Durned monk shenanigans. Doin’ mauls with 66 damroll. Gotta go get meself more damroll, eh. Wounds/injures without me rage. Flinnegan got meself with a trip wire right here at the beginning but failed ‘is blackjack. Bunch o’ constant fights with Alkas this go around. Only other interestin fight was one what his aura fell an’ meself landed some solid hits. Ain’t nobody die though. Jes somethin ter look at if'n yer bored.
Flinnegan is in excellent condition.
1039hp 418m 355mv rapids (outside) 2am (night) blade defensive [--- ] No way! You are still fighting!
Flinnegan is in excellent condition.
1039hp 418m 355mv rapids (outside) 2am (night) blade defensive [--- ]
flee
You flee from combat!
A Wooden Bridge South of Timaran
*-S-+-*| A small wooden bridge has been constructed here, its light
| || but sturdy planks carrying it over the River Adelon. At the
+ o| sides of the bridge a guardrail has been added for both safety
| | and aesthetic value. You notice that the planks have begun
@ | to balk slightly from age, as if the bridge had been used
| | to transport something heavy out of the city.
* |
| |
* |
---------+
[Exits: north south down]
1039hp 418m 354mv inside (indoors) 2am (night) no opponent no opponent [--- ]
quaf def
You quaff a Defender potion.
You are surrounded by a white aura.
1039hp 418m 354mv inside (indoors) 2am (night) no opponent no opponent [--- ]
Alkas rides in on a brass Asc'Liena stallion.
A very handsome corgi floats in.
1039hp 418m 354mv inside (indoors) 2am (night) no opponent no opponent [--- ]
You yell 'Help! I am being attacked by Alkas!'
Alkas's tiger uppercut maims you!
You stumble and barely manage to dodge Alkas's tiger uppercut.
Alkas's knee thrust injures you.
Alkas is in excellent condition.
988hp 418m 354mv inside (indoors) 2am (night) none dual_wield [--- ]
south
No way! You are still fighting!
Alkas is in excellent condition.
988hp 418m 354mv inside (indoors) 2am (night) none dual_wield [--- ]
di
Alkas leans back and ducks underneath your flying dirt.
Your kicked dirt misses Alkas.
Alkas is in excellent condition.
988hp 418m 354mv inside (indoors) 2am (night) none dual_wield [--- ]
You parry Alkas's tiger uppercut.
Alkas's dragon punch MUTILATES you!
Alkas's lightning kick decimates you!
Alkas staggers wildly out of your attack.
Your thrust wounds Alkas.
Your beating mauls Alkas.
Alkas has a few scratches.
925hp 418m 354mv inside (indoors) 2am (night) none dual_wield [---- ]
Alkas's foot catches in the dirt and he barely stays mounted.
Alkas's kicked dirt misses you.
Alkas has a few scratches.
925hp 418m 354mv inside (indoors) 2am (night) none dual_wield [---- ]
Flinnegan flies in.
Alkas has a few scratches.
925hp 418m 354mv inside (indoors) 2am (night) none dual_wield [---- ]
Alkas's jab injures you.
Alkas's palm strike wounds you.
Alkas's lightning kick mauls you.
Your thrust wounds Alkas.
Alkas staggers wildly out of your attack.
Your beating decimates Alkas!
Alkas staggers wildly out of your attack.
Alkas staggers wildly out of your attack.
Alkas has some small wounds and bruises.
871hp 418m 354mv inside (indoors) 2am (night) none dual_wield [----- ]
Flinnegan flies north.
Alkas has some small wounds and bruises.
871hp 418m 354mv inside (indoors) 2am (night) none dual_wield [----- ]
Alkas's back fist mauls you.
Alkas's jab injures you.
Alkas's knee thrust wounds you.
Alkas parries your attack with his first hand.
Alkas staggers wildly out of your attack.
Alkas parries your attack with his first hand.
Missing everything makes you madder.
Alkas has some small wounds and bruises.
816hp 418m 354mv inside (indoors) 2am (night) none dual_wield [----- ]
fle
fle
You flee from combat!
Under an Old Bridge
| You are on a slightly murky river flowing west to east.
| Above you is an unstable looking wooden bridge that is
| balking under its own weight. In the water you see small
| minnows swimming by, their colourful scales reflecting
~-~-@-~-~| the light entering the water. The river itself is quite
| || chilly and not very comfortable. A gentle current carries
~ ~| it eastwards.
||
~|
---------+
[Exits: east west up]
816hp 418m 353mv rapids (outside) 2am (night) no opponent no opponent [----- ] You aren't fighting anyone.
816hp 418m 353mv rapids (outside) 2am (night) no opponent no opponent [----- ]
up
A Wooden Bridge South of Timaran
*-S-+-*| A small wooden bridge has been constructed here, its light
| || but sturdy planks carrying it over the River Adelon. At the
+ o| sides of the bridge a guardrail has been added for both safety
| | and aesthetic value. You notice that the planks have begun
@ | to balk slightly from age, as if the bridge had been used
| | to transport something heavy out of the city.
* |
| |
* |
---------+
[Exits: north south down]
(Charmed) A very handsome very handsome corgi stands here attentively.
(Translucent) (Pink Aura) (White Aura) Alkas the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stallion.
816hp 418m 352mv inside (indoors) 2am (night) no opponent no opponent [----- ]
murder alkas
You deliver a blow of devastating force!
Your thrust decimates Alkas!
Your beating mauls Alkas.
Alkas staggers wildly out of your attack.
Alkas parries your attack with his first hand.
Alkas weakens you with his nerve pressure.
Alkas has some small wounds and bruises.
816hp 418m 352mv inside (indoors) 2am (night) none dual_wield [------ ]
Alkas's tiger uppercut maims you!
You stumble and barely manage to dodge Alkas's palm strike.
You parry Alkas's jump kick.
Your thrust injures Alkas.
Your beating mauls Alkas.
Alkas parries your attack with his first hand.
Your thrust misses Alkas.
Alkas has some small wounds and bruises.
782hp 418m 352mv inside (indoors) 2am (night) none dual_wield [------ ]
Your blood bath wears out.
Your mania ends.
You are ready to set a veil of terror.
You feel once again able to grant life to your shadow.
The white aura around Alkas fades.
Alkas has some small wounds and bruises.
791hp 423m 405mv inside (indoors) 3am (night) none dual_wield [------ ]
You manage to dodge Alkas's palm strike with a lot of effort.
Alkas's jab injures you.
You dodge Alkas's spin kick.
Your thrust maims Alkas!
Your thrust maims Alkas!
Alkas has quite a few wounds.
777hp 423m 405mv inside (indoors) 3am (night) none dual_wield [------- ]
Alkas has fled!
Alkas rides south on a brass Asc'Liena stallion.
A very handsome corgi walks south.
777hp 423m 405mv inside (indoors) 3am (night) no opponent no opponent [------- ]
Rimath the trader auctions 'Place yer bids! a whipping tail of a manticore is being auctioned for 25000 gold!'
777hp 423m 405mv inside (indoors) 3am (night) no opponent no opponent [------- ]
south
An Old Gravel Path
+ | Various small pebbles have scattered around the surface of
| | this pathway, kicked around by both the wind and the passersby
* | that have travelled this road. From the amount of wear upon
| | it, the gravel path seems to have been here for a very long
@ | time. At the sides of the path is a set of wooden fencing.
| | To the north is a bridge while southward lies a cemetery.
* |
| |
f |
---------+
[Exits: north south]
(Charmed) A very handsome very handsome corgi stands here attentively.
(Translucent) (Pink Aura) Alkas the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stallion.
Alkas quaffs a Defender potion.
Alkas is surrounded by a white aura.
777hp 423m 404mv inside (indoors) 3am (night) no opponent no opponent [------- ]
murder alkas
Alkas parries your attack with his first hand.
Your beating misses Alkas.
Alkas staggers wildly out of your attack.
Alkas staggers wildly out of your attack.
Alkas has quite a few wounds.
777hp 423m 404mv inside (indoors) 3am (night) none dual_wield [------- ]
Alkas's dragon punch MUTILATES you!
You parry Alkas's back fist.
Alkas's whirlwind kick devastates you!
Alkas staggers wildly out of your attack.
Your beating wounds Alkas.
Your thrust injures Alkas.
Your thrust injures Alkas.
Alkas has quite a few wounds.
704hp 423m 404mv inside (indoors) 3am (night) none dual_wield [-------- ]
Alkas has fled!
Alkas rides south on a brass Asc'Liena stallion.
A very handsome corgi walks south.
704hp 423m 404mv inside (indoors) 3am (night) no opponent no opponent [-------- ]
south
A Small Plot
* | Lying on the ground is a light but patchy layer of green
| | grass that has slowly been eroded by the many passersby that
* | have visited this area. To the near south of you are the
| | gates to a cemetery looming rather ominously overhead. Small
@ | roots and bulbs that were planted here have been unearthed
| | and lie on the soil, unlikely to produce a harvest any time
f | soon.
| |
o |
---------+
[Exits: north south]
(Charmed) A very handsome very handsome corgi stands here attentively.
(Translucent) (Pink Aura) (White Aura) Alkas the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stallion.
704hp 423m 403mv inside (indoors) 3am (night) no opponent no opponent [-------- ]
murder alkas
Alkas rides north on a brass Asc'Liena stallion.
A very handsome corgi walks north.
704hp 423m 403mv inside (indoors) 3am (night) no opponent no opponent [-------- ] They aren't here.
704hp 423m 403mv inside (indoors) 3am (night) no opponent no opponent [-------- ]
=======SOME CHASIN HERE======
728hp 279m 401mv city (outside) 4am (night) no opponent no opponent [----- ]
east
Western Main Street
* +| You are travelling along the Main Street. The way is
| || lit by torches now that night covers the city. Many people
* B *-+| walk past, going about their business quietly alone or
| | || in groups. A short distance to the east the busy city
+-+-@-+-S| centre is visible, and to your north stands a large building
| | || with marble pillars outside. The ornate sign above the
* + *-*-+| door indicates that this is the city bank. You can continue
| | || down the street east and west.
+ * S-+|
---------+
[Exits: north east west]
(Charmed) A very handsome very handsome corgi stands here attentively.
(Translucent) (Pink Aura) (White Aura) Alkas the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stallion.
A feral cat wanders around, looking for prey or scraps.
A solid shadow walks in.
A feral cat arches its back and hisses at you!
728hp 279m 399mv city (outside) 4am (night) no opponent no opponent [----- ]
di alkas
Alkas rides east on a brass Asc'Liena stallion.
A very handsome corgi walks east.
728hp 279m 399mv city (outside) 4am (night) no opponent no opponent [----- ] They aren't here.
728hp 279m 399mv city (outside) 4am (night) no opponent no opponent [---- ]
east
Western Main Street
* +-*| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-*| The way is brightly lit by torches that dance and flare
| | | as the wind blows. Just to your east is the busy city
+-+-@-S-+| centre, and many people pass you on their way to it.
| | | To the north is a stone wall, solid and impenetrable.
+ *-*-+-*| South lies a small building with many wooden boats standing
| | | | outside it, and the sign of a shipwright hanging above
+ * S-+-S| the door. You can continue down the street to the west.
---------+
[Exits: east west]
A solid shadow walks in.
728hp 279m 397mv city (outside) 4am (night) no opponent no opponent [---- ]
scan
You scan all around.
You scan east.
*** Range 1 (east) ***
A beautiful stallion with a shining brass coat grazes nearby.
(Charmed) A very handsome very handsome corgi stands here attentively.
(Translucent) (Pink Aura) (White Aura) Alkas the Grand Master of Seasons, Knight of Valour is here.
A member of the Timaran city night watch keeps an eye out.
A member of the Timaran city night watch keeps an eye out.
The Town Crier stands here, yelling the daily news.
You scan west.
*** Range 1 (west) ***
A feral cat wanders around, looking for prey or scraps.
*** Range 2 (west) ***
A member of the Timaran city night watch keeps an eye out.
*** Range 4 (west) ***
A member of the Timaran city night watch keeps an eye out.
*** Range 5 (west) ***
A large, filthy looking rat scurries around.
A member of the Timaran city night watch keeps an eye out.
A member of the Timaran city night watch keeps an eye out.
*** Range 6 (west) ***
A large, filthy looking rat scurries around.
A member of the Timaran city night watch keeps an eye out.
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
728hp 279m 397mv city (outside) 4am (night) no opponent no opponent [---- ]
east
City Centre of Timaran
* +-* | You have entered the busy centre of Timaran. Although night
| | | darkens the sky, many torches cast a flickering light
B *-+-* | around the square. Strange shadows dance along the ground
| | | and against walls. Even at this late hour the square is
+-+-@-+-+| a bustle of activity with travellers arriving from the
| | various gates and local people generally chatting and enjoying
*-*-+-*-T| themselves after a hard days work. A large marble fountain
| | | dominates the centre of the square, beautifully carved
* S-+-S | and spraying arching streams of water into the night sky.
---------+ The benches around it hold people discussing the day, or
travellers resting their weary feet for a moment. The torches burn brightly
in various holders dotted around the square, providing ample light to see
by. To the south you see what looks like a temple. Exits lead in all directions
to other parts of the city.
[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A beautiful stallion with a shining brass coat grazes nearby.
(Charmed) A very handsome very handsome corgi stands here attentively.
(Translucent) (Pink Aura) (White Aura) Alkas the Grand Master of Seasons, Knight of Valour is here.
A member of the Timaran city night watch keeps an eye out.
A member of the Timaran city night watch keeps an eye out.
The Town Crier stands here, yelling the daily news.
A solid shadow walks in.
728hp 279m 395mv city (outside) 4am (night) no opponent no opponent [---- ]
di alkas
Alkas is blinded by the dirt in his eyes!
Your kicked dirt scratches Alkas.
Alkas has some small wounds and bruises.
728hp 279m 395mv city (outside) 4am (night) none dual_wield [---- ]
You dodge Alkas's elbow slash.
You manage to dodge Alkas's back fist with a lot of effort.
Alkas's roundhouse kick injures you.
Your thrust wounds Alkas.
Your thrust wounds Alkas.
Alkas has some small wounds and bruises.
714hp 279m 395mv city (outside) 4am (night) none dual_wield [----- ]
Alkas kicks dirt in your eyes!
Alkas's kicked dirt grazes you.
You can't see a thing!
709hp 279m 395mv unknown 4am (night) unknown unknown [----- ]
rage
You deflect someone's dragon punch aside in an ungraceful parry.
Someone's jab injures you.
Someone's roundhouse kick injures you.
Your thrust wounds someone.
Someone parries your attack with his first hand.
Someone parries your attack with his first hand.
679hp 279m 395mv unknown 4am (night) unknown unknown [----- ] You feel your veins course with power as the madness engulfs you!
1045hp 279m 395mv unknown 4am (night) unknown unknown [----- ]
Someone rubs the dirt out of his eyes, but they're still watering.
You awkwardly parry someone's jab with a loud clang.
Someone's elbow slash devastates you!
Someone's jump kick devastates you!
Someone can't dodge away from the reach of your spear fast enough.
Your thrust mauls someone.
Your beating maims someone!
Someone's slash wounds someone.
986hp 279m 395mv unknown 4am (night) unknown unknown [------- ]
roar
You let loose a bestial roar at someone.
Someone does not seem to be affected by your roar.
Someone's palm strike injures you.
Someone's jab injures you.
Someone's jump kick misses you.
Someone staggers wildly out of your attack.
Your beating devastates someone!
Someone parries your attack with his first hand.
975hp 279m 395mv unknown 4am (night) unknown unknown [--- ]
The day has begun.
Someone stops staggering around.
988hp 284m 448mv unknown 5am (dawn) unknown unknown [--- ]
Someone's dragon punch maims you!
Someone's jab injures you.
Someone's lightning kick mauls you.
Your thrust decimates someone!
Someone nimbly dodges your thrust with a practiced maneuver.
Someone's slash mauls someone.
917hp 284m 448mv unknown 5am (dawn) unknown unknown [----- ]
roar
You rub the dirt out of your eyes, but they're still watering.
Alkas's palm strike injures you.
Alkas's dragon punch maims you!
Alkas's jump kick MUTILATES you!
Alkas dodges your thrust.
Alkas parries your attack with his first hand.
Alkas can't dodge away from the reach of your spear fast enough.
Your thrust decimates Alkas!
Alkas parries your attack with his first hand.
Your thrust mauls Alkas.
Alkas has some big nasty wounds and scratches.
830hp 284m 448mv city (outside) 5am (dawn) unknown unknown [------- ] You let loose a bestial roar at Alkas.
Alkas looks shaken up.
Alkas starts to panic from his hysteria!
Alkas has some big nasty wounds and scratches.
846hp 284m 448mv city (outside) 5am (dawn) unknown unknown [-- ]
Alkas has fled!
Alkas walks east.
A very handsome corgi walks east.
846hp 284m 448mv city (outside) 5am (dawn) no opponent no opponent [-- ]
east
murder alkas
Your eyes stop watering.
846hp 284m 448mv city (outside) 5am (dawn) no opponent no opponent [---- ] Eastern Main Street
* +-S *-*| This is the eastern part of the Main Street of the city,
| | || which runs between the east and west gates straight through
*-+-S +| the city centre. The street is thronged with people, walking
| || along in groups or alone towards the centre or other areas.
+-S-@-+-+| There is the wall of a large ornate building, a temple from
| || the looks of things, to the south of you, and to the north
*-+-*-T +| is the wall of a small building. A window looks in on some
| | sort of weapon shop. The road continues eastwards towards
S-+-S | the Eastern Square, or west to the city centre.
---------+
[Exits: east west]
A solid shadow walks in.
846hp 284m 446mv city (outside) 5am (dawn) no opponent no opponent [---- ] They aren't here.
846hp 284m 446mv city (outside) 5am (dawn) no opponent no opponent [---- ]
east
Eastern Main Street
+-S *-* | Travelling along the eastern part of Main street, you see to
| | | the north a strange, grassy knoll extending downhill towards
+-S + | a large, formidable looking fortress. Torches line the way,
| | | ready to be lit when darkness befalls the city. You can continue
S-+-@-+-+| eastwards down the road, and head towards the city centre to
| | || the west.
+-*-T + S|
| |
+-S |
---------+
[Exits: east west]
A solid shadow walks in.
846hp 284m 444mv city (outside) 5am (dawn) no opponent no opponent [---- ]
east
scan
Eastern Main Street
*-* * +| Here on the main street to your north is the Guild of
| | || Necromancers, while looking north and east, you see the
+ +-+| outline of what looks like another temple, but there
| || seems to be some kind of perpetual gloom hanging over
+-+-@-+-+| it. To the south lies the office of the Mayor, a medium
| | || sized two- storey building with guards posted out the
+ S +| front. As with all the streets, torches are placed here
|| and there to light your way when darkness falls. You
+| can continue down the street to either the east or west.
---------+
[Exits: north east south west]
A solid shadow walks in.
846hp 284m 442mv city (outside) 5am (dawn) no opponent no opponent [---- ]
where pk
You scan all around.
You scan north.
You scan east.
*** Range 4 (east) ***
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
You scan south.
*** Range 1 (south) ***
A member of the Mayor's personal bodyguard stands here.
A member of the Mayor's personal bodyguard stands here.
You scan west.
*** Range 3 (west) ***
A beautiful stallion with a shining brass coat grazes nearby.
A member of the Timaran city night watch keeps an eye out.
A member of the Timaran city night watch keeps an eye out.
The Town Crier stands here, yelling the daily news.
*** Range 5 (west) ***
A feral cat wanders around, looking for prey or scraps.
*** Range 6 (west) ***
A member of the Timaran city night watch keeps an eye out.
846hp 284m 442mv city (outside) 5am (dawn) no opponent no opponent [---- ] Players near you:
<PK> Hirendan Eastern Main Street
<PK> Alkas Obsidian Street
846hp 284m 442mv city (outside) 5am (dawn) no opponent no opponent [---- ]
east
east
Eastern Main Street
*-* * +-S| This part of the street is very close to the Eastern Square
| | | | of the city, and as such is quite a busy place. North is
+ +-+ | an empty looking building, apparently not in use, but to
| | | the south is a small store with a cartographers sign above
+-+-@-+-+| the entrance. As with the rest of the street torches stand
| | | | in holders, ready to throw away the darkness when night
+ S +-+| falls. The Eastern Square is just to your east, while the
| | street stretches towards the City Centre west.
+ |
---------+
[Exits: east south west]
A solid shadow walks in.
846hp 284m 440mv city (outside) 5am (dawn) no opponent no opponent [----- ] Eastern Square of Timaran
* * +-S | This is the busy Eastern Square of the city. People stream
| | | | in from the city centre and the nearby east gate, going
+ +-+ | about their daily business. Adventurers abound as this
| | | place is often used to arrange travelling parties for
+-+-@-+-+| exploring outside the city. Torches in tall ornate holders
| | | | stand around, ready to be lit when needed. Residents
+ S +-+-*| come to sit on benches beside the fountain at the centre
| || of the square and talk, and as always where there's water
+ *| there's children, playing on the edges of the fountain
---------+ and splashing each other. To the north of see a large
building that appears covered in gloom no matter the time of day, and to the
east is the east gate. Southwards you can see the Guild of Illusionists at the
end of the street. You can also head for the city centre to the west.
[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A solid shadow walks in.
846hp 284m 438mv city (outside) 5am (dawn) no opponent no opponent [----- ]
north
north
Midget Avenue
* + | You have entered Midget Avenue. Just to the south lies
| | | the busy Eastern Square and people leaving and entering
* * +-S | it walk past you continuously. To the north you can see
| | | | what looks like a temple, shrouded in gloom. A number
+ +-@ | of torches stand ready to be lit when darkness befalls
| | | the city. To the east is a green door, indicating a bar
+-+-+-+-+| of some sort. West lies the Guild of Berserkers, and
| | | | the road continues north. A large, VERY important sign
+ S +-+-*| hangs on the door to the east.
---------+
[Exits: north (east) south west]
A solid shadow walks in.
846hp 284m 436mv city (outside) 5am (dawn) no opponent no opponent [----- ] Midget Avenue
*-*-*| This part of Midget Avenue is often remarked upon for
| | its physical beauty, for to either side of you are sculpted
* + | gardens created by Rangers. In each are every plant that
| | | could possibly grow in this area, all ensured their place
* * @-S | in the garden so each may grow well. Because of the plants,
| | | | this area of the street is lit by lanterns when night
+ +-+ | comes, but they currently stand cold. It is a welcome
| | | change from the stone buildings of the city. To the north
+-+-+-+-+| is a temple, constantly shrouded by a foreboding dark
---------+ cloud. South a busy square can be seen a short distance
away.
[Exits: north east south]
A member of the Timaran city night watch keeps an eye out.
A solid shadow walks in.
846hp 284m 434mv city (outside) 5am (dawn) no opponent no opponent [----- ]
scan
north
You scan all around.
You scan north.
*** Range 3 (north) ***
A dark priest stands here, casting curses to all.
You scan east.
*** Range 1 (east) ***
(White Aura) A scruffy looking bartender bustles about behind the bar.
You scan south.
*** Range 5 (south) ***
A member of the Timaran city night watch keeps an eye out.
846hp 284m 434mv city (outside) 5am (dawn) no opponent no opponent [------ ]
where pk
Midget Avenue
T *| This is the end of Midget Avenue, and just to the north is
| || a large building that must be a temple, although it is surrounded
*-*-*| by darkness. There also appears to be birds flying around
| | the top of the temple and resting on the roof. The torches
* @ | stand cold, their number dwindling as they approach the temple.
| | | You can go north to the entrance of the temple or south back
* +-S | down along the road.
| | |
+-+ |
---------+
[Exits: north south]
A solid shadow walks in.
846hp 284m 432mv city (outside) 5am (dawn) no opponent no opponent [------ ]
north
Players near you:
<PK> Hirendan Midget Avenue
<PK> Alkas Chamber of Invokation
846hp 284m 432mv city (outside) 5am (dawn) no opponent no opponent [------ ] The Temple of Eternal Night
*-*| Evil surrounds this place like a blanket, and though the
|| furnishings are similar to temples everywhere they seem
T *| to be all in blacks and reds. The benches have arms and
| || legs carved in hideous icons, and the stained glass windows
@-*-*| depict scenes of violence and demons, death and the undead.
| | A number of lanterns provide an oddly pale light here,
+ | burning throughout the day. An evil chant seems to permeate
| | the room, and one or two people are here praying to the
+-S | God of Darkness. This place is perfect for the worship
---------+ of him really, and screams echo through the place where
the sins of others against the Darkness are punished. You can approach the
altar to the north or return to the street southwards. A dark passageway leads
east.
[Exits: north east south]
A solid shadow walks in.
846hp 284m 431mv inside (indoors) 5am (dawn) no opponent no opponent [------ ]
scan
You scan all around.
You scan north.
*** Range 1 (north) ***
A dark priest stands here, casting curses to all.
You scan east.
You scan south.
*** Range 2 (south) ***
A member of the Timaran city night watch keeps an eye out.
You scan down.
846hp 284m 431mv inside (indoors) 5am (dawn) no opponent no opponent [------ ]
east
A dark passageway
*-* | This dark hallway is dimly lit by small lanterns created
| | in the likeness of hideous demons. The stone floor and
T * | walls are bare, making this corridor both cold and echoey.
| | | The feeling of Darkness that pervades this building also
*-@-*-*| reaches into here. The main temple is to your west, while
| || the corridor continues east.
+ *|
| ||
+-S *|
---------+
[Exits: east west]
A solid shadow walks in.
846hp 284m 430mv inside (indoors) 5am (dawn) no opponent no opponent [------ ]
east
A dark passageway
*-* | This dark hallway is dimly lit by small lanterns created
| | in the likeness of hideous demons. The stone floor and
T * | walls are bare, making this corridor both cold and echoey.
| | | The feeling of Darkness that pervades this building also
*-*-@-* | reaches into here. The corridor continues to the east
| | | and west, while a shadowy archway is just visible north.
+ * |
| | |
+-S *-*|
---------+
[Exits: north east west]
A solid shadow walks in.
846hp 284m 429mv inside (indoors) 5am (dawn) no opponent no opponent [------ ]
east
A dark passageway
*-* | This dark hallway is dimly lit by small lanterns created
| | in the likeness of hideous demons. The stone floor and
* | walls are bare, making this corridor both cold and echoey.
| | The feeling of Darkness that pervades this building also
*-*-@ | reaches into here. The corridor continues south and west.
| |
* |
| |
*-* |
---------+
[Exits: south west]
A solid shadow walks in.
846hp 284m 428mv inside (indoors) 5am (dawn) no opponent no opponent [------- ]
south
south
A dark passageway
* | This dark passageway reaches an end just south of you.
| | A large archway can just be seen, and an evil sounding
*-*-* | chant echoes through the hall. The small lanterns sputter
| | fitfully, threatening to go out at the slightest hint of
@ | wind. You can head back down the corridor northwards.
| |
*-* |
| |
* |
---------+
[Exits: north south]
A solid shadow walks in.
846hp 284m 427mv inside (indoors) 5am (dawn) no opponent no opponent [------- ] Entrance to the Guild of Shamans
*-*-* | A deep chanting that seems to carry with it overtones of
| | everlasting evil carry out to you from the doorway to the
* | east. This is the entranceway of the Guild of Shamans, the
| | dark priests of the Realm. There is a sudden flash from
@-* | somewhere inside, and the magical energy from it washes
| | over you in a wave. The sense of Evil here is even stronger
* | than that outside the Guild of Dark-Knights, as the Shamans
| are closer to their Dark God than any other. You can return
| to the corridor northwards.
---------+
[Exits: north east]
A solid shadow walks in.
846hp 284m 426mv inside (indoors) 5am (dawn) no opponent no opponent [------- ]
east
Shaman Guildhall
*-* | The shrine to the Dark God against the wall says it all. The
| | altar is covered in blood, which you guess remains from the
* | most recent religious service. Several lamps hang casting
| | off a bright but somehow weak light. Pictures on the wall
*-@ | show various scenes of Shamans calling up their powers and
| | inflicting harm on others, ranging from simple spells to nasty
* | things like dysentery and weaken. A large tapestry on one
| wall depicts a Healer on their knees in tears, as the Shaman
| removes their faith with blasphemy. A large table is evident,
---------+ although it seems rarely used. Several comfortable looking
chairs are scattered around, all carved from black wood and modelled after
various evil creatures. The sound of fighting floats through to your ears from
the south, and you can return to the corridor westwards.
[Exits: south west]
A large wooden donation chest sits here.
A solid shadow walks in.
846hp 284m 425mv inside (indoors) 5am (dawn) no opponent no opponent [------- ]
south
Hallowed Shrine
* | Here young Shamans practice their spells under the guidance
| | of the older members of the Guild. Since the majority of Shaman
*-* | spells are by nature the type that afflict a person in some
| | way, prisoners stand chained to the walls, their cries echoing
@ | throughout the room. Some other trainees stand away from the
| ones practising spells, learning some of the more basic ways
| of weapon combat. You can return to the guildhall northwards.
|
|
---------+
[Exits: north]
(White Aura) Gralin stands here, showing trainees how to fight and spellcast effectively.
A solid shadow walks in.
846hp 284m 424mv inside (indoors) 5am (dawn) no opponent no opponent [------- ]
north
west
Shaman Guildhall
*-* | The shrine to the Dark God against the wall says it all. The
| | altar is covered in blood, which you guess remains from the
* | most recent religious service. Several lamps hang casting
| | off a bright but somehow weak light. Pictures on the wall
*-@ | show various scenes of Shamans calling up their powers and
| | inflicting harm on others, ranging from simple spells to nasty
* | things like dysentery and weaken. A large tapestry on one
| wall depicts a Healer on their knees in tears, as the Shaman
| removes their faith with blasphemy. A large table is evident,
---------+ although it seems rarely used. Several comfortable looking
chairs are scattered around, all carved from black wood and modelled after
various evil creatures. The sound of fighting floats through to your ears from
the south, and you can return to the corridor westwards.
[Exits: south west]
A large wooden donation chest sits here.
A solid shadow walks in.
846hp 284m 423mv inside (indoors) 5am (dawn) no opponent no opponent [-------- ] Entrance to the Guild of Shamans
*-*-* | A deep chanting that seems to carry with it overtones of
| | everlasting evil carry out to you from the doorway to the
* | east. This is the entranceway of the Guild of Shamans, the
| | dark priests of the Realm. There is a sudden flash from
@-* | somewhere inside, and the magical energy from it washes
| | over you in a wave. The sense of Evil here is even stronger
* | than that outside the Guild of Dark-Knights, as the Shamans
| are closer to their Dark God than any other. You can return
| to the corridor northwards.
---------+
[Exits: north east]
A solid shadow walks in.
846hp 284m 422mv inside (indoors) 5am (dawn) no opponent no opponent [-------- ]
north
north
A dark passageway
* | This dark passageway reaches an end just south of you.
| | A large archway can just be seen, and an evil sounding
*-*-* | chant echoes through the hall. The small lanterns sputter
| | fitfully, threatening to go out at the slightest hint of
@ | wind. You can head back down the corridor northwards.
| |
*-* |
| |
* |
---------+
[Exits: north south]
A solid shadow walks in.
846hp 284m 421mv inside (indoors) 5am (dawn) no opponent no opponent [-------- ]
where pk
A dark passageway
*-* | This dark hallway is dimly lit by small lanterns created
| | in the likeness of hideous demons. The stone floor and
* | walls are bare, making this corridor both cold and echoey.
| | The feeling of Darkness that pervades this building also
*-*-@ | reaches into here. The corridor continues south and west.
| |
* |
| |
*-* |
---------+
[Exits: south west]
A solid shadow walks in.
846hp 284m 420mv inside (indoors) 5am (dawn) no opponent no opponent [-------- ]
west
Players near you:
<PK> Hirendan A dark passageway
<PK> Alkas Chamber of Invokation
846hp 284m 420mv inside (indoors) 5am (dawn) no opponent no opponent [-------- ] A dark passageway
*-* | This dark hallway is dimly lit by small lanterns created
| | in the likeness of hideous demons. The stone floor and
T * | walls are bare, making this corridor both cold and echoey.
| | | The feeling of Darkness that pervades this building also
*-*-@-* | reaches into here. The corridor continues to the east
| | | and west, while a shadowy archway is just visible north.
+ * |
| | |
+-S *-*|
---------+
[Exits: north east west]
A solid shadow walks in.
846hp 284m 419mv inside (indoors) 5am (dawn) no opponent no opponent [-------- ]
north
north
Entrance to the Guild of Dark-Knights
| Darkness surrounds the entrance to this Guild. Almost like
| a fog, it obscures your sight through the archway. Harsh
*-* | cries and the sound of battle emanate from inside, drifting
| | like ghostly wails along the walls of the corridor. From
T @ | the light of a few dim lanterns you see two pillars on
| | | either side of the arch that are carved into demons, their
*-*-*-* | faces locked in expressions of cruel hatred and menace.
| | | They almost seem to move in the low light. You can enter
+ * | the Guild northwards, or return to the corridor south.
---------+
[Exits: north south]
A solid shadow walks in.
846hp 284m 418mv inside (indoors) 5am (dawn) no opponent no opponent [--------- ] Dark-Knight Guildhall
| This hall is well lit, but still seems dark. Perhaps it
| is just your perception based on the people who frequent
| this Guild. Dark-Knights, while not exactly the opposite
| of Paladins, are known and feared as warriors of Evil.
*-@ | There are many furnishings in the room, ranging from blood-red
| | rugs on the floor to paintings showing scenes of murder,
T * | demons and the undead. A black, charred looking table stands
| | | here with many comfortable chairs around it, although the
*-*-*-* | chairs themselves have had their legs and arms carved into
---------+ hideous monsters. A large chest stands against a wall where
the strong may discard their useless items for the weak to grovel and fight
over. The sound of fighting emanates from the west, where Dark-Knights train
to be stronger. You can leave the Guild to the south.
[Exits: south west]
A large wooden donation chest sits here.
A solid shadow walks in.
846hp 284m 417mv inside (indoors) 5am (dawn) no opponent no opponent [--------- ]
south
Entrance to the Guild of Dark-Knights
| Darkness surrounds the entrance to this Guild. Almost like
| a fog, it obscures your sight through the archway. Harsh
*-* | cries and the sound of battle emanate from inside, drifting
| | like ghostly wails along the walls of the corridor. From
T @ | the light of a few dim lanterns you see two pillars on
| | | either side of the arch that are carved into demons, their
*-*-*-* | faces locked in expressions of cruel hatred and menace.
| | | They almost seem to move in the low light. You can enter
+ * | the Guild northwards, or return to the corridor south.
---------+
[Exits: north south]
A solid shadow walks in.
846hp 284m 416mv inside (indoors) 5am (dawn) no opponent no opponent [--------- ]
south
west
A dark passageway
*-* | This dark hallway is dimly lit by small lanterns created
| | in the likeness of hideous demons. The stone floor and
T * | walls are bare, making this corridor both cold and echoey.
| | | The feeling of Darkness that pervades this building also
*-*-@-* | reaches into here. The corridor continues to the east
| | | and west, while a shadowy archway is just visible north.
+ * |
| | |
+-S *-*|
---------+
[Exits: north east west]
A solid shadow walks in.
846hp 284m 415mv inside (indoors) 5am (dawn) no opponent no opponent [--------- ]
west
A dark passageway
*-* | This dark hallway is dimly lit by small lanterns created
| | in the likeness of hideous demons. The stone floor and
T * | walls are bare, making this corridor both cold and echoey.
| | | The feeling of Darkness that pervades this building also
*-@-*-*| reaches into here. The main temple is to your west, while
| || the corridor continues east.
+ *|
| ||
+-S *|
---------+
[Exits: east west]
A solid shadow walks in.
846hp 284m 414mv inside (indoors) 5am (dawn) no opponent no opponent [--------- ]
south
The Temple of Eternal Night
*-*| Evil surrounds this place like a blanket, and though the
|| furnishings are similar to temples everywhere they seem
T *| to be all in blacks and reds. The benches have arms and
| || legs carved in hideous icons, and the stained glass windows
@-*-*| depict scenes of violence and demons, death and the undead.
| | A number of lanterns provide an oddly pale light here,
+ | burning throughout the day. An evil chant seems to permeate
| | the room, and one or two people are here praying to the
+-S | God of Darkness. This place is perfect for the worship
---------+ of him really, and screams echo through the place where
the sins of others against the Darkness are punished. You can approach the
altar to the north or return to the street southwards. A dark passageway leads
east.
[Exits: north east south]
A solid shadow walks in.
You work yourself into a maniacal frenzy!
846hp 284m 413mv inside (indoors) 5am (dawn) no opponent no opponent [----------]
south
Midget Avenue
T *| This is the end of Midget Avenue, and just to the north is
| || a large building that must be a temple, although it is surrounded
*-*-*| by darkness. There also appears to be birds flying around
| | the top of the temple and resting on the roof. The torches
* @ | stand cold, their number dwindling as they approach the temple.
| | | You can go north to the entrance of the temple or south back
* +-S | down along the road.
| | |
+-+ |
---------+
[Exits: north south]
A solid shadow walks in.
846hp 284m 412mv city (outside) 5am (dawn) no opponent no opponent [----------] Midget Avenue
*-*-*| This part of Midget Avenue is often remarked upon for
| | its physical beauty, for to either side of you are sculpted
* + | gardens created by Rangers. In each are every plant that
| | | could possibly grow in this area, all ensured their place
* * @-S | in the garden so each may grow well. Because of the plants,
| | | | this area of the street is lit by lanterns when night
+ +-+ | comes, but they currently stand cold. It is a welcome
| | | change from the stone buildings of the city. To the north
+-+-+-+-+| is a temple, constantly shrouded by a foreboding dark
---------+ cloud. South a busy square can be seen a short distance
away.
[Exits: north east south]
A member of the Timaran city night watch keeps an eye out.
A solid shadow walks in.
846hp 284m 410mv city (outside) 5am (dawn) no opponent no opponent [----------]
south
Midget Avenue
* + | You have entered Midget Avenue. Just to the south lies
| | | the busy Eastern Square and people leaving and entering
* * +-S | it walk past you continuously. To the north you can see
| | | | what looks like a temple, shrouded in gloom. A number
+ +-@ | of torches stand ready to be lit when darkness befalls
| | | the city. To the east is a green door, indicating a bar
+-+-+-+-+| of some sort. West lies the Guild of Berserkers, and
| | | | the road continues north. A large, VERY important sign
+ S +-+-*| hangs on the door to the east.
---------+
[Exits: north (east) south west]
A solid shadow walks in.
846hp 284m 408mv city (outside) 5am (dawn) no opponent no opponent [----------]
west
Entrance to the Guild of Berserkers
* + | Shouts of rage can be heard through this doorway, and
| | | from the various annoyed looking statues outside and
* * +-S| the furious looking guard on the door, you surmise this
| | | | is the entrance for the Guild of Berserkers. There are
+ @-+ | two torches in brackets on the wall near the entrance,
| | | casting pale shadows on the path around you. You can
+-+-+-+-+| enter the Guild to the west or return to the street eastwards.
| | | |
+ S +-+|
---------+
[Exits: north east]
A solid shadow walks in.
846hp 284m 406mv city (outside) 5am (dawn) no opponent no opponent [----------]
west
Alas, you cannot go that way.
846hp 284m 406mv city (outside) 5am (dawn) no opponent no opponent [----------]
east
Midget Avenue
* + | You have entered Midget Avenue. Just to the south lies
| | | the busy Eastern Square and people leaving and entering
* * +-S | it walk past you continuously. To the north you can see
| | | | what looks like a temple, shrouded in gloom. A number
+ +-@ | of torches stand ready to be lit when darkness befalls
| | | the city. To the east is a green door, indicating a bar
+-+-+-+-+| of some sort. West lies the Guild of Berserkers, and
| | | | the road continues north. A large, VERY important sign
+ S +-+-*| hangs on the door to the east.
---------+
[Exits: north (east) south west]
A solid shadow walks in.
Viggs the Stump yells 'What time is it??'
846hp 284m 404mv city (outside) 5am (dawn) no opponent no opponent [----------]
south
Eastern Square of Timaran
* * +-S | This is the busy Eastern Square of the city. People stream
| | | | in from the city centre and the nearby east gate, going
+ +-+ | about their daily business. Adventurers abound as this
| | | place is often used to arrange travelling parties for
+-+-@-+-+| exploring outside the city. Torches in tall ornate holders
| | | | stand around, ready to be lit when needed. Residents
+ S +-+-*| come to sit on benches beside the fountain at the centre
| || of the square and talk, and as always where there's water
+ *| there's children, playing on the edges of the fountain
---------+ and splashing each other. To the north of see a large
building that appears covered in gloom no matter the time of day, and to the
east is the east gate. Southwards you can see the Guild of Illusionists at the
end of the street. You can also head for the city centre to the west.
[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A solid shadow walks in.
846hp 284m 402mv city (outside) 5am (dawn) no opponent no opponent [----------]
east
Eastern Main Street
* +-S | This is a part of the Main Street of Timaran, just east
| | | of the east gate and just west of the Eastern Square. Many
+-+ | torches stand in holders ready to be lit, and passer-by's
| | are frequently travelling into and out of the city. A large
+-+-@-+-*| building to the south looks like some kind of guild, and
| | || to the north you can see the outline of what looks like
S +-+-* N| a temple. You can go west to the Eastern Square or east
| | | to the east gate.
+ * |
---------+
[Exits: east west]
A solid shadow walks in.
846hp 284m 400mv city (outside) 5am (dawn) no opponent no opponent [----------]
west
Eastern Square of Timaran
* * +-S | This is the busy Eastern Square of the city. People stream
| | | | in from the city centre and the nearby east gate, going
+ +-+ | about their daily business. Adventurers abound as this
| | | place is often used to arrange travelling parties for
+-+-@-+-+| exploring outside the city. Torches in tall ornate holders
| | | | stand around, ready to be lit when needed. Residents
+ S +-+-*| come to sit on benches beside the fountain at the centre
| || of the square and talk, and as always where there's water
+ *| there's children, playing on the edges of the fountain
---------+ and splashing each other. To the north of see a large
building that appears covered in gloom no matter the time of day, and to the
east is the east gate. Southwards you can see the Guild of Illusionists at the
end of the street. You can also head for the city centre to the west.
[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A solid shadow walks in.
846hp 284m 398mv city (outside) 5am (dawn) no opponent no opponent [----------]
south
south
Obsidian Street
+ +-+ | You are walking down Obsidian Street, just south of the Eastern
| | | Square. This street was named so because the posts that hold
+-+-+-+-+| the torches are made of obsidian, somewhat unusual but very
| | | | beautiful to look at since they have been carved into fanciful
+ S @-+-*| shapes. The torches stand unlit in the daylight. To the north
| || lies the busy Eastern Square, and many people are passing
+ + *| you on their way to or from it. To the east is the entrance
| | | to the Guild of Invokers, and the road continues southwards.
+-+-+ |
---------+
[Exits: north east south]
A solid shadow walks in.
846hp 284m 396mv city (outside) 5am (dawn) no opponent no opponent [----------] Obsidian Street
+-+-+-+-+| You are walking down Obsidian Street, and as with the rest
| | | | of the road it is lined with obsidian posts bearing torches,
+ S +-+-*| all carved into fantastic shapes and creatures. As it is
| || daytime, the torches stand cold. To the north you can see
+ @ *| the busy Eastern Square, while to the south is the Guild
| | | of Illusionists. To your east and west are two buildings
+-+-+ | which seem empty and disused.
| |
+ |
---------+
[Exits: north south]
A solid shadow walks in.
846hp 284m 394mv city (outside) 5am (dawn) no opponent no opponent [----------]
north
east
Obsidian Street
+ +-+ | You are walking down Obsidian Street, just south of the Eastern
| | | Square. This street was named so because the posts that hold
+-+-+-+-+| the torches are made of obsidian, somewhat unusual but very
| | | | beautiful to look at since they have been carved into fanciful
+ S @-+-*| shapes. The torches stand unlit in the daylight. To the north
| || lies the busy Eastern Square, and many people are passing
+ + *| you on their way to or from it. To the east is the entrance
| | | to the Guild of Invokers, and the road continues southwards.
+-+-+ |
---------+
[Exits: north east south]
A solid shadow walks in.
846hp 284m 392mv city (outside) 5am (dawn) no opponent no opponent [----------]
east
Entrance to the Guild of Invokers
+-+ | This is the entrance to the Guild of Invokers. The building
| | is made of stone with several large marble statues outside.
+-+-+-+-*| The arched door is open, leading away inside. There are no
| | || windows looking in from here however, and the door is guarded.
S +-@-* N| The walkway and steps up to the door have both been made out
| | | of solid polished ebony, reflecting the light cast by several
+ * | balls of light that hang in the air, even during the day. The
| | sound of deep chanting comes to you from inside, and one or
+-+ | two of the guild members walk in and out.
---------+
[Exits: east west]
A solid shadow walks in.
846hp 284m 390mv city (outside) 5am (dawn) no opponent no opponent [----------]
The sun rises in the east.
Your head stops spinning.
863hp 292m 445mv city (outside) 6am (day) no opponent no opponent [----------] Invoker Guildhall
+ | This is the guildhall for the Invokers. A number of chairs are
| | placed around for members to sit on, and boards hang on the walls
+-+-+-* | bearing notices of guild events and meetings. Parts of the walls
| | are decorated with portraits of various distinguished members,
+-+-@ | and colorful tapestries depicting Invokers in battle cover more
| | | of them. Intricately wrought lanterns light the room, and many
+ * | priceless antique porcelain figures, vases and other items rest
| | on tables in alcoves around the room. There is a deep chanting
+ | sound emanating from the practice hall to the south. You can
---------+ return to the city by way of the exit to the west.
[Exits: south west]
A large wooden donation chest sits here.
A solid shadow walks in.
863hp 292m 444mv inside (indoors) 6am (day) no opponent no opponent [----------]
south
Chamber of Invokation
+-+-+ | The chanting is emanating from in here, as many young Invokers
| | practice their new-found skills and spells. The walls are panelled
+-+-* | in dark wood and have gold trimmings to them. The floor is covered
| | | in an expensive looking deep yellow carpet, apart from one area
+ @ | near the northern end of the hall that is just bare floorboards.
| | This area has a number of practice dummies for use in weapons
+ | drilling, along with a number of seats for resting on. There
| | is some evidence of the almost constant cleaning that goes on
+ | in here, as there is a burn mark in the carpet that has not yet
---------+ been repaired, and a dent in the wall panelling. Several balls
of light hang suspended in the air, giving off a steady illumination. The guildhall
lies to the north.
[Exits: north]
(White Aura) Yatika sits here, ready to train you when required.
A solid shadow walks in.
863hp 292m 443mv inside (indoors) 6am (day) no opponent no opponent [----------]
murder alkas
north
They aren't here.
863hp 292m 443mv inside (indoors) 6am (day) no opponent no opponent [----------]
west
Invoker Guildhall
+ | This is the guildhall for the Invokers. A number of chairs are
| | placed around for members to sit on, and boards hang on the walls
+-+-+-* | bearing notices of guild events and meetings. Parts of the walls
| | are decorated with portraits of various distinguished members,
+-+-@ | and colorful tapestries depicting Invokers in battle cover more
| | | of them. Intricately wrought lanterns light the room, and many
+ * | priceless antique porcelain figures, vases and other items rest
| | on tables in alcoves around the room. There is a deep chanting
+ | sound emanating from the practice hall to the south. You can
---------+ return to the city by way of the exit to the west.
[Exits: south west]
A large wooden donation chest sits here.
A solid shadow walks in.
863hp 292m 442mv inside (indoors) 6am (day) no opponent no opponent [----------]
where pk
Entrance to the Guild of Invokers
+-+ | This is the entrance to the Guild of Invokers. The building
| | is made of stone with several large marble statues outside.
+-+-+-+-*| The arched door is open, leading away inside. There are no
| | || windows looking in from here however, and the door is guarded.
S +-@-* N| The walkway and steps up to the door have both been made out
| | | of solid polished ebony, reflecting the light cast by several
+ * | balls of light that hang in the air, even during the day. The
| | sound of deep chanting comes to you from inside, and one or
+-+ | two of the guild members walk in and out.
---------+
[Exits: east west]
A solid shadow walks in.
863hp 292m 441mv city (outside) 6am (day) no opponent no opponent [----------]
west
Players near you:
<PK> Hirendan Entrance to the Guild of Invokers
<PK> Alkas Eastern Square of Timaran
863hp 292m 441mv city (outside) 6am (day) no opponent no opponent [----------] Obsidian Street
+ +-+ | You are walking down Obsidian Street, just south of the Eastern
| | | Square. This street was named so because the posts that hold
+-+-+-+-+| the torches are made of obsidian, somewhat unusual but very
| | | | beautiful to look at since they have been carved into fanciful
+ S @-+-*| shapes. The torches stand unlit in the daylight. To the north
| || lies the busy Eastern Square, and many people are passing
+ + *| you on their way to or from it. To the east is the entrance
| | | to the Guild of Invokers, and the road continues southwards.
+-+-+ |
---------+
[Exits: north east south]
(Charmed) A very handsome very handsome corgi stands here attentively.
(Translucent) (Pink Aura) (White Aura) Alkas the Grand Master of Seasons, Knight of Valour is here.
A solid shadow walks in.
863hp 292m 439mv city (outside) 6am (day) no opponent no opponent [----------]
You yell 'Help! I am being attacked by Alkas!'
Alkas's jab injures you.
Alkas's dragon punch DISEMBOWELS you!
Alkas's jump kick decimates you!
Alkas has quite a few wounds.
769hp 292m 439mv city (outside) 6am (day) none dual_wield [----------]
north
No way! You are still fighting!
Alkas has quite a few wounds.
769hp 292m 439mv city (outside) 6am (day) none dual_wield [----------]
Alkas's elbow slash maims you!
Alkas's dragon punch maims you!
Alkas's lightning kick mauls you.
Your thrust mauls Alkas.
Alkas staggers wildly out of your attack.
Alkas can't dodge away from the reach of your spear fast enough.
Your thrust mauls Alkas.
Your thrust wounds Alkas.
Alkas has quite a few wounds.
676hp 292m 439mv city (outside) 6am (day) none dual_wield [----------]
hob
You are fighting with reckless abandon.
Alkas has quite a few wounds.
676hp 292m 439mv city (outside) 6am (day) none dual_wield [----------]
Rimath the trader auctions 'Place yer bids! the shield of Tiamat is being auctioned for 10000 gold!'
Alkas has quite a few wounds.
676hp 292m 439mv city (outside) 6am (day) none dual_wield [----------]
ber
Your pulse races as you are consumed by rage!
Your thrust mauls Alkas.
Alkas has quite a few wounds.
777hp 196m 219mv city (outside) 6am (day) none dual_wield [ ]
Alkas's back fist decimates you!
Alkas's jab injures you.
Alkas's jump kick maims you!
Alkas parries your attack with his first hand.
Your thrust mauls Alkas.
Alkas has quite a few wounds.
701hp 196m 219mv city (outside) 6am (day) none dual_wield [- ]
Alkas's kick maims you!
Alkas's double kick misses you.
Alkas has quite a few wounds.
668hp 196m 219mv city (outside) 6am (day) none dual_wield [- ]
Alkas's tiger uppercut DISEMBOWELS you!
You awkwardly parry Alkas's back fist with a loud clang.
Alkas's lightning kick mauls you.
Your thrust mauls Alkas.
Alkas staggers wildly out of your attack.
Your thrust devastates Alkas!
Your beating decimates Alkas!
Alkas has some big nasty wounds and scratches.
602hp 196m 219mv city (outside) 6am (day) none dual_wield [--- ]
af
You are affected by the following:
Spell: armor : modifies armor class by 20 for 18 hours
Skill: warcry : modifies save vs afflictive by 6 for 17 hours
: modifies hitroll by 6 for 17 hours
Skill: berserk : modifies save vs mental by 10 for 6 hours
: modifies armor class by -50 for 6 hours
: modifies damroll by 6 for 6 hours
: modifies hitroll by 5 for 6 hours
Skill: mania : lasts for 3 hours
Skill: nerve : modifies strength by -3 for 1 hours
Spell: cabal sanctuary: lasts for 1 hours
Skill: rage : modifies save vs mental by 13 for 0 hours
: modifies save vs afflictive by 4 for 0 hours
: modifies health by 366 for 0 hours
: modifies damroll by 13 for 0 hours
: modifies strength by 4 for 0 hours
Alkas has some big nasty wounds and scratches.
602hp 196m 219mv city (outside) 6am (day) none dual_wield [--- ]
bod
Your bodyslam misses Alkas.
You fall flat on your face!
Alkas has some big nasty wounds and scratches.
602hp 196m 219mv city (outside) 6am (day) none dual_wield [--- ]
You deflect Alkas's back fist aside in an ungraceful parry.
Alkas's back fist mauls you.
Alkas's knee thrust wounds you.
Your thrust devastates Alkas!
Alkas can't dodge away from the reach of your spear fast enough.
Your thrust mauls Alkas.
Alkas staggers wildly out of your attack.
Alkas has some big nasty wounds and scratches.
562hp 196m 219mv city (outside) 6am (day) none dual_wield [----- ]
Alkas has fled!
Alkas walks north.
A very handsome corgi walks north.
562hp 196m 219mv city (outside) 6am (day) no opponent no opponent [----- ]
north
Eastern Square of Timaran
* * +-S | This is the busy Eastern Square of the city. People stream
| | | | in from the city centre and the nearby east gate, going
+ +-+ | about their daily business. Adventurers abound as this
| | | place is often used to arrange travelling parties for
+-+-@-+-+| exploring outside the city. Torches in tall ornate holders
| | | | stand around, ready to be lit when needed. Residents
+ S +-+-*| come to sit on benches beside the fountain at the centre
| || of the square and talk, and as always where there's water
+ *| there's children, playing on the edges of the fountain
---------+ and splashing each other. To the north of see a large
building that appears covered in gloom no matter the time of day, and to the
east is the east gate. Southwards you can see the Guild of Illusionists at the
end of the street. You can also head for the city centre to the west.
[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A member of the Timaran city day watch keeps an eye out.
A solid shadow walks in.
Complains about doing mauls to a monk with 66 damroll
Uses physical weapons against monks.
(though, in all seriousness, Alkas WAS in drunken stance and that greatly improves AC... Still, I'm surprised that Hirendan isn't using magical weapons)
Hirendan 0 , 0 , 0 . Well meself ain’t too proud yer admit meself ain’t a monk so’s meself ain’t knowin all their tricks, eh. Gonner try me out some magic weapons next time - thanks fer the tip. Bladefury BANNED 1 , 1 , 0 . Yep magic weapons and skirmish hirendan I would suggest a mace for the better party and something like a flail with high attack since you cant dual party. I tried this with my vampire who was shite as you say and it worked extremely well also people the whipping manticore whip that's in auction is a piercing weapon for those looking to fuck trovo in the ass. Enjoy Bladefury BANNED 0 , 1 , 0 . If you honestly have any question about how to fight a class I have pretty extensive wins across classes and I'm happy to divulge any information. Really goes for anyone. Teach each other haha teaaaacchhhhhh Hirendan 0 , 0 , 0 . Aye, tried usin me mace o’ disruption but ‘is nerve was landin easy an makin me drop it. Had ter use me lighter weapons. Figured me spear main hand fer his dodgin an a flail offhand fer damage would work but ain’t neither o’ them magical. Not this go at least, eh.
Bladefury BANNED 1 , 1 , 0 . Use the fireforge to give you extra strength on your armor augmenting can be nice. I usually had +5 strength to avoid dropping that mace. Bladefury BANNED 0 , 1 , 0 . Ward golem also has a shock flail BlackWidow 0 , 0 , 0 . Yep, augmenting your armour for +str is a valid option. Also, I would recommend using a dagger in the offhand because monks learn how to use flails (which improves their chance to defend). A perfect compliment to your mace of disruption would be the dark dagger of voodoo from Blonk.
[reply to BlackWidow]Meself ain’t no wee lad - knowin a thing or two, jes ain’t knowin all them monk tricks.
*cries in 34 damroll*
Davairus 0 , 0 , 0 . yeah holy fuck send in the thieves Hirendan 0 , 0 , 0 . Oh aye them thieves been comin. That be with me rage an berserk. Ain’t jes walkin around with that kind o’ damage in me britches...though reckon that’d be somethin! Davairus 0 , 0 , 0 . Oh that is not as bad as it sounded.
[reply to Perotin]kento 0 , 0 , 0 . RP restrictions were reduced for lawful characters to make them more interesting to play as long as there is solid RP reasoning and they are respecting their own individual city's laws. Stiehl26 0 , 0 , 0 . Wait, what? So lawfuls can attack in town w/out outcasting or other ramifications? Cedowyl 0 , 0 , 0 . Where is this documented Kento? Erlwith 0 , 0 , 0 . I like this new lawful attacking in town in self defense, if true. kento 0 , 0 , 0 . There is some great context on this post: http://abandonedrealms.com/forum/viewtopic.php?t=8127&highlight=lawful Alkas 1 , 0 , 0 . I don't think I have to say this, and debated not saying it at all. But I'm a nice guy, so to put your prying eyes at ease, this is being handled in game. Don't worry about it. Davairus 0 , 0 , 0 . It does not really jump out at me as an immediate cause for concern if a lawful-good ethos Knight with hometown Valour (which I remember as being required for Knights, but I could be wrong) is fighting an anathema in a town. My guess is they probably have a set of rules in place that advise them to prioritize killing anathema first, follow foreign rules second. 'Mericuh. Ceridwel 0 , 0 , 0 . This is exactly true. For a Knight, upholding the Virtues comes before all other rules. Although the gray area as illustrated by this discussion has led me to update HELP LAWFUL to make things a bit more clear. Lawful doesn't automatically mean won't attack in a town protected by Law.
[reply to Cedowyl]Also, I know you're not supposed to talk about cabal powers, so I definitely will not mention any specifics. But i do feel inclined to say that legion powers are way cooler and more useful than Knight powers imo. Like not even closely comparable.
Merlandox 0 , 0 , 0 . Oh... not liking the horse? Damn. That's sad for the horse. Alkas 0 , 0 , 0 . The horse is great, obviously. Though it's usefulness comes along with restrictions too, it's not all just pros. Especially for certain classes. Like monk.
[reply to Alkas]But they're good horses. They deserve many treats.
Bladefury BANNED 0 , 1 , 1 . I just wish I had a heart react
[reply to Trovo]