The death of [24 Bard] Gambit (Drow Elf)

in On the Llzazan Road through Barter Cave

from the perspective of [24 Bard] Gambit (Drow Elf)

<worn about body>    a soft skin cloak
<worn about waist>   an elfskin belt
<worn on belt buckle>a quill
<worn on arms>       a pair of tight black sleeves
<worn on hands>      a pair of tight black gloves
<primary weapon>     a thin steel dagger
<held>               a small leather-bound book
<worn on legs>       a pair of tight black pants
<worn on feet>       a pair of tight black slippers

An amber-colored metallic rod lies here.
A huge bipedal creature made out of glowing red stone stands here.

< 5h/163H 31v/120V Pos: standing >
You are carrying: (23/11)
a small leather-bound book
a map made of silk-paper
a spellbook
a quill
a small black velvet bag
an elfskin belt
a soft skin cloak
a small round wooden shield
a pair of tight black sleeves
a pair of tight black gloves
a pair of tight black slippers
a pair of tight black pants
a small wooden flute
a small wooden harp
a small wooden mandolin
a small wooden drum
a small wooden horn
a plain wooden lyre
a thin steel dagger
a steel dagger
a long steel sword
a steel short sword
a steel long sword

< 6h/163H 35v/120V Pos: standing >
Into what?

< 9h/163H 48v/120V Pos: standing >
Ok.

< 10h/163H 56v/120V Pos: standing >
Ok.

< 10h/163H 57v/120V Pos: standing >
Ok.

< 10h/163H 58v/120V Pos: standing >
Ok.

< 11h/163H 58v/120V Pos: standing >
Ok.

< 11h/163H 58v/120V Pos: standing >
Ok.

< 11h/163H 59v/120V Pos: standing >
You don't have the wooden.

< 11h/163H 59v/120V Pos: standing >
You don't have the wooden.

< 11h/163H 60v/120V Pos: standing >
You are carrying: (17/11)
a small leather-bound book
a map made of silk-paper
a spellbook
a quill
a small black velvet bag
an elfskin belt
a soft skin cloak
a pair of tight black sleeves
a pair of tight black gloves
a pair of tight black slippers
a pair of tight black pants
a small wooden drum
a thin steel dagger
a steel dagger
a long steel sword
a steel short sword
a steel long sword

< 11h/163H 61v/120V Pos: standing >
You don't have the wooden.

< 12h/163H 66v/120V Pos: standing >
You are carrying: (17/11)
a small leather-bound book
a map made of silk-paper
a spellbook
a quill
a small black velvet bag
an elfskin belt
a soft skin cloak
a pair of tight black sleeves
a pair of tight black gloves
a pair of tight black slippers
a pair of tight black pants
a small wooden drum
a thin steel dagger
a steel dagger
a long steel sword
a steel short sword
a steel long sword

< 12h/163H 68v/120V Pos: standing >
Ok.

< 13h/163H 71v/120V Pos: standing >
You are carrying: (16/11)
a small leather-bound book
a map made of silk-paper
a spellbook
a quill
a small black velvet bag
an elfskin belt
a soft skin cloak
a pair of tight black sleeves
a pair of tight black gloves
a pair of tight black slippers
a pair of tight black pants
a thin steel dagger
a steel dagger
a long steel sword
a steel short sword
a steel long sword

< 13h/163H 72v/120V Pos: standing >

< 14h/163H 74v/120V Pos: standing >
You slide your legs into a pair of tight black pants.
You cover your arms with a pair of tight black sleeves.
You clasp an elfskin belt around your waist.
You pull a pair of tight black gloves onto your hands.
You place a pair of tight black slippers on your feet.
You wear a soft skin cloak about your body.
You wield a thin steel dagger.
You lack the training to use two weapons.
You lack the training to use two weapons.
You lack the training to use two weapons.
You attach a quill to your belt.
You hold a small leather-bound book.

< 14h/163H 76v/120V Pos: standing >

< 14h/163H 79v/120V Pos: standing >
You are carrying: (7/11)
a map made of silk-paper
a spellbook
a small black velvet bag
a steel dagger
a long steel sword
a steel short sword
a steel long sword

< 15h/163H 80v/120V Pos: standing >

< 15h/163H 83v/120V Pos: standing >
You are carrying: (7/11)
a map made of silk-paper
a spellbook
a small black velvet bag
a steel dagger
a long steel sword
a steel short sword
a steel long sword

< 17h/163H 92v/120V Pos: standing >
You drop a map made of silk-paper.

< 18h/163H 95v/120V Pos: standing >
A map made of silk-paper crumbles to dust and blows away.

< 18h/163H 96v/120V Pos: standing >
You drop a steel dagger.

< 19h/163H 101v/120V Pos: standing >
You drop a long steel sword.

< 19h/163H 102v/120V Pos: standing >
You drop a steel short sword.

< 20h/163H 107v/120V Pos: standing >

< 20h/163H 107v/120V Pos: standing >
You are carrying: (3/11)
a spellbook
a small black velvet bag
a steel long sword

< 20h/163H 107v/120V Pos: standing >
You need at least one free hand to wield anything.

< 20h/163H 109v/120V Pos: standing >

< 22h/163H 120v/120V Pos: standing >

< 23h/163H 120v/120V Pos: standing >

< 27h/163H 120v/120V Pos: standing >
You are carrying: (3/11)
a spellbook
a small black velvet bag
a steel long sword

< 28h/163H 120v/120V Pos: standing >

< 31h/163H 120v/120V Pos: standing >
You are using:
<worn about body>    a soft skin cloak
<worn about waist>   an elfskin belt
<worn on belt buckle>a quill
<worn on arms>       a pair of tight black sleeves
<worn on hands>      a pair of tight black gloves
<primary weapon>     a thin steel dagger
<held>               a small leather-bound book
<worn on legs>       a pair of tight black pants
<worn on feet>       a pair of tight black slippers

< 31h/163H 120v/120V Pos: standing >
You are carrying: (3/11)
a spellbook
a small black velvet bag
a steel long sword

< 32h/163H 120v/120V Pos: standing >

< 33h/163H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -E -S
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A handful of coins lie here.
[2] a sharp piece of black rock lies here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A spellbook has been tossed aside here.
[2] A black velvet covered book lies discarded here.
[2] An amber-colored metallic rod lies here.
A huge bipedal creature made out of glowing red stone stands here.

< 33h/163H 120v/120V Pos: standing >

< 37h/163H 120v/120V Pos: standing >
You are carrying: (3/11)
a spellbook
a small black velvet bag
a steel long sword

< 39h/163H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -E -S
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A handful of coins lie here.
[2] a sharp piece of black rock lies here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A spellbook has been tossed aside here.
[2] A black velvet covered book lies discarded here.
[2] An amber-colored metallic rod lies here.
A huge bipedal creature made out of glowing red stone stands here.

< 42h/163H 120v/120V Pos: standing >
Pardon?

< 43h/163H 120v/120V Pos: standing >
You have no bandage.

< 43h/163H 120v/120V Pos: standing >
You get a small bandage.

< 44h/163H 120v/120V Pos: standing >
You get a small bandage.

< 44h/163H 120v/120V Pos: standing >
You get a small bandage.

< 44h/163H 120v/120V Pos: standing >
You get a small bandage.

< 44h/163H 120v/120V Pos: standing >
You get a small bandage.

< 44h/163H 120v/120V Pos: standing >
You attempt to bandage yourself.

< 45h/163H 120v/120V Pos: standing >
You are not focused enough, you destroy the bandage.
You are no longer being bandaged.

< 46h/163H 120v/120V Pos: standing >
You get a small bandage.

< 47h/163H 120v/120V Pos: standing >
Ok.

< 47h/163H 120v/120V Pos: standing >
You get a small bandage.

< 47h/163H 120v/120V Pos: standing >
Ok.

< 47h/163H 120v/120V Pos: standing >
You get a small bandage.

< 47h/163H 120v/120V Pos: standing >
Ok.

< 47h/163H 120v/120V Pos: standing >
You get a small bandage.

< 47h/163H 120v/120V Pos: standing >
Ok.

< 47h/163H 120v/120V Pos: standing >
You get a small bandage.

< 47h/163H 120v/120V Pos: standing >
Ok.

< 47h/163H 120v/120V Pos: standing >
You do not see a bandage here.

< 48h/163H 120v/120V Pos: standing >
Ok.

< 48h/163H 120v/120V Pos: standing >
You do not see a bandage here.

< 48h/163H 120v/120V Pos: standing >
Ok.

< 48h/163H 120v/120V Pos: standing >
You do not see a bandage here.

< 48h/163H 120v/120V Pos: standing >
Ok.

< 48h/163H 120v/120V Pos: standing >
You do not see a bandage here.

< 48h/163H 120v/120V Pos: standing >
Ok.

< 48h/163H 120v/120V Pos: standing >
You do not see a bandage here.

< 48h/163H 120v/120V Pos: standing >
You don't have the small.

< 48h/163H 120v/120V Pos: standing >
You do not see a bandage here.

< 48h/163H 120v/120V Pos: standing >
You don't have the small.

< 48h/163H 120v/120V Pos: standing >
You do not see a bandage here.

< 48h/163H 120v/120V Pos: standing >
You don't have the small.

< 48h/163H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -E -S
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A handful of coins lie here.
[2] a sharp piece of black rock lies here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A spellbook has been tossed aside here.
[2] A black velvet covered book lies discarded here.
[2] An amber-colored metallic rod lies here.
A huge bipedal creature made out of glowing red stone stands here.

< 48h/163H 120v/120V Pos: standing >
Autosaving...

< 61h/163H 120v/120V Pos: standing >
You are carrying: (3/11)
a spellbook
a small black velvet bag
a steel long sword

< 61h/163H 120v/120V Pos: standing >
Bandaging again wont do any good now.

< 61h/163H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -E -S
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A handful of coins lie here.
[2] a sharp piece of black rock lies here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A spellbook has been tossed aside here.
[2] A black velvet covered book lies discarded here.
[2] An amber-colored metallic rod lies here.
A huge bipedal creature made out of glowing red stone stands here.

< 65h/163H 120v/120V Pos: standing >
Drider - Last Edited: 2010-08-28 02:32:04 by kitsero
====================================================
Driders are a arachnid type race living amongst the Drow Elf.  They are large in size.

==See also==
* Innate
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Reaver      : Ice Reaver, Flame Reaver, Shock Reaver, Earth Reaver
* Blighter    : Storm Bringer, Scourge, Ruiner

==Racial Statistics==
Strength    : 105
Agility     : 115
Dexterity   : 110
Constitution: 120
Power       : 85
Intelligence: 100
Wisdom      : 85
Charisma    : 70
Luck        : 100
Karma       : 100

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

==Innate abilities==
*ultravision
*magic resistance
*dayblind
*spider body
'*' Designates passive ability.

Drider - Last Edited: 2010-08-28 02:32:04 by kitsero
====================================================
Driders are a arachnid type race living amongst the Drow Elf.  They are large in size.

==See also==
* Innate
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Reaver      : Ice Reaver, Flame Reaver, Shock Reaver, Earth Reaver
* Blighter    : Storm Bringer, Scourge, Ruiner

==Racial Statistics==
Strength    : 105
Agility     : 115
Dexterity   : 110
Constitution: 120
Power       : 85
Intelligence: 100
Wisdom      : 85
Charisma    : 70
Luck        : 100
Karma       : 100

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

==Innate abilities==
*ultravision
*magic resistance
*dayblind
*spider body
'*' Designates passive ability.


< 70h/163H 120v/120V Pos: standing >
Reaper - Last Edited: 2014-07-31 02:51:08 by lohrr
==================================================
The reaper necromancer revels in sending more and more living
creatures to their death, and has specialized in dealing the damage
personally. Their ability to fight with knives and daggers is unmatched
in the world of spell casters, and they are able to summon a magical
blade to attack their foes with. While in a vampiric trance, they
can use the remort command to immediately return to the land of the
living. They can also raise very powerful shadows that are able to
decimate opponents with psionic powers.
Reapers get an improved version of Energy Drain.

==See also==
* Necromancer
* Necromancer Skills

==Allowed races==
* Human, Drow Elf, Gnome, Orc, Githyanki, Goblin, Githzerai, Drider, Kobold

==Innate abilities==
 remort (obtained at level 46)
'*' Designates passive ability.

==Skills==
30th Level: 1h piercing, 1h slashing

==Spells==
4th Circle: darkness
8th Circle: doom blade
9th Circle: raise shadow


< 76h/163H 120v/120V Pos: standing >
Necromancer Skills - Last Edited: 2014-07-31 22:33:19 by lohrr
==============================================================
The following is a list of all skills and spells available to the Necromancer class:

==See also==
* Diabolis
* Memorize
* Necromancer
* Necrolyte
* Reaper



==Innate abilities==
None.

==Skills==
1st Level: 1h piercing, carve, climb, concentration, feign death, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim
20th Level: age corpse

==Spells==
1st Circle: detect magic, minor creation, preserve, protection from undead, slashing darkness
2nd Circle: chill touch, protection from cold, protection from living, sleep, vampiric touch
3rd Circle: animate dead, dispel magic, embalm, sense follower
4th Circle: life leech, rejuvenate minor, strength, wither
5th Circle: coldshield, concealment, feeblemind, fireshield, heal undead, levitate, raise spectre, teleport
6th Circle: cone of cold, enervation, minor globe of invulnerability, rejuvenate major, vitalize undead
7th Circle: protect undead, raise wraith, reveal true name
8th Circle: detect invisibility, dispel invisible, haste, improved invisibility, negative concussion blast
9th Circle: age, dimension door, energy drain, globe of darkness, raise vampire, undeath to death
10th Circle: blackmantle, cloak of fear, compact corpse, fly, mass embalm, raise lich, vampiric trance
11th Circle: corpseform, create dracolich, power word kill, summon ghasts
12th Circle: create greater dracolich

Necromancer Skills - Last Edited: 2014-07-31 22:33:19 by lohrr
==============================================================
The following is a list of all skills and spells available to the Necromancer class:

==See also==
* Diabolis
* Memorize
* Necromancer
* Necrolyte
* Reaper



==Innate abilities==
None.

==Skills==
1st Level: 1h piercing, carve, climb, concentration, feign death, fishing, kick, meditate, mount, quick chant, retreat, salvage, scribe, sorcerous spell knowledge, swim
20th Level: age corpse

==Spells==
1st Circle: detect magic, minor creation, preserve, protection from undead, slashing darkness
2nd Circle: chill touch, protection from cold, protection from living, sleep, vampiric touch
3rd Circle: animate dead, dispel magic, embalm, sense follower
4th Circle: life leech, rejuvenate minor, strength, wither
5th Circle: coldshield, concealment, feeblemind, fireshield, heal undead, levitate, raise spectre, teleport
6th Circle: cone of cold, enervation, minor globe of invulnerability, rejuvenate major, vitalize undead
7th Circle: protect undead, raise wraith, reveal true name
8th Circle: detect invisibility, dispel invisible, haste, improved invisibility, negative concussion blast
9th Circle: age, dimension door, energy drain, globe of darkness, raise vampire, undeath to death
10th Circle: blackmantle, cloak of fear, compact corpse, fly, mass embalm, raise lich, vampiric trance
11th Circle: corpseform, create dracolich, power word kill, summon ghasts
12th Circle: create greater dracolich


< 78h/163H 120v/120V Pos: standing >
You have to write quit - no less, to quit!

< 78h/163H 120v/120V Pos: standing >
Wither - Last Edited: 2009-07-13 23:40:18 by Blaize
===================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Enchantment

This spell increases the victim's effective armor class and drops their movement
for a period of time, making it easier to hit the victim and harder for the victim
to flee.

Versus undead, the wither spell causes bodily harm!

==See also==
Armor Class

The following help topics also matched your search:
 Potion of Wither


< 79h/163H 120v/120V Pos: standing >
Blight - Last Edited: 2014-07-28 16:19:19 by ashyel
===================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Enchantment

This spell is unique to Blighters, as it is effective only on plants and vegetation (i.e. vines and trees). Blight will cause these plant-type mobs to shrivel up and die of sickness and decay.  This spell will have no effect on other types of mobs and will fail if cast on anything other than a living plant.

The following help topics also matched your search:
 Blighter
 Blighter Skills


< 81h/163H 120v/120V Pos: standing >
Sorry, but there are no help topics that match your search.

< 84h/163H 120v/120V Pos: standing >
Mercenary - Last Edited: 2015-01-24 22:31:12 by ashyel
======================================================
Mercenaries are privateers who roam the land in a fashion similar to smugglers and thieves. Mercenaries are a cross between a Rogue and a Warrior and have some of the skills of each. This class is known for its anti-social behavior and tends to be extremely selfish by nature. However, everything has its price and they are soldiers for hire. 

Mercenaries typically possess more battle stamina than the waspish Rogues, due to their efforts to improve constitution, but are very agile which allows them to tackle enemies. They are not quite as brawny as Warriors, but like to increase their strength which helps with headbutting during combat.  While a Mercenary also relies on luck, due to long battle experience they are more likely to hit their opponents than either Thieves or Assassins.

The following epic skills are available to this class:

   anatomy, sneaky strike, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control. 

==Equipment usage==
Like all classes on Duris, Mercenaries have their own classification of item restriction. They can use quite a variety of weapons but are generally more limited in their selection of armor. They are moderately limited in their usage of miscellaneous magical items such as wands, etc.
    
==See also==
* Fighter
* Headbutt
* Mercenary Skills 
* Rogue 
* Skills 
* Unconscious


==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Revenant, Goblin, Death Knight, Shadow Beast, Kobold

==Innate abilities==
*rapier and dirk
'*' Designates passive ability.

==Specializations==
* Brigand
* Bounty Hunter


The following help topics also matched your search:
 Mercenary Skills

Mercenary - Last Edited: 2015-01-24 22:31:12 by ashyel
======================================================
Mercenaries are privateers who roam the land in a fashion similar to smugglers and thieves. Mercenaries are a cross between a Rogue and a Warrior and have some of the skills of each. This class is known for its anti-social behavior and tends to be extremely selfish by nature. However, everything has its price and they are soldiers for hire. 

Mercenaries typically possess more battle stamina than the waspish Rogues, due to their efforts to improve constitution, but are very agile which allows them to tackle enemies. They are not quite as brawny as Warriors, but like to increase their strength which helps with headbutting during combat.  While a Mercenary also relies on luck, due to long battle experience they are more likely to hit their opponents than either Thieves or Assassins.

The following epic skills are available to this class:

   anatomy, sneaky strike, shield combat, two weapon fighting, toughness, improved endurance, fix, smelt, epic strength, epic power, epic agility, epic intelligence, epic dexterity, epic wisdom, epic constitution, epic charisma, epic luck and ship damage control. 

==Equipment usage==
Like all classes on Duris, Mercenaries have their own classification of item restriction. They can use quite a variety of weapons but are generally more limited in their selection of armor. They are moderately limited in their usage of miscellaneous magical items such as wands, etc.
    
==See also==
* Fighter
* Headbutt
* Mercenary Skills 
* Rogue 
* Skills 
* Unconscious


==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Troll, Orc, Shade, Revenant, Goblin, Death Knight, Shadow Beast, Kobold

==Innate abilities==
*rapier and dirk
'*' Designates passive ability.

==Specializations==
* Brigand
* Bounty Hunter


The following help topics also matched your search:
 Mercenary Skills


< 92h/163H 120v/120V Pos: standing >
Autosaving...

< 121h/163H 120v/120V Pos: standing >

< 141h/163H 120v/120V Pos: standing >

< 146h/163H 120v/120V Pos: standing >

< 147h/163H 120v/120V Pos: standing >

< 149h/163H 120v/120V Pos: standing >
Trip - Last Edited: 2007-07-24 18:58:49 by zion
===============================================
Syntax: trip <victim>
* Aggressive: Yes
* Classes: Thief
* Duration: short
* Footing Required: Yes
* Size Limits: 0, +1

This is a skill that attempts an acrobatic maneuver of tripping an opponent in
battle.  No damage is dealt, but it can have very detrimental effects, such as
causing a caster to abort a spell or putting the target in a position that makes
it harder to defend itself.  The duration of disorientation from a successful
trip is not nearly as long as a bash or bodyslam.  Because of the
precise maneuvering involved, the acrobat can only trip those of the same size
and those slightly larger than himself.

As the master of tripping, a Thief can easily set the target on his ass via a successful trip.

Tripping can be performed to start combat or while in combat.  However, 
tripping requires a certain level of concentration, thus preventing the 
rogue from tripping a different target than the one he is engaged with.

NOTE: to successfully trip, one must been in a room that has footing.
==See also==
bash, springleap, bodyslam, Thief

The following help topics also matched your search:
 Triple attack

The following character attributes are used in execution of this ability (if any):
Char's Agility.
Victim's Agility.
Trip - Last Edited: 2007-07-24 18:58:49 by zion
===============================================
Syntax: trip <victim>
* Aggressive: Yes
* Classes: Thief
* Duration: short
* Footing Required: Yes
* Size Limits: 0, +1

This is a skill that attempts an acrobatic maneuver of tripping an opponent in
battle.  No damage is dealt, but it can have very detrimental effects, such as
causing a caster to abort a spell or putting the target in a position that makes
it harder to defend itself.  The duration of disorientation from a successful
trip is not nearly as long as a bash or bodyslam.  Because of the
precise maneuvering involved, the acrobat can only trip those of the same size
and those slightly larger than himself.

As the master of tripping, a Thief can easily set the target on his ass via a successful trip.

Tripping can be performed to start combat or while in combat.  However, 
tripping requires a certain level of concentration, thus preventing the 
rogue from tripping a different target than the one he is engaged with.

NOTE: to successfully trip, one must been in a room that has footing.
==See also==
bash, springleap, bodyslam, Thief

The following help topics also matched your search:
 Triple attack

The following character attributes are used in execution of this ability (if any):
Char's Agility.
Victim's Agility.

< 153h/163H 120v/120V Pos: standing >
Out of nowhere, a Halfling stabs you in the back.
OUCH!  That really did HURT!

< 135h/163H 120v/120V Pos: standing >
< T: Gambit TP: sta TC: small wounds E: A Halfling sta EP: excellent >
 A Halfling's slash strikes you.
You dodge a Halfling's vicious attack.
A Halfling misses you.

< 126h/163H 120v/120V Pos: standing >
< T: Gambit TP: sta TC: small wounds E: A Halfling sta EP: excellent >
 A durithalite golem suddenly attacks a Halfling!
A durithalite golem's impressive maul strikes a Halfling very hard.

< 126h/163H 120v/120V Pos: standing >
< T: Gambit TP: sta TC: small wounds E: A Halfling sta EP:  small wounds >
 A Halfling dances an acrobatic maneuver in battle, tripping you.

< 126h/163H 120v/120V Pos: sitting >
< T: Gambit TP: sit TC: small wounds E: A Halfling sta EP:  small wounds >
 You feel your skill in 1h piercing improving.
You miss a Halfling.
A Halfling misses you.
A Halfling misses you.

< 126h/163H 120v/120V Pos: sitting >
< T: Gambit TP: sit TC: small wounds E: A Halfling sta EP:  small wounds >
 A Halfling dodges a durithalite golem's attack.
A Halfling dodges a durithalite golem's attack.
A Halfling dodges a durithalite golem's attack.

< 126h/163H 120v/120V Pos: sitting >
< T: Gambit TP: sit TC: small wounds E: A Halfling sta EP:  small wounds >
 A Halfling misses you.
A Halfling's slash strikes you hard.
A Halfling's pierce strikes you hard.
A Halfling's powerful slash seriously wounds you.
OUCH!  That really did HURT!

< 78h/163H 120v/120V Pos: sitting >
< T: Gambit TP: sit TC: nasty wounds E: A Halfling sta EP:  small wounds >
 A Halfling parries your futile lunge at him.

< 78h/163H 120v/120V Pos: sitting >
< T: Gambit TP: sit TC: nasty wounds E: A Halfling sta EP:  small wounds >
 You scramble madly to your feet!

< 78h/163H 120v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: A Halfling sta EP:  small wounds >
 Sorry, you aren't allowed to do that in combat.

< 78h/163H 120v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: A Halfling sta EP:  small wounds >
 A Halfling parries a durithalite golem's lunge at him.
A Halfling dodges a durithalite golem's attack.
A Halfling parries a durithalite golem's lunge at him.
A durithalite golem kicks a Halfling in the stomach, rendering him breathless.
A durithalite golem's mighty kick sends a Halfling crashing onto the ground!
You attempt to flee...
PANIC!  You couldn't escape!

< 78h/163H 120v/120V Pos: standing >
<You miss a Halfling.
You miss a Halfling.

< 78h/163H 120v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: A Halfling ass EP:  small wounds >
 You dodge a Halfling's vicious attack.
A Halfling misses you.

< 78h/163H 120v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: A Halfling ass EP:  small wounds >
 You attempt to flee...
Inn of the Decapitated Dwarves
Obvious exits: -N
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A warhammer with a sturdy-looking steel head lies here.
A small leather-bound book lies here.
A patient innkeeper stands here behind the counter.
You flee southward!

< 78h/163H 95v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -E -S
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A handful of coins lie here.
[2] a sharp piece of black rock lies here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
[2] A spellbook has been tossed aside here.
[2] A black velvet covered book lies discarded here.
[2] An amber-colored metallic rod lies here.
A Halfling (small)  -= Tharnadian Mercenaries =- is lying here.
A durithalite golem stands here, fighting a Halfling.

< 78h/163H 95v/120V Pos: standing >
Zone Name: Llzazan Ghetto of Arachdrathos
Average mob level in zone: 23
 
< 78h/163H 96v/120V Pos: standing >
A durithalite golem's impressive maul seriously wounds a Halfling.
A durithalite golem's fine maul strikes a Halfling very hard.
A durithalite golem's fine maul seriously wounds a Halfling.

< 78h/163H 98v/120V Pos: standing >

< 78h/163H 98v/120V Pos: standing >

< 78h/163H 99v/120V Pos: standing >
A Halfling clambers to his feet.

< 79h/163H 99v/120V Pos: standing >
You attempt to flee...
On Barter Way
Obvious exits: -N -E -W
You flee eastward!

< 79h/163H 69v/120V Pos: standing >
A Formerly Elegant Intersection
Obvious exits: -N -E -S -W
Before you stands a huge board containing news and feedback.
An ancient obsidian fountain bubbles here.
A zarbon stands at ease.
A huge bipedal creature made out of glowing red stone stands here.

< 79h/163H 69v/120V Pos: standing >
On Barter Way.
Obvious exits: -N -E -W

< 79h/163H 68v/120V Pos: standing >
A zarbon enters from the west.

< 79h/163H 69v/120V Pos: standing >
A zarbon suddenly attacks YOU!
A zarbon misses you.

< 79h/163H 69v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: zarbon sta EP: excellent >
 
< 79h/163H 69v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: zarbon sta EP: excellent >
 An acrola enters from the north.

< 79h/163H 69v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: zarbon sta EP: excellent >
 You attempt to flee...
A Formerly Elegant Intersection
Obvious exits: -N -E -S -W
Before you stands a huge board containing news and feedback.
An ancient obsidian fountain bubbles here.
A huge bipedal creature made out of glowing red stone stands here.
You flee westward!

< 79h/163H 47v/120V Pos: standing >
A Halfling enters from the west.

< 79h/163H 48v/120V Pos: standing >

< 79h/163H 48v/120V Pos: standing >
A durithalite golem suddenly attacks a Halfling!
A durithalite golem's decent maul strikes a Halfling very hard.

< 79h/163H 48v/120V Pos: standing >
A Halfling attempts to flee.
A Halfling leaves north.

< 79h/163H 49v/120V Pos: standing >
You attempt to flee...
On the Llzazan Road through Barter Cave
Obvious exits: -N -S
A Halfling (small)  -= Tharnadian Mercenaries =- stands here.
A small eyeless worm opens its gaping maw to feed.
You flee northward!

< 79h/163H 25v/120V Pos: standing >
An acrola suddenly attacks YOU!
An acrola misses you.

< 79h/163H 25v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: worm sta EP: excellent >
 
< 79h/163H 25v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: worm sta EP: excellent >
 Out of nowhere, a Halfling stabs you in the back.

< 68h/163H 25v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: worm sta EP: excellent >
 
< 68h/163H 25v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: worm sta EP: excellent >
 
< 68h/163H 25v/120V Pos: standing >
< T: Gambit TP: sta TC: nasty wounds E: worm sta EP: excellent >
 A Halfling dances an acrobatic maneuver in battle, tripping you.

< 68h/163H 25v/120V Pos: sitting >
< T: Gambit TP: sit TC: nasty wounds E: worm sta EP: excellent >
 A Halfling's impressive slash strikes you very hard.
A Halfling's powerful pierce enshrouds you in a mist of blood.
OUCH!  That really did HURT!
A Halfling's fine slash seriously wounds you.

< 29h/163H 25v/120V Pos: sitting >
< T: Gambit TP: sit TC:pretty hurt E: worm sta EP: excellent >
 [Damage:  3 ] Your pierce seriously wounds an acrola.

< 29h/163H 25v/120V Pos: sitting >
< T: Gambit TP: sit TC:pretty hurt E: worm sta EP:  few wounds >
 An acrola misses you.

< 29h/163H 25v/120V Pos: sitting >
< T: Gambit TP: sit TC:pretty hurt E: worm sta EP:  few wounds >
 A Halfling's fine slash seriously wounds you.
A Halfling's impressive pierce enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
A Halfling's impressive slash grievously wounds you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!

< -2h/163H 25v/120V Pos: sitting >
< T: Gambit TP: sit TC: bleeding, close to death E: A Halfling sta EP:  nasty wounds >
 
< -2h/163H 25v/120V Pos: sitting >
< T: Gambit TP: sit TC: bleeding, close to death E: A Halfling sta EP:  nasty wounds >
 With unbelievable speed, a Halfling's mithril longsword with a strange black stone intercepts your attack, and then a Halfling steps wide to deliver a graceful counter-attack!
A Halfling misses you.
A Halfling's impressive slash hits you.