The death of [1 Necromancer] Sathe (Gnome)

in The Practice Room

from the perspective of [1 Necromancer] Sathe (Gnome)



< 1h/16H 100v/100V Pos: standing >

< 1h/16H 100v/100V Pos: standing >

< 1h/16H 100v/100V Pos: standing >
You are now AFK.

< 1h/16H 100v/100V Pos: standing >
Specify the string to test as the argument.  You probably want to put color codes in it ('help ansi').

< 2h/16H 100v/100V Pos: standing >
Ansi
=========================================
Duris is a world of color and in order to better understand how to add
color to certain things (such as guild titles) you need to know the ANSI
codes for it.

There are 3 basic types of ANSI color control sequences:
<pre>
	&+<color>  -Sets the foreground color. If the letter is
                    uppercase, the color is bold.
	&-<color>  -Sets the background color. If the letter is
		    uppercase, the text will blink. 
	&=<bg><fg> -Sets both background <bg> and foreground <fg> color,
                    exactly as setting the background and foreground
                    separately.
</pre>
Each color is specified using a letter. Black is L, red is R, cyan is C,
blue is B, white is W, green is G, yellow is Y, and magenta is M. To
specify the bright version of the color use the uppercase letter; for the
dark color, use the lowercase letter.

The actual colors themselves are as follows:

        Bright    Dark          Bright    Dark
        --------------------------------------
        Black     Black         White     White
        Red       Red           Green     Green
        Cyan      Cyan          Yellow    Yellow
        Blue      Blue          Magenta   Magenta

You can use the testcolor command to check how it looks.

See also:testcolor

The following help topics also matched your search:
 Forgotten Mansion Guides


< 2h/16H 100v/100V Pos: standing >

< 2h/16H 100v/100V Pos: standing >

< 11h/16H 100v/100V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.

< 12h/16H 100v/100V Pos: standing >
The mage guildmaster starts casting a spell.

< 13h/16H 100v/100V Pos: standing >
The mage guildmaster completes his spell...
The mage guildmaster utters the word 'coldshield'
The mage guildmaster is surrounded by an aura of deadly cold!

< 13h/16H 100v/100V Pos: standing >

< 13h/16H 100v/100V Pos: standing >

< 14h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Hint: Type "toggle" to see a list of various commands you can toggle.  Try them out!  Some are quite handy.

< 16h/16H 100v/100V Pos: standing >
A gnome child enters from the west.

< 16h/16H 100v/100V Pos: standing >
Turnup

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Turnup

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Hint: Beware of guards!  Some guards will come to the aid of your victims!

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
A gnome child leaves west.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
TurnUp

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V 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.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
TurnUp

< 16h/16H 100v/100V Pos: standing >
Autosaving...

< 16h/16H 100v/100V Pos: standing >
TubnUp

< 16h/16H 100v/100V Pos: standing >
Turn

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
The following help topics matched your search:
 Color Spray
 Testcolor


< 16h/16H 100v/100V Pos: standing >
Ansi
=========================================
Duris is a world of color and in order to better understand how to add
color to certain things (such as guild titles) you need to know the ANSI
codes for it.

There are 3 basic types of ANSI color control sequences:
<pre>
	&+<color>  -Sets the foreground color. If the letter is
                    uppercase, the color is bold.
	&-<color>  -Sets the background color. If the letter is
		    uppercase, the text will blink. 
	&=<bg><fg> -Sets both background <bg> and foreground <fg> color,
                    exactly as setting the background and foreground
                    separately.
</pre>
Each color is specified using a letter. Black is L, red is R, cyan is C,
blue is B, white is W, green is G, yellow is Y, and magenta is M. To
specify the bright version of the color use the uppercase letter; for the
dark color, use the lowercase letter.

The actual colors themselves are as follows:

        Bright    Dark          Bright    Dark
        --------------------------------------
        Black     Black         White     White
        Red       Red           Green     Green
        Cyan      Cyan          Yellow    Yellow
        Blue      Blue          Magenta   Magenta

You can use the testcolor command to check how it looks.

See also:testcolor

The following help topics also matched your search:
 Forgotten Mansion Guides


< 16h/16H 100v/100V Pos: standing >
Hint: Wisdom determines how quickly Priest classes pray for spells.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
A gnome child enters from the west.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Hint: Wondering how far you are until you gain your next level? Use the 'experience' command.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Turnup

< 16h/16H 100v/100V Pos: standing >
Turnup

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Turnup

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
A gnome child leaves west.

< 16h/16H 100v/100V Pos: standing >
Turnup!

< 16h/16H 100v/100V Pos: standing >
Turnup!

< 16h/16H 100v/100V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled. 

< 16h/16H 100v/100V Pos: standing >
Turnup!

< 16h/16H 100v/100V Pos: standing >
Turnup!

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled. 

< 16h/16H 100v/100V Pos: standing >
The mage guildmaster starts casting a spell.
Pardon? No ansi chars allowed as input.

< 16h/16H 100v/100V Pos: standing >
The mage guildmaster completes his spell...
The mage guildmaster utters the word 'fireshield'
The mage guildmaster is surrounded by burning flames!

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Sorry, but you cannot do that here!

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Sorry, but you cannot do that here!

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Autosaving...

< 16h/16H 100v/100V Pos: standing >
The Practice Room
Obvious exits: -West
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[4] A steel dagger has been tossed aside here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
An amber-colored metallic rod lies here.
[10] A small bandage rests upon the ground here.
An old gnome mage guildmaster is here readying his spell books.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
You have just begun the trek to your next level!

< 16h/16H 100v/100V Pos: standing >
Saving Sathe.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Pardon? No ansi chars allowed as input.

< 16h/16H 100v/100V Pos: standing >
Pardon? No ansi chars allowed as input.

< 16h/16H 100v/100V Pos: standing >
Pardon? No ansi chars allowed as input.

< 16h/16H 100v/100V Pos: standing >
Pardon? No ansi chars allowed as input.

< 16h/16H 100v/100V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.

< 16h/16H 100v/100V Pos: standing >
Turnup!

< 16h/16H 100v/100V Pos: standing >
The Practice Room
Obvious exits: -West
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[4] A steel dagger has been tossed aside here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
An amber-colored metallic rod lies here.
[10] A small bandage rests upon the ground here.
An old gnome mage guildmaster is here readying his spell books.

< 16h/16H 100v/100V Pos: standing >
You have just begun the trek to your next level!

< 16h/16H 100v/100V Pos: standing >
Saving Sathe.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
It is 6pm, on the Day of the Storm
The 15th Day of the Month of Storms, Year 1710.
Time elapsed since boot-up: 19:13:35
Current time is: Fri Sep 19 18:35:24 2014 (GMT)

< 16h/16H 100v/100V Pos: standing >
Owner               Artifact

Laz                 the sphere of wind
Bryken              the rod of Dispator
Znar                the sword of fire and flame
Aktosh              the Totem of Mastery
Noz                 Chaos, The Unholy Avenger
Nib                 Illesarus, the Sword of Sharpness
Liels               the holy mace of the efreeti

       ------Summary------
         Goodies:      2
         Evils:        5
         Total:        7

< 16h/16H 100v/100V Pos: standing >
Saving Sathe.

< 16h/16H 100v/100V Pos: standing >
Sathe appears to be Gnome and is in excellent condition.
He's small in size.


< 16h/16H 100v/100V Pos: standing >
You have just begun the trek to your next level!

< 16h/16H 100v/100V Pos: standing >
Saving Sathe.

< 16h/16H 100v/100V Pos: standing >
You are carrying: (0/11)
Nothing.

< 16h/16H 100v/100V Pos: standing >
You aren't wearing anything!

< 16h/16H 100v/100V Pos: standing >
The Practice Room
Obvious exits: -West
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[4] A steel dagger has been tossed aside here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
An amber-colored metallic rod lies here.
[10] A small bandage rests upon the ground here.
An old gnome mage guildmaster is here readying his spell books.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >

< 16h/16H 100v/100V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.

< 16h/16H 100v/100V Pos: standing >
The Practice Room
Obvious exits: -West
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[4] A steel dagger has been tossed aside here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
An amber-colored metallic rod lies here.
[10] A small bandage rests upon the ground here.
An old gnome mage guildmaster is here readying his spell books.

< 16h/16H 100v/100V Pos: standing >
You have just begun the trek to your next level!

< 16h/16H 100v/100V Pos: standing >
You sit down and relax.

< 16h/16H 100v/100V Pos: sitting >
You are now AFK.

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
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.

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.

< 16h/16H 100v/100V Pos: sitting >
Autosaving...

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Hint: Knocking your foe down will increase the damage you do to him.

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water. 

< 16h/16H 100v/100V Pos: sitting >
The mage guildmaster starts casting a spell.

< 16h/16H 100v/100V Pos: sitting >
The mage guildmaster completes his spell...
The mage guildmaster is surrounded by burning flames!

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Autosaving...

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Hint: Be sure to check your innate abilities. These can help you win the fight. Just type "innate" to see a list.

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
A gnome child enters from the west.

< 16h/16H 100v/100V Pos: sitting >
A gnome child leaves west.

< 16h/16H 100v/100V Pos: sitting >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!

< 16h/16H 100v/100V Pos: sitting >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >

< 16h/16H 100v/100V Pos: sitting >
Hint: The main stat for armor class is agility. You can improve your armor class with equipment.

< 16h/16H 100v/100V Pos: sitting >
A rakshasa tribesman snaps into visibility.
Out of nowhere, a rakshasa tribesman stabs you in the back, RIP...