The death of [56 Healer] Poomio Disciple of Lloth (Drow Elf)

in The Breaking Room

from the perspective of [56 Healer] Poomio Disciple of Lloth (Drow Elf)


A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
Hint: Be sure to check your innate abilities. These can help you win the fight. Just type "innate" to see a list.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A captive illithid looks physically stronger.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: When you are poisoned, ask a cleric for help. You can also buy some anti-venom vials in Gnome and Goblin hometowns, they will make poison much less painful.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V 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.

< 240h/240H 120v/120V Pos: standing >
A captive illithid's flesh begins to shimmer, then gains a harder look to it.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding.  It will also increase your ability to hit your foes.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V 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.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Pay attention to what your group does. If someone does something you don't understand, ask why.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Most commands have help files.  Type 'help (command)' to learn how to use game commands.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
Hint: Be sure to check your innate abilities. These can help you win the fight. Just type "innate" to see a list.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Ask a cleric to bless your weapon - it will strike more accurately. If the blessing wears off, do it again.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Loosing the battle? Try to 'flee'. But don't flee too many times, or you might run into something even nastier!

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Try 'toggle battle' before your next fight.  It displays attacks a little more vividly.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
Hint: Searching a room can sometimes reveal a hidden exit!  Search in suspicious dead ends or in rooms with suspicious descriptions.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V 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.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V 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.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V 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.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Want to see what's for sale?  Try the 'list' command in a shop.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Remember to use your skills! Type "skills" to see what special techniques you may be able to use.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.

< 240h/240H 120v/120V Pos: standing >
A captive illithid looks physically stronger.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Save money and buy a boat!  There's a whole world out there waiting for you! Use help ship to learn how.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Mobs starting to get boring when you kill them? The more often you kill the same mob, the less experience you will gain. Type "trophy" to look at which areas you have spent time in, and how much you can still stand to learn from them.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.

< 240h/240H 120v/120V Pos: standing >
A captive illithid's flesh begins to shimmer, then gains a harder look to it.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water. 

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Want to see what's for sale?  Try the 'list' command in a shop.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave enters from the south.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A svirfneblin slave is working here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding.  It will also increase your ability to hit your foes.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A svirfneblin slave is working here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.

< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave leaves south.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: You can sell equipment for money at shops.  However, most stores only purchase certain types of equipment.  Shop around!

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave enters from the south.

< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave leaves south.

< 240h/240H 120v/120V Pos: standing >
Hint: In certain rooms, you can heal at an advanced rate!  In others, you won't heal at all!

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave enters from the south.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave leaves south.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Typing "aggressive 0" will make you automatically attack any aggressive monsters that enter the room. Type "aggressioff" to turn this off.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite enters from the south.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the word 'abrazak'

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell called 'armor'.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the word 'abrazak'

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the word 'fido'

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the words 'sfahzqhuai yfaw yufz'

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the word 'fido'

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the words 'sfahzqhuai yfaw qare'

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A young noble walks along in bronze garb.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite leaves south.

< 240h/240H 120v/120V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite enters from the south.

< 240h/240H 120v/120V Pos: standing >
Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the words 'sfahzqhuai yfaw yufz'

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the words 'sfahzqhuai yfaw yufz'

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A young noble walks along in bronze garb. (casting) 
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the words 'sfahzqhuai yfaw qare'

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >
Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the words 'sfahzqhuai yfaw qare'

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A young noble walks along in bronze garb.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite starts casting a spell.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite completes her spell...
A young zarbonite utters the word 'fido'

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A young noble walks along in bronze garb.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
A young zarbonite leaves south.

< 240h/240H 120v/120V Pos: standing >
Autosaving...

< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.

< 240h/240H 120v/120V Pos: standing >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.

< 240h/240H 120v/120V Pos: standing >
A captive illithid looks physically stronger.

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >
You tell your racewar 'choron I think'

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >
Hint: Remember that all the citizens of Woodseer attack evil-aligned people on sight.

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >

< 240h/240H 120v/120V Pos: standing >