The death of [ 1 Psionicist] Rago (Human)

in Outside the Eastern City Gates

from the perspective of [ 1 Psionicist] Rago (Human)



< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A young cleric enters from the east.

< 22h/22H 113v/113V Pos: standing >
A young cleric starts casting a spell.

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A young cleric completes her spell...
A young cleric utters the word 'abrazak'

< 22h/22H 113v/113V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 22h/22H 113v/113V Pos: standing >
A young cleric starts casting a spell.

< 22h/22H 113v/113V Pos: standing >
A shady mercenary says in common 'What you got something to say?'
A shady mercenary leaves west.

< 22h/22H 113v/113V Pos: standing >
A young cleric completes her spell...
A young cleric utters the word 'fido'

< 22h/22H 113v/113V Pos: standing >
You are carrying: (0/11)
Nothing.

< 22h/22H 113v/113V Pos: standing >
You aren't wearing anything!

< 22h/22H 113v/113V Pos: standing >
A young cleric starts casting a spell.

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A young cleric completes her spell...
A young cleric utters the words 'sfahzqhuai yfaw yufz'

< 22h/22H 113v/113V Pos: standing >
A young cleric starts casting a spell.

< 22h/22H 113v/113V Pos: standing >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

Some pros:
1. You can use the spells and skills of both classes.
2. You can use the equipment of both classes.
3. Your dam modifier is the best of either class.
4. Your combat pulse is the best of the two classes.
5. You can practice epic skills from your second class for a steep price.
6. You no longer lose all your epic skills when you multiclass.

Some cons:
1. You only get your primary (first) class innates.
2. Your mem/prayer times are longer.
3. You might lose some skill level if your second class has a different skill cap.

Considering multiclassing??  Here are some more details you should know:

Players can only multi into classes that are offered by your race. Some combinations are not available. Using the command "multi" on your class will tell you which combinations exist.

Multiclasses get the best possible skill combo of both classes. If the primary class has a skill and the secondary doesn't, the multiclass will max that skill at the primary skill cap.  If the secondary class has the skill, but the primary doesn't,  the cap is 95% of the secondary class's skill.  If they both have the skill, the new class will use the higher between the two.

The spells/skills of the secondary class are ALL moved up 5 levels. This means upon reaching level 51, players will have all the skills and spells of the primary class and the level 46 skills and spells of the secondary class.

You will not lose epic skills if you choose to multiclass.  Any skills you have spent time developing will carry over to your newly created multi.
 
Multiclasses can now use items for both classes including artifacts available to each. 

The primary attribute for the primary class will carry on over to the secondary class.  For example, if the multiclass order is Conjurer/Shaman, then the primary class attribute of Intelligence will apply to both the arcane and shaman spells. The inverse is also true (Wisdom is the primary attribute for a Shaman/Conjurer multi).

When you multiclass, you lose the specialization you had previously chosen and go back to level 1, with level 1 hitpoints. 


Here are the options available to each class:
* Warrior     : Mercenary, Cleric
* Ranger      : Warrior, Druid, Rogue, Psionicist
* Paladin     : Warrior
* Anti-Paladin: Warrior
* Cleric      : Druid, Bard, Warrior, Shaman
* Druid       : Cleric
* Shaman      : Conjurer, Druid, Cleric, Blighter
* Sorcerer    : Conjurer
* Conjurer    : Sorcerer, Shaman, Bard
* Rogue       : Bard, Mercenary
* Mercenary   : Rogue, Warrior
* Bard        : Sorcerer, Rogue, Illusionist, Conjurer
* Reaver      : Sorcerer, Rogue, Psionicist
* Blighter    : Cleric
* Ethermancer : Sorcerer, Shaman
* Summoner    : Sorcerer, Shaman

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter
* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard / Illusionist
* Gypsy: Bard / Conjurer
* Defiler: Reaver / Sorcerer
* Shadow Reaver: Reaver / Rogue
* Transcendent: Reaver / Psionicist
* Decay Priest: Blighter / Cleric
* Storm Magi: Ethermancer / Sorcerer
* Geomancer: Ethermancer / Shaman
* Archmage: Summoner / Sorcerer
* Haruspex: Summoner / Shaman


< 22h/22H 113v/113V Pos: standing >
A militia guard leaves west.

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A young cleric stops chanting abruptly!

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A militia guard enters from the east.

< 22h/22H 113v/113V Pos: standing >
The sun hangs low on the southern sky.

< 22h/22H 113v/113V Pos: standing >
A militia guard enters from the west.

< 22h/22H 113v/113V Pos: standing >
A young cleric starts casting a spell.

< 22h/22H 113v/113V Pos: standing >
A young cleric completes her spell...
A young cleric utters the words 'sfahzqhuai yfaw qare'

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A young cleric starts casting a spell.

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A militia guard enters from the east.

< 22h/22H 113v/113V Pos: standing >
A young cleric completes her spell...
A young cleric utters the words 'sfahzqhuai yfaw yufz'

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A shady mercenary enters from the west.

< 22h/22H 113v/113V Pos: standing >
A shady mercenary leaves west.

< 22h/22H 113v/113V 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.'

< 22h/22H 113v/113V Pos: standing >
A young cleric leaves east.

< 22h/22H 113v/113V Pos: standing >
A militia guard leaves east.

< 22h/22H 113v/113V Pos: standing >
A militia guard leaves west.

< 22h/22H 113v/113V Pos: standing >
A militia guard leaves east.

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
A street sweeper enters from the east.

< 22h/22H 113v/113V Pos: standing >
A militia guard enters from the east.

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
The sun starts to set in the south.

< 22h/22H 113v/113V Pos: standing >
A commoner enters from the east.

< 22h/22H 113v/113V Pos: standing >
A street sweeper leaves east.

< 22h/22H 113v/113V Pos: standing >
A commoner leaves west.

< 22h/22H 113v/113V Pos: standing >
A commoner enters from the west.

< 22h/22H 113v/113V Pos: standing >
A young cleric enters from the east.

< 22h/22H 113v/113V Pos: standing >

< 22h/22H 113v/113V Pos: standing >
You cannot multiclass until you reach level 46.
However, here is a list of your future choices:

   None (don't despair, you can always specialize)



< 22h/22H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 113v/113V Pos: standing >
The Western Wall Road
Obvious exits: -E -W
A young cleric is standing here, smiling at you warmly.
A commoner is standing here, minding his own business.
A young man in leather armor seems to be patrolling the walls.

< 22h/22H 113v/113V Pos: standing >
A Bend in the Wall Road
Obvious exits: -E -S -W
A young man in leather armor seems to be patrolling the area.

< 22h/22H 112v/113V Pos: standing >
A Quiet Alleyway
Obvious exits: -N# -E -W

< 22h/22H 111v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -S -W
A homeless beggar is here, asking for a few coins.
A stray tomcat is darting after rodents, here.

< 22h/22H 110v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -N -E -W#
A street sweeper is cleaning here, singing songs of labor.
An odd little man, with a shaved head and an orange robe, hums something.

< 22h/22H 109v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -N# -S -W
A poor looking commoner is standing here, wearing a mean expression.

< 22h/22H 109v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -N -E -W#
A street sweeper is cleaning here, singing songs of labor.
An odd little man, with a shaved head and an orange robe, hums something.

< 22h/22H 109v/113V Pos: standing >
The beggar enters from the north.

< 22h/22H 110v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -N# -S -W
A poor looking commoner is standing here, wearing a mean expression.

< 22h/22H 110v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 110v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 110v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -N -E

< 22h/22H 109v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -E -S -W

< 22h/22H 109v/113V Pos: standing >
A Noble's Home
Obvious exits: -W
An ironbound chest rests here.

< 22h/22H 108v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 108v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 108v/113V Pos: standing >
A Bend in a Quiet Alleyway
Obvious exits: -E -S -W

< 22h/22H 112v/113V Pos: standing >
A Bend in the Grand Tharnadian Way
Obvious exits: -N -E -S -W
A young cleric is standing here, smiling at you warmly.

< 22h/22H 111v/113V Pos: standing >
The Grand Tharnadian Way
Obvious exits: -N -E -S -W

< 22h/22H 110v/113V Pos: standing >
The Grand Tharnadian Way
Obvious exits: -N -E -W
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.

< 22h/22H 109v/113V Pos: standing >
The Great Fountain of Tharnadia
Obvious exits: -N -E -S -W
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 young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
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.

< 22h/22H 108v/113V Pos: standing >
The Tharnadia-Keats Intersection
Obvious exits: -N -E# -S -W
A large wandering dog is here, growling at you.

< 22h/22H 108v/113V Pos: standing >
The door seems to be closed.

< 22h/22H 108v/113V Pos: standing >
Keats Street
Obvious exits: -N -E -S

< 22h/22H 108v/113V Pos: standing >
The Great Bazaar
Obvious exits: -N -E -S -W

< 22h/22H 107v/113V Pos: standing >
The Center of the Great Bazaar
Obvious exits: -N -E -S -W

< 22h/22H 107v/113V Pos: standing >
The Great Bazaar
Obvious exits: -E -S -W
A wooden stall stands here, goods displayed upon its counter.
A militia guard is posted here, keeping watch over the bazaar.

< 22h/22H 106v/113V Pos: standing >
The Grand Tharnadian Way
Obvious exits: -E -W

< 22h/22H 105v/113V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -ND -E -SD -W
A stray tomcat is darting after rodents, here.
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.

< 22h/22H 105v/113V Pos: standing >
Outside the Eastern City Gates
Obvious exits: -E -W
The guildhall of The Empire is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
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.

< 22h/22H 104v/113V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -ND -E -SD -W
A stray tomcat is darting after rodents, here.
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.

< 22h/22H 107v/113V Pos: standing >
You see nothing special...

< 22h/22H 108v/113V Pos: standing >
It is pitch black...

< 22h/22H 109v/113V Pos: standing >
It is pitch black...

< 22h/22H 111v/113V Pos: standing >
Obvious exits:
North- Inside the Eastern City Gates
South- A Bend in the Wall Road
Up- An Eastern Gate Guard Tower

< 22h/22H 112v/113V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
Inside the Eastern City Gates
Obvious exits: -ND -E -SD -W
A stray tomcat is darting after rodents, here.
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.

< 22h/22H 112v/113V Pos: standing >
Outside the Eastern City Gates
Obvious exits: -E -W
The guildhall of The Empire is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
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.

< 22h/22H 111v/113V Pos: standing >
Out of nowhere, a halfling traveler stabs you in the back, RIP...