The death of [25 Conjurer] Nirolc (Human)

in The Room of Conjurers

from the perspective of [25 Conjurer] Nirolc (Human)

<held>               a glowing quill (glowing)

   The noise and bustle of the city can already be heard from here, even
when the massive, iron gates are closed.  Tall buildings and towers are
visible over the stone walls and the smell of freshly baked bread and
fresh fruits wafts through here.  Far ahead the great palace of the King
are visible, its tall towers extending towards the sky.  Despite the
greatness of this city, an unsual, uneasy feeling can be felt here, as if
something has been lost here.  The massive gates lead into the main market
of Torrhan, while a smooth stone path leads away from the city.
Obvious exits: -North -South
A young member of the city guard strolls by here.

< 97h/154H 79v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies north, while the gates to
the city are south.
Obvious exits: -North -East -South -West

< 97h/154H 80v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies northwest.
Obvious exits: -North -West
A human stands here, looking gloomy.

< 98h/154H 81v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 98h/154H 82v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies west.
Obvious exits: -North -East -South -West

< 98h/154H 83v/114V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area, while a
small forest is east.
Obvious exits: -East -West
An elven woman shops around town here.

< 98h/154H 85v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies west.
Obvious exits: -North -East -South -West

< 99h/154H 86v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies southwest.
Obvious exits: -South -West
A halfling stands here, smiling and showing you his fine fruit.

< 99h/154H 86v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies south.
Obvious exits: -North -East -South -West

< 99h/154H 88v/114V Pos: standing >
Talerenn Way
   Talerenn Way branches off from the market here, leading north.
Quaint little houses line the busy street, full of those making
their way towards the market or on some chore.  A few can still be
found here and there.  The noise of the market is audible to the
south, while the inn lies just to the east.  The great towers of the
palace are visible to the north.
Obvious exits: -North -East -South

< 99h/154H 88v/114V Pos: standing >
Inn of Oceans
   Large glass windows take up the whole western wall, allowing
you to look out at the street.  The other stone walls are taken
up by huge paintings of the ocean, so large they almost appear
to be real.  A receptionist shows merchants and visitors to
their rooms.  A hallway leads to the rooms east, while the street
lies back west.
Obvious exits: -West
An elite member of the city guard patrols the streets.
Riralin, the innkeeper, shows people to their rooms.

< 99h/154H 89v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 99h/154H 90v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 99h/154H 90v/114V Pos: standing >
Talerenn Way
   Talerenn Way branches off from the market here, leading north.
Quaint little houses line the busy street, full of those making
their way towards the market or on some chore.  A few can still be
found here and there.  The noise of the market is audible to the
south, while the inn lies just to the east.  The great towers of the
palace are visible to the north.
Obvious exits: -North -East -South

< 99h/154H 91v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies south.
Obvious exits: -North -East -South -West

< 99h/154H 92v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies southwest.
Obvious exits: -South -West
A halfling stands here, smiling and showing you his fine fruit.

< 99h/154H 92v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 99h/154H 95v/114V Pos: standing >
The Market
   Many booths and stands surround you, filled with fruits, vegetables,
breads, pastries, and other fine foods.  Vendors walk about shouting out
or showing off their wares.  Sailors and merchants push their way through
busily, while town folk and travellers sort through the market, looking
for something to buy.  Although there is much bustle in the market and the
city in general, a strange sense of uneasiness can be felt.  On closer
inspection, things simply look amiss, especially for one who traveled
through Torrhan only a year ago.  Many of the stands are now empty and
falling apart, the buildings have begun to look unkept and dirty or simply
abandoned.  This same market was once used to catering to triple the number
of merchants, sailors, and visitors.  The great towers of the palace are
visible to the north and the market square lies west.
Obvious exits: -North -East -South -West

< 99h/154H 96v/114V Pos: standing >
A retired sailor enters from the west.
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area, while a
small forest is east.
Obvious exits: -East -West
An elven woman shops around town here.

< 99h/154H 96v/114V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North# -East -South -West
An elven woman shops around town here.
A young member of the city guard strolls by here.
An elite member of the city guard patrols the streets.

< 99h/154H 96v/114V Pos: standing >
An elite guard leaves west.
The doors seems to be closed.

< 99h/154H 98v/114V Pos: standing >
An elven woman attempts to flee.
An elven woman leaves south.

< 99h/154H 100v/114V Pos: standing >
Ok.

< 99h/154H 101v/114V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East -South -West -Up

< 100h/154H 102v/114V Pos: standing >
That's absurd.

< 100h/154H 104v/114V Pos: standing >
You quickly scan the area.
Draloth who is not far off to your north.
Plaron who is close by to your east.
A young guard who is close by to your south.
An elven woman who is not far off to your south.
A retired sailor who is not far off to your south.
An elite guard who is not far off to your south.
Elemak, captain of the guards who is not far off to your south.
Shahala who is close by to your west.
A tower guard who is a brief walk away above you.
A tower guard who is a brief walk away above you.
A red dracolich who is a brief walk away above you.
A black dracolich who is a brief walk away above you.
A green dracolich who is a brief walk away above you.

< 100h/154H 106v/114V Pos: standing >
Ok.

< 101h/154H 110v/114V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down

< 101h/154H 111v/114V Pos: standing >
The Room of Shamans
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West
Ona, the shaman master, teaches others her nature twisting magic.

< 101h/154H 112v/114V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down

< 102h/154H 114v/114V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down

< 102h/154H 114v/114V Pos: standing >
The Room of Sorcerers
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West
The powerful sorcerer, Nirrel, practices his arcane magic.

< 102h/154H 114v/114V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A tower guard keeps a close eye on the area.

< 102h/154H 114v/114V Pos: standing >
The Room of Conjurers
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East
A tower guard keeps a close eye on the area.
A LARGE earth elemental stands here, looking like a living rock.
A LARGE fire elemental is here blazing with heat!
A LARGE fire elemental is here blazing with heat!
Llyren conjures up elementals here, smiling broadly.

< 102h/154H 114v/114V Pos: standing >
You aren't wearing anything!

< 103h/154H 114v/114V Pos: standing >
You hold a glowing quill.

< 104h/154H 114v/114V Pos: standing >
You hold a spellbook.

< 106h/156H 114v/114V Pos: standing >
You dismount the mount.

< 107h/156H 114v/114V Pos: standing >
You sit down and relax.

< 107h/156H 114v/114V Pos: sitting >
Attempting to scribe 'detect magic'...

< 108h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'detect magic' into a spellbook.
The spell uses 1 pages in a spellbook, leaving 80 more pages free.
Attempting to scribe 'magic missile'...

< 108h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'magic missile' into a spellbook.
The spell uses 1 pages in a spellbook, leaving 79 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'minor creation'...

< 108h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'minor creation' into a spellbook.
The spell uses 1 pages in a spellbook, leaving 78 more pages free.
Attempting to scribe 'burning hands'...

< 109h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 109h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'burning hands' into a spellbook.
The spell uses 2 pages in a spellbook, leaving 76 more pages free.
Attempting to scribe 'chill touch'...

< 109h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 109h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'chill touch' into a spellbook.
The spell uses 2 pages in a spellbook, leaving 74 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'mirror image'...

< 109h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 110h/156H 114v/114V Pos: sitting >
Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.

< 110h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'mirror image' into a spellbook.
The spell uses 2 pages in a spellbook, leaving 72 more pages free.
Attempting to scribe 'sleep'...

< 110h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 110h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'sleep' into a spellbook.
The spell uses 2 pages in a spellbook, leaving 70 more pages free.
Attempting to scribe 'acidimmolate'...

< 110h/156H 114v/114V Pos: sitting >
A tower guard leaves east.

< 110h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 110h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 111h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'acidimmolate' into a spellbook.
The spell uses 3 pages in a spellbook, leaving 67 more pages free.
Attempting to scribe 'agility'...

< 111h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 111h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 111h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'agility' into a spellbook.
The spell uses 3 pages in a spellbook, leaving 64 more pages free.
Attempting to scribe 'concealment'...

< 111h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 112h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 112h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'concealment' into a spellbook.
The spell uses 3 pages in a spellbook, leaving 61 more pages free.
Attempting to scribe 'dispel magic'...

< 112h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 112h/156H 114v/114V Pos: sitting >
A tower guard enters from the east.

< 112h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 112h/156H 114v/114V Pos: sitting >
Llyren starts casting a spell.

< 112h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'dispel magic' into a spellbook.
The spell uses 3 pages in a spellbook, leaving 58 more pages free.
Attempting to scribe 'mage flame'...

< 113h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 113h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 113h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'mage flame' into a spellbook.
The spell uses 3 pages in a spellbook, leaving 55 more pages free.
Attempting to scribe 'shocking grasp'...

< 113h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..
Llyren completes his spell...
a LARGE fire elemental begins to shimmer.

< 113h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 114h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'shocking grasp' into a spellbook.
The spell uses 3 pages in a spellbook, leaving 52 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'strength'...

< 114h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 114h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 114h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'strength' into a spellbook.
The spell uses 3 pages in a spellbook, leaving 49 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'infravision'...

< 114h/156H 114v/114V Pos: sitting >
A tower guard leaves east.
You complete another page of the spell into your spellbook..

< 115h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 115h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 115h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'infravision' into a spellbook.
The spell uses 4 pages in a spellbook, leaving 45 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'levitate'...

< 115h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 115h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 116h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 116h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'levitate' into a spellbook.
The spell uses 4 pages in a spellbook, leaving 41 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'lightning bolt'...

< 116h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 116h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 116h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 117h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'lightning bolt' into a spellbook.
The spell uses 4 pages in a spellbook, leaving 37 more pages free.
Attempting to scribe 'ray of enfeeblement'...

< 117h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 117h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 117h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 117h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'ray of enfeeblement' into a spellbook.
The spell uses 4 pages in a spellbook, leaving 33 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'reveal true name'...

< 118h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 118h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 118h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 118h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'reveal true name' into a spellbook.
The spell uses 4 pages in a spellbook, leaving 29 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'wall of force'...

< 118h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 119h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 119h/156H 114v/114V Pos: sitting >
Autosaving...

< 119h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 119h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'wall of force' into a spellbook.
The spell uses 4 pages in a spellbook, leaving 25 more pages free.
Attempting to scribe 'weapon enchantment'...

< 119h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 119h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 120h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 120h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'weapon enchantment' into a spellbook.
The spell uses 4 pages in a spellbook, leaving 21 more pages free.
Attempting to scribe 'coldshield'...

< 120h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 120h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 120h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 121h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 121h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'coldshield' into a spellbook.
The spell uses 5 pages in a spellbook, leaving 16 more pages free.
Attempting to scribe 'conjure elemental'...

< 121h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 121h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 121h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 122h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 122h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'conjure elemental' into a spellbook.
The spell uses 5 pages in a spellbook, leaving 11 more pages free.
Attempting to scribe 'fireshield'...

< 122h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 122h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 122h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 123h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 123h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'fireshield' into a spellbook.
The spell uses 5 pages in a spellbook, leaving 6 more pages free.
Attempting to scribe 'identify'...

< 123h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 123h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 123h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 124h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 124h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'identify' into a spellbook.
The spell uses 5 pages in a spellbook, leaving 1 more pages free.
Attempting to scribe 'sense follower'...
Sorry, the spellbook at hand has no room for more spells.

< 124h/156H 114v/114V Pos: sitting >
A tower guard enters from the east.

< 125h/156H 114v/114V Pos: sitting >
You stop using a spellbook.

< 126h/156H 114v/114V Pos: sitting >
You hold a spellbook.

< 126h/156H 114v/114V Pos: sitting >
Attempting to scribe 'sense follower'...

< 126h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 126h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 126h/156H 114v/114V Pos: sitting >
Llyren starts casting a spell.

< 126h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 126h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 127h/156H 114v/114V Pos: sitting >
A tower guard leaves east.

< 127h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'sense follower' into a spellbook.
The spell uses 5 pages in a spellbook, leaving 76 more pages free.
You feel your skill in scribe improving.
Attempting to scribe 'slowness'...

< 127h/156H 114v/114V Pos: sitting >
Llyren stops invoking abruptly!

< 127h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 127h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 127h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 127h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 128h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'slowness' into a spellbook.
The spell uses 5 pages in a spellbook, leaving 71 more pages free.
Attempting to scribe 'wall of stone'...

< 128h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 128h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 128h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 128h/156H 114v/114V Pos: sitting >
You complete another page of the spell into your spellbook..

< 129h/156H 114v/114V Pos: sitting >
You finish scribing the spell 'wall of stone' into a spellbook.
The spell uses 5 pages in a spellbook, leaving 66 more pages free.
You feel your skill in scribe improving.
Llyren says in elven 'You have everything I will teach you scribed!'

< 129h/156H 114v/114V Pos: sitting >
A tower guard enters from the east.

< 129h/156H 114v/114V Pos: sitting >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.

< 130h/156H 114v/114V Pos: sitting >
Llyren starts casting a spell.

< 130h/156H 114v/114V Pos: sitting >

1st CIRCLE:
detect magic                [in spellbook]
magic missile               [in spellbook]
minor creation              [in spellbook]

2nd CIRCLE:
burning hands               [in spellbook]
chill touch                 [in spellbook]
mirror image                [in spellbook]
sleep                       [in spellbook]

3rd CIRCLE:
acidimmolate                [in spellbook]
agility                     [in spellbook]
concealment                 [in spellbook]
dispel magic                [in spellbook]
mage flame                  [in spellbook]
shocking grasp              [in spellbook]
strength                    [in spellbook]

4th CIRCLE:
infravision                 [in spellbook]
levitate                    [in spellbook]
lightning bolt              [in spellbook]
ray of enfeeblement         [in spellbook]
reveal true name            [in spellbook]
wall of force               [in spellbook]
weapon enchantment          [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
conjure elemental           [in spellbook]
fireshield                  [in spellbook]
identify                    [in spellbook]
sense follower              [in spellbook]
slowness                    [in spellbook]
wall of stone               [in spellbook]

6th CIRCLE:
color spray                
feeblemind                 
minor globe of invulnerability  
stone skin                 
teleport                   
wall of iron               

7th CIRCLE:
airy water                 
cone of cold               
dimension door             
fireball                   
haste                      
ice storm                  
stornogs metamagic shroud  
wall of flames             
wall of ice                
web                        

8th CIRCLE:
detect invisibility        
disintegrate               
globe of invulnerability   
improved invisibility      
prismatic spray            

9th CIRCLE:
fly                        
gate                       
relocate                   

10th CIRCLE:
farsee                     
group stone skin           
stornogs shimmering starshell  

11th CIRCLE:
conjure greater elemental  
group globe of invulnerability  
prismatic cube             
stornogs spheres           

12th CIRCLE:
group stornogs spheres     


1st CIRCLE:
detect magic                [in spellbook]
magic missile               [in spellbook]
minor creation              [in spellbook]

2nd CIRCLE:
burning hands               [in spellbook]
chill touch                 [in spellbook]
mirror image                [in spellbook]
sleep                       [in spellbook]

3rd CIRCLE:
acidimmolate                [in spellbook]
agility                     [in spellbook]
concealment                 [in spellbook]
dispel magic                [in spellbook]
mage flame                  [in spellbook]
shocking grasp              [in spellbook]
strength                    [in spellbook]

4th CIRCLE:
infravision                 [in spellbook]
levitate                    [in spellbook]
lightning bolt              [in spellbook]
ray of enfeeblement         [in spellbook]
reveal true name            [in spellbook]
wall of force               [in spellbook]
weapon enchantment          [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
conjure elemental           [in spellbook]
fireshield                  [in spellbook]
identify                    [in spellbook]
sense follower              [in spellbook]
slowness                    [in spellbook]
wall of stone               [in spellbook]

6th CIRCLE:
color spray                
feeblemind                 
minor globe of invulnerability  
stone skin                 
teleport                   
wall of iron               

7th CIRCLE:
airy water                 
cone of cold               
dimension door             
fireball                   
haste                      
ice storm                  
stornogs metamagic shroud  
wall of flames             
wall of ice                
web                        

8th CIRCLE:
detect invisibility        
disintegrate               
globe of invulnerability   
improved invisibility      
prismatic spray            

9th CIRCLE:
fly                        
gate                       
relocate                   

10th CIRCLE:
farsee                     
group stone skin           
stornogs shimmering starshell  

11th CIRCLE:
conjure greater elemental  
group globe of invulnerability  
prismatic cube             
stornogs spheres           

12th CIRCLE:
group stornogs spheres     


< 131h/156H 114v/114V Pos: sitting >
Pardon?

< 131h/156H 114v/114V Pos: sitting >
Pardon?

< 131h/156H 114v/114V Pos: sitting >
Llyren completes his spell...
a tower guard begins to shimmer.

< 131h/156H 114v/114V Pos: sitting >
A tower guard enters from the east.

< 133h/156H 114v/114V Pos: sitting >
Pardon?

< 133h/156H 114v/114V Pos: sitting >
You are sitting already.

< 134h/156H 114v/114V Pos: sitting >
You are already resting.

< 134h/156H 114v/114V Pos: sitting >
You are currently memorizing the following spells:
   17 seconds:  ( 5th) identify
   28 seconds:  ( 2nd) chill touch
   39 seconds:  ( 2nd) chill touch
   50 seconds:  ( 2nd) chill touch
   63 seconds:  ( 3rd) acidimmolate
   77 seconds:  ( 3rd) mage flame
   94 seconds:  ( 5th) sense follower
  108 seconds:  ( 3rd) acidimmolate
  121 seconds:  ( 3rd) acidimmolate
  135 seconds:  ( 3rd) acidimmolate
  148 seconds:  ( 3rd) acidimmolate
  162 seconds:  ( 3rd) acidimmolate
  179 seconds:  ( 5th) sense follower
  190 seconds:  ( 2nd) chill touch
  207 seconds:  ( 5th) conjure elemental
  218 seconds:  ( 2nd) mirror image
  226 seconds:  ( 1st) minor creation
  234 seconds:  ( 1st) magic missile
  241 seconds:  ( 1st) detect magic
  249 seconds:  ( 1st) magic missile
  257 seconds:  ( 1st) magic missile
  265 seconds:  ( 1st) magic missile
  272 seconds:  ( 1st) magic missile
  280 seconds:  ( 1st) magic missile
  296 seconds:  ( 4th) reveal true name
  313 seconds:  ( 5th) conjure elemental
  328 seconds:  ( 4th) lightning bolt
  344 seconds:  ( 4th) lightning bolt
  359 seconds:  ( 4th) lightning bolt
  375 seconds:  ( 4th) lightning bolt
  390 seconds:  ( 4th) lightning bolt
  401 seconds:  ( 2nd) chill touch
  412 seconds:  ( 2nd) chill touch

You can memorize no more spells.
You continue your study.

< 134h/156H 114v/114V Pos: sitting >
The gods ignore you.

< 134h/156H 114v/114V Pos: sitting >
You feel your skill in meditate improving.
You start meditating...

< 134h/156H 114v/114V Pos: sitting >
Llyren starts casting a spell.

< 135h/156H 114v/114V Pos: sitting >
Llyren completes his spell...
A LARGE fire elemental starts to move with uncanny speed!

< 135h/156H 114v/114V Pos: sitting >
Llyren starts casting a spell.

< 137h/156H 114v/114V Pos: sitting >
Llyren completes his spell...
a tower guard begins to shimmer.

< 138h/156H 114v/114V Pos: sitting >
You have finished memorizing identify.

< 138h/156H 114v/114V Pos: sitting >
You have finished memorizing chill touch.

< 140h/156H 114v/114V Pos: sitting >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 141h/156H 114v/114V Pos: sitting >

< 143h/156H 114v/114V Pos: sitting >
You have finished memorizing chill touch.

< 143h/156H 114v/114V Pos: sitting >

		Character attributes for Nirolc

Level: 25   Race: Human   Class: Conjurer 
Age: 24 yrs / 1 mths  Height: 73 inches Weight: 160 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str:  96 ( 91)    Pow:  85 ( 85)
Dex:  89 ( 84)    Int: 100 (100)   
Agi:  89 ( 84)    Wis:  91 ( 91)
Con: 107 ( 97)    Cha:  85 ( 85)   Luc:  87 ( 87)
Equipped Items:   2     Carried weight:    0

Armor Points: 12  Increases melee damage taken by 1.2%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 3   Damroll: 4
Alignment: 13  (-1000 to 1000)

Saving Throws: PAR[55]  FEA[55]
               BRE[54]  SPE[54]

Load carried: What load?

< 144h/156H 114v/114V Pos: sitting >
You have finished memorizing chill touch.

< 146h/156H 114v/114V Pos: sitting >
A tower guard leaves east.

< 147h/156H 114v/114V Pos: sitting >
You have finished memorizing acidimmolate.

< 148h/156H 114v/114V Pos: sitting >
A tower guard enters from the east.

< 149h/156H 114v/114V Pos: sitting >
Hint: You can drag a corpse to safety by typing 'drag corpse <direction>'. 
Human
=========================================
The Human race encompasses the general population of civilized
towns and cities. They are commonplace beings, and are found in most
populated areas. Humans have the broadest range of classes from which
to choose, but no extraordinary innate abilities. Due to the versatility
of Humans to adapt to extraordinary situations, so they will start
with slightly higher statistics than other races.

Humans are the only good race allowed to multi-class.


==See also==
* Races
* Innate


==Class list==
* Warrior     : Swordsman, Guardian, Swashbuckler
* Ranger      : Blademaster, Huntsman, Marshall
* Psionicist  : Pyrokinetic, Enslaver, Psycheporter
* Paladin     : Crusader, Cavalier
* Cleric      : Zealot, Healer, Holyman
* Monk        : Red Dragon, Elaphidist
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* BeRSeRKeR   : MaUleR, RaGeloRd
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 105
Agility     : 105
Dexterity   : 105
Constitution: 110
Power       : 100
Intelligence: 100
Wisdom      : 100
Charisma    : 100
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : below average
Spell Pulse  : average

==Innate abilities==
*seadog
'*' Designates passive ability.

Human
=========================================
The Human race encompasses the general population of civilized
towns and cities. They are commonplace beings, and are found in most
populated areas. Humans have the broadest range of classes from which
to choose, but no extraordinary innate abilities. Due to the versatility
of Humans to adapt to extraordinary situations, so they will start
with slightly higher statistics than other races.

Humans are the only good race allowed to multi-class.


==See also==
* Races
* Innate


==Class list==
* Warrior     : Swordsman, Guardian, Swashbuckler
* Ranger      : Blademaster, Huntsman, Marshall
* Psionicist  : Pyrokinetic, Enslaver, Psycheporter
* Paladin     : Crusader, Cavalier
* Cleric      : Zealot, Healer, Holyman
* Monk        : Red Dragon, Elaphidist
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* BeRSeRKeR   : MaUleR, RaGeloRd
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 105
Agility     : 105
Dexterity   : 105
Constitution: 110
Power       : 100
Intelligence: 100
Wisdom      : 100
Charisma    : 100
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : below average
Spell Pulse  : average

==Innate abilities==
*seadog
'*' Designates passive ability.


< 150h/156H 114v/114V Pos: sitting >
Llyren starts casting a spell called 'fireshield'.

< 151h/156H 114v/114V Pos: sitting >
You have finished memorizing mage flame.

< 151h/156H 114v/114V Pos: sitting >
Llyren completes his spell...
Llyren is surrounded by burning flames!

< 151h/156H 114v/114V Pos: sitting >
You have finished memorizing sense follower.

< 153h/156H 114v/114V Pos: sitting >
A tower guard leaves east.

< 154h/156H 114v/114V Pos: sitting >
You have finished memorizing acidimmolate.

< 155h/156H 114v/114V Pos: sitting >
Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

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

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

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

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

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

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

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

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

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


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

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

Multiclass
=========================================
Upon reaching level 46 Humans and Orcs have the option of "multi-classing" their character.  Multiclassing adds the traits of a secondary class, creating a new, hybrid class type.

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

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

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

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

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

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

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

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

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


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

==Multi-Class Names==
* Gladiator: Warrior / Mercenary
* War Priest: Warrior / Cleric
* Woodsman: Ranger / Warrior
* Forrestal: Ranger / Druid
* Scout: Ranger / Rogue
* Visionary: Ranger / Psionicist
* Defender: Paladin / Warrior
* Blackguard: Anti-Paladin / Warrior
* Cenobite: Cleric / Druid
* Skald: Cleric / Bard
* War Priest: Cleric / Warrior
* Spiritmaster: Cleric / Shaman
* Cenobite: Druid / Cleric
* Channeler: Shaman / Conjurer
* Beastmaster: Shaman / Druid
* Spiritmaster: Shaman / Cleric
* Desecrator: Shaman / Blighter

* Archmagi: Sorcerer / Conjurer
* Archmagi: Conjurer / Sorcerer
* Channeler: Conjurer / Shaman
* Gypsy: Conjurer / Bard
* Grifter: Rogue / Bard
* Thug: Rogue / Mercenary
* Thug: Mercenary / Rogue
* Gladiator: Mercenary / Warrior
* Enchanter: Bard / Sorcerer
* Grifter: Bard / Rogue
* Trickster: Bard