The death of [30 Necromancer] Indus (Gnome)

in Tanners Guild

from the perspective of [30 Necromancer] Indus (Gnome)

<worn as a badge>    a knight's ivory badge
<worn in ear>        a platinum stud (illuminating)
<worn on face>       a mask of beastkind
<worn around neck>   a 'lucky charm' necklace
<worn on body>       the robes of equality (glowing) (humming)
<worn about body>    a frozen emerald cloak
<worn as quiver>     a misshaped ivory quiver
<worn about waist>   a black leather belt embossed with a silver cresent moon
<worn on belt buckle>a glowing quill (glowing)
<worn on arms>       a pair of emerald embedded sleeves [poor]
<worn around wrist>  a centaurian bracelet of honor (illuminating)
<worn around wrist>  a wristband made of cameleon skin
<worn on hands>      a pair of mesh gloves [superior]
<worn on finger>     a small diamond encrusted ring
<worn on finger>     an exquisite garnet ring [superior]
<held>               a crooked old staff
<worn on legs>       some many-pocketed garden trousers [superior]
<worn on feet>       some boots of the forest [superior]


   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West
A large dog wanders around here, looking for food.

< 118h/192H 140v/143V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up
A large dog wanders around here, looking for food.

< 118h/192H 140v/143V Pos: standing >
The Bank of Kimordril
   A huge safe is set into the southern wall, used to hold all of
the money in the bank that people have deposited. A large counter
halves the room, and has some sort of machine with numbers all over
on top of it, most likely used for counting things by the looks of it.
Obvious exits: -Down
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A large wooden counter is here, with a sign posted on it.
Ratroper is here, ready to take your money.

< 118h/192H 140v/143V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Indus
An unnatural silence fills this area.
Obvious exits: -North#
a cracked leather backpack is here ready to store things for you.
[3] An eagle feather backpack has been left here. (illuminating)
A rather large leather backpack lies here.
An ornate chest bearing items that are unsorted.

The escort says 'You have 31 items, this cost you 9 silver, and 4 copper'

< 120h/192H 143v/143V Pos: standing >
You are carrying: (4/11)
the opaque white potion of regeneration
[2] a spellbook
an eagle feather backpack (illuminating)

< 120h/192H 143v/143V Pos: standing >
You get a small diamond encrusted ring from an eagle feather backpack.
You get a small diamond encrusted ring from an eagle feather backpack.
You get a small diamond encrusted ring from an eagle feather backpack.
You get a small diamond encrusted ring from an eagle feather backpack.
You get a small diamond encrusted ring from an eagle feather backpack.
You get a small diamond encrusted ring from an eagle feather backpack.
You get a small diamond encrusted ring from an eagle feather backpack.
You can't carry any more.

< 120h/192H 143v/143V Pos: standing >
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You do not have that item.

< 120h/192H 143v/143V Pos: standing >
You do not have that item.

< 120h/192H 143v/143V Pos: standing >
You get a small diamond encrusted ring from an eagle feather backpack.
You get a pair of charred black leggings [poor] from an eagle feather backpack.
You get a dusty cloak of traveling [superior] from an eagle feather backpack.
You get a pair of emerald embedded sleeves [superior] from an eagle feather backpack.
You get a pair of emerald embedded sleeves from an eagle feather backpack.
You get a HUGE gemstone from an eagle feather backpack.
You get a pair of mesh gloves [poor] from an eagle feather backpack.
You can't carry any more.

< 120h/192H 143v/143V Pos: standing >
You drop a small diamond encrusted ring.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You are using:
<worn as a badge>    a knight's ivory badge
<worn in ear>        a platinum stud (illuminating)
<worn on face>       a mask of beastkind
<worn around neck>   a gold necklace
<worn around neck>   a 'lucky charm' necklace
<worn on body>       the robes of equality (glowing) (humming)
<worn about body>    a frozen emerald cloak
<worn as quiver>     a misshaped ivory quiver
<worn about waist>   a black leather belt embossed with a silver cresent moon
<worn on belt buckle>a glowing quill (glowing)
<worn on arms>       a pair of emerald embedded sleeves [poor]
<worn around wrist>  a centaurian bracelet of honor (illuminating)
<worn around wrist>  a wristband made of cameleon skin
<worn on hands>      a pair of mesh gloves [superior]
<worn on finger>     a small diamond encrusted ring
<worn on finger>     an exquisite garnet ring [superior]
<held>               a crooked old staff
<worn on legs>       some many-pocketed garden trousers [superior]
<worn on feet>       some boots of the forest [superior]

< 120h/192H 143v/143V Pos: standing >
You drop a pair of charred black leggings [poor].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You drop a pair of emerald embedded sleeves.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
You drop a pair of emerald embedded sleeves [superior].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You drop a pair of mesh gloves [poor].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
You do not have that item.

< 120h/192H 143v/143V Pos: standing >
You are carrying: (6/11)
a HUGE gemstone
a dusty cloak of traveling [superior]
the opaque white potion of regeneration
[2] a spellbook
an eagle feather backpack (illuminating)

< 120h/192H 143v/143V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.

< 120h/192H 143v/143V Pos: standing >

< 120h/192H 143v/143V Pos: standing >

< 120h/192H 143v/143V Pos: standing >
You get a pair of mesh gloves from an eagle feather backpack.
You get a ring of sand blasting from an eagle feather backpack.
You get a gold necklace from an eagle feather backpack.
You get some sandy sleeves from an eagle feather backpack.
You get a set of lockpicks from an eagle feather backpack.
You can't carry any more.

< 120h/192H 143v/143V Pos: standing >
You drop a pair of mesh gloves.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You drop a ring of sand blasting.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You drop some sandy sleeves.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
a set of lockpicks
a magical essence of Strength
a large golden hoop earring [superior]
a tarnished gold mantle
some exquisite marble greaves from Myrabolus
an angelic silver horn from The Desert City of Venan'Trut
a shiny glowing bracelet [superior] (humming) (illuminating)
a bracelet of the earth [superior]
a troll-skin wrist protector
a magical essence of Move Regen
[2] a steel dagger
a pair of smelly britches [superior]
a pair of worn traveling boots [superior]
a black silk sash
a razor-sharp battleaxe [poor]

< 120h/192H 143v/143V Pos: standing >
You get a set of lockpicks from an eagle feather backpack.
You get a magical essence of Strength from an eagle feather backpack.
You get a large golden hoop earring [superior] from an eagle feather backpack.
You can't carry any more.

< 120h/192H 143v/143V Pos: standing >
You drop a large golden hoop earring [superior].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >

< 120h/192H 143v/143V Pos: standing >
You get a shiny glowing bracelet [superior] from an eagle feather backpack.

< 120h/192H 143v/143V Pos: standing >
You can't carry any more.

< 120h/192H 143v/143V Pos: standing >
You drop a shiny glowing bracelet [superior].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You get a bracelet of the earth [superior] from an eagle feather backpack.

< 120h/192H 143v/143V Pos: standing >
You drop a bracelet of the earth [superior].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
an eagle feather backpack does not contain the bracelet.

< 120h/192H 143v/143V Pos: standing >
a tarnished gold mantle
some exquisite marble greaves from Myrabolus
an angelic silver horn from The Desert City of Venan'Trut
a troll-skin wrist protector
a magical essence of Move Regen
[2] a steel dagger
a pair of smelly britches [superior]
a pair of worn traveling boots [superior]
a black silk sash
a razor-sharp battleaxe [poor]

< 120h/192H 143v/143V Pos: standing >
You get a troll-skin wrist protector from an eagle feather backpack.

< 120h/192H 143v/143V Pos: standing >
You drop a troll-skin wrist protector.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V 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.

< 120h/192H 143v/143V Pos: standing >
You do not see a smelly here.

< 120h/192H 143v/143V Pos: standing >
You get a pair of smelly britches [superior] from an eagle feather backpack.

< 120h/192H 143v/143V Pos: standing >
You drop a pair of smelly britches [superior].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You get a pair of worn traveling boots [superior] from an eagle feather backpack.

< 120h/192H 143v/143V Pos: standing >
You drop a pair of worn traveling boots [superior].

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You are carrying: (10/11)
a magical essence of Strength
[2] a set of lockpicks
a gold necklace
a HUGE gemstone
a dusty cloak of traveling [superior]
the opaque white potion of regeneration
[2] a spellbook
an eagle feather backpack (illuminating)

< 120h/192H 143v/143V Pos: standing >
a tarnished gold mantle
some exquisite marble greaves from Myrabolus
an angelic silver horn from The Desert City of Venan'Trut
a magical essence of Move Regen
[2] a steel dagger
a black silk sash
a razor-sharp battleaxe [poor]

< 120h/192H 143v/143V Pos: standing >
You get a black silk sash from an eagle feather backpack.

< 120h/192H 143v/143V Pos: standing >
You drop a black silk sash.

< 120h/192H 143v/143V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 143v/143V Pos: standing >
You are carrying: (10/11)
a magical essence of Strength
[2] a set of lockpicks
a gold necklace
a HUGE gemstone
a dusty cloak of traveling [superior]
the opaque white potion of regeneration
[2] a spellbook
an eagle feather backpack (illuminating)

< 120h/192H 143v/143V Pos: standing >
You stop using a frozen emerald cloak.

< 120h/192H 110v/110V Pos: standing >
You wear a dusty cloak of traveling [superior] about your body.

< 120h/192H 110v/110V Pos: standing >

< 120h/192H 136v/136V Pos: standing >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.

< 120h/192H 136v/136V Pos: standing >
You stop using a dusty cloak of traveling [superior].

< 120h/192H 110v/110V Pos: standing >
You drop a dusty cloak of traveling [superior].

< 120h/192H 110v/110V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 120h/192H 110v/110V Pos: standing >
You wear a frozen emerald cloak about your body.

< 120h/192H 110v/110V Pos: standing >

< 120h/192H 143v/143V Pos: standing >
You are carrying: (9/11)
a magical essence of Strength
[2] a set of lockpicks
a gold necklace
a HUGE gemstone
the opaque white potion of regeneration
[2] a spellbook
an eagle feather backpack (illuminating)

< 120h/192H 143v/143V Pos: standing >
Ok.

< 120h/192H 143v/143V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
The Bank of Kimordril
   A huge safe is set into the southern wall, used to hold all of
the money in the bank that people have deposited. A large counter
halves the room, and has some sort of machine with numbers all over
on top of it, most likely used for counting things by the looks of it.
Obvious exits: -Down
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
A steel dagger has been tossed aside here.
A large wooden counter is here, with a sign posted on it.
Ratroper is here, ready to take your money.

< 120h/192H 142v/143V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up
A large dog wanders around here, looking for food.

< 120h/192H 141v/143V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West

< 120h/192H 140v/143V Pos: standing >

		Score information for Indus

Level: 30   Race: Gnome   Class: Necromancer Sex: Male
Hit points: 120(192)  Moves: 142(143)
Coins carried:    0 platinum     0 gold     0 silver     2 copper
Coins in bank:  420 platinum   481 gold    80 silver     0 copper
Playing time: 2 days / 11 hours/ 20 minutes
Received data: 0.0239 MB this session.
Send data:     0.0009 MB this session.
Compression ratio: 79%
79%
Status:  Standing.
Epic points(total): 7(7)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   7
Detecting:       Heat
Enchantments:    Ultravision Farsee
Bartender Quests Remaining: 4
Combat Pulse:   14 Spell Pulse:  0.60 
Leaderboard Points:  302 

Active Spells:
--------------
Auctions Disabled (2 minutes)
well-rested bonus (109 minutes)


		Score information for Indus

Level: 30   Race: Gnome   Class: Necromancer Sex: Male
Hit points: 120(192)  Moves: 142(143)
Coins carried:    0 platinum     0 gold     0 silver     2 copper
Coins in bank:  420 platinum   481 gold    80 silver     0 copper
Playing time: 2 days / 11 hours/ 20 minutes
Received data: 0.0239 MB this session.
Send data:     0.0009 MB this session.
Compression ratio: 79%
79%
Status:  Standing.
Epic points(total): 7(7)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   7
Detecting:       Heat
Enchantments:    Ultravision Farsee
Bartender Quests Remaining: 4
Combat Pulse:   14 Spell Pulse:  0.60 
Leaderboard Points:  302 

Active Spells:
--------------
Auctions Disabled (2 minutes)
well-rested bonus (109 minutes)


< 120h/192H 143v/143V Pos: standing >
Ship
=========================================
Table of Contents for Ships
Type "Help <Ship_category>" to view

* Ship Basic      -Buying a ship and preparing to go to sea
* Ship List       -The "List" command when at a docks
* Ship Movement   -Moving around in the docks and on the world
* Ship Combat     -Almost everything you need to know about combat
* Ship Cargo      -Almost everything you need to know about running cargo
* Ship Looks      -All the different ways to "look around"
* Ship Commands   -A thorough list of all ship commands
* Ship Crews      -Some extra information about crew

The following help topics also matched your search:
 Animal Friendship
 Leadership
 Ship basic
 Ship cargo
 Ship combat
 Ship commands
 Ship crews
 Ship list
 Ship looks
 Ship movement
 Ship npcs
 Ships
 Toggle Shipmap
 Worship

Ship
=========================================
Table of Contents for Ships
Type "Help <Ship_category>" to view

* Ship Basic      -Buying a ship and preparing to go to sea
* Ship List       -The "List" command when at a docks
* Ship Movement   -Moving around in the docks and on the world
* Ship Combat     -Almost everything you need to know about combat
* Ship Cargo      -Almost everything you need to know about running cargo
* Ship Looks      -All the different ways to "look around"
* Ship Commands   -A thorough list of all ship commands
* Ship Crews      -Some extra information about crew

The following help topics also matched your search:
 Animal Friendship
 Leadership
 Ship basic
 Ship cargo
 Ship combat
 Ship commands
 Ship crews
 Ship list
 Ship looks
 Ship movement
 Ship npcs
 Ships
 Toggle Shipmap
 Worship


< 121h/192H 143v/143V Pos: standing >
The earth trembles and shivers!

< 122h/192H 143v/143V Pos: standing >
Ship basic
=========================================
Ship Basic
=========================================

A dock is much like any other shop, you use "buy" and "list" to see what 
ships and ship accessories are available at the docks.  You can only buy 
a ship at one of the major docks in the world.  An example is Tharnadia on 
the Goodie Continent.  To buy your first ship, you must also give it a name. 
Names of ship use ANSI commands so you should first use "Testcolor" command 
to perfect the name of your ship, otherwise you could end up with a lousy 
looking shipname.

The syntax for buying your first ship is "buy hull # <shipname>" where 
# is the number of the hull you wish to purchase, and shipname is the 
above mentioned name you create using ANSI commands. Use "list hull" to
determine, which hull you want to build and can afford. The smallest and
cheapest ship is sloop. It can not carry weapons but it can transport 
a single person from one continent to another.


Ok, now you"ve purchased your ship, the "list" menu at all docks will 
have changed.  You can now see 4 various lists. 
From now on, you will not have to state a shipname when you change your hull.  


Next suggested reading: "help SHIP_LIST"
Ship basic
=========================================
Ship Basic
=========================================

A dock is much like any other shop, you use "buy" and "list" to see what 
ships and ship accessories are available at the docks.  You can only buy 
a ship at one of the major docks in the world.  An example is Tharnadia on 
the Goodie Continent.  To buy your first ship, you must also give it a name. 
Names of ship use ANSI commands so you should first use "Testcolor" command 
to perfect the name of your ship, otherwise you could end up with a lousy 
looking shipname.

The syntax for buying your first ship is "buy hull # <shipname>" where 
# is the number of the hull you wish to purchase, and shipname is the 
above mentioned name you create using ANSI commands. Use "list hull" to
determine, which hull you want to build and can afford. The smallest and
cheapest ship is sloop. It can not carry weapons but it can transport 
a single person from one continent to another.


Ok, now you"ve purchased your ship, the "list" menu at all docks will 
have changed.  You can now see 4 various lists. 
From now on, you will not have to state a shipname when you change your hull.  


Next suggested reading: "help SHIP_LIST"

< 123h/192H 143v/143V Pos: standing >
Ship list
=========================================
Ship List
=========================================

This is one of few single commands that will be covered in a helpfile, 
simply because this command holds so much information. Using "list" command 
at a dock, you can view one of 4 sections: 

-Available Hulls  
-Weapons 
-Equipment 
-Cargo 


==Hull Upgrades==
This section tells you all the ship classes you can change your 
current ship to. A portion of the cost of your current hull will be 
deducted from the cost of upgrading to a more expensive hull class. 
This means, if you buy a sloop, and then a clipper, it will be more expensive than 
simply buying a clipper to start with. However, it will not be as costly 
as buying two separate ships (the clipper and the sloop). Again, you will 
not need to restate the name of your ship, when you upgrade your hull. 

Hulls list looks like this
===================================================================================
                 Load   Cargo  Passenger   Max   Total  Weapons  Epic     
    Name         Cap.    Cap.     Cap.    Speed  Armor (F/S/R/P) Cost Cost
-----------------------------------------------------------------------------------
1 ) Sloop         5      1         1       100    9     0/0/0/0       100 platinum
2 ) Yacht         12     3         2       100    26    1/1/1/1       300 platinum
3 ) Clipper       55     10        5       88     119   1/2/1/2       1500 platinum
4 ) Ketch         75     20        8       78     165   1/2/1/2       2500 platinum
5 ) Caravel       100    35        10      68     218   1/3/1/3       4000 platinum
6 ) Carrack       135    50        15      58     284   1/3/1/3       8000 platinum
7 ) Galleon       180    70        20      50     363   2/3/1/3       12000 platinum
8 ) Corvette      82     0         6       74     213   1/3/1/3       9000 platinum
9 ) Destroyer     110    0         8       64     285   2/3/1/3       15000 platinum
10) Frigate       142    0         10      55     370   2/3/2/3       22000 platinum
11) Cruiser       200    0         15      48     519   2/4/2/4       36000 platinum


* Load capacity is the max weight this hull can carry. It determines how many weapons/equipment/cargo
you can put on your ship and how it will affects its speed.
* Cargo capacity is the maximum amount of cargo this hull can carry (note: each cargo unit's weight is 2)
Ships below Corvette on the list are pure warships, they can not carry any cargo.
* Passenger capacity determines how many players/mobs can fit on board.
* Maximum speed is the speed the ship will go with minimum load (note: some hulls has certain "free" weight 
for weapons and cargo, meaning it will go maximum speed with weapons/cargo of that weight) 
* Total armor is the sum of ship's armor on all sides
* Weapon slots determine how many weapons you can install on each side of the ship


==Weapons==
Weapons are the fun part of sailing. Shooting down other players and 
their ships! Combat will be covered in "Help SHIP_COMBAT." When you buy a
weapon, you must state what part of the ship the weapon should be mounted
on. You should read "Help SHIP_COMBAT" before you buy weapons, so you can
develop your fighting strategy and buy your weapons to match. To buy a
weapon, you type "buy weapon # <location>" where # is the weapon ID number
when you type "list weapons" at the docks, and location is the part of the 
ship you wish to place the weapon. 


==================================================================================================
    Name               Weight  Range   Damage  Ammo Disper  Sail  Hull  Sail Reload  Cost            
                                                      sion   Hit   Dam   Dam   Time                  
--------------------------------------------------------------------------------------------------
 1) Small Ballistae         3    0-8      2-4    60     10   12%  100%   50%     30  50 platinum
 4) Small Catapult         10   4-15  4 x 2-3    30    160   20%  100%  100%     30  500 platinum
 7) Heavy Ballistae        15    0-4    15-22     6     10    0%  100%    0%     30  1000 platinum
 

* Weight of weapon determine how much this weapon will affect the speed of your ship. Also, every hull has 
certain weight restriction for the weapons put on a single side.
* Range determines the maximum reach for this weapon. Some weapons also can not shoot at targets closer 
than certain minimum range. Target-to-weapon range ration heavily affects the chance of successfully 
hitting the target. Thus, if weapon has range 4, that not only means that you cant shoot at targets 
beyond range 4, you will also have hard time hitting something at range 3.
* Damage range shows how powerful the weapon is. Some weapons shoot scattered ammo, their damage shown as
"N x X-Y" - N fragments hitting for X to Y each.
* Ammo is amount of munitions stored on ship for this weapon.
* Dispersion angle show how far the hitting point on target hull can deviate from the direction you are 
shooting from. Dispersion 360 means that target can be hit at any side.
* Normally, you target enemy hull with your weapons, but sometimes you hit their sail instead. "Sail hit"
determines the probability of hitting the sail.
* Some weapons due to nature of their ammo dont do full damage to target's hull or sail. 
"Hull dam" and "Sail dam" define how good is weapon in each case.
* Reload time defines how long it will take for your crew to get weapon ready to fire again.

Some weapons have additional requirements to buy or can not be installed on the hull you have. Such weapons 
will be dimmed on the list.


==Eqiupment==

There is a list of additional equipment you can install at your ship. Each equipment has its own unique effect.

===============================================
    Name                  Weight  Cost            
-----------------------------------------------
 1) Bronze Plated Ram         14  330 platinum
 2) Zentharium Levistone       9  5000 platinum

* Equipping your ship with the ram worth it if ramming is part of your combat tactics. It does additional
damage to target and partially protects your fore side during ramming .
* Levistone is a magical monolith that is able to generate a powerful force of levitation, floating your 
ship into air for a short period of time.
Ship list
=========================================
Ship List
=========================================

This is one of few single commands that will be covered in a helpfile, 
simply because this command holds so much information. Using "list" command 
at a dock, you can view one of 4 sections: 

-Available Hulls  
-Weapons 
-Equipment 
-Cargo 


==Hull Upgrades==
This section tells you all the ship classes you can change your 
current ship to. A portion of the cost of your current hull will be 
deducted from the cost of upgrading to a more expensive hull class. 
This means, if you buy a sloop, and then a clipper, it will be more expensive than 
simply buying a clipper to start with. However, it will not be as costly 
as buying two separate ships (the clipper and the sloop). Again, you will 
not need to restate the name of your ship, when you upgrade your hull. 

Hulls list looks like this
===================================================================================
                 Load   Cargo  Passenger   Max   Total  Weapons  Epic     
    Name         Cap.    Cap.     Cap.    Speed  Armor (F/S/R/P) Cost Cost
-----------------------------------------------------------------------------------
1 ) Sloop         5      1         1       100    9     0/0/0/0       100 platinum
2 ) Yacht         12     3         2       100    26    1/1/1/1       300 platinum
3 ) Clipper       55     10        5       88     119   1/2/1/2       1500 platinum
4 ) Ketch         75     20        8       78     165   1/2/1/2       2500 platinum
The earth trembles and shivers!
Off in the distance there is a thundering roar and billowing smoke.
5 ) Caravel       100    35        10      68     218   1/3/1/3       4000 platinum
6 ) Carrack       135    50        15      58     284   1/3/1/3       8000 platinum
7 ) Galleon       180    70        20      50     363   2/3/1/3       12000 platinum
8 ) Corvette      82     0         6       74     213   1/3/1/3       9000 platinum
9 ) Destroyer     110    0         8       64     285   2/3/1/3       15000 platinum
10) Frigate       142    0         10      55     370   2/3/2/3       22000 platinum
11) Cruiser       200    0         15      48     519   2/4/2/4       36000 platinum


* Load capacity is the max weight this hull can carry. It determines how many weapons/equipment/cargo
you can put on your ship and how it will affects its speed.
* Cargo capacity is the maximum amount of cargo this hull can carry (note: each cargo unit's weight is 2)
Ships below Corvette on the list are pure warships, they can not carry any cargo.
* Passenger capacity determines how many players/mobs can fit on board.
* Maximum speed is the speed the ship will go with minimum load (note: some hulls has certain "free" weight 
for weapons and cargo, meaning it will go maximum speed with weapons/cargo of that weight) 
* Total armor is the sum of ship's armor on all sides
* Weapon slots determine how many weapons you can install on each side of the ship


==Weapons==
Weapons are the fun part of sailing. Shooting down other players and 
their ships! Combat will be covered in "Help SHIP_COMBAT." When you buy a
weapon, you must state what part of the ship the weapon should be mounted
on. You should read "Help SHIP_COMBAT" before you buy weapons, so you can
develop your fighting strategy and buy your weapons to match. To buy a
weapon, you type "buy weapon # <location>" where # is the weapon ID number
Off in the distance there is a thundering roar and billowing smoke.
when you type "list weapons" at the docks, and location is the part of the 
ship you wish to place the weapon. 


==================================================================================================
    Name               Weight  Range   Damage  Ammo Disper  Sail  Hull  Sail Reload  Cost            
                                                      sion   Hit   Dam   Dam   Time                  
--------------------------------------------------------------------------------------------------
 1) Small Ballistae         3    0-8      2-4    60     10   12%  100%   50%     30  50 platinum
 4) Small Catapult         10   4-15  4 x 2-3    30    160   20%  100%  100%     30  500 platinum
 7) Heavy Ballistae        15    0-4    15-22     6     10    0%  100%    0%     30  1000 platinum
 

Alarm bells sound, signalling an invasion!
Hint: Type "group" to see your groupmates' health and movement.
* Weight of weapon determine how much this weapon will affect the speed of your ship. Also, every hull has 
certain weight restriction for the weapons put on a single side.
* Range determines the maximum reach for this weapon. Some weapons also can not shoot at targets closer 
than certain minimum range. Target-to-weapon range ration heavily affects the chance of successfully 
hitting the target. Thus, if weapon has range 4, that not only means that you cant shoot at targets 
beyond range 4, you will also have hard time hitting something at range 3.
* Damage range shows how powerful the weapon is. Some weapons shoot scattered ammo, their damage shown as
"N x X-Y" - N fragments hitting for X to Y each.
* Ammo is amount of munitions stored on ship for this weapon.
* Dispersion angle show how far the hitting point on target hull can deviate from the direction you are 
shooting from. Dispersion 360 means that target can be hit at any side.
* Normally, you target enemy hull with your weapons, but sometimes you hit their sail instead. "Sail hit"
determines the probability of hitting the sail.
Autosaving...
Militia forces muster to bolster the town's defenses against the invaders!!!
* Some weapons due to nature of their ammo dont do full damage to target's hull or sail. 
"Hull dam" and "Sail dam" define how good is weapon in each case.
* Reload time defines how long it will take for your crew to get weapon ready to fire again.

Some weapons have additional requirements to buy or can not be installed on the hull you have. Such weapons 
will be dimmed on the list.


==Eqiupment==

There is a list of additional equipment you can install at your ship. Each equipment has its own unique effect.

===============================================
    Name                  Weight  Cost            
-----------------------------------------------
 1) Bronze Plated Ram         14  330 platinum
 2) Zentharium Levistone       9  5000 platinum

* Equipping your ship with the ram worth it if ramming is part of your combat tactics. It does additional
damage to target and partially protects your fore side during ramming .
* Levistone is a magical monolith that is able to generate a powerful force of levitation, floating your 
ship into air for a short period of time.

< 131h/192H 143v/143V Pos: standing >
Off in the distance there is a thundering roar and billowing smoke.

< 131h/192H 143v/143V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 132h/192H 143v/143V Pos: standing >
It is 3pm, on the Day of Thunder
The 31st Day of the Month of The Harvest Moon, Year 1722.
Time elapsed since boot-up: 22:41:59
Current time is: Fri Feb 20 23:02:19 2015 (GMT)

< 132h/192H 143v/143V Pos: standing >

< 132h/192H 143v/143V Pos: standing >
You quickly scan the area.
A gully dwarf who is close by to your north.
A patrolling guard who is close by to your north.
A patrolling guard who is close by to your west.
A dwarven commoner who is close by to your west.
A gully dwarf who is close by to your west.
A gully dwarf who is not far off to your west.
Kilmoruk who is a brief walk away to your west.

< 133h/192H 143v/143V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 133h/192H 143v/143V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 134h/192H 143v/143V Pos: standing >
You are carrying: (9/11)
a magical essence of Strength
[2] a set of lockpicks
a gold necklace
a HUGE gemstone
the opaque white potion of regeneration
[2] a spellbook
an eagle feather backpack (illuminating)

< 134h/192H 143v/143V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up
A large dog wanders around here, looking for food.

< 134h/192H 142v/143V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West

< 135h/192H 141v/143V Pos: standing >
Tanners Guild
   Huge vats of noxious smelling liquid fill this room. Hides are piled
everywhere, ready to be made for wearing and tailoring. Various tools
are on small tables. Hooks, large tongs, and a large stick used to stir
the vats are abundant. A rack to the east is used to let the finished
hides dry.
Obvious exits: -West -Up
A small sign is here, posted on the wall.
(Q)A dirty dwarf is here, working with some animal skins.

< 135h/192H 140v/143V Pos: standing >
Alas, you cannot go that way. . . .

< 135h/192H 140v/143V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 135h/192H 141v/143V Pos: standing >
Sorry, but you cannot do that here!

< 136h/192H 143v/143V Pos: standing >
Tanners Guild
Obvious exits: -West -Up
A small sign is here, posted on the wall.
(Q)A dirty dwarf is here, working with some animal skins.

< 136h/192H 143v/143V Pos: standing >
Sorry, but you cannot do that here!

< 137h/192H 143v/143V Pos: standing >
An elite elven guard enters from above.

< 137h/192H 143v/143V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West

< 137h/192H 142v/143V Pos: standing >
The sky is full of flaming meteors!
South Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South# -West
A dwarven guard wanders around the area, watching for trouble.
A gully dwarf wanders around, collecting garbage.

< 137h/192H 141v/143V Pos: standing >
Southwestern Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West
A gully dwarf wanders around, collecting garbage.

< 137h/192H 140v/143V Pos: standing >
Kilmoruk's Clothing Store
   Here, lighter and more casual wear is sold, instead of the tougher
leather garb across the square. Most of the clothes are made of wool,
cotton and very few are even made of silk, most likely imported from
some far off land.
Obvious exits: -East -Up
Kilmoruk sits here behind the counter, waiting for a customer.

< 137h/192H 139v/143V Pos: standing >
Alas, you cannot go that way. . . .

< 138h/192H 139v/143V Pos: standing >
Kilmoruk says to you, 'Please get out of my store, you filthy animal.'

< 138h/192H 140v/143V Pos: standing >
Southwestern Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West

< 139h/192H 142v/143V Pos: standing >
The sun starts to set in the south.

< 139h/192H 142v/143V Pos: standing >
The sky is full of flaming meteors!

< 139h/192H 142v/143V Pos: standing >
It is 4pm, on the Day of Thunder
The 31st Day of the Month of The Harvest Moon, Year 1722.
Time elapsed since boot-up: 22:42:33
Current time is: Fri Feb 20 23:02:53 2015 (GMT)

< 139h/192H 142v/143V Pos: standing >
a tarnished gold mantle
some exquisite marble greaves from Myrabolus
an angelic silver horn from The Desert City of Venan'Trut
a magical essence of Move Regen
[2] a steel dagger
a razor-sharp battleaxe [poor]

< 140h/192H 142v/143V Pos: standing >
 Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Greater God ] Ashyel <3 Off with their Heads <3 (AFK)

There are 1 visible god(s) on.

 Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[56 Spiritmaster    ] Nicram Magister Equitum of The Empire (inv) (Human)[Noble]
[52 Holyman         ] Xanan Pontifex Maximus of The Empire (inv) (Dwarf) (Guide)[Knight]
[51 Enslaver        ] Gonskr Ghost Eyes <:Clan Abrakadabra:> (Githzerai)[Serf]
[47 Wizard          ] Dubaria  (inv) (Human)[Commoner]
[46 Spiritualist    ] Coray Magister Militum of The Empire (Grey Elf)[Commoner]
[31 Minstrel        ] Immerk  (Gnome)[Commoner]
[30 Necromancer     ] Indus  (Gnome)[Commoner]
[17 Druid           ] Kanath  (Centaur)[Serf]

There are 8 mortal(s) on.

Total visible players: 9.
Total connections: 18.

Record number of connections this boot: 29.

< 142h/192H 142v/143V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 143h/192H 142v/143V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!

< 144h/192H 142v/143V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.

< 144h/192H 142v/143V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 145h/192H 143v/143V Pos: standing >
A patrolling guard enters from the east.

< 145h/192H 143v/143V Pos: standing >
Alarm bells sound, signalling an invasion!
Southwestern Corner of the Guild Square
Obvious exits: -North -East -South -West
A dwarven guard wanders around the area, watching for trouble.

< 145h/192H 143v/143V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 145h/192H 143v/143V Pos: standing >
South Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South# -West
A large dog wanders around here, looking for food.

< 146h/192H 142v/143V Pos: standing >
A large dog leaves east.
Alarm bells sound, signalling an invasion!
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West
A large dog wanders around here, looking for food.
A large dog wanders around here, looking for food.

< 146h/192H 141v/143V Pos: standing >
Tanners Guild
   Huge vats of noxious smelling liquid fill this room. Hides are piled
everywhere, ready to be made for wearing and tailoring. Various tools
are on small tables. Hooks, large tongs, and a large stick used to stir
the vats are abundant. A rack to the east is used to let the finished
hides dry.
Obvious exits: -West -Up
A small sign is here, posted on the wall.
(Q)A dirty dwarf is here, working with some animal skins.

< 146h/192H 140v/143V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!

< 145h/192H 141v/143V Pos: sitting >
< T: Indus TP: sit TC: small wounds E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
An Orc's fine slash strikes you hard.
An Orc's powerful slash enshrouds you in a mist of blood.
OUCH!  That really did HURT!
An Orc's impressive slash strikes you very hard.
Your vision spins into darkness as your head falls towards the ground.
Your gold necklace was completely destroyed by the massive blow!