<worn on back> a large leather backpack
<held> a quill
<held> a spellbook
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
A lieutenant floats in from below.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves west.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves west.
< 174h/174H 108v/108V Pos: standing >
Hint: Watch out when range attacking mobs, as you will aggro all the mobs in the room you are ranging into.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves west.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from the west.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Type 'news' daily to read the latest changes and updates on Duris.
< 174h/174H 108v/108V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from below.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves west.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
< 174h/174H 108v/108V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from the west.
< 174h/174H 108v/108V Pos: standing >
A lieutenant floats down.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves down.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
Jaichat has entered the game.
< 174h/174H 108v/108V Pos: standing >
Hint: Been to the website yet? Point your browser to https://www.durismud.com.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.
< 174h/174H 108v/108V Pos: standing >
A lieutenant floats in from below.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves east.
< 174h/174H 108v/108V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from the east.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: You can use 'offensive off' to stop from fighting back, and 'offensive' or 'offensive on' to start again.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from below.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
A halfling woodcarver enters from below.
< 174h/174H 108v/108V Pos: standing >
A halfling woodcarver leaves east.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves east.
< 174h/174H 108v/108V Pos: standing >
A halfling woodcarver enters from the east.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: Typing 'aggressive 0' will make you automatically attack any aggressive monsters that enter the room. Type 'aggressive off' to turn this off.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
A halfling woodcarver leaves down.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from the east.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from the east.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from below.
< 174h/174H 108v/108V Pos: standing >
Hint: Wisdom determines how quickly Priest classes pray for spells.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from the east.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves west.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves west.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from below.
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves west.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from the west.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from the west.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
Hint: You can drag a corpse to safety by typing 'drag corpse <direction>'.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves down.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves west.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves west.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from the west.
< 174h/174H 108v/108V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
Jaichat has lost his link.
Jaichat has reconnected.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
< 174h/174H 108v/108V Pos: standing >
A lieutenant enters from below.
< 174h/174H 108v/108V Pos: standing >
The innkeeper stores Jaichat's stuff in the safe and shows him to his room.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
A lieutenant leaves down.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
Hint: Different equipment will give you different bonuses. After wearing a new piece of equipment, type 'attribute' to see if there are any differences.
< 174h/174H 108v/108V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves down.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves west.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves west.
< 174h/174H 108v/108V Pos: standing >
Jaichat has entered the game.
< 174h/174H 108v/108V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from the west.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves east.
< 174h/174H 108v/108V Pos: standing >
Hint: Walking around in the dark? Buy a torch or lantern and hold it, or ask a cleric to cast continual light on a piece of your equipment.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves west.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
Krug floats in from below.
< 174h/174H 108v/108V Pos: standing >
The innkeeper stores Krug's stuff in the safe and shows him to his room.
The unmistakable scent of fresh blood can be smelled as someone dies in agony.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V 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.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from the east.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: Try 'toggle battle' before your next fight. It displays attacks a little more vividly.
< 174h/174H 108v/108V Pos: standing >
The innkeeper stores Jaichat's stuff in the safe and shows him to his room.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question, or just 'nchat Hello Duris!'.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves down.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Different equipment will give you different bonuses. After wearing a new piece of equipment, type 'attribute' to see if there are any differences.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
The wealthy merchant enters from below.
< 174h/174H 108v/108V Pos: standing >
The wealthy merchant leaves east.
< 174h/174H 108v/108V Pos: standing >
The wealthy merchant enters from the east.
< 174h/174H 108v/108V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: If someone wants to group with you and says 'f/c', that means you need to type 'follow <person>' and 'consent <person>'
< 174h/174H 108v/108V Pos: standing >
The wealthy merchant leaves down.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 174h/174H 108v/108V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from below.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior enters from below.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: Wondering how far you are until you gain your next level? Use the 'experience' command.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves west.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the west.
< 174h/174H 108v/108V Pos: standing >
Hint: What to change what your prompt shows you? Try the 'display' command. You can 'display all' to set things back to default too.
< 174h/174H 108v/108V Pos: standing >
A young duck leaves east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A young duck enters from the east.
< 174h/174H 108v/108V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to 'stand' if someone knocks you down in battle.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
A young duck leaves down.
< 174h/174H 108v/108V Pos: standing >
A rakshasa warrior enters from below.
< 174h/174H 108v/108V Pos: standing >
The innkeeper stores a rakshasa warrior's stuff in the safe and shows her to her room.
< 174h/174H 108v/108V Pos: standing >
Hint: Type 'toggle' to see a list of various commands you can toggle. Try them out! Some are quite handy.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior enters from below.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior leaves east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Try 'toggle battle' before your next fight. It displays attacks a little more vividly.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
The halfling warrior enters from the east.
< 174h/174H 108v/108V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.
< 174h/174H 108v/108V Pos: standing >
A salamander enters from below.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
The halfling warrior leaves east.
< 174h/174H 108v/108V Pos: standing >
A salamander leaves east.
< 174h/174H 108v/108V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior enters from the east.
< 174h/174H 108v/108V Pos: standing >
A salamander enters from the east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A salamander leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to 'stand' if someone knocks you down in battle.
< 174h/174H 108v/108V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior leaves east.
< 174h/174H 108v/108V Pos: standing >
A salamander enters from below.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
A salamander leaves west.
< 174h/174H 108v/108V Pos: standing >
A salamander enters from the west.
< 174h/174H 108v/108V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A salamander leaves down.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior enters from the east.
< 174h/174H 108v/108V Pos: standing >
Hint: Type 'spells' to see what spells your class is able to use.
< 174h/174H 108v/108V Pos: standing >
The halfling warrior leaves down.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
A halfling guard enters from below.
< 174h/174H 108v/108V Pos: standing >
A halfling guard leaves east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling guard enters from the east.
< 174h/174H 108v/108V Pos: standing >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 174h/174H 108v/108V Pos: standing >
A halfling guard leaves west.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.
< 174h/174H 108v/108V Pos: standing >
A giant dragonfly enters from below.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
A giant dragonfly leaves down.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Hint: Walking around in the dark? Buy a torch or lantern and hold it, or ask a cleric to cast continual light on a piece of your equipment.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Hint: Type toggle group to let others know that you're interested in grouping.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.
< 174h/174H 108v/108V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
A halfling guard enters from the west.
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
A halfling guard leaves east.
< 174h/174H 108v/108V Pos: standing >
Hint: Save money and buy a boat! There's a whole world out there waiting for you! Use help ship to learn how.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
A halfling guard enters from the east.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling guard leaves down.
< 174h/174H 108v/108V Pos: standing >
A halfling guard enters from below.
< 174h/174H 108v/108V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.
< 174h/174H 108v/108V Pos: standing >
A halfling guard leaves down.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Some commands can be abbreviated. Try using shortened commands like 'exp' to see if they work.
< 174h/174H 108v/108V Pos: standing >
Hint: Is a dragon about? Kneel before they enter the room to keep from fleeing from their ROAR!
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
Hint: Remember to use your skills! Type 'skills' to see what special techniques you may be able to use.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves east.
< 174h/174H 108v/108V Pos: standing >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water.
< 174h/174H 108v/108V Pos: standing >
Alarm bells sound, signalling an invasion!
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Alarm bells sound, signalling an invasion!
< 174h/174H 108v/108V Pos: standing >
Alarm bells sound, signalling an invasion!
< 174h/174H 108v/108V Pos: standing >
Alarm bells sound, signalling an invasion!
< 174h/174H 108v/108V Pos: standing >
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from the east.
< 174h/174H 108v/108V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: Ask a cleric to bless your weapon - it will strike more accurately. If the blessing wears off, do it again.
< 174h/174H 108v/108V Pos: standing >
Autosaving...
< 174h/174H 108v/108V Pos: standing >
Saving Feskarmann.
< 174h/174H 108v/108V Pos: standing >
A halfling child enters from below.
< 174h/174H 108v/108V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 174h/174H 108v/108V Pos: standing >
A halfling child leaves down.
< 174h/174H 108v/108V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.
< 174h/174H 108v/108V Pos: standing >
You stretch your toes feeling much more comfortable with unconstrained feet.
< 174h/174H 108v/108V Pos: standing >
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
< 134h/174H 108v/108V Pos: standing >
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
< 64h/174H 108v/108V Pos: standing >
< 64h/174H 108v/108V Pos: standing >
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
-=[You stagger as a magic missile from a Shade hits you.]=-
< 37h/174H 108v/108V Pos: standing >
-=[You are enveloped in flames from a fireball sent by a Shade. OUCH!]=-