The death of [ 1 Reaver] Nelir (Duergar)

in Guild Room

from the perspective of [ 1 Reaver] Nelir (Duergar)

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about waist>   a dwarf skin belt
<worn on arms>       a pair of studded leather sleeves
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<primary weapon>     a long steel sword
<secondary weapon>   a long steel sword
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 25h/25H 111v/111V Pos: standing >
The following information provides details on the race you have chosen
to play on Duris Mud. Most of the info pertains to roleplaying, should
you choose to roleplay, and to how the race fits into the world scheme.
Type 'look/read page1' or 'look/read 1' etc. to view the entries.

General Information:
-------------------
Includes: Duergar Dwarf Locations on Duris, Typical Duergar Dwarf
          Personalities ............................................. Page1

Racial Appearance:
------------------
Includes: Age Lifespans, Typical Body Structure, Eyes/Hair Color,
          Average Height and Weight ................................. Page2

Game Mechanics:
---------------
Includes: Allowable Classes, Duergar Dwarf Innate Abilities,
          Languages Information, Duergar Dwarf Statistics ........... Page3


< 25h/25H 111v/111V Pos: standing >

< 25h/25H 111v/111V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

< 25h/25H 111v/111V Pos: standing >
Elders Room in the House of Clan Night Stalker
Obvious exits: -East#
A clansdwarf watches over the elders room
A clansdwarf watches over the elders room
A clansdwarf watches over the elders room
The clan elder demonstrates a skill

< 25h/25H 111v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 111v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
their skills sharp. A door can be seen in the west wall. The practice room
continues east.
Obvious exits: -East -West

< 25h/25H 110v/111V Pos: standing >
GENERAL INFORMATION
-------------------
Duergar dwarves, also know as grey dwarves, are a malevolent breed of dwarf
that lives deep underground, often in cities far removed from other dwarves.
Since duergar are often bested in struggles with other dwarves, particularly
deep dwarves with whom they directly compete for space and mining materials,
they often live in poor strongholds and desolate areas. Occasionally, a
duergar clan will find wealth in these obscure locales and thrive in their
production of stone and metal crafts in a manner similar to other dwarves.
However, duergar workmanship tends to be inferior to that of other dwarven
races, perhaps a handicap of their evil, deceitful nature.

Currently, duergar dwarves can be found deep in the Underdark in their
stronghold, Khildarak.

< 25h/25H 110v/111V Pos: standing >
Autosaving...

< 25h/25H 110v/111V Pos: standing >
The following information provides details on the race you have chosen
to play on Duris Mud. Most of the info pertains to roleplaying, should
you choose to roleplay, and to how the race fits into the world scheme.
Type 'look/read page1' or 'look/read 1' etc. to view the entries.

General Information:
-------------------
Includes: Duergar Dwarf Locations on Duris, Typical Duergar Dwarf
          Personalities ............................................. Page1

Racial Appearance:
------------------
Includes: Age Lifespans, Typical Body Structure, Eyes/Hair Color,
          Average Height and Weight ................................. Page2

Game Mechanics:
---------------
Includes: Allowable Classes, Duergar Dwarf Innate Abilities,
          Languages Information, Duergar Dwarf Statistics ........... Page3


< 25h/25H 111v/111V Pos: standing >
Hint: Wisdom determines how quickly Priest classes pray for spells.

< 25h/25H 111v/111V Pos: standing >
RACIAL APPEARANCE
-----------------
The following information is provided primarily for purposes of setting
character descriptions or for those interested in roleplaying.

Duergar dwarves have a life expectancy of about 400 years and are considered
mature adults around forty years old. Duergar appear very emanciated, with
pasty-white skin, sunken eyes of a deep black or gray color and are often
bald or shaven. Duergar also keep beards, but don't tend to care for them
as much as surface dwarves. Males and females are of similar builds, with
average heights around 3'10" and weights around 100-120 lbs.

< 25h/25H 111v/111V Pos: standing >

< 25h/25H 111v/111V Pos: standing >
GAME MECHANICS
--------------
For information on these subjects, peruse the following help options:

HELP DUERGAR, HELP INNATE, HELP INVISIBILITY, HELP STRENGTH, HELP ULTRAVISION,
HELP RACES. HELP LANGUAGES AND HELP SPEAK

< 25h/25H 111v/111V Pos: standing >
Your innate abilities: ('*' marked innates are always active)
   invisibility
  *ultravision
  *dayblind
  *vulnerable to sun
  *magical reduction

< 25h/25H 111v/111V Pos: standing >
The following help topics matched your search:
 Detect Invisibility
 Dispel Invisible
 Improved Invisibility
 Invisibility
 Mass Invisibility


< 25h/25H 111v/111V Pos: standing >
Invisibility
=========================================
Invisibility can only be seen when assisted by the spells Detect Invisibility,
Detect Illusion, Greater Spirit Sight, or True Seeing.

Invisibility can be detected by Sense Life, purged from the room by
Faerie Fog, and dispelled by Dispel Invisible.

Invisibility can be achieved through Concealment, Improved Invisibility,
Mass Invisibility, Vanish, Nonexistence, and it is rumored a certain
race of the Underdark has innately acquired this ability. Also, certain items
throughout the world will grant the player invisibility.

Invisible players and mobs, if seen, will have an asterisk (*) before their names
to denote their concealed state. Offensive actions as well as vis 0 will result
in snapping into view. Objects show (invis), and this can be dispelled.

The following help topics also matched your search:
 Detect Invisibility
 Improved Invisibility
 Mass Invisibility


< 25h/25H 111v/111V 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.

< 25h/25H 111v/111V Pos: standing >
Practice Area
Obvious exits: -East -West#

< 25h/25H 111v/111V Pos: standing >
Pardon?

< 25h/25H 111v/111V Pos: standing >
Pardon?

< 25h/25H 111v/111V Pos: standing >
Practice Area
Obvious exits: -East -West#

< 25h/25H 111v/111V Pos: standing >
Practice Area
Obvious exits: -East -West#

< 25h/25H 111v/111V Pos: standing >
Hint: Try 'toggle battle' before your next fight.  It displays attacks a little more vividly.

< 25h/25H 111v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
their skills sharp. A door can be seen in the west wall. The practice room
continues east.
Obvious exits: -East -West#

< 25h/25H 111v/111V Pos: standing >
You turn your battle alert status on.

< 25h/25H 111v/111V Pos: standing >
Practice Area
Obvious exits: -East -West#

< 25h/25H 111v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
their skills sharp. The practice area continues east and west.
Obvious exits: -East -West

< 25h/25H 110v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
the skills sharp. A door can be seen in the south wall. The practice room
continues west.
Obvious exits: -South# -West

< 25h/25H 109v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 111v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
An Elegant Hallway
   This hallway is wide and spacious. The floor is made of stone, polished to
near mirror like shine. The walls are made of a stone similar to the floor,
but with a slight marbled grain showing. The corners of the walls have been
rounded and smoothed. A carving of the guild insignia adorns the floor, lined
with gold. Doors can be seen in the north and west walls. The hall enters the
foyer to the south.
Obvious exits: -North -South -West#

< 25h/25H 110v/111V Pos: standing >
You are carrying: (16/10)
[5] a small bandage
a quill
a spellbook
a bag made from sewn rat skins
a piece of rune carved obsidian
a stout oaken cudgel
a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 25h/25H 110v/111V Pos: standing >

< 25h/25H 110v/111V Pos: standing >

< 25h/25H 110v/111V Pos: standing >

2nd CIRCLE:
magic missile              

3rd CIRCLE:
chill touch                
detect magic               

4th CIRCLE:
sleep                      

5th CIRCLE:
baladors protection        

6th CIRCLE:
ray of enfeeblement        

7th CIRCLE:
ferrix precision           

8th CIRCLE:
dispel magic               
kanchelsis fury            

9th CIRCLE:
feeblemind                 

11th CIRCLE:
bigbys clenched fist       


< 25h/25H 110v/111V Pos: standing >
Skill
1h slashing                    5
bandage                        9
blindfighting             (obtained at level 11)
carve                         19
climb                         12
double attack                 17
dual wield                     6
fishing                        5
kick                          10
meditate                  (obtained at level 21)
mount                         12
parry                     (obtained at level 18)
quick chant               (obtained at level 11)
retreat                       15
riposte                   (obtained at level 26)
salvage                       17
scribe                        15
sorcerous spell knowledge (obtained at level 10)
springleap                (obtained at level 26)
switch opponents              13
triple attack             (obtained at level 51)

< 25h/25H 110v/111V Pos: standing >
Carve
=========================================
Syntax:         carve corpse <body part>

When proficient in carve and armed with a knife, you can carve certain body components from corpses. If you aren't very good at carving then you will butcher some or most of the body parts you are trying to retrieve,
rendering them unrecognizable.

==See also==
decay
The following character attributes are used in execution of this ability (if any):

< 25h/25H 110v/111V Pos: standing >
Hint: Most commands have help files.  Type 'help (command)' to learn how to use game commands.

< 25h/25H 110v/111V Pos: standing >
Decay
=========================================
After a set amount of time all corpses will decay. Corpses of NPCs will
decay and leave the equipment scattered on the floor. After a crash or
reboot, these corpses are not loaded. Corpses of players will decay in time
following a death. The equipment will also be scattered on the ground. So,
following a death, it is important to retrieve your corpse in a timely
manner. Corpses of players will, however, load after a reboot or crash. 
Player corpses currently decay after approximately 2 hours. The decay time 
is reset if the game reboots or crashes before the corpse has decayed. The
spells preserve and embalm may prolong the time until a corpse decays.

	See also:reboot ,crash ,preserve ,embalm ,resurrect ,death

The following help topics also matched your search:
 Decay Priest
 Decaying flesh
 Song of Decay


< 25h/25H 111v/111V Pos: standing >
Salvage
=========================================
The salvage skill allows you to break down existing items in
order to recover materials to build other objects with (using
the Craft or Forge tradeskills).

There is a slight chance that as you tear the item apart, you
may get lucky enough to figure out how to build the item
yourself, gaining a recipe for that particular item. Recipes are used
by reciting the recipe, but certain recipes can only be used by crafters
or forgers.

syntax: salvage <item>

You may break down salvaged materials into their lesser components by
salvaging them. 1 higher grade material will yield 2 lower grade materials
if the salvage attempt is successful.

Warning: Items that you attempt to salvage (succesful or not) 
will be DESTROYED!

==See also==
tradeskills, craft, forge, material_list, refine
The following character attributes are used in execution of this ability (if any):

< 25h/25H 111v/111V Pos: standing >
Craft
=========================================
Craft is one of the tradeskills available to players. 

Craft allows characters to create equipment for following slots:
about, waist, earring, neck, wrist, finger, eyes, quiver, tail, nose, horn, face. 

Once learned, a player can invoke the forge command for a list of options.

Crafting uses components obtained through the salvage skill to allow players
to create the items themselves!

craft - with no arguments will bring up your list of known recipes and the help
menu:

(example:)

craft Syntax:
(craft info - list required materials to forge the item.)
(craft stat - display properties of the item.)
(craft make - create the item.)
You know the following recipes:
----------------------------------------------------------------------------
Recipe Number Item
135212 a wickedly barbed two-handed greatsword
----------------------------------------------------------------------------
91058 a massive blood-stained holy avenger
----------------------------------------------------------------------------

Typing 'craft info 91058' would display the items needed to create this particular
item.

Typing 'craft stat 91058' would display the attributes tied to this item.

Typing 'craft make 91058' would attempt to create the item if you had the necessary
salvaged materials on your being. 

==See also==
tradeskills, forge, material_list, salvage
The following character attributes are used in execution of this ability (if any):

< 25h/25H 111v/111V Pos: standing >
Autosaving...

< 25h/25H 111v/111V Pos: standing >
You do not know how to craft items.

< 25h/25H 111v/111V Pos: standing >
You do not know how to forge.

< 25h/25H 111v/111V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.

< 25h/25H 111v/111V Pos: standing >
You feel a blast of heat!

< 25h/25H 111v/111V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 25h/25H 111v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 25h/25H 111v/111V Pos: standing >
An Elegant Hallway
Obvious exits: -North -South -West#

< 25h/25H 111v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
the skills sharp. A door can be seen in the south wall. The practice room
continues west.
Obvious exits: -South -West

< 25h/25H 110v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
their skills sharp. The practice area continues east and west.
Obvious exits: -East -West

< 25h/25H 109v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
their skills sharp. A door can be seen in the west wall. The practice room
continues east.
Obvious exits: -East -West#

< 25h/25H 109v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 111v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
Elders Room in the House of Clan Night Stalker
   This room is used by the elder of the clan, both as a living quarters and
a training room. The floor is made of polished stone, as are the walls which
have a grain showing through their glass-like surface. The north wall is used
as the clan roster, members of the clan since its beginning have been carved
into the smooth stone, each filled with gold. A large tapestry bearing the
clan insignia covers the entire south wall. A large polished stone desk sits
against the west wall, covered with parchments and pieces of rolled leather.
A large bed sits in the western part of the room, its frame made from pure
mithril. The exit is east.
Obvious exits: -East
A clansdwarf watches over the elders room
A clansdwarf watches over the elders room
A clansdwarf watches over the elders room
The clan elder demonstrates a skill

< 25h/25H 110v/111V Pos: standing >
Skill                    Cost of Teachings
kick                      5 platinum, 1 gold, 1 silver, and 1 copper
double attack             5 platinum, 1 gold, 1 silver, and 1 copper
dual wield                5 platinum, 1 gold, 1 silver, and 1 copper
mount                     5 platinum, 1 gold, 1 silver, and 1 copper
switch opponents          5 platinum, 1 gold, 1 silver, and 1 copper
bandage                   5 platinum, 1 gold, 1 silver, and 1 copper
scribe                    5 platinum, 1 gold, 1 silver, and 1 copper
1h slashing               5 platinum, 1 gold, 1 silver, and 1 copper
carve                     5 platinum, 1 gold, 1 silver, and 1 copper
climb                     5 platinum, 1 gold, 1 silver, and 1 copper
fishing                   5 platinum, 1 gold, 1 silver, and 1 copper
retreat                   5 platinum, 1 gold, 1 silver, and 1 copper
salvage                   5 platinum, 1 gold, 1 silver, and 1 copper

Spell                    Cost to Scribe

< 25h/25H 110v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
their skills sharp. A door can be seen in the west wall. The practice room
continues east.
Obvious exits: -East -West

< 25h/25H 109v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
their skills sharp. The practice area continues east and west.
Obvious exits: -East -West

< 25h/25H 109v/111V Pos: standing >
Practice Area
   This room is large with an open design, less elegant than other rooms in
the house. The stone of the floor is rough, as are the walls. Various objects
have been placed around the room to assist the members in their training.
Large stone columns, door frames with doors, fake walls and other structures
simulate the outside city, providing members with a superior area in which
to practice their many skills. The elder has a standing order for members to
suprise attack other members whenever possible in this practice area to keep
the skills sharp. A door can be seen in the south wall. The practice room
continues west.
Obvious exits: -South -West

< 25h/25H 108v/111V Pos: standing >
An Elegant Hallway
   This hallway is wide and spacious. The floor is made of stone, polished to
near mirror like shine. The walls are made of a stone similar to the floor,
but with a slight marbled grain showing. The corners of the walls have been
rounded and smoothed. A carving of the guild insignia adorns the floor, lined
with gold. Doors can be seen in the north and west walls. The hall enters the
foyer to the south.
Obvious exits: -North -South -West#

< 25h/25H 108v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 111v/111V Pos: standing >
It's already open!

< 25h/25H 111v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 111v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
Priests Room
   This room is used by the clan priest to worship the god that oversees
the clan. The stone of the floor is polished to a brilliant shine, the wall
stone has a grain that can be seen through its glass like surface. A large
display case has been built into the east half of the north wall, displaying
a wide variety of religious items. The case extends out several meters from
the wall, almost hiding a bed that occupies the western half of the wall.
A thick fungus rug displaying the guild insignia sits in front of the case,
providing a soft surface to kneel upon. A small desk carved from stone and
polished to a smooth shine rests against the west wall. The exit is east.
Obvious exits: -East
The clan crafts priest watches you silently

< 25h/25H 110v/111V Pos: standing >
Sorry, but you cannot do that here!

< 25h/25H 110v/111V Pos: standing >

< 25h/25H 110v/111V Pos: standing >
This duergar is average in size, a tatoo of a snake shows on his bare
forhead. He looks at you with stern silence.
A crafts priest appears to be Duergar and is in excellent condition.
He's medium in size.


< 25h/25H 110v/111V Pos: standing >
An Elegant Hallway
   This hallway is wide and spacious. The floor is made of stone, polished to
near mirror like shine. The walls are made of a stone similar to the floor,
but with a slight marbled grain showing. The corners of the walls have been
rounded and smoothed. A carving of the guild insignia adorns the floor, lined
with gold. Doors can be seen in the north and west walls. The hall enters the
foyer to the south.
Obvious exits: -North -South -West

< 25h/25H 109v/111V Pos: standing >
House of Clan Night Stalker
   This foyer is quite large, the walls to the north and south carved into
semi-circles. A large banner type tapestry hangs from the ceiling, bearing
the clan insignia. Other tapestries drape down from the walls, most depicting
scenes that demonstrate a skill taught to members of the clan. The floor is
made of stone polished to a mirror like shine. A spiral staircase leads up
on the south side of the room. A large hall leaves north. A large wooden door
can be seen in the west wall. The exit is east.
Obvious exits: -North -East# -West# -Up

< 25h/25H 109v/111V 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.

< 25h/25H 111v/111V Pos: standing >
Second Floor Landing
   The walls and floor of this room are made of stone, polished to a mirror
like shine. All corners have been rounded and smoothed giving it an elegant
look and feel. A round fungi rug sits in the center of the floor, bearing
the guild insignia. A polished stone staircase leads down from on the south
side of the landing. Doors can be seen to the north and west.
Obvious exits: -North# -West# -Down

< 25h/25H 110v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 110v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 111v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 111v/111V Pos: standing >
Living Quarters
   This area serves as the living quarters for clan members. The room itself
is huge, taking up most of the second floor. The floor is made of stone,
polished to a brilliant shine. The walls are made of similar stone, but show
a grain through their glass like surface. Several polished stone chairs are
set about, a large mithril table sits in the center of the room. The walls
are decorated with tapestries, parchments and family heir-looms that hang
from their surface. A door can be seen in the south wall. The room continues
west.
Obvious exits: -South -West

< 25h/25H 110v/111V Pos: standing >
Dining Room
   This room is less formal than some of the others in the house, giving it
a more utilitarian atmosphere. The walls are covered with pure brass, pots,
pans and various cooking utensils hanging down in various places. Two large
ovens sit against the west wall, pots boiling and bubbling on their surface.
Counters line the north wall. A large circular dining table, constructed from
mithril, occupies the center of the room. The room continues east.
Obvious exits: -East

< 25h/25H 109v/111V Pos: standing >
Living Quarters
   This area serves as the living quarters for clan members. The room itself
is huge, taking up most of the second floor. The floor is made of stone,
polished to a brilliant shine. The walls are made of similar stone, but show
a grain through their glass like surface. Several polished stone chairs are
set about, a large mithril table sits in the center of the room. The walls
are decorated with tapestries, parchments and family heir-looms that hang
from their surface. A door can be seen in the south wall. The room continues
west.
Obvious exits: -South -West

< 25h/25H 109v/111V Pos: standing >
Second Floor Landing
   The walls and floor of this room are made of stone, polished to a mirror
like shine. All corners have been rounded and smoothed giving it an elegant
look and feel. A round fungi rug sits in the center of the floor, bearing
the guild insignia. A polished stone staircase leads down from on the south
side of the landing. Doors can be seen to the north and west.
Obvious exits: -North -West# -Down

< 25h/25H 109v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
Sleeping Quarters
   This room is used as sleeping quarters for members of the clan. The floor
and walls are polished to a glass like shine. Beds line the entire room, all
bedframes constructed from pure mithril. There is little other decoration in
this room. The exit is east.
Obvious exits: -East
A clansdwarf is stretched out, sound asleep.
A clansdwarf is stretched out, sound asleep.

< 25h/25H 110v/111V 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.
Are you mad!?

< 25h/25H 110v/111V Pos: standing >
Second Floor Landing
   The walls and floor of this room are made of stone, polished to a mirror
like shine. All corners have been rounded and smoothed giving it an elegant
look and feel. A round fungi rug sits in the center of the floor, bearing
the guild insignia. A polished stone staircase leads down from on the south
side of the landing. Doors can be seen to the north and west.
Obvious exits: -North -West -Down

< 25h/25H 110v/111V Pos: standing >
House of Clan Night Stalker
   This foyer is quite large, the walls to the north and south carved into
semi-circles. A large banner type tapestry hangs from the ceiling, bearing
the clan insignia. Other tapestries drape down from the walls, most depicting
scenes that demonstrate a skill taught to members of the clan. The floor is
made of stone polished to a mirror like shine. A spiral staircase leads up
on the south side of the room. A large hall leaves north. A large wooden door
can be seen in the west wall. The exit is east.
Obvious exits: -North -East# -West# -Up

< 25h/25H 109v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 110v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >

< 25h/25H 111v/111V Pos: standing >
Autosaving...

< 25h/25H 111v/111V Pos: standing >

< 25h/25H 111v/111V Pos: standing >
Alley of The Stalker
   This alley is very narrow, formed by the sides of buildings to the north
and south. Carvings and some drawings cover the sides of the buildings. The
alley ends to the west where the entrance to a building can be seen. The
alley continues east.
Obvious exits: -East -West

< 25h/25H 110v/111V Pos: standing >
Alley of The Stalker
   This alley is very narrow, formed by the sides of two buildings to the
north and south. The sides of the buildings are scarred with carvings and
drawings. The floor of the alley seems to be part of the common slab that
was constructed for the two buildings. The alley ends to the east where
the Street Of Lost Clans can be seen. The alley continues west.
This area seems to be exceptionally narrow!
Obvious exits: -East -West

< 25h/25H 109v/111V Pos: standing >

< 25h/25H 109v/111V Pos: standing >
Alley of The Stalker
   This alley is very narrow, formed by the sides of buildings to the north
and south. Carvings and some drawings cover the sides of the buildings. The
alley ends to the west where the entrance to a building can be seen. The
alley continues east.
Obvious exits: -East -West

< 25h/25H 110v/111V Pos: standing >
House of Clan Night Stalker
   This foyer is quite large, the walls to the north and south carved into
semi-circles. A large banner type tapestry hangs from the ceiling, bearing
the clan insignia. Other tapestries drape down from the walls, most depicting
scenes that demonstrate a skill taught to members of the clan. The floor is
made of stone polished to a mirror like shine. A spiral staircase leads up
on the south side of the room. A large hall leaves north. A large wooden door
can be seen in the west wall. The exit is east.
Obvious exits: -North -East -West# -Up

< 25h/25H 109v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 109v/111V Pos: standing >

< 25h/25H 110v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
Guild Room
   This room is used by the guild officer of the clan to conduct clan business.
The guild handles all dealing with other clans and races. This room is elegant,
with polished stone floors and marbled walls. A carved stone desk occupies the
majority of the room. A large tapestry hangs from the wall behind the desk,
displaying the guild symbol. The exit is east.
Obvious exits: -East
A clansdwarf guards the guild office
A clansdwarf guards the guild office
A clansdwarf guards the guild office
A clansdwarf guards the guild office
The clan guild officer looks you square in the eye

< 25h/25H 110v/111V Pos: standing >
Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 25h/25H 110v/111V Pos: standing >
You can buy:
 1) A bottle of beer of beer                 for 2 gold, 1 silver, and 2 copper.
 2) A set of lockpicks                       for 6 copper.
 3) A pouch of purple fungus                 for 1 copper.
 4) A bag made from sewn rat skins           for 1 platinum, 6 gold, 3 silver, and 7 copper.
 5) A pair of soft leather boots             for 1 gold, and 3 silver.
 6) A pair of leather leggings               for 5 gold, 8 silver, and 9 copper.
 7) A pair of leather sleeves                for 5 gold, 7 silver, and 9 copper.
 8) A rugged leather cap                     for 1 gold, 3 silver, and 3 copper.
 9) A lizard's bladder waterskin of water    for 5 gold, 1 silver, and 8 copper.
10) A suit of lizard hide armor              for 9 gold, 8 silver, and 2 copper.
11) A short sword carved from obsidian       for 1 platinum, 6 gold, and 3 copper.
12) A helm of telepathy                      for 1 platinum, 3 gold, 3 silver, and 6 copper.
13) A small vial of apply poison of poison   for 2 silver, and 6 copper.

< 25h/25H 111v/111V Pos: standing >
House of Clan Night Stalker
   This foyer is quite large, the walls to the north and south carved into
semi-circles. A large banner type tapestry hangs from the ceiling, bearing
the clan insignia. Other tapestries drape down from the walls, most depicting
scenes that demonstrate a skill taught to members of the clan. The floor is
made of stone polished to a mirror like shine. A spiral staircase leads up
on the south side of the room. A large hall leaves north. A large wooden door
can be seen in the west wall. The exit is east.
Obvious exits: -North -East -West -Up

< 25h/25H 110v/111V Pos: standing >
Alley of The Stalker
   This alley is very narrow, formed by the sides of buildings to the north
and south. Carvings and some drawings cover the sides of the buildings. The
alley ends to the west where the entrance to a building can be seen. The
alley continues east.
Obvious exits: -East -West

< 25h/25H 109v/111V Pos: standing >
Alley of The Stalker
   This alley is very narrow, formed by the sides of two buildings to the
north and south. The sides of the buildings are scarred with carvings and
drawings. The floor of the alley seems to be part of the common slab that
was constructed for the two buildings. The alley ends to the east where
the Street Of Lost Clans can be seen. The alley continues west.
This area seems to be exceptionally narrow!
Obvious exits: -East -West

< 25h/25H 108v/111V Pos: standing >
Street of Lost Clans
   This street is constructed of large stones, some carved into the insignia
of various clans that have been lost throughout history. Inhabitants of all
sorts bustle past you, going about their daily business. Merchants shout
descriptions and prices of goods for sale as they push their carts along
the street. A narrow street branches off to the west. The entrance to a
building is east. The street continues to the north and south.
Obvious exits: -North -East# -South -West
A clansdwarf shouts as he pushes his cart
A clansdwarf watches the area closely
A clansdwarf looks through the merchants carts

< 25h/25H 110v/111V Pos: standing >
You are carrying: (16/10)
[5] a small bandage
a quill
a spellbook
a bag made from sewn rat skins
a piece of rune carved obsidian
a stout oaken cudgel
a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 25h/25H 110v/111V Pos: standing >
You are using:
<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a roperskin cloak
<worn about waist>   a dwarf skin belt
<worn on arms>       a pair of studded leather sleeves
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<primary weapon>     a long steel sword
<secondary weapon>   a long steel sword
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

< 25h/25H 110v/111V Pos: standing >
A clansdwarf leaves south.

< 25h/25H 110v/111V Pos: standing >
Street of Lost Clans
   The large stones that comprise this street have been carved into the
insignias of the various clans lost throughout history. The memorials are
finely crafted by Clan Shatter stone. Some of the stones remain blank,
awaiting their memorial design. The smell of gourmet fungi is strong from
the west. A building block progress south. The road turns here, leaving to
the north and east.
Obvious exits: -North -East -South -West#
A clansdwarf shouts as he pushes his cart
A clansdwarf watches the area closely

< 25h/25H 109v/111V Pos: standing >
A clansdwarf enters from the north.

< 25h/25H 111v/111V Pos: standing >
The Guildhall Entrance to - = Nocturnal Fury =-
Obvious exits: -North

< 25h/25H 110v/111V Pos: standing >
Street of Lost Clans
   The large stones that comprise this street have been carved into the
insignias of the various clans lost throughout history. The memorials are
finely crafted by Clan Shatter stone. Some of the stones remain blank,
awaiting their memorial design. The smell of gourmet fungi is strong from
the west. A building block progress south. The road turns here, leaving to
the north and east.
Obvious exits: -North -East -South -West#
A clansdwarf looks through the merchants carts
A clansdwarf shouts as he pushes his cart
A clansdwarf watches the area closely

< 25h/25H 109v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 110v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
House of Clan Spore Seeder
   This is the entry hall for the house of Clan Spore Seeder. This clan
specializes in growing different strains of fungi, both edible and
industrial, for sale as food or raw material. The walls are covered by a
glowing strain of living fungi that gives off a faint green glow. The ceiling
has the names of all members of the clan, since its beginning, carved into
its surface. The guild insignia has been carved into the floor, which is
lined with another variety of fungus, this one providing a soft surface to
walk upon. The smell of prepared fungi is strong. The entry hall opens up
into the clan barter room to the west, where the clan prepares and sells
different varieties of prepared gourmet fungi. A staircase leading down can
be seen to the south, another leading up is to the north. The exit is
east.
Obvious exits: -East -West -Up -Down

< 25h/25H 110v/111V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.

< 25h/25H 110v/111V Pos: standing >
Growing Area
   This large basement is used as a growing area for the different varieties
of fungi grown by the clan. There is nothing decorating the walls and no
furniture. Buckets of liquid sit in various places, apparently used to feed
the fungi and keep the humidity high. Fungi of all varieties grows on the
floor, walls and ceiling. A staircase leads up to the north. The room
continues to the south and west.
Obvious exits: -South -West -Up
A piece of fuzzy blue fungus is growing here.

< 25h/25H 110v/111V Pos: standing >
You can't carry anything more.

< 25h/25H 110v/111V Pos: standing >
You are carrying: (16/10)
[5] a small bandage
a quill
a spellbook
a bag made from sewn rat skins
a piece of rune carved obsidian
a stout oaken cudgel
a steel warhammer
a two-handed sword
a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 25h/25H 111v/111V Pos: standing >
You put 15 items into a bag made from sewn rat skins.

< 25h/25H 111v/111V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!

< 25h/25H 111v/111V Pos: standing >
Growing Area
Obvious exits: -South -West -Up
A piece of fuzzy blue fungus is growing here.

< 25h/25H 111v/111V Pos: standing >
You get a fuzzy blue fungus.

< 25h/25H 111v/111V Pos: standing >
You can't find it!

< 25h/25H 111v/111V Pos: standing >
Pardon?

< 25h/25H 111v/111V Pos: standing >
You can't find it!

< 25h/25H 111v/111V Pos: standing >
You are carrying: (2/10)
a fuzzy blue fungus
a bag made from sewn rat skins

< 25h/25H 111v/111V Pos: standing >
You eat the fuzzy blue fungus.

< 25h/25H 111v/111V Pos: standing >

		Score information for Nelir

Level: 1   Race: Duergar   Class: Reaver Sex: Male
Hit points: 25(25)  Moves: 111(111)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 0 hours/ 19 minutes
Received data: 0.1316 MB this session.
Send data:     0.0005 MB this session.
Compression ratio: none
Send data:     0.0005 MB this session.
Status:  Standing.
Epic points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   0
Enchantments:    Ultravision
Bartender Quests Remaining: 4
Combat Pulse:   17 Spell Pulse:  0.85 
Leaderboard Points:   10 


< 25h/25H 111v/111V Pos: standing >
Pardon?

< 25h/25H 111v/111V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 25h/25H 111v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 111v/111V Pos: standing >
Growing Area
   This large basement is used as a growing area for the different varieties
of fungi grown by the clan. There is nothing decorating the walls and no
furniture. Buckets of liquid sit in various places, apparently used to feed
the fungi and keep the humidity high. Fungi of all varieties grows on the
floor, walls and ceiling. The room continues to the east and south.
Obvious exits: -East -South
[2] A piece of fuzzy pink fungus is growing here.

< 25h/25H 110v/111V Pos: standing >
Growing Area
   This large basement is used as a growing area for the different varieties
of fungi grown by the clan. There is nothing decorating the walls and no
furniture. Buckets of liquid sit in various places, apparently used to feed
the fungi and keep the humidity high. Fungi of all varieties grows on the
floor, walls and ceiling. A staircase leads up to the north. The room
continues to the south and west.
Obvious exits: -South -West -Up

< 25h/25H 109v/111V Pos: standing >
Growing Area
   This large basement is used as a growing area for the different varieties
of fungi grown by the clan. There is nothing decorating the walls and no
furniture. Buckets of liquid sit in various places, apparently used to feed
the fungi and keep the humidity high. Fungi of all varieties grows on the
floor, walls and ceiling. The room continues to the east and south.
Obvious exits: -East -South
[2] A piece of fuzzy pink fungus is growing here.

< 25h/25H 110v/111V Pos: standing >
Growing Area
   This large basement is used as a growing area for the different varieties
of fungi grown by the clan. There is nothing decorating the walls and no
furniture. Buckets of liquid sit in various places, apparently used to feed
the fungi and keep the humidity high. Fungi of all varieties grows on the
floor, walls and ceiling. The room continues to the north and east.
Obvious exits: -North -East
[2] A piece of fuzzy green fungus is growing here.

< 25h/25H 109v/111V Pos: standing >

< 25h/25H 109v/111V Pos: standing >
Growing Area
   This large basement is used as a growing area for the different varieties
of fungi grown by the clan. There is nothing decorating the walls and no
furniture. Buckets of liquid sit in various places, apparently used to feed
the fungi and keep the humidity high. Fungi of all varieties grows on the
floor, walls and ceiling. The room continues north and west.
Obvious exits: -North -West
[2] A piece of fuzzy red fungus is growing here.

< 25h/25H 110v/111V Pos: standing >

< 25h/25H 110v/111V Pos: standing >

< 25h/25H 110v/111V Pos: standing >

< 25h/25H 110v/111V Pos: standing >
Autosaving...

< 25h/25H 110v/111V Pos: standing >
Growing Area
Obvious exits: -North -West
[2] A piece of fuzzy red fungus is growing here.

< 25h/25H 111v/111V Pos: standing >
Obvious exits:
North- Growing Area
West- Growing Area

< 25h/25H 111v/111V Pos: standing >
Obvious exits:
North- Growing Area
West- Growing Area

< 25h/25H 111v/111V Pos: standing >
You have just begun the trek to your next level!

< 25h/25H 111v/111V Pos: standing >
Growing Area
   This large basement is used as a growing area for the different varieties
of fungi grown by the clan. There is nothing decorating the walls and no
furniture. Buckets of liquid sit in various places, apparently used to feed
the fungi and keep the humidity high. Fungi of all varieties grows on the
floor, walls and ceiling. A staircase leads up to the north. The room
continues to the south and west.
Obvious exits: -South -West -Up

< 25h/25H 110v/111V Pos: standing >
House of Clan Spore Seeder
   This is the entry hall for the house of Clan Spore Seeder. This clan
specializes in growing different strains of fungi, both edible and
industrial, for sale as food or raw material. The walls are covered by a
glowing strain of living fungi that gives off a faint green glow. The ceiling
has the names of all members of the clan, since its beginning, carved into
its surface. The guild insignia has been carved into the floor, which is
lined with another variety of fungus, this one providing a soft surface to
walk upon. The smell of prepared fungi is strong. The entry hall opens up
into the clan barter room to the west, where the clan prepares and sells
different varieties of prepared gourmet fungi. A staircase leading down can
be seen to the south, another leading up is to the north. The exit is
east.
Obvious exits: -East -West -Up -Down

< 25h/25H 109v/111V Pos: standing >
Second Floor Landing
    This landing is more like small hallway than a room. The insignia of
Clan Spore Seeder has been carved into the floor, a living, yellow fungus
covering its entirety. A white fungus covers every wall, small finger-like
tentacles grow from the surface waving slowly in the air. Doors can be seen
in the north and west walls. A staircase leads down to the south.
Obvious exits: -North# -West# -Down

< 25h/25H 110v/111V Pos: standing >
The door seems to be closed.

< 25h/25H 110v/111V Pos: standing >
Ok.

< 25h/25H 111v/111V Pos: standing >
Guild Room
   This room is small, serving as the room for the clan guild officer. The
guild handles relations with other races and clans, as well as setting the
current prices for the clans goods. The walls are mostly bare, a few small
parchments have been hung, letters of thanks or praise from other clans. A
large desk with a single chair sits near the north wall. The exit is south.
Obvious exits: -South
The clan guild officer sits at his desk

< 25h/25H 110v/111V Pos: standing >
Sorry, but you cannot do that here!

< 25h/25H 110v/111V Pos: standing >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.

< 25h/25H 110v/111V Pos: standing >
Someone closes the door.

< 25h/25H 111v/111V Pos: standing >
-=[A vampire warlock's pierce seriously wounds you.]=-
OUCH!  That really did HURT!

< 19h/25H 111v/111V Pos: standing >
< T: Nelir TP: sta TC: small wounds E: a vampire warlock sta EP: excellent >
 Someone parries your futile lunge at her.
-=[A vampire warlock's impressive pierce enshrouds you in a mist of blood.]=-
YIKES!  Another hit like that, and you've had it!!
-=[A vampire warlock's fine pierce enshrouds you in a mist of blood.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A vampire warlock's stab causes massive blood-loss and you fall to the ground, lifeless.
Your roperskin cloak was completely destroyed by the massive blow!