
are inclined to be weaker and smaller than humans. Grey Elves have a
good-natured disposition and tend to love animals and nature, although
they loathe Drow. They are born with infravision, but, unlike Drow,
can see perfectly in daylight.

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


==Class list==
* Warrior     : Swordsman, Guardian, Swashbuckler
* 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    : 90
Agility     : 120
Dexterity   : 110
Constitution: 90
Power       : 105
Intelligence: 115
Wisdom      : 120
Charisma    : 120
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : average
Spell Pulse  : very good

==Innate abilities==
*infravision
*outdoor sneak (obtained at level 21)
*forest sight (obtained at level 11)
*magic resistance
*longsword master (obtained at level 11)
'*' Designates passive ability.


< 411h/411H 100v/100V Pos: standing >
Gnome - Last Edited: 2010-08-28 02:23:15 by kitsero
===================================================
Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.

Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.

==See also==
* Innate
* Races 


==Class list==
* Warrior     : Swordsman, Guardian
* Cleric      : Zealot, Healer, Holyman
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 85
Agility     : 120
Dexterity   : 115
Constitution: 90
Power       : 105
Intelligence: 130
Wisdom      : 95
Charisma    : 95
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : good
Spell Pulse  : incredible

==Innate abilities==
*infravision
*ultravision
*farsee (obtained at level 21)
*calming (obtained at level 31)
'*' Designates passive ability.


The following help topics also matched your search:
 Gnome directions


< 411h/411H 100v/100V 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.


< 411h/411H 100v/100V Pos: standing >
Gnome - Last Edited: 2010-08-28 02:23:15 by kitsero
===================================================
Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.

Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.

==See also==
* Innate
* Races 


==Class list==
* Warrior     : Swordsman, Guardian
* Cleric      : Zealot, Healer, Holyman
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 85
Agility     : 120
Dexterity   : 115
Constitution: 90
Power       : 105
Intelligence: 130
Wisdom      : 95
Charisma    : 95
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : good
Spell Pulse  : incredible

==Innate abilities==
*infravision
*ultravision
*farsee (obtained at level 21)
*calming (obtained at level 31)
'*' Designates passive ability.


The following help topics also matched your search:
 Gnome directions


< 411h/411H 100v/100V Pos: standing >
The receptionist starts to chant in a deep voice.

< 411h/411H 100v/100V Pos: standing >
The receptionist turns and says, 'The town is under attack!'
  'Try to get a portal out of here, or run to another exit!'
  'Please hurry great adventurer, the town needs you.'
The receptionist wishes you good luck. 
Sorry, but you cannot do that here!

< 411h/411H 100v/100V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
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.

< 411h/411H 100v/100V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 411h/411H 100v/100V Pos: standing >
The receptionist turns and says, 'The town is under attack!'
  'Try to get a portal out of here, or run to another exit!'
  'Please hurry great adventurer, the town needs you.'
The receptionist wishes you good luck. 
Sorry, but you cannot do that here!

< 411h/411H 100v/100V Pos: standing >
The Ogre's Foot Lounge
Obvious exits: -N# -U -D
A small round shield has been dropped here.
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.'

< 411h/411H 99v/100V Pos: standing >
The door seems to be closed.

< 411h/411H 99v/100V Pos: standing >
Ok.

< 411h/411H 99v/100V Pos: standing >
The Great Fountain of Tharnadia
Obvious exits: -N -E -S -W
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
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 street sweeper is cleaning here, singing songs of labor.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 411h/411H 99v/100V Pos: standing >
The Tharnadia-Keats Intersection
Obvious exits: -N -E# -S -W

< 411h/411H 98v/100V Pos: standing >
Keats Street
Obvious exits: -N -E -S

< 411h/411H 97v/100V Pos: standing >
The Great Bazaar
Obvious exits: -N -E -S -W
A militia guard is posted here, keeping watch over the bazaar.

< 411h/411H 97v/100V Pos: standing >
The Center of the Great Bazaar
Obvious exits: -N -E -S -W
A street sweeper is cleaning here, singing songs of labor.
A human merchant from another town stands here, perusing Tharnadia.

< 411h/411H 96v/100V Pos: standing >
The Great Bazaar
Obvious exits: -E -S -W
A wooden stall stands here, goods displayed upon its counter.

< 411h/411H 95v/100V Pos: standing >
The Grand Tharnadian Way
Obvious exits: -E -W

< 411h/411H 94v/100V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -N -E -S -W
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 411h/411H 94v/100V Pos: standing >
Outside the Eastern City Gates
Obvious exits: -E -W
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian thief-hunter watches over the town streets intently. (casting) 
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.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 411h/411H 93v/100V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the words 'aqqzrzfahze pzaruio'

< 411h/411H 94v/100V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your east.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A street sweeper who is rather far off to your west.
A human merchant who is in the distance to your west.
A militia guard who is in the distance to your west.

< 411h/411H 96v/100V Pos: standing >
Outside the Eastern City Gates
Obvious exits: -E -W
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian thief-hunter watches over the town streets intently.
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.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 411h/411H 99v/100V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 411h/411H 100v/100V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -N -E -S -W
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 411h/411H 99v/100V Pos: standing >
The Grand Tharnadian Way
Obvious exits: -E -W

< 411h/411H 98v/100V Pos: standing >
The Great Bazaar
Obvious exits: -E -S -W
A wooden stall stands here, goods displayed upon its counter.

< 411h/411H 97v/100V Pos: standing >
The Center of the Great Bazaar
Obvious exits: -N -E -S -W
A street sweeper is cleaning here, singing songs of labor.

< 411h/411H 96v/100V Pos: standing >
The Great Bazaar
Obvious exits: -N -E -S -W
A human merchant from another town stands here, perusing Tharnadia.
A militia guard is posted here, keeping watch over the bazaar.

< 411h/411H 95v/100V Pos: standing >
Keats Street
Obvious exits: -N -E -S

< 411h/411H 95v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 411h/411H 95v/100V Pos: standing >
The Tharnadia-Keats Intersection
Obvious exits: -N -E# -S -W

< 411h/411H 95v/100V Pos: standing >
The Great Fountain of Tharnadia
Obvious exits: -N -E -S -W
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
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 street sweeper is cleaning here, singing songs of labor.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 411h/411H 94v/100V Pos: standing >
The Ogre's Foot Lounge
Obvious exits: -N -U -D
A small round shield has been dropped here.
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.'

< 411h/411H 93v/100V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
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.

< 411h/411H 93v/100V Pos: standing >
The receptionist turns and says, 'The town is under attack!'
  'Try to get a portal out of here, or run to another exit!'
  'Please hurry great adventurer, the town needs you.'
The receptionist wishes you good luck. 
Sorry, but you cannot do that here!

< 411h/411H 95v/100V Pos: standing >

< 411h/411H 100v/100V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'

< 411h/411H 100v/100V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 411h/411H 100v/100V Pos: standing >
You feel less vitalized.

< 211h/211H 100v/100V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

< 211h/211H 100v/100V Pos: standing >
Autosaving...

< 211h/211H 100v/100V Pos: standing >
You are now AFK.

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
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.

< 211h/211H 100v/100V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 211h/211H 100v/100V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. For a price.'

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. For a price.'

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >

< 211h/211H 100v/100V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 211h/211H 100v/100V Pos: standing >
A Kobold enters from below.
A Kobold enters from below.
A Kobold enters from below.
An elite guard suddenly attacks a Kobold!
A Kobold enters from below.

< 211h/211H 100v/100V Pos: standing >
A Kobold avoids being bashed by an elite guard, who loses his balance and falls.

< 211h/211H 100v/100V Pos: standing >
The receptionist suddenly attacks a Kobold!

< 211h/211H 100v/100V Pos: standing >
A militia guard enters from below.

< 211h/211H 100v/100V Pos: standing >
A militia guard starts casting an offensive spell.

< 211h/211H 100v/100V Pos: standing >
A militia guard completes his spell...
A militia guard 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!
OUCH!  That really did HURT!
A Kobold attacks an elite guard. [0 Hits]

< 145h/211H 100v/100V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH!  That really did HURT!

< 75h/211H 100v/100V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 9h/211H 100v/100V Pos: standing >
A militia guard starts casting an offensive spell.

< 10h/211H 100v/100V Pos: standing >
An elite guard almost sweeps a Kobold off of his feet with a well placed leg sweep.
An elite guard attacks a Kobold. [2 Hits]

< 10h/211H 100v/100V Pos: standing >
Upon being struck, a Kobold disappears into thin air.
A Kobold stops following a militia guard.

< 10h/211H 100v/100V Pos: standing >
A militia guard completes his spell...
A militia guard 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!
Your iridescent faerie collar was completely destroyed by the massive blow!
Your a royal badge of Arcium [poor] was completely destroyed by the massive blow!