Script started on Mon Dec 3 21:26:33 2007 [0:tz/z/zeptar> telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Zeptaru Your name has been banned from this mud. Connection closed by foreign host. [1:tz/z/zeptar> telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Pione     Chnics      Denon     Denonpionar    a q t c z  az The Dark Mists naming policy - please take heed: > This is an RP mud, so choose a name that is appropriate to a medieval setting. > Do not string two names together.(i.e. SunStarer) > Do not use names with multiple capitalization.(i.e. McNeil) > Do not use bad names such as Dragonslayer, Goddess, or Megaman. >> If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Did I get that right, Denonpaz (Y/N)? Y New character. Please pick a surname: (Just return for no surname)M Mashtechnic  us        stech     technus Did I get that right, Mastechnus for a surname. (Yes/No)? yes Give me a password for Denonpaz Mastechnus: Are you completely new to mudding and need help in learning how to get started here? Or are you a returning player with a new character (New/Returning)? New Time to define your character! Are your morals generally GOOD, EVIL, or NEUTRAL (G/E/N)? N Do you METHODICALLY organize your actions, IMPULSIVELY do whatever you feel, or NEUTRALLY make decisions (M/I/N)? I What race are you? Extra experience needed per level: ------------------------------------------ human costs 0 experience points. dwarf costs 500 experience points. grey-elf costs 400 experience points. giant costs 400 experience points. gnome costs 400 experience points. changeling costs 300 experience points. halfling costs 300 experience points. minotaur costs 300 experience points. ------------------------------------------ Races: [ human dwarf grey-elf giant gnome changeling halfling minotaur ] What is your race (HELP for more information, LIST for races)? changeling Are you MALE or FEMALE (M/F)? M What class are you? Extra experience needed per level: ------------------------------------------ warrior costs 0 experience points. thief costs 0 experience points. channeler costs 250 experience points. elementalist costs 250 experience points. ------------------------------------------ Classes: [ warrior thief channeler elementalist ] What is your class (HELP for more information, LIST for classes)? thief Thief subclasses are as follows. ------------------------------------------------------------------- Swashbuckler: A flashy fighter who relies on his speed and agility. Highwayman : A thief that prefers the roads between cities to alleyways. Subclasses: [ Swashbuckler, Highwayman, or None ] The highwayman subclass costs 200 extra experience points. The Swashbuckler/Pirate subclass costs 250 extra experience points. Which subclass do you wish to join (HELP for information, LIST for subclasses)? none You will have no subclass, then. You may select one weapon that your character will be proficient with. This weapon should be considered your primary weapon of choice, and the skill will automatically be at a learned (75%) level after you finish creating your character. What weapon do you wish to be proficient in? (sword, mace, dagger, spear, whip) - dagger You have selected 'dagger' as your weapon profiency. How well have you trained your abilities? - Strength affects basic muscle power. - Intelligence influences mana usage and rate of training. - Wisdom determines overall knowledge and ability to learn. - Dexterity governs agility and speed. - Constitution alters health and hardiness. [R]oll stats - Achieve maximum rolling potential (random rolls) [P]oint sacrifice - Max rolling potential minus 3 points of your choice (fast) How will you train abilities [R, P]? r Rolling... Strength: 14 Intelligence: 19 Wisdom: 19 Dexterity: 20 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 19 Wisdom: 13 Dexterity: 12 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 16 Wisdom: 15 Dexterity: 14 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 13 Wisdom: 15 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 15 Wisdom: 14 Dexterity: 16 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 18 Wisdom: 14 Dexterity: 15 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 13 Wisdom: 20 Dexterity: 17 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 14 Wisdom: 14 Dexterity: 17 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 12 Wisdom: 19 Dexterity: 20 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 19 Wisdom: 15 Dexterity: 13 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 13 Wisdom: 18 Dexterity: 20 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 13 Wisdom: 18 Dexterity: 19 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 20 Wisdom: 12 Dexterity: 20 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 14 Wisdom: 15 Dexterity: 17 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 18 Wisdom: 20 Dexterity: 18 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 14 Wisdom: 15 Dexterity: 15 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 15 Wisdom: 14 Dexterity: 17 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 14 Wisdom: 13 Dexterity: 17 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 13 Wisdom: 19 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 13 Wisdom: 16 Dexterity: 15 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 18 Wisdom: 16 Dexterity: 14 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 13 Wisdom: 18 Dexterity: 18 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 16 Wisdom: 12 Dexterity: 21 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 12 Wisdom: 18 Dexterity: 19 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 19 Wisdom: 17 Dexterity: 14 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 17 Wisdom: 14 Dexterity: 21 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 18 Wisdom: 20 Dexterity: 20 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 18 Wisdom: 16 Dexterity: 20 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 14 Wisdom: 16 Dexterity: 14 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 12 Wisdom: 16 Dexterity: 21 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 16 Wisdom: 17 Dexterity: 13 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 16 Wisdom: 19 Dexterity: 15 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 16 Wisdom: 16 Dexterity: 16 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 12 Wisdom: 16 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 20 Wisdom: 13 Dexterity: 18 Constitution: 14 Do these reflect your training (Y/N)? y Which city or town would you consider as your home? If you 'recall', this place holds the temple to where you will be brought back after death. Adventurers from all walks of life can find a home in Glyndane, Elvenhame, Tyr-Zinet, or Ethshar. Those of good morals tend to congregate most in the city of Ofcol or Dhaes Drae Aesilon, while those of an evil persuasion are most often found in Arkham or Sheqeston. Most new adventurers are from Glyndane or Ethshar since these two are centrally located in Thera; other cities or towns are better suited for more experienced travelers. Glyndane (glyn) Elvenhame (elv ) Tyr-Zinet (tz ) Ethshar (eth ) What would you like your hometown to be? G glyn XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 27 September 2007: XX XX XX XX o A number of new changes have been implemented. Please see the XX XX forum. XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists Webpage is located at www.darkmists.org XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX [Hit Return to continue] XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. The Gods bless you with some maps of Thera! Your research into that topic reveals the following: NEWBIETALK NEW PLAYER syntax: newbietalk You can use this command to ask registered newbie helpers on Dark Mists a question. This is the easiest way to seek assistance if you are stumped. ---------------------------------------------------------- HELPER syntax: newbietalk Enables or disables the newbietalk channel. Enabling the newbietalk channel registers you as a newbie helper. SEE ALSO: Help Helper. Altar of Summoning This tall, expansive room is totally bare. The room is vaguely cube- shaped, though rounded at each corner, and the walls have been crafted from a seamless, perfectly smooth white stone. The white walls glow a bit, still infused with whatever strange power has drawn you here, though their light is slowly fading. An octagonal dais rises from the floor in the center of the room- made from the same white stone, the dais also glows with this strange light. A circular hole in the northern wall allows exit- simply type "north" to proceed in that direction and begin learning about the vast world of Thera in the Halls of Revelation. [Exits: north] There are 58 changes waiting to be read. You have 3 new notes waiting. <100%hp 100%mn 100%mv> s north Halls of Revelation This dimly lit space is defined by only two walls. A flat pane of perfectly smooth, white stone stands southward, and a circular area in the middle of the wall glows with a soft, pulsing white light. To the north stands a wall of reddish-brown brick, a rectangular hole cut in its base to serve as a large door. Weak, flickering torchlight beyond the door illuminates a small foyer on the other side. The light shows very little of this room, though, perhaps because there is so little to show- save for the two walls, the room is defined only by a dark, solid, slowly swirling mist on every side. Amid the mist rests a simple chair of rough-cut wood, its ordinary nature standing in sharp contrast to the strange surroundings. [Exits: north] A chair is here. An old man stands here, leaning heavily on a twisted staff. The Guide bows slightly, touching a hand to his forehead. The Guide says, 'Greetings, traveler, and welcome to our world.' The Guide says, 'I shall serve as your Guide during your first steps in this land.' The Guide says, 'Follow my instructions, and you shall quickly discover all you need to know.' The Guide says, 'If you are new to the lands and are willing to learn, type "say yes".' The Guide tells you, 'Denonpaz, if you are an experienced traveler' The Guide tells you, 'you can proceed directly to Toriath by saying "proceed"' The Guide tells you, 'or you can reach the portal to the mists by saying "portal".' <100%hp 100%mn 99%mv> proceed Huh? <100%hp 100%mn 100%mv> p say proceed You say, 'proceed' A pair of acolytes enter through a hidden door to usher you away. A mountainous path This small clearing is nestled within a cleft in a mountain that rises high overhead. Tall walls of the mountain's rock loom to the east and west, craggy and rough. A wall stands to the north as well, though it is much smoother- the only crack in that direction is shaped vaguely like the outline of the door, but the wall is unyielding. Bushes cling to the rocks to the south, as the mountain descends in that direction to allow passage. The air is shrouded in a still and silent grey mist, and everything is perfectly quiet. A small wooden sign has been driven into the ground. [Exits: south] A sign is attached to the mountainside. <100%hp 100%mn 100%mv> The Guide tells you, 'Follow this path towards the town of Toriath where your next lesson begins.' The Guide tells you, 'By the way, the scan command might help you on your way there.' The Guide tells you, 'Use "help scan" to learn more.' The Guide tells you, 'Try scanning right now- "scan south". You may see some animals along this path.' <100%hp 100%mn 100%mv> The Guide tells you, 'If you need help out here, "say help" anywhere and I'll help you out.' The Guide tells you, 'Also, if you want, check out the signs along this path for more information.' The Guide tells you, 'Move "south" now, follow the path, and start exploring!' <100%hp 100%mn 100%mv> scan s You peer intently south. === 1 south === A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. <100%hp 100%mn 100%mv> s Entering a thick forest The path continues to hug the southern side of the mountain above, running east and down to the west. The downward path becomes very broad, and the incline more gentle as the road leads down into the dense forest that fills the valley to the south. The northward path runs back up the mountainside, quickly becoming narrow and steep. The mist that envelops the heights of the surrounding mountains has begun to thin here at the lower altitude, and the surrounding forest seems brighter accordingly. What mist remains is tinted different colors by the light- faint green and blue hues shine out from the swirling vapor. A sign has been posted in the middle of the path. [Exits: north down] A sign has been posted in the middle of the path. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. <100%hp 100%mn 96%mv> l sign *********************************************************** * * * If you're interested in a glimpse of all the exploring * * that awaits you beyond Toriath, you can type "area" to * * have a look. Start with the areas intended for lower * * ranks, and work your way slowly up to the more * * dangerous places to travel. The numbers in brackets to * * the left indicate the range of ranks, also known as * * levels that the area was designed for. * * * * To get a general idea of where to start looking for * * the areas you're interested in, use the maps that have * * been handed to you. By the way, these maps are just * * based on tavern rumors, so they may not be the * * greatest, but you'll know at least the general * * direction to strike out in for adventure! There are * * also various maps that could be purchased at shops all * * across Thera. * * * *********************************************************** <100%hp 100%mn 96%mv> area {51 60 } ROM Immortal Zone { 1 10 } Drinlinda Covenant Combat Training Grounds {SHRINE } Fastolph Fastolph's Shrine {30 51 } Tiltan/Aityhrein The Pirate Ship {ALL } Joja Thera Ball {NONE } Immortal Prizes { ALL } Yancey Isle of Spring Eternal {NONE } Xyza Theran Library Collection {NONE } Xyza Poetry Collection {25 51 } Immortals Special Stuff {ALL } Joja Memorial Gardens {ALL } Xyza Holiday Specials {15 25 } Agorae Lacunae, Valor's City of Peace {ALL } Aityhrein New Ethshar {ALL } Xyza Midgaard River {ALL } Xyza Glyndane {05 25 } Xyza Sewers of Glyndane {01 20 } Copper Plains of the North {05 10 } Diku/Shamutanti Haon Dor {CLAN } Angyl Jacobs Cave of the Lukoi {05 20 } Mahatma/Xyza Arachnos {05 30 } Raff Elemental Canyon {10 20 } Raff Dwarven Catacombs [Hit Return to continue] {10 25 } Drkside Thalos {ALL } Aityhrein/Tiltan Dragon Sea { 25 40 } Drithentir Cow Temple {ALL } Aityhrein/Tiltan Under the Dragon Sea {45 60 } Aityhrein Temple of Xeden'Zxywar {ALL } Copper/Riallus/Aityhrein Eastern Road {ALL } Aityhrein/Tiltan Tyr-Zinet {05 15 } Agorae The Dwarven Milita {03 20 } Anon/Xyza Sands of Sorrow {05 20 } Alfa Holy Grove {01 10 } Xyza The Gymnasium {SHRINE } Abby The House of Abasdarhon {10 30 } Skylar/Xyza High Tower of Sorcery {NONE } Diku Limbo {25 40 } Glaur/Carenthir The Labyrinth {01 15 } Xyza The Manor {15 25 } Generic Old Marsh {05 15 } Copper Miden'nir {01 30 } Kahn Old Thalos {1 51 } Tiltan/Aityhrein The Midgaard Fair {30 51 } Aityhrein Gypsy Camp {05 15 } Alfa/Ricmeant Moria [Hit Return to continue] {CLAN } Yophlin Cult of the Worm {30 51 } Agorae The Plane of Higher Elements {30 51 } Carenthir The Plane of Higher Elements {1 10 } Carenthir/Krazar Toriath {01 05 } Xurinos The Mists {ALL } Agorae The White Tower {05 20 } Hatchet Valley of the Elves {05 30 } Tyrst Wyvern's Tower {25 51 } Aityhrein Miskatonic Catacombs {35 51 } Styx Castle Barvakis {10 20 } Styx Grove of Despair {30 40 } Styx The Dragon Tombs {40 51 } Styx Necro Tunnels {01 51 } Morrbway Fires of Life {10 30 } Xyza Icy Wastes {ALL } Dielantha The Mountains of Frost {45 51 } Agorae The Dairly Plains {ALL } Agorae/Xyza The Burnt Forest of Unending Light {00 60 } Morrbway Ela-Ishtel {ALL } Drinlinda Huerkin's Gut {HOUSE } Carenthir Citadel Courtyard {ALL } Aegnor/Julive/Xyza Crusader Keep Ruins {SHRINE } Gryleth Shrine of the Anvil [Hit Return to continue] {SHRINE } Xyza Shrine of Magic {01 10 } Xyza Goblin Village {25 51 } Barsak The Obsidian Order {SHRINE } Aseroth Styx's Shrine {SHRINE } Aseroth Styx's Shrine {SHRINE } Thrym Thickest of Thickets {SHRINE } Adorno Shrine of Peace {SHRINE } Awrthre Den of Delusion {SHRINE } Julive The Shrine of Silence {SHRINE } Runge The Hall of Corruption {SHRINE } Dielantha Shrine of the Silver Dragon {SHRINE } Lestregus Room of Eternal Suffering {SHRINE } Lestregus Shrine of Affliction {SHRINE } Ilphrynn The Chamber of Eternal Agony {HOUSE } Joja Crystalline Dome of Light {SHRINE } Banjo Room of Dreams {SHRINE } Rantialen Fire {SHRINE } Rantialen Shrine of Rantialen {SHRINE } Huerkin The Kitchen {SHRINE } Morrbway Hope's Eternity {SHRINE } Yancey Palace of Prurience {SHRINE } Anthatal Council of Elven Law [Hit Return to continue] {05 51 } Xyza Magic Forest {10 25 } Xyza Fairy Tunnels {SHRINE } Riallus The Tower of Riallus {SHRINE } Denechim/Aityhrein The Shrine of Merchants {SHRINE } Tiltan The Medicinal Garden {15 40 } Xurinos Silverwood {ALL } Xyza Elvenhame {03 15 } Joja Elvenhame Park {05 35 } Xyza Sheqeston {20 60 } Xyza Tarot Tower {25 51 } Masin/Aity WindReach {35 51 } Agorae The Rift of Unending Darkness {35 51 } Agorae The Nightmare Tunnels {30 51 } TheDark Thorbardin {10 40 } Ceran The Dead Forest {25 51 } Ceran/Aityhrein Dying Forest {25 51 } Ceran Strange Carnival {ALL } Ceran Shadowdale {20 40 } Ceran Forest of Myth Drannor {30 51 } Ceran Ruins of Myth Drannor {30 51 } Ceran/Krazar Drannor, Drow Enclaves {30 51 } Ceran/Aity Drannor, Beholder Corps {30 51 } Ceran Drannor, Rakshasa Domain [Hit Return to continue] {35 51 } Ceran/Rojin Red Tinged tower {35 51 } Ceran Blue Tinged tower {35 51 } Ceran Green Tinged tower {35 50 } Stile The Blight {HOUSE } Xeonauz/Drinlinda Fortress of the Covenant Army {SHRINE } Wervdon Shrine of Order {15 51 } FeaR Emerald Forest {ALL } Lilith/Runge/Rant/Yancey Arkham {35 51 } TheDark/Aity Nightfall Keep {20 51 } Krazar Pykule Village {CLAN } Darkwood Bluebeard's Pirate Clan {15 25 } Ceran/Yancey Arkham Swamps {30 51 } Ceran/Yancey Arkham Legion {SHRINE } Kaleb Shrine of Duality {ALL } Aegnor Castle of Valor {10 30 } Awrathre Targoth Mountains {30 51 } Julive The Halls of Legion {15 40 } Julive/Abby The Orc/Gnome Caves {CLAN } Abby/Aity The Guild of Merchants Ltd {15 51 } Xyza The Grey Havens {HOUSE } Xyza The Library of Thera {HOUSE } Rantialen The Brethren [Hit Return to continue] {DEATH } Rungekutta The Nine Hells {30 51 } Balor Isle of the Dead {20 50 } Barsak Castle of Giants {ALL } Barsak/Styx Crusader Ruins {ALL } Silver The Oriental Village {05 15 } Zeal Warlord's Lair {ALL } Ceran Aselan Pass {05 25 } Ceran Aselan Keep {10 30 } Maradis Thieves Lair {10 50 } Rungekutta Southern Jungle {30 51 } Maelstrom The Panther Clan {35 51 } Barsak The Dragon Tower {40 51 } Barsak Varggin Shih {20 40 } Drithentir Troll Cemetary {40 51 } Drithentir Troll Crypts {20 30 } Riallus Seasonal Forest {ALL } Riallus Western Midgaard {25 35 } Riallus Forest of Darkness {10 51 } Xyza/Joja Southern Sea {10 51 } Xyza Southern Sea {ALL } Aityhrein The Grey Straits {ALL } Aity/Drin/Stashz Under the Grey Straits { ALL } Aityhrein Ocean of J'thar [Hit Return to continue] { ALL } Aityhrein Under the Ocean of J'thar { ALL } Aityhrein Smugglers' Island { 25 30 } Drinlinda Dominance { 25 30 } Drinlinda Extrithor Wreckage { ALL } Drinlinda Sea Floor { 30 40 } Drithentir/Drinlinda The Undersea Temple {15 30 } Sagan The Forbidden Sands {40 51 } Riallus Pyramid of Thaloc {30 51 } Malistien Cathedral {NONE } God The Existential Plane {01 51 } Sagan The World's Fair {25 51 } DaleB/Kaleb Raven Theater {35 51 } Nycholas The Troll Invasion {ALL } Wervdon The Pine Forest {SHRINE } Xurinos Shrine of the Void {01 30 } Runge Nest of the Antfolk {20 35 } Nycholas Village of Pelion {ALL } Betegieux Draghir Forest {10 20 } Yancey Shorty's Brewery {25 51 } Xyza Chess Master's Garden I {25 51 } Xyza Chess Master's Garden II {35 50 } Xyza Basilica [Hit Return to continue] {35 50 } Xyza The Atrium {35 45 } Xyza Monastery {40 51 } Xyza The Abbey {40 51 } Xyza Lemniscate Temple & Tower of the High Magics {10 25 } Xyza Aesil am Boovair (Dhaes Drae Aesilon) {10 35 } Joja/Bludgwuar Castle Boovair {ALL } Joja Tarot Card {35 51 } Xyza Basilica Catacombs {10 25 } Xyza Cloud City {10 20 } Xyza Aesil am Gomany {25 40 } Xyza Vela Rofoge {ALL } Wervdon/Anthatal The City of Ofcol {ALL } Anthatal Ofcol Cathedral {01 15 } Joja Ofcol Farm {20 35 } Xyza Rolling Plains of Phi {40 51 } Xyza Grove of the Oak {SHRINE } Aphaia The Black Tower {ALL } Xyza Ioio {SHRINE } Cirdan The Sanctum of the Flame {ALL } Shamutanti The Prestida Hills {HOUSE } Shamutanti The Castle {45 50 } Liefdei Valorhouse2 {HOUSE } Cirdan/Shamutanti The Sanctum of Valor [Hit Return to continue] {50 51 } Drithentir/Liefdei/Yancey/Drinlinda Veridien Ruins {25 40 } Utara Gladiator Arena {HOUSE } Joja/Arzosah Sanctuary of the Ancients {25 51 } Utara The Underdark {07 15 } Banjo LightHouse V2 {SHRINE } Mael The Storm Throne {05 20 } Rung/Dark The Cratered Forest {30 51 } Agorae Demon's Crest {30 51 } Agorae The Island of Unaecorne {ALL } Methusael Methusael's House {ALL } Agorae Moonstone Keep {ALL } Agorae Daltigoth {ALL } Banjo Feuererde Sea Tunnel V3 {CLAN } Cyrus Council of Changelings Tower {CLAN } Morrbway Stronghold of the Oryth'Eldaer {45 51 } Utara First House {30 51 } Utara Sorcere {30 51 } Utara Drow City {51 51 } Utara Snog Forest {30 51 } Utara Melee-Magthere { ALL } Drinlinda Elemental Landshark Habitat {30 51 } Utara Arach-Tinilith [Hit Return to continue] A groundhog has arrived. [Hit Return to continue] {ALL } Agorae Thelgaard, City of the Silver Dragon {51 51 } Agorae The Castle of Lost Hope {ALL } Agorae The Gnomish Research Center {51 51 } Utara The Tower of Intrigue {SHRINE } Darkwood Forest Cave {15 25 } Agorae Arkham Militia {ALL } Xyza House of Pleasures {HOUSE } Krazar/Fastolph Syndicate's Hideout {01 10 } Agorae The Kobold Tunnels {ALL } Agorae The Citadel of Innovation {SHRINE } Agorae The Shrine of Innovation {51 51 } Agorae Tunnels of the Bloodmoon Clan {ALL } Agorae The Pavilion {20 30 } Agorae The Desolate Beach {25 51 } Darkwood The Swamps of Sin Nombre {01 51 } Utara Mithril Hall {SHRINE } Vrrin Oblivion {SHRINE } Utara Shrine of Mischief and Misfortune {SHRINE } Malistien Justice Halls {SHRINE } Carenthir Shrine of Starlight {25 51 } Gryleth Luniin Forest {ALL } Xeonauz/Drinlinda/Illunus Town of Rimmen {CLAN } Illunus/Yancey Drakontas Sporos [Hit Return to continue] {SHRINE } Rellion Relroom {SHRINE } Nixalis Sanctuary of the Asp {SHRINE } Xeonauz Shrine of War {35 51 } Utara Citadel of White Exile {SHRINE } Aldaron Harmony {SHRINE } Wicket Chamber of Horizons {SHRINE } Drithentir Shrine of Slaughter and Destruction {ALL } Voltos/Kaleb Glyndane Library {CLAN } Voltos Golden Leaf {SHRINE } Joja Botanical Garden {30 51 } Wervdon The Eastern Forest Delta {HOUSE } Darkwood Castle Balkra {25 45 } Aityhrein Sea of Sand {SHRINE } Jord Shrine of the Bloodstone {SHRINE } Melykurion Melykurion's God Room {SHRINE } Aseroth Shrine of Revolution {51 60 } Dragkagh The Demon Infested Caverns {01 51 } Nixalis Crusader Recruiting Centers {ALL } Drinlinda Parade Grounds {ALL } Drinlinda Main Boot Camp {ALL } Drinlinda/Shamutanti Covenant Boot Camp Fighting Course {ALL } Drinlinda Obstacle Course [Hit Return to continue] {ALL } Drinlinda Roaming Runes {ALL } Drinlinda Path to Covenant Training {ALL } Drinlinda the Maze {ALL } Riallus Isle of Rhilid {HOUSE } Riallus The Hourglass Tower {ALL } Drinlinda Forest of Zeth {ALL } Drinlinda Before Forest of Zeth {ALL } Drinlinda Zeth's Cabin {HOUSE } Carenthir Justicar's Stronghold {SHRINE } Illunus Illunus Godroom {ALL } Yancey Shanty Town {31 51 } Lestregus/Carenthir The Lost Prison {45 51 } Illunus Heros Graveyard {SHRINE } Kontina Godroom {ALL } Agorae The Library of the Owl {ALL } Huerkin Halls of Learning {SHRINE } Fizzfaldt The Playground {05 35 } Chris/Xyza The Keep of Mahn-Tor {05 35 } Chris/Xyza The Keep of Mahn-Tor {HOUSE } Riallus The Marauder Tunnels {SHRINE } Drinlinda Drinlinda's Shrine {CLAN } Drintazt/Raven/Drinlinda/Yancey Drow Fortress { ALL } Xurinos The Shrine of Chaos [Hit Return to continue] {51 60 } Aity/Tiltan The Crystal Cavern {10 25 } Joja City of the Pure {ALL } Arzosah Halloween {45 60 } Fastolph/Arzosah/Aityhrein Arena of Armageddon 297 areas found. <100%hp 100%mn 100%mv> l Entering a thick forest The path continues to hug the southern side of the mountain above, running east and down to the west. The downward path becomes very broad, and the incline more gentle as the road leads down into the dense forest that fills the valley to the south. The northward path runs back up the mountainside, quickly becoming narrow and steep. The mist that envelops the heights of the surrounding mountains has begun to thin here at the lower altitude, and the surrounding forest seems brighter accordingly. What mist remains is tinted different colors by the light- faint green and blue hues shine out from the swirling vapor. A sign has been posted in the middle of the path. [Exits: north down] A sign has been posted in the middle of the path. A large groundhog snuffles along with his nose to the ground. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. <100%hp 100%mn 100%mv> s Alas, you cannot go that way. <100%hp 100%mn 100%mv> d A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A large groundhog snuffles along with his nose to the ground. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. The Guide tells you, 'I'm going to assign you a quest!' You have discovered a new quest! The Guide tells you, 'Read the scroll here to find out more about your quest journal.' The Guide tells you, 'If you need help out there, "say help" anywhere and I'll help you out.' <100%hp 100%mn 96%mv> s A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north] A large sign has been placed directly in the middle of the pathway. A small squirrel darts across the path. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <100%hp 100%mn 92%mv> n A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A large groundhog snuffles along with his nose to the ground. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. <100%hp 100%mn 88%mv> l scroo ll **************************************************************** * * * "quest current" will show you a list of all the quests in * * your quest journal that you're still working on. Try typing * * that now. * * * * You'll notice there is a number by the quest that the Guide * * just assigned you- type 'quest read ' to read the * * details that you've recorded in the journal. * * * * The "quest old" command can always be used to check which * * quests you've managed to complete so far. There won't be * * any there just yet, but I'm sure you'll have many done * * before too long! * * * **************************************************************** <100%hp 100%mn 100%mv> quse  est q current You look into your quest journal and see... Quest Title Summary ----- ---------------- ---------------------------- 61000 In the Beginning Given two tasks by the Guide <100%hp 100%mn 100%mv> quest read 6100 You cannot find that quest in your quest journal. <100%hp 100%mn 100%mv> quest read 61000 You flip to the page in your quest journal and begin reading... 09:42:00 am, Day of Thunder, 11th the Month of the Winter Wolf, in the year 122 "In the Beginning" Once I had exited the Halls of Revelation and entered the foggy mountain- scape outside, the Guide of those halls gave me two tasks to complete. He asked me to travel down this path to find the small town of Toriath and: 1) Purchase some food from a merchant in the town 2) Find my guild and report to the guildmaster ELAPSED QUEST TIME: 48 seconds <100%hp 100%mn 100%mv> l A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A large groundhog snuffles along with his nose to the ground. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. <100%hp 100%mn 100%mv> s A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north] A large sign has been placed directly in the middle of the pathway. A small squirrel darts across the path. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <100%hp 100%mn 96%mv> l sign *********************************************************** * * * Not all exits are clearly marked once you enter a room. * * The room description may provide clues to alternate * * exits. If you find the way out blocked by a door, try * * the command "open " (e.g. open south) * * * *********************************************************** <100%hp 100%mn 96%mv> l A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north] A large sign has been placed directly in the middle of the pathway. A small squirrel darts across the path. <100%hp 100%mn 100%mv> exit Obvious exits: North - A path through thick forest <100%hp 100%mn 100%mv> exit soun         open s Ok. <100%hp 100%mn 100%mv> s North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. An acolyte gives you a bowl of soup. The Guide tells you, 'Nice to see you have made it this far, Denonpaz.' <100%hp 100%mn 97%mv> inv You are carrying: a bowl of soup a parchment containing a map map of western Thera map of eastern Thera a light wooden shield <100%hp 100%mn 97%mv> eat soup You eat a bowl of soup. You are full. <100%hp 100%mn 97%mv> l North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. <100%hp 100%mn 97%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 98%mv> l sentry Standing a vigilant guard, this Justicar sentry stands ready to detain criminals that try to pass him by. He is a strong and able guard with taut cables for muscles. His armor is well kept, bearing the Seal of the Justicar. A young looking guard, his athletic appearance shows that what he lacks in battle experience, he surely makes up for in training. A Justicar sentry is in perfect condition. <100%hp 100%mn 98%mv> sk Your list of skills: Level 1: dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 1% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% Level 3: dirt kicking n/a Level 4: sneak n/a Level 5: trip n/a Level 6: peek n/a steal n/a Level 7: hand to hand n/a Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 98%mv> l Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. <100%hp 100%mn 98%mv> scan w You peer intently west. === 1 west === An imposing illithid necromancer hovers just above the ground. <100%hp 100%mn 98%mv> scan e You peer intently east. === 1 east === A woodsman dwarf rests here, speaking about the guild of the rangers. <100%hp 100%mn 98%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 98%mv> scan e You peer intently east. === 1 east === A halfling thief stands here, recruiting for his guild. === 2 east === <100%hp 100%mn 98%mv> scan w You peer intently west. === 1 west === A gnome is here, wearing a channeler's hat covered in arcane symbols. === 2 west === <100%hp 100%mn 98%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 96%mv> scan e You peer intently east. === 1 east === A centaur paladin stands here, wearing a bright silver breastplate. === 2 east === <100%hp 100%mn 96%mv> scan w You peer intently west. === 1 west === A black minotaur represents the dark guild of the anti-paladins. === 2 west === <100%hp 100%mn 96%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <100%hp 100%mn 94%mv> scan e You peer intently east. === 1 east === A huge giant is here, demonstrating techniques of the warrior guild. === 2 east === <100%hp 100%mn 94%mv> scan w You peer intently west. === 1 west === A large bear spreads the word about the elementalist's guild. === 2 west === <100%hp 100%mn 94%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Denonpaz, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 92%mv> scan e You peer intently east. === 1 east === A human merchant has a stand here, selling basic supplies. <100%hp 100%mn 92%mv> e Toriath Square Thrusting out from the stone wall to the east is a haphazardly-built merchant's stand. Its proprietor's business must not be thriving, because the counter space afforded by the rickety structure lies mostly barren- nothing is currently being displayed except a couple old and cracking skins of water and some hard wayfarer's bread rations. The stand is sheltered from the passing elements by an awning of tacky green and pink-striped cloth, stretched over a frame that looks ready to fall at any moment- shoppers would be well-advised to conclude their business quickly, before the awning decides to give way completely. A sign stands off to one side, and the square leads north, south and west. [Exits: north south west] A sign stands off to one side of the awning. A human merchant has a stand here, selling basic supplies. A merchant nods at you. A merchant says, 'The sign here is important. Do not miss it.' <100%hp 100%mn 90%mv> list [Lv Price Qty] Item [ 1 1 -- ] a hard loaf of bread [ 1 1 -- ] a tough waterskin <100%hp 100%mn 100%mv> wo You have 0 gold, 0 silver, and 0 experience (1800 exp to level). <100%hp 100%mn 100%mv> e Alas, you cannot go that way. <100%hp 100%mn 100%mv> w Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Denonpaz, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 98%mv> <100%hp 100%mn 98%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <100%hp 100%mn 96%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 94%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 92%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 90%mv> n North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. An acolyte gives you a bowl of soup. The Guide tells you, 'Nice to see you have made it this far, Denonpaz.' <100%hp 100%mn 88%mv> A squirrel has arrived. <100%hp 100%mn 88%mv> n A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north south] A large sign has been placed directly in the middle of the pathway. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <100%hp 100%mn 85%mv> s North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] A small squirrel darts across the path. An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. An acolyte gives you a bowl of soup. The Guide tells you, 'Nice to see you have made it this far, Denonpaz.' <100%hp 100%mn 82%mv> con squirrel The perfect match! A squirrel seems indifferent towards you. <100%hp 100%mn 82%mv> kill squirrel Your pierce misses a squirrel. A squirrel is in perfect condition. <100%hp 100%mn 82%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel has a few scratches. <100%hp 100%mn 82%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel has a few scratches. <100%hp 100%mn 82%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is in perfect condition. <100%hp 100%mn 97%mv> Your pierce nicks a squirrel. You scramble backward and dodge a squirrel's bite. A squirrel has a few scratches. <100%hp 100%mn 97%mv> A squirrel scrambles backward and dodges your pierce. A squirrel's bite nicks you. A squirrel has a few scratches. <95%hp 100%mn 97%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel has some small wounds. <95%hp 100%mn 97%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel has some small wounds. <95%hp 100%mn 97%mv> Your pierce scratches a squirrel. A squirrel's bite misses you. A squirrel has some nasty cuts. <95%hp 100%mn 97%mv> Your pierce scratches a squirrel. A squirrel's bite nicks you. A squirrel has some nasty cuts. <90%hp 100%mn 97%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel has some nasty cuts. <90%hp 100%mn 97%mv> exam Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel has some nasty cuts. <90%hp 100%mn 97%mv> ine Examine what? A squirrel has some nasty cuts. <90%hp 100%mn 97%mv> Your pierce scratches a squirrel. A squirrel's bite nicks you. A squirrel is bleeding profusely. <85%hp 100%mn 97%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <85%hp 100%mn 97%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <85%hp 100%mn 97%mv> sk Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <85%hp 100%mn 97%mv> Your list of skills: Level 1: dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 1% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% Level 3: dirt kicking n/a Level 4: sneak n/a Level 5: trip n/a Level 6: peek n/a steal n/a Level 7: hand to hand n/a Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a A squirrel is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce scratches a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <100%hp 100%mn 100%mv> eval Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel is screaming in pain. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is screaming in pain. <100%hp 100%mn 100%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel is screaming in pain. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is screaming in pain. <100%hp 100%mn 100%mv> Your pierce scratches a squirrel. A squirrel is DEAD!! You receive 100 experience points. You hear a squirrel's death cry. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. <100%hp 100%mn 100%mv> l North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] The corpse of a squirrel is lying here. An acolyte of the Halls stands here, giving you a warm welcome. <100%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 98%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 96%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 94%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <100%hp 100%mn 92%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Denonpaz, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 90%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Southward, atop a dais raised several feet above the surrounding square, stands a humble little thatch-roofed temple. The temple offers healing and monetary aid to travelers new to the realm. Broad stone stairs surround the dais, allowing access south to any who desire a blessing or alms from the healer's hand. The square extends north, west, and east. [Exits: north east south west] Nailed to the squat wall is a metal plaque. A large shimmering portal has been opened here. <100%hp 100%mn 88%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Denonpaz, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 86%mv> scan e You peer intently east. === 1 east === A human merchant has a stand here, selling basic supplies. <100%hp 100%mn 86%mv> e Toriath Square Thrusting out from the stone wall to the east is a haphazardly-built merchant's stand. Its proprietor's business must not be thriving, because the counter space afforded by the rickety structure lies mostly barren- nothing is currently being displayed except a couple old and cracking skins of water and some hard wayfarer's bread rations. The stand is sheltered from the passing elements by an awning of tacky green and pink-striped cloth, stretched over a frame that looks ready to fall at any moment- shoppers would be well-advised to conclude their business quickly, before the awning decides to give way completely. A sign stands off to one side, and the square leads north, south and west. [Exits: north south west] A sign stands off to one side of the awning. A human merchant has a stand here, selling basic supplies. A merchant nods at you. A merchant says, 'The sign here is important. Do not miss it.' <100%hp 100%mn 84%mv> lsit    l g sign ***************************************************** * * * Welcome to the merchant's stand! * * * * Please use "list" to see today's selections. When * * you have made your choice, simply 'buy '. * * If you don't have enough silver, find the temple * * at the south end of town, and "say alms"... they * * should be able to help you out. * * * ***************************************************** <100%hp 100%mn 99%mv> list [Lv Price Qty] Item [ 1 1 -- ] a hard loaf of bread [ 1 1 -- ] a tough waterskin <100%hp 100%mn 99%mv> buy waterskin The Guide tells you, 'Good, you could always use some spare water.' The Guide tells you, 'Make sure to "drink waterskin" next time you feel thirsty...' The Guide tells you, '..and 'drink ' if you find different liquids as you travel.' You buy a tough waterskin for 1 silver. <100%hp 100%mn 99%mv> but 2*bread          uy @ 2*bread The Guide tells you, 'Now you have some food in your inventory.' The Guide tells you, 'Use "eat bread" to satisfy yourself the next time you get hungry...' The Guide tells you, '..and 'eat ' when you find different foods to eat.' Quest 61000 "In the Beginning" updated! You buy a hard loaf of bread[2] for 2 silver. <100%hp 100%mn 99%mv> eea   quest read 61000 You flip to the page in your quest journal and begin reading... 09:42:00 am, Day of Thunder, 11th the Month of the Winter Wolf, in the year 122 "In the Beginning" Once I had exited the Halls of Revelation and entered the foggy mountain- scape outside, the Guide of those halls gave me two tasks to complete. He asked me to travel down this path to find the small town of Toriath and: 1) Purchase some food from a merchant in the town 2) Find my guild and report to the guildmaster I have completed the first task, and must now find my guild to learn more from the master there. ELAPSED QUEST TIME: 6 minutes and 17 seconds <100%hp 100%mn 100%mv> l Toriath Square Thrusting out from the stone wall to the east is a haphazardly-built merchant's stand. Its proprietor's business must not be thriving, because the counter space afforded by the rickety structure lies mostly barren- nothing is currently being displayed except a couple old and cracking skins of water and some hard wayfarer's bread rations. The stand is sheltered from the passing elements by an awning of tacky green and pink-striped cloth, stretched over a frame that looks ready to fall at any moment- shoppers would be well-advised to conclude their business quickly, before the awning decides to give way completely. A sign stands off to one side, and the square leads north, south and west. [Exits: north south west] A sign stands off to one side of the awning. A human merchant has a stand here, selling basic supplies. <100%hp 100%mn 100%mv> w Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] <100%hp 100%mn 98%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <100%hp 100%mn 96%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 94%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 92%mv> scan e You peer intently east. === 1 east === A halfling thief stands here, recruiting for his guild. === 2 east === <100%hp 100%mn 92%mv> e Toriath Square There is a low door in the wall to the east, though it is somewhat difficult to make out. A simple, broad wooden awning has been constructed above the door, blocking out much of the light from the sky above. The resulting shadows in the immediate area seem strange somehow, less... stationary than they ought to be. It may be a trick of the light, or it may be some of the elusive members of the thieves' guild, practicing their arts of stealth and secrecy. Members of the guild may enter those shadows to continue their learning eastward- others may continue north, west or south along the streets of Toriath. [Exits: north east south west] A halfling thief stands here, recruiting for his guild. <100%hp 100%mn 90%mv> A thief recruiter says, 'You're looking rather poor today... learn the thief's art to remedy that.' <100%hp 100%mn 90%mv> A thief recruiter says, 'You're looking rather poor today... learn the thief's art to remedy that.' <100%hp 100%mn 90%mv> l Toriath Square There is a low door in the wall to the east, though it is somewhat difficult to make out. A simple, broad wooden awning has been constructed above the door, blocking out much of the light from the sky above. The resulting shadows in the immediate area seem strange somehow, less... stationary than they ought to be. It may be a trick of the light, or it may be some of the elusive members of the thieves' guild, practicing their arts of stealth and secrecy. Members of the guild may enter those shadows to continue their learning eastward- others may continue north, west or south along the streets of Toriath. [Exits: north east south west] A halfling thief stands here, recruiting for his guild. <100%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === <100%hp 100%mn 100%mv> e Thief Guild This room has been decorated to showcase the success of the thieves trained in this guild, and to offer thieves-in-training a taste of the riches they might enjoy if they work hard on their skills. The walls are hung with lavish silks of many different colors, and a variety of treasures are hung along the walls- an ornamental shield of silver inlaid with pearl (that looks suspiciously like something found in the nearby paladins' guild), a golden crown set with a large ruby, and more such trinkets. All these valuables are bolted firmly to the stone beneath the silks on the walls, however- the thieves know better than to trust their own. A single torch burns on the wall, keeping all the opulence in the shadow that thieves are most comfortable with. The town square lies to the west, and the guildhall opens northward. [Exits: north west] <100%hp 100%mn 98%mv> n Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. The Guide tells you, 'Good, you've found your guildmaster, and completed my quest!' You have completed a quest! You have earned 100 experience points! The Guide tells you, 'Make sure to 'train' first, then 'practice' here.' The Guide tells you, 'Use "help train" and "help practice" for more information.' The Guide tells you, 'When you're done with that, read the sign I've placed here for you.' <100%hp 100%mn 96%mv> l sign **************************************************************************** * * * Congratulations, traveler! You've reached the end of your training in * * Toriath. Once you step northward through this door, you will enter the * * vast world of Thera. You will not be able to pass back through the * * door, though, so make certain you have learned everything you need to * * before you proceed. * * * * If you want a refresher in the Halls of Revelation, just walk to the * * healer at the south end of town and ask him to return you to the halls. * * If you'd prefer to train in Toriath for a while, you can practice by * * battling the animals found on the path outside the north gate. You * * might want to read the signs there, too- there's some good information! * * * * The closed, north door here will lead you to the Gymnasium. It's a * * great place to practice your battle skills, and gain experience. Where * * your journeys take you from there, though... that's entirely up to you. * * If you have more questions (and you probably will), don't hesitate to * * ask other players for help. * * * * Good luck, traveler. I truly wish you incredible adventures here in the * * world of the Dark Mists. * * -the Guide * **************************************************************************** <100%hp 100%mn 100%mv> The thief guildmaster picks a small round pebble up from the ground, dropping it in a heavy-looking sack. <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> pra The thief guildmaster produces a dagger from some hidden fold of his cloak, flipping it idly. <100%hp 100%mn 100%mv> c dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 3% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% You have 5 practice sessions left. <100%hp 100%mn 100%mv> prac eva        prac backstab             train You have 3 training sessions. You can train: str int wis dex con hp mana. <100%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 3% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% Level 3: dirt kicking n/a Level 4: sneak n/a Level 5: trip n/a Level 6: peek n/a steal n/a Level 7: hand to hand n/a Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> l self You see nothing special about him. Denonpaz is in perfect condition. Denonpaz is using: a small torch a leather vest a bronze dagger <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> sk c You are Denonpaz the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 15 minutes and 15 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 5 practices and 3 training sessions. You are carrying 12/36 items with weight 28/254 pounds. Str: 15(??) Int: 20(??) Wis: 13(??) Dex: 18(??) Con: 14(??) You have scored 200 exp, and have 0 gold and 0 silver coins. You need 1600 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are barely protected from piercing. You are barely protected from bashing. You are barely protected from slashing. You are barely protected from magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> train int Your intelligence increases! <100%hp 100%mn 100%mv> ttr  rain int Your intelligence increases! <100%hp 100%mn 100%mv> train int Your intelligence increases! <100%hp 100%mn 100%mv> sc You are Denonpaz the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 15 minutes and 45 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 5 practices and 0 training sessions. You are carrying 12/36 items with weight 28/254 pounds. Str: 15(??) Int: 23(??) Wis: 13(??) Dex: 18(??) Con: 14(??) You have scored 200 exp, and have 0 gold and 0 silver coins. You need 1600 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are barely protected from piercing. You are barely protected from bashing. You are barely protected from slashing. You are barely protected from magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 3% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% You have 5 practice sessions left. <100%hp 100%mn 100%mv> prac hide    eval You practice evaluation. <100%hp 100%mn 100%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 73% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% You have 4 practice sessions left. <100%hp 100%mn 100%mv> prac eval You are now learned at evaluation. <100%hp 100%mn 100%mv> prac dagger You are already learned at dagger. <100%hp 100%mn 100%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 75% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% You have 3 practice sessions left. <100%hp 100%mn 100%mv> prac dodge You practice dodge. <100%hp 100%mn 100%mv> prac backstab You practice backstab. <100%hp 100%mn 100%mv> prac backstab You are now learned at backstab. <100%hp 100%mn 100%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 75% backstab 75% dodge 71% hide 1% scrolls 1% staves 1% recall 75% You have 0 practice sessions left. <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> open n Ok. <100%hp 100%mn 100%mv> n Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A neatly dressed young woman smiles at you from behind her desk. A cartographer stands here, scribbling intently on a map. A receptionist smiles happily. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Denonpaz.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'This gymnasium is connected to almost every major city in Thera.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even Arkham, New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 98%mv> get key woman I see no woman here. <100%hp 100%mn 98%mv> get key receptionist I see no receptionist here. <100%hp 100%mn 100%mv> The cartographer peers off into the distance, muttering to himself. <100%hp 100%mn 100%mv> request key woman A receptionist says, 'You are unworthy to ask for anything!' You yell 'Help! I am being attacked by a receptionist!' A receptionist's punch misses you. A receptionist is in perfect condition. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist is in perfect condition. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist is in perfect condition. <100%hp 100%mn 100%mv> l Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A receptionist is here, fighting YOU! A cartographer stands here, scribbling intently on a map. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist is in perfect condition. <100%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist has a few scratches. <100%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist has some small wounds. <100%hp 100%mn 100%mv> eval Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist has some small wounds. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some small wounds. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist has some small wounds. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. A receptionist has some small wounds. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist has some small wounds. <100%hp 100%mn 100%mv> inv You are carrying: ( 2) a hard loaf of bread a tough waterskin ( 2) a bowl of soup a parchment containing a map map of western Thera map of eastern Thera a light wooden shield You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some small wounds. <100%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> hold dagger You do not have that item. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> Your pierce scratches a receptionist. You lean to the right and dodge a receptionist's punch. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch nicks you. A receptionist is bleeding profusely. <95%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch nicks you. A receptionist is bleeding profusely. <90%hp 100%mn 100%mv> Your pierce misses a receptionist. You lean back and dodge a receptionist's punch. A receptionist is bleeding profusely. <90%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist is screaming in pain. <90%hp 100%mn 100%mv> Your pierce misses a receptionist. You lean to the right and dodge a receptionist's punch. A receptionist is screaming in pain. <90%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch nicks you. A receptionist is screaming in pain. <85%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist is in pretty bad shape. <85%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist is in pretty bad shape. <85%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist is in pretty bad shape. <85%hp 100%mn 100%mv> A receptionist leans back and dodges your pierce. A receptionist's punch nicks you. A receptionist is screaming in pain. <95%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. A receptionist is in pretty bad shape. <95%hp 100%mn 100%mv> eval The cartographer peers off into the distance, muttering to himself. Your pierce misses a receptionist. A receptionist's punch nicks you. A receptionist is in pretty bad shape. <90%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. A receptionist is convulsing on the ground. <90%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist is convulsing on the ground. <90%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist is convulsing on the ground. <90%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch nicks you. A receptionist is convulsing on the ground. <85%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist is DEAD!! You receive 77 experience points. You hear a receptionist's death cry. <85%hp 100%mn 100%mv> l self You see nothing special about him. Denonpaz has some small wounds. Denonpaz is using: a small torch a leather vest a bronze dagger <85%hp 100%mn 100%mv> l se    l Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] The corpse of a receptionist is lying here. A cartographer stands here, scribbling intently on a map. <85%hp 100%mn 100%mv> take all corpse You get a small key from the corpse of a receptionist. You get a small key from the corpse of a receptionist. You get 83 silver coins from the corpse of a receptionist. <85%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A cartographer stands here, scribbling intently on a map. <100%hp 100%mn 100%mv> l sousth You do not see that here. <100%hp 100%mn 100%mv> u Temple Square You are standing an the Ethsharian Temple's courtyard. This area is made of rich white and black veined marble, the same marble made out of the statues of the various gods that dot this city. You can go east to the Alm's House, a special portion of the Temple devoted to helping the less fortunate in life. Or you can head west to the Temple Altar's room where the High Healer of Ethshar will gladly bestow his healing arts unto you for a price. To the south lies the Market Square, the center of Ethshar. A glowing marble stairway leads downward from this point. As you look down the stair to see where it might lead, you see a sign hanging above the lower steps, that sign reading, "GYMNASIUM AHEAD". [Exits: east south west down] An engraved plaque is here affixed to the entrance of the Gymnasium. A small white fountain gushes forth here. Odyssi, The Half-Mad Centaur is here. <100%hp 100%mn 99%mv> Odyssi leaves west. <100%hp 100%mn 99%mv> d Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A cartographer stands here, scribbling intently on a map. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Denonpaz.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'This gymnasium is connected to almost every major city in Thera.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even Arkham, New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 98%mv> open s It is locked. <100%hp 100%mn 98%mv> unlock s *Click* <100%hp 100%mn 98%mv> s The door is closed. <100%hp 100%mn 98%mv> clo   open s Ok. <100%hp 100%mn 98%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north is a door leading to the entrance, to the south the hallway extends. [Exits: north south] <100%hp 100%mn 97%mv> lose      close n Ok. <100%hp 100%mn 97%mv> oe  s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 99%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 98%mv> open e Ok. <100%hp 100%mn 98%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 97%mv> con warrior The perfect match! Young draconian warrior student grins evilly at you. <100%hp 100%mn 97%mv> l warrior This young draconian wears a stronger armor than you expect from a mere student. His eyes glow red and you sense evil all around him. He swings a bloody-bladed axe a few times in your direction, challenging you silently to duel with him. Young draconian warrior student is in perfect condition. <100%hp 100%mn 97%mv> l self You see nothing special about him. Denonpaz is in perfect condition. Denonpaz is using: a small torch a leather vest a bronze dagger <100%hp 100%mn 97%mv> back draconian Your backstab grazes young draconian warrior student. Young draconian warrior student is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. You lean back and dodge young draconian warrior student's cleave. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is gushing blood. <100%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is spasming in shock. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is spasming in shock. <100%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Young draconian warrior student is spasming in shock. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student is writhing in agony. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is convulsing on the ground. <100%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is convulsing on the ground. <100%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 90 experience points. You hear young draconian warrior student's death cry. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The corpse of young draconian warrior student is lying here. A draconian warrior student swings his axe a few times. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> kill      l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The corpse of young draconian warrior student is lying here. A draconian warrior student swings his axe a few times. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> kill drac         bac draconian Your backstab nicks young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> eva Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. You lean to the left and dodge young draconian warrior student's cleave. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> l Your pierce misses young draconian warrior student. You drop, roll backward, and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> colorYou now attempt to evaluate your opponent's wounds. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> You now see color. You can further customize the amount of color - see 'help color'. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> Young draconian warrior student drops, rolls backward, and dodges your pierce. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. You lean to the left and dodge young draconian warrior student's cleave. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student is screaming in pain. <95%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student is writhing in agony. <90%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 86 experience points. Young draconian warrior student's head is shattered, and his brains splash all over you. <90%hp 100%mn 100%mv> wo You have 0 gold, 86 silver, and 453 experience (1347 exp to level). <90%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] ( 2) The corpse of young draconian warrior student is lying here. The splattered brains of young draconian warrior student are lying here. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> back warrior Your backstab grazes young draconian warrior student. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is bleeding profusely. <95%hp 100%mn 100%mv> Young draconian warrior student leans to his right and dodges your pierce. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <95%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student is screaming in pain. <85%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. You hop backward and dodge young draconian warrior student's cleave. Young draconian warrior student is screaming in pain. <85%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 86 experience points. You hear young draconian warrior student's death cry. <85%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] ( 3) The corpse of young draconian warrior student is lying here. The splattered brains of young draconian warrior student are lying here. A draconian warrior student swings his axe a few times. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> sac all.corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] A pile of coins. ( 2) The corpse of young draconian warrior student is lying here. The splattered brains of young draconian warrior student are lying here. A draconian warrior student swings his axe a few times. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] ( 2) A pile of silver coins. A pile of coins. The splattered brains of young draconian warrior student are lying here. A draconian warrior student swings his axe a few times. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> wo You have 0 gold, 95 silver, and 539 experience (1261 exp to level). <100%hp 100%mn 100%mv> take all.siler I see no siler here. <100%hp 100%mn 100%mv> take all.gold You get 41 silver coins and 1 gold coins. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] ( 2) A pile of silver coins. The splattered brains of young draconian warrior student are lying here. A draconian warrior student swings his axe a few times. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> back warrior Your backstab grazes young draconian warrior student. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> You drop, roll backward, and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. You scramble backward and dodge young draconian warrior student's cleave. Your pierce nicks young draconian warrior student. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. You duck and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 85 experience points. Young draconian warrior student's arm is sliced from his dead body. <90%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The corpse of young draconian warrior student is lying here. The sliced-off arm of young draconian warrior student is lying here. ( 2) A pile of silver coins. The splattered brains of young draconian warrior student are lying here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student brandishes a bloody axe. <90%hp 100%mn 100%mv> back warrior Your backstab nicks young draconian warrior student. Young draconian warrior student has some small wounds. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has some small wounds. <85%hp 100%mn 100%mv> wipy You hop backward and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave nicks you. Your pierce nicks young draconian warrior student. Young draconian warrior student has some small wounds. <75%hp 100%mn 100%mv> 30 Huh? Young draconian warrior student has some small wounds. <75%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Your pierce misses young draconian warrior student. Young draconian warrior student has some small wounds. <75%hp 100%mn 100%mv> wimpy Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some small wounds. <75%hp 100%mn 100%mv> 30 Wimpy set to 30% hit points. Young draconian warrior student has some small wounds. <75%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has some nasty cuts. <70%hp 100%mn 100%mv> The brains of young draconian warrior student decomposes. Young draconian warrior student has some small wounds. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Your pierce scratches young draconian warrior student. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> eval Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Your pierce scratches young draconian warrior student. Young draconian warrior student is screaming in pain. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is bleeding profusely. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave nicks you. Your pierce nicks young draconian warrior student. Young draconian warrior student is screaming in pain. <75%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is spasming in shock. <75%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is spasming in shock. <70%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is convulsing on the ground. <70%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 90 experience points. Young draconian warrior student's severed head plops on the ground. <65%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] ( 2) The corpse of young draconian warrior student is lying here. The severed head of young draconian warrior student is lying here. The sliced-off arm of young draconian warrior student is lying here. ( 2) A pile of silver coins. A draconian warrior student brandishes a bloody axe. <65%hp 100%mn 100%mv> back s w dract onian Your backstab grazes young draconian warrior student. Young draconian warrior student is bleeding profusely. <65%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is screaming in pain. <60%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Your pierce misses young draconian warrior student. Young draconian warrior student is screaming in pain. <60%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is screaming in pain. <80%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is writhing in agony. <80%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is writhing in agony. <80%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Your pierce nicks young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is in pretty bad shape. <70%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is in pretty bad shape. <70%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is writhing in agony. <70%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. You duck and dodge young draconian warrior student's cleave. Your pierce misses young draconian warrior student. Young draconian warrior student is writhing in agony. <70%hp 100%mn 100%mv> eval You scramble backward and dodge young draconian warrior student's cleave. You lean back and dodge young draconian warrior student's cleave. Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 84 experience points. You hear young draconian warrior student's death cry. <70%hp 100%mn 100%mv> You no longer attempt to evaluate your opponent's wounds. <70%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] ( 3) The corpse of young draconian warrior student is lying here. The severed head of young draconian warrior student is lying here. The sliced-off arm of young draconian warrior student is lying here. ( 2) A pile of silver coins. <70%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. <70%hp 100%mn 100%mv> take all.gold I see no gold here. <70%hp 100%mn 100%mv> take all.silver You get 84 silver coins. You get 93 silver coins. <70%hp 100%mn 100%mv> l wo You have 1 gold, 313 silver, and 798 experience (1002 exp to level). <70%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] ( 3) The corpse of young draconian warrior student is lying here. The severed head of young draconian warrior student is lying here. The sliced-off arm of young draconian warrior student is lying here. <70%hp 100%mn 100%mv> sac a corpes  se The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> sac r corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] ( 2) A pile of silver coins. A pile of coins. The severed head of young draconian warrior student is lying here. The sliced-off arm of young draconian warrior student is lying here. <100%hp 100%mn 100%mv> take all.coins You get 92 silver coins. You get 19 silver coins and 1 gold coins. You get 116 silver coins. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The severed head of young draconian warrior student is lying here. The sliced-off arm of young draconian warrior student is lying here. <100%hp 100%mn 100%mv> The arm of young draconian warrior student decomposes. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The severed head of young draconian warrior student is lying here. <100%hp 100%mn 100%mv> close w It is already closed. <100%hp 100%mn 100%mv> open w Ok. <100%hp 100%mn 100%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 99%mv> open w wOk. <100%hp 100%mn 99%mv> Training Room The room is dark, the lights of a few candles in sconces on the walls giving off minimum light, enough to see a dark mat on the floor, and mats against the walls. There is a door to the east. [Exits: east] A clumsy young warrior student brandishes a practice weapon. A young warrior student nearly drops his practice weapon on his foot. A young warrior student brandishes his practice weapon clumsily. <100%hp 100%mn 98%mv> e Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south west] <100%hp 100%mn 97%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 96%mv> open e Ok. <100%hp 100%mn 96%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are bronze lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. In the western wall is a door. [Exits: west] A fourth year hand-to-hand combat student practices his techniques. <100%hp 100%mn 95%mv> con stuen  dent A fourth year student of hand-to-hand combat looks just a little tough. A fourth year student of hand-to-hand combat seems indifferent towards you. <100%hp 100%mn 100%mv> w The door is closed. <100%hp 100%mn 100%mv> open w Ok. <100%hp 100%mn 100%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north east south] <100%hp 100%mn 99%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 98%mv> open e Ok. <100%hp 100%mn 98%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The severed head of young draconian warrior student is lying here. A draconian warrior student swings his axe a few times. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <100%hp 100%mn 97%mv> back warrior You learn from your mistakes, and your backstab skill improves. Your backstab misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 97%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has a few scratches. <100%hp 100%mn 97%mv> eval Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has some small wounds. <100%hp 100%mn 97%mv> You now attempt to evaluate your opponent's wounds. Young draconian warrior student has some small wounds. <100%hp 100%mn 97%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is covered in bleeding wounds. <90%hp 100%mn 97%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is covered in bleeding wounds. <90%hp 100%mn 97%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 97%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 97%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Your pierce nicks young draconian warrior student. Young draconian warrior student is gushing blood. <80%hp 100%mn 97%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is screaming in pain. <80%hp 100%mn 97%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is gushing blood. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. You scramble backward and dodge young draconian warrior student's cleave. Your pierce misses young draconian warrior student. Young draconian warrior student is gushing blood. <90%hp 100%mn 100%mv> You drop, roll backward, and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is spasming in shock. <90%hp 100%mn 100%mv> You lean to the left and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is spasming in shock. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Your pierce nicks young draconian warrior student. Young draconian warrior student is writhing in agony. <80%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 94 experience points. Young draconian warrior student's head is shattered, and his brains splash all over you. <70%hp 100%mn 100%mv> wo You have 2 gold, 549 silver, and 894 experience (906 exp to level). <70%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The corpse of young draconian warrior student is lying here. The splattered brains of young draconian warrior student are lying here. The severed head of young draconian warrior student is lying here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <70%hp 100%mn 100%mv> back draco          autosac Automatic corpse sacrificing set. <70%hp 100%mn 100%mv> back draconian Your backstab scratches young draconian warrior student. Young draconian warrior student has quite a few wounds. <70%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave nicks you. Your pierce nicks young draconian warrior student. Young draconian warrior student is covered in bleeding wounds. <50%hp 100%mn 100%mv> The head of young draconian warrior student crumbles into dust. Young draconian warrior student has quite a few wounds. <70%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student hops backward and dodges your pierce. Young draconian warrior student has quite a few wounds. <70%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is covered in bleeding wounds. <65%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Your pierce misses young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <60%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. You scramble backward and dodge young draconian warrior student's cleave. Your pierce scratches young draconian warrior student. Young draconian warrior student has some nasty cuts. <55%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is bleeding profusely. <55%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <55%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <55%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Your pierce misses young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <50%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. You scramble backward and dodge young draconian warrior student's cleave. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <50%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is screaming in pain. <50%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is writhing in agony. <50%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is writhing in agony. <40%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave nicks you. You choose a direction at random and begin to run... Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] You flee from combat! You lost 10 exp. <30%hp 100%mn 99%mv> sit You sit down. <65%hp 100%mn 100%mv> l Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <65%hp 100%mn 100%mv> <65%hp 100%mn 100%mv> close w It is already closed. <65%hp 100%mn 100%mv> close e Ok. <65%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> l Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 100%mv> drink water You drink water from a tough waterskin. Your thirst is quenched. <100%hp 100%mn 100%mv> l Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 100%mv> w Better stand up first. <100%hp 100%mn 100%mv> open      stand You stand up. <100%hp 100%mn 100%mv> w The door is closed. <100%hp 100%mn 100%mv> open w Ok. <100%hp 100%mn 100%mv> w Training Room The room is dark, the lights of a few candles in sconces on the walls giving off minimum light, enough to see a dark mat on the floor, and mats against the walls. There is a door to the east. [Exits: east] A clumsy young warrior student brandishes a practice weapon. A young warrior student nearly drops his practice weapon on his foot. A young warrior student brandishes his practice weapon clumsily. <100%hp 100%mn 99%mv> e Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south west] <100%hp 100%mn 98%mv> e The door is closed. <100%hp 100%mn 98%mv> open e Ok. <100%hp 100%mn 98%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The corpse of young draconian warrior student is lying here. The splattered brains of young draconian warrior student are lying here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <100%hp 100%mn 97%mv> close e I see no door e here. <100%hp 100%mn 97%mv> back The corpse of young draconian warrior student decays into dust. The brains of young draconian warrior student decomposes. <100%hp 100%mn 100%mv> wa  draconian Your backstab misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 100%mv> You lean back and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is in perfect condition. <100%hp 100%mn 100%mv> You drop, roll backward, and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has a few scratches. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> You drop, roll backward, and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Young draconian warrior student tries to disarm you, but fails. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave nicks you. Your pierce nicks young draconian warrior student. Young draconian warrior student is bleeding profusely. <75%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave nicks you. Your pierce scratches young draconian warrior student. Young draconian warrior student is screaming in pain. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is in pretty bad shape. <85%hp 100%mn 100%mv> l Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 88 experience points. Young draconian warrior student's severed head plops on the ground. The gods give you 3 silver coins for your sacrifice. <85%hp 100%mn 100%mv> Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] A pile of silver coins. The severed head of young draconian warrior student is lying here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <85%hp 100%mn 100%mv> take all co   l .coins You get 110 silver coins. <85%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The severed head of young draconian warrior student is lying here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <85%hp 100%mn 100%mv> wo You have 2 gold, 662 silver, and 972 experience (828 exp to level). <85%hp 100%mn 100%mv> sc You are Denonpaz the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 33 minutes and 15 seconds ago. Race: changeling Sex: male Class: thief You have 85% hit, 100% mana, 100% movement. You have 0 practices and 0 training sessions. You are carrying 14/36 items with weight 36/254 pounds. Str: 15(??) Int: 23(??) Wis: 13(??) Dex: 18(??) Con: 14(??) You have scored 972 exp, and have 2 gold and 662 silver coins. You need 828 exp to level. Wimpy set to 30% hit points. Hometown is Glyndane. You are standing. You are barely protected from piercing. You are barely protected from bashing. You are barely protected from slashing. You are barely protected from magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <85%hp 100%mn 100%mv> help wis Your research into that topic reveals the following: WIS - Wisdom Your wisdom score is a reflection of your common sense and ability to understand others and their interactions. This score determines how many practice sessions you get per level. This is the prime statistic for clerics and is very important for paladins because the higher your wis, the harder your supplications will hit. <85%hp 100%mn 100%mv> help int Your research into that topic reveals the following: INT - Intelligence This score determines how smart and mentally quick you are. People with high intelligence scores are beyond geniuses, while people with low scores can barely lace up their boots. Intelligence is the prime score of mages as it affects how much mana you gain per level, how many practice sessions you must use in order to learn skills and spells, and how hard you spells will hit your enemies. <100%hp 100%mn 100%mv> help wis Your research into that topic reveals the following: WIS - Wisdom Your wisdom score is a reflection of your common sense and ability to understand others and their interactions. This score determines how many practice sessions you get per level. This is the prime statistic for clerics and is very important for paladins because the higher your wis, the harder your supplications will hit. <100%hp 100%mn 100%mv> exit Obvious exits: None. <100%hp 100%mn 100%mv> logout Huh? <100%hp 100%mn 100%mv> logout Huh? <100%hp 100%mn 100%mv> exit Obvious exits: None. <100%hp 100%mn 100%mv> quit Alas, all good things must come to an end. Connection closed by foreign host. [1:tz/z/zeptar> telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Neeohj   hoji     hojiz a c b n       Klipsch   toz   k     Knueosx       Shard term        St  Talewozk    znon  en        Joedin    enin   ynn   ny97%mv> back Illegal name, try another. Name: 97%mv> back nIllegal name, try another. Name: Joey97%mv> back Illegal name, try another. Name: Joeynyn    nyn The Dark Mists naming policy - please take heed: > This is an RP mud, so choose a name that is appropriate to a medieval setting. > Do not string two names together.(i.e. SunStarer) > Do not use names with multiple capitalization.(i.e. McNeil) > Do not use bad names such as Dragonslayer, Goddess, or Megaman. >> If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Did I get that right, Joenyn (Y/N)? y New character. Please pick a surname: (Just return for no surname)Armstr      Brazonski         Infeskizd  d   t  ste   c kniduson Did I get that right, Infekniduson for a surname. (Yes/No)? yes Give me a password for Joenyn Infekniduson: Are you completely new to mudding and need help in learning how to get started here? Or are you a returning player with a new character (New/Returning)? new Time to define your character! Are your morals generally GOOD, EVIL, or NEUTRAL (G/E/N)? new   Do you METHODICALLY organize your actions, IMPULSIVELY do whatever you feel, or NEUTRALLY make decisions (M/I/N)? i What race are you? Extra experience needed per level: ------------------------------------------ human costs 0 experience points. dwarf costs 500 experience points. grey-elf costs 400 experience points. giant costs 400 experience points. gnome costs 400 experience points. changeling costs 300 experience points. halfling costs 300 experience points. minotaur costs 300 experience points. ------------------------------------------ Races: [ human dwarf grey-elf giant gnome changeling halfling minotaur ] What is your race (HELP for more information, LIST for races)? changeling Are you MALE or FEMALE (M/F)? m What class are you? Extra experience needed per level: ------------------------------------------ warrior costs 0 experience points. thief costs 0 experience points. channeler costs 250 experience points. elementalist costs 250 experience points. ------------------------------------------ Classes: [ warrior thief channeler elementalist ] What is your class (HELP for more information, LIST for classes)? thief Thief subclasses are as follows. ------------------------------------------------------------------- Swashbuckler: A flashy fighter who relies on his speed and agility. Highwayman : A thief that prefers the roads between cities to alleyways. Subclasses: [ Swashbuckler, Highwayman, or None ] The highwayman subclass costs 200 extra experience points. The Swashbuckler/Pirate subclass costs 250 extra experience points. Which subclass do you wish to join (HELP for information, LIST for subclasses)? none You will have no subclass, then. You may select one weapon that your character will be proficient with. This weapon should be considered your primary weapon of choice, and the skill will automatically be at a learned (75%) level after you finish creating your character. What weapon do you wish to be proficient in? (sword, mace, dagger, spear, whip) - dagger You have selected 'dagger' as your weapon profiency. How well have you trained your abilities? - Strength affects basic muscle power. - Intelligence influences mana usage and rate of training. - Wisdom determines overall knowledge and ability to learn. - Dexterity governs agility and speed. - Constitution alters health and hardiness. [R]oll stats - Achieve maximum rolling potential (random rolls) [P]oint sacrifice - Max rolling potential minus 3 points of your choice (fast) How will you train abilities [R, P]? r Rolling... Strength: 13 Intelligence: 14 Wisdom: 16 Dexterity: 18 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 18 Wisdom: 15 Dexterity: 21 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 20 Wisdom: 13 Dexterity: 13 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 13 Wisdom: 19 Dexterity: 16 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 12 Wisdom: 17 Dexterity: 13 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 17 Wisdom: 20 Dexterity: 15 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 18 Wisdom: 12 Dexterity: 15 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 14 Wisdom: 16 Dexterity: 12 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 13 Wisdom: 14 Dexterity: 16 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 19 Wisdom: 14 Dexterity: 14 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 19 Wisdom: 17 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 20 Wisdom: 16 Dexterity: 12 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 16 Wisdom: 17 Dexterity: 17 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 12 Wisdom: 20 Dexterity: 15 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 13 Wisdom: 18 Dexterity: 14 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 13 Wisdom: 13 Dexterity: 15 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 20 Wisdom: 17 Dexterity: 14 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 20 Wisdom: 12 Dexterity: 12 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 20 Wisdom: 14 Dexterity: 14 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 15 Wisdom: 16 Dexterity: 21 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 12 Wisdom: 19 Dexterity: 20 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 16 Wisdom: 15 Dexterity: 18 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 19 Wisdom: 17 Dexterity: 15 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 16 Wisdom: 13 Dexterity: 15 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 13 Wisdom: 12 Dexterity: 17 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 20 Wisdom: 17 Dexterity: 13 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 20 Wisdom: 14 Dexterity: 19 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 14 Wisdom: 14 Dexterity: 15 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 12 Wisdom: 18 Dexterity: 20 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 17 Wisdom: 16 Dexterity: 21 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 20 Wisdom: 20 Dexterity: 19 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 12 Wisdom: 19 Dexterity: 15 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 17 Wisdom: 18 Dexterity: 21 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 15 Wisdom: 19 Dexterity: 13 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 16 Wisdom: 14 Dexterity: 18 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 19 Wisdom: 20 Dexterity: 14 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 18 Wisdom: 19 Dexterity: 17 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 19 Wisdom: 14 Dexterity: 18 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 16 Wisdom: 14 Dexterity: 20 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 18 Wisdom: 20 Dexterity: 16 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 13 Wisdom: 19 Dexterity: 20 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 18 Wisdom: 20 Dexterity: 13 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 20 Wisdom: 12 Dexterity: 14 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 13 Wisdom: 16 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 16 Wisdom: 16 Dexterity: 20 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 18 Wisdom: 19 Dexterity: 13 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 16 Wisdom: 20 Dexterity: 14 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 19 Wisdom: 14 Dexterity: 14 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 16 Wisdom: 17 Dexterity: 17 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 15 Wisdom: 12 Dexterity: 15 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 17 Wisdom: 15 Dexterity: 15 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 20 Wisdom: 17 Dexterity: 15 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 13 Wisdom: 14 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 19 Wisdom: 18 Dexterity: 12 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 12 Wisdom: 19 Dexterity: 17 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 17 Wisdom: 18 Dexterity: 21 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 16 Wisdom: 15 Dexterity: 18 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 18 Wisdom: 13 Dexterity: 19 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 17 Wisdom: 20 Dexterity: 17 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 20 Wisdom: 19 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 17 Wisdom: 19 Dexterity: 16 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 15 Wisdom: 13 Dexterity: 21 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 20 Wisdom: 19 Dexterity: 16 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 13 Wisdom: 16 Dexterity: 17 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 12 Wisdom: 13 Dexterity: 16 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 20 Wisdom: 16 Dexterity: 14 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 20 Wisdom: 15 Dexterity: 13 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 15 Wisdom: 16 Dexterity: 21 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 12 Wisdom: 18 Dexterity: 21 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 19 Wisdom: 19 Dexterity: 15 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 18 Wisdom: 18 Dexterity: 15 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 16 Wisdom: 20 Dexterity: 17 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 15 Wisdom: 16 Dexterity: 14 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 13 Wisdom: 20 Dexterity: 13 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 13 Intelligence: 18 Wisdom: 13 Dexterity: 17 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 19 Wisdom: 17 Dexterity: 15 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 13 Wisdom: 20 Dexterity: 19 Constitution: 12 Do these reflect your training (Y/N)? y97%mv> back Which city or town would you consider as your home? If you 'recall', this place holds the temple to where you will be brought back after death. Adventurers from all walks of life can find a home in Glyndane, Elvenhame, Tyr-Zinet, or Ethshar. Those of good morals tend to congregate most in the city of Ofcol or Dhaes Drae Aesilon, while those of an evil persuasion are most often found in Arkham or Sheqeston. Most new adventurers are from Glyndane or Ethshar since these two are centrally located in Thera; other cities or towns are better suited for more experienced travelers. Glyndane (glyn) Elvenhame (elv ) Tyr-Zinet (tz ) Ethshar (eth ) What would you like your hometown to be? glyn XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 27 September 2007: XX XX XX XX o A number of new changes have been implemented. Please see the XX XX forum. XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists Webpage is located at www.darkmists.org XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX [Hit Return to continue] XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. The Gods bless you with some maps of Thera! Your research into that topic reveals the following: NEWBIETALK NEW PLAYER syntax: newbietalk You can use this command to ask registered newbie helpers on Dark Mists a question. This is the easiest way to seek assistance if you are stumped. ---------------------------------------------------------- HELPER syntax: newbietalk Enables or disables the newbietalk channel. Enabling the newbietalk channel registers you as a newbie helper. SEE ALSO: Help Helper. Altar of Summoning This tall, expansive room is totally bare. The room is vaguely cube- shaped, though rounded at each corner, and the walls have been crafted from a seamless, perfectly smooth white stone. The white walls glow a bit, still infused with whatever strange power has drawn you here, though their light is slowly fading. An octagonal dais rises from the floor in the center of the room- made from the same white stone, the dais also glows with this strange light. A circular hole in the northern wall allows exit- simply type "north" to proceed in that direction and begin learning about the vast world of Thera in the Halls of Revelation. [Exits: north] There are 58 changes waiting to be read. You have 3 new notes waiting. <100%hp 100%mn 100%mv> n Halls of Revelation This dimly lit space is defined by only two walls. A flat pane of perfectly smooth, white stone stands southward, and a circular area in the middle of the wall glows with a soft, pulsing white light. To the north stands a wall of reddish-brown brick, a rectangular hole cut in its base to serve as a large door. Weak, flickering torchlight beyond the door illuminates a small foyer on the other side. The light shows very little of this room, though, perhaps because there is so little to show- save for the two walls, the room is defined only by a dark, solid, slowly swirling mist on every side. Amid the mist rests a simple chair of rough-cut wood, its ordinary nature standing in sharp contrast to the strange surroundings. [Exits: north] A chair is here. An old man stands here, leaning heavily on a twisted staff. The Guide bows slightly, touching a hand to his forehead. The Guide says, 'Greetings, traveler, and welcome to our world.' The Guide says, 'I shall serve as your Guide during your first steps in this land.' The Guide says, 'Follow my instructions, and you shall quickly discover all you need to know.' The Guide says, 'If you are new to the lands and are willing to learn, type "say yes".' The Guide tells you, 'Joenyn, if you are an experienced traveler' The Guide tells you, 'you can proceed directly to Toriath by saying "proceed"' The Guide tells you, 'or you can reach the portal to the mists by saying "portal".' <100%hp 100%mn 99%mv> say proceed You say, 'proceed' A pair of acolytes enter through a hidden door to usher you away. A mountainous path This small clearing is nestled within a cleft in a mountain that rises high overhead. Tall walls of the mountain's rock loom to the east and west, craggy and rough. A wall stands to the north as well, though it is much smoother- the only crack in that direction is shaped vaguely like the outline of the door, but the wall is unyielding. Bushes cling to the rocks to the south, as the mountain descends in that direction to allow passage. The air is shrouded in a still and silent grey mist, and everything is perfectly quiet. A small wooden sign has been driven into the ground. [Exits: south] A sign is attached to the mountainside. A fluffy rabbit nibbles a small tuft of grass. A fluffy rabbit nibbles a small tuft of grass. <100%hp 100%mn 99%mv> The Guide tells you, 'Follow this path towards the town of Toriath where your next lesson begins.' The Guide tells you, 'By the way, the scan command might help you on your way there.' The Guide tells you, 'Use "help scan" to learn more.' The Guide tells you, 'Try scanning right now- "scan south". You may see some animals along this path.' <100%hp 100%mn 99%mv> n s Entering a thick forest The path continues to hug the southern side of the mountain above, running east and down to the west. The downward path becomes very broad, and the incline more gentle as the road leads down into the dense forest that fills the valley to the south. The northward path runs back up the mountainside, quickly becoming narrow and steep. The mist that envelops the heights of the surrounding mountains has begun to thin here at the lower altitude, and the surrounding forest seems brighter accordingly. What mist remains is tinted different colors by the light- faint green and blue hues shine out from the swirling vapor. A sign has been posted in the middle of the path. [Exits: north down] A sign has been posted in the middle of the path. A large groundhog snuffles along with his nose to the ground. A small squirrel darts across the path. <100%hp 100%mn 95%mv> s Alas, you cannot go that way. <100%hp 100%mn 95%mv> open s I see no door s here. <100%hp 100%mn 95%mv> l Entering a thick forest The path continues to hug the southern side of the mountain above, running east and down to the west. The downward path becomes very broad, and the incline more gentle as the road leads down into the dense forest that fills the valley to the south. The northward path runs back up the mountainside, quickly becoming narrow and steep. The mist that envelops the heights of the surrounding mountains has begun to thin here at the lower altitude, and the surrounding forest seems brighter accordingly. What mist remains is tinted different colors by the light- faint green and blue hues shine out from the swirling vapor. A sign has been posted in the middle of the path. [Exits: north down] A sign has been posted in the middle of the path. A large groundhog snuffles along with his nose to the ground. A small squirrel darts across the path. <100%hp 100%mn 95%mv> d A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A small squirrel darts across the path. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. The Guide tells you, 'I'm going to assign you a quest!' You have discovered a new quest! The Guide tells you, 'Read the scroll here to find out more about your quest journal.' The Guide tells you, 'If you need help out there, "say help" anywhere and I'll help you out.' <100%hp 100%mn 91%mv> s A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north] A large sign has been placed directly in the middle of the pathway. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <100%hp 100%mn 87%mv> s The thunderclap from the storm seems to cease. <100%hp 100%mn 100%mv> The door is closed. <100%hp 100%mn 100%mv> open s Ok. <100%hp 100%mn 100%mv> s North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. An acolyte gives you a bowl of soup. The Guide tells you, 'Nice to see you have made it this far, Joenyn.' <100%hp 100%mn 97%mv> eat soup You are too full to eat more. <100%hp 100%mn 97%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 95%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 93%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 91%mv> n North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. The Guide tells you, 'Nice to see you have made it this far, Joenyn.' <100%hp 100%mn 89%mv> n A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north south] A large sign has been placed directly in the middle of the pathway. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <100%hp 100%mn 86%mv> s North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. The Guide tells you, 'Nice to see you have made it this far, Joenyn.' <100%hp 100%mn 83%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 81%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 79%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 77%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 75%mv> n nToriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 73%mv> North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. An acolyte gives you a bowl of soup. The Guide tells you, 'Nice to see you have made it this far, Joenyn.' <100%hp 100%mn 71%mv> n A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north south] A large sign has been placed directly in the middle of the pathway. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <100%hp 100%mn 68%mv> n A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A small squirrel darts across the path. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. <100%hp 100%mn 64%mv> con groundhog A groundhog looks just a little tough. A groundhog seems indifferent towards you. <100%hp 100%mn 64%mv> con squirrel The perfect match! A squirrel seems indifferent towards you. <100%hp 100%mn 64%mv> kill squirrel Your pierce scratches a squirrel. A squirrel has some small wounds. <100%hp 100%mn 64%mv> The sun rises in the east. A squirrel has a few scratches. <100%hp 100%mn 79%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel has a few scratches. <100%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has a few scratches. <100%hp 100%mn 79%mv> Your pierce nicks a squirrel. A squirrel's bite nicks you. A squirrel has a few scratches. <95%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has a few scratches. <95%hp 100%mn 79%mv> e Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel has some small wounds. <95%hp 100%mn 79%mv> val You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has some small wounds. <95%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has some small wounds. <95%hp 100%mn 79%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel has some small wounds. <95%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has some small wounds. <95%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has some small wounds. <95%hp 100%mn 79%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel has some nasty cuts. <95%hp 100%mn 79%mv> eveal Huh? A squirrel has some nasty cuts. <95%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. Your pierce nicks a squirrel. A squirrel's bite nicks you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has some nasty cuts. <90%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel has some nasty cuts. <90%hp 100%mn 79%mv> A squirrel leans back and dodges your pierce. A squirrel's bite nicks you. A squirrel has some nasty cuts. <85%hp 100%mn 79%mv> Your pierce scratches a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <85%hp 100%mn 79%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <85%hp 100%mn 79%mv> Your pierce nicks a squirrel. You lean back and dodge a squirrel's bite. A squirrel is bleeding profusely. <85%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is bleeding profusely. <85%hp 100%mn 79%mv> eval Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <85%hp 100%mn 79%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is bleeding profusely. <85%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is bleeding profusely. <85%hp 100%mn 79%mv> ev Your pierce nicks a squirrel. A squirrel's bite nicks you. A squirrel is bleeding profusely. <80%hp 100%mn 79%mv> al You now attempt to evaluate your opponent's wounds. A squirrel is screaming in pain. <80%hp 100%mn 79%mv> Your pierce misses a squirrel. A squirrel's bite misses you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is bleeding profusely. <80%hp 100%mn 79%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is bleeding profusely. <80%hp 100%mn 79%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <100%hp 100%mn 94%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is bleeding profusely. <100%hp 100%mn 94%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <100%hp 100%mn 94%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A squirrel is bleeding profusely. <100%hp 100%mn 94%mv> A squirrel ducks and dodges your pierce. A squirrel's bite nicks you. A squirrel is bleeding profusely. <95%hp 100%mn 94%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <95%hp 100%mn 94%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is bleeding profusely. <95%hp 100%mn 94%mv> A squirrel hops backward and dodges your pierce. A squirrel's bite nicks you. A squirrel is bleeding profusely. <90%hp 100%mn 94%mv> Your pierce nicks a squirrel. A squirrel's bite misses you. A squirrel is screaming in pain. <90%hp 100%mn 94%mv> Your pierce scratches a squirrel. A squirrel's bite misses you. A squirrel is in pretty bad shape. <90%hp 100%mn 94%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel is in pretty bad shape. <90%hp 100%mn 94%mv> Your pierce scratches a squirrel. A squirrel is DEAD!! You receive 105 experience points. You hear a squirrel's death cry. <90%hp 100%mn 94%mv> l A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] The corpse of a squirrel is lying here. Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. <90%hp 100%mn 94%mv> c sac corpse The gods give you 3 silver coins for your sacrifice. <90%hp 100%mn 94%mv> l A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. <90%hp 100%mn 94%mv> s A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north south] A large sign has been placed directly in the middle of the pathway. A large groundhog snuffles along with his nose to the ground. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <90%hp 100%mn 90%mv> s North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. An acolyte gives you a bowl of soup. The Guide tells you, 'Nice to see you have made it this far, Joenyn.' <90%hp 100%mn 87%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A small squirrel darts across the path. A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <90%hp 100%mn 85%mv> s sToriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <90%hp 100%mn 83%mv> Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <90%hp 100%mn 81%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <90%hp 100%mn 79%mv> scan e You peer intently east. === 1 east === A huge giant is here, demonstrating techniques of the warrior guild. <100%hp 100%mn 94%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Joenyn, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 92%mv> scan e You peer intently east. === 1 east === A human merchant has a stand here, selling basic supplies. <100%hp 100%mn 92%mv> e Toriath Square Thrusting out from the stone wall to the east is a haphazardly-built merchant's stand. Its proprietor's business must not be thriving, because the counter space afforded by the rickety structure lies mostly barren- nothing is currently being displayed except a couple old and cracking skins of water and some hard wayfarer's bread rations. The stand is sheltered from the passing elements by an awning of tacky green and pink-striped cloth, stretched over a frame that looks ready to fall at any moment- shoppers would be well-advised to conclude their business quickly, before the awning decides to give way completely. A sign stands off to one side, and the square leads north, south and west. [Exits: north south west] A sign stands off to one side of the awning. A human merchant has a stand here, selling basic supplies. A merchant nods at you. A merchant says, 'The sign here is important. Do not miss it.' <100%hp 100%mn 90%mv> l Toriath Square Thrusting out from the stone wall to the east is a haphazardly-built merchant's stand. Its proprietor's business must not be thriving, because the counter space afforded by the rickety structure lies mostly barren- nothing is currently being displayed except a couple old and cracking skins of water and some hard wayfarer's bread rations. The stand is sheltered from the passing elements by an awning of tacky green and pink-striped cloth, stretched over a frame that looks ready to fall at any moment- shoppers would be well-advised to conclude their business quickly, before the awning decides to give way completely. A sign stands off to one side, and the square leads north, south and west. [Exits: north south west] A sign stands off to one side of the awning. A human merchant has a stand here, selling basic supplies. <100%hp 100%mn 90%mv> list [Lv Price Qty] Item [ 1 1 -- ] a hard loaf of bread [ 1 1 -- ] a tough waterskin <100%hp 100%mn 90%mv> buy bread The Guide tells you, 'Now you have some food in your inventory.' The Guide tells you, 'Use "eat bread" to satisfy yourself the next time you get hungry...' The Guide tells you, '..and 'eat ' when you find different foods to eat.' Quest 61000 "In the Beginning" updated! You buy a hard loaf of bread for 1 silver. <100%hp 100%mn 90%mv> bup y waterskin The Guide tells you, 'Good, you could always use some spare water.' The Guide tells you, 'Make sure to "drink waterskin" next time you feel thirsty...' The Guide tells you, '..and 'drink ' if you find different liquids as you travel.' You buy a tough waterskin for 1 silver. <100%hp 100%mn 90%mv> buy bread You buy a hard loaf of bread for 1 silver. <100%hp 100%mn 90%mv> w Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] <100%hp 100%mn 88%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <100%hp 100%mn 86%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 84%mv> o scan e You peer intently east. === 1 east === A centaur paladin stands here, wearing a bright silver breastplate. <100%hp 100%mn 84%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 82%mv> scan e You peer intently east. === 1 east === A halfling thief stands here, recruiting for his guild. <100%hp 100%mn 82%mv> e Toriath Square There is a low door in the wall to the east, though it is somewhat difficult to make out. A simple, broad wooden awning has been constructed above the door, blocking out much of the light from the sky above. The resulting shadows in the immediate area seem strange somehow, less... stationary than they ought to be. It may be a trick of the light, or it may be some of the elusive members of the thieves' guild, practicing their arts of stealth and secrecy. Members of the guild may enter those shadows to continue their learning eastward- others may continue north, west or south along the streets of Toriath. [Exits: north east south west] A halfling thief stands here, recruiting for his guild. <100%hp 100%mn 80%mv> e Thief Guild This room has been decorated to showcase the success of the thieves trained in this guild, and to offer thieves-in-training a taste of the riches they might enjoy if they work hard on their skills. The walls are hung with lavish silks of many different colors, and a variety of treasures are hung along the walls- an ornamental shield of silver inlaid with pearl (that looks suspiciously like something found in the nearby paladins' guild), a golden crown set with a large ruby, and more such trinkets. All these valuables are bolted firmly to the stone beneath the silks on the walls, however- the thieves know better than to trust their own. A single torch burns on the wall, keeping all the opulence in the shadow that thieves are most comfortable with. The town square lies to the west, and the guildhall opens northward. [Exits: north west] <100%hp 100%mn 78%mv> n Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. The Guide tells you, 'Good, you've found your guildmaster, and completed my quest!' You have completed a quest! You have earned 100 experience points! The Guide tells you, 'Make sure to 'train' first, then 'practice' here.' The Guide tells you, 'Use "help train" and "help practice" for more information.' The Guide tells you, 'When you're done with that, read the sign I've placed here for you.' <100%hp 100%mn 91%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 16% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% You have 5 practice sessions left. <100%hp 100%mn 91%mv> prac hide You practice hide. <100%hp 100%mn 91%mv> prac hide You practice hide. <100%hp 100%mn 91%mv> prac eval You practice evaluation. <100%hp 100%mn 91%mv> prac dodge You practice dodge. <100%hp 100%mn 91%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 41% backstab 1% dodge 26% hide 51% scrolls 1% staves 1% recall 75% You have 1 practice sessions left. <100%hp 100%mn 100%mv> prac dodge The thief guildmaster produces a dagger from some hidden fold of his cloak, flipping it idly. <100%hp 100%mn 100%mv> You practice dodge. <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 41% backstab 1% dodge 51% hide 51% scrolls 1% staves 1% recall 75% You have 0 practice sessions left. <100%hp 100%mn 100%mv> train You have 3 training sessions. You can train: str int wis dex con hp mana. <100%hp 100%mn 100%mv> sc You are Joenyn the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 6 minutes and 24 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 0 practices and 3 training sessions. You are carrying 13/37 items with weight 28/254 pounds. Str: 15(??) Int: 13(??) Wis: 20(??) Dex: 19(??) Con: 12(??) You have scored 205 exp, and have 0 gold and 0 silver coins. You need 1595 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are slightly armored against piercing. You are slightly armored against bashing. You are slightly armored against slashing. You are barely protected from magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> help wis Your research into that topic reveals the following: WIS - Wisdom Your wisdom score is a reflection of your common sense and ability to understand others and their interactions. This score determines how many practice sessions you get per level. This is the prime statistic for clerics and is very important for paladins because the higher your wis, the harder your supplications will hit. <100%hp 100%mn 100%mv> train wis Your wisdom increases! <100%hp 100%mn 100%mv> train wis Your wisdom increases! <100%hp 100%mn 100%mv> train wis Your wisdom is already at maximum. <100%hp 100%mn 100%mv> sc You are Joenyn the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 6 minutes and 46 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 0 practices and 1 training sessions. You are carrying 13/37 items with weight 28/254 pounds. Str: 15(??) Int: 13(??) Wis: 22(??) Dex: 19(??) Con: 12(??) You have scored 205 exp, and have 0 gold and 0 silver coins. You need 1595 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are slightly armored against piercing. You are slightly armored against bashing. You are slightly armored against slashing. You are barely protected from magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> help dex Your research into that topic reveals the following: DEX - Dexterity Your dexterity statistic is a way of telling how fast and deft you are with your bodily movements. The higher the number, the faster you are. This statistic determines how many attacks you get per round of combat, what order you fight in that round, and your ability to dodge attacks during a fight. Thieves and monks rely heavily upon this attribute to survive. <100%hp 100%mn 100%mv> The thief guildmaster produces a dagger from some hidden fold of his cloak, flipping it idly. <100%hp 100%mn 100%mv> help str Your research into that topic reveals the following: STR - Strength The strength statistic is a rating of your muscle mass and how strong you are. The greater the number, the stronger you are. Your strength score determines how much weight you can carry and affects how much damage you inflict with your weapon. This statistic is very important for warriors and other melee dependent classes. <100%hp 100%mn 100%mv> The thief guildmaster picks a small round pebble up from the ground, dropping it in a heavy-looking sack. <100%hp 100%mn 100%mv> help dex Your research into that topic reveals the following: DEX - Dexterity Your dexterity statistic is a way of telling how fast and deft you are with your bodily movements. The higher the number, the faster you are. This statistic determines how many attacks you get per round of combat, what order you fight in that round, and your ability to dodge attacks during a fight. Thieves and monks rely heavily upon this attribute to survive. <100%hp 100%mn 100%mv> train dex Your dexterity increases! <100%hp 100%mn 100%mv> sc You are Joenyn the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 8 minutes and 12 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 0 practices and 0 training sessions. You are carrying 13/37 items with weight 28/254 pounds. Str: 15(??) Int: 13(??) Wis: 22(??) Dex: 20(??) Con: 12(??) You have scored 205 exp, and have 0 gold and 0 silver coins. You need 1595 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are slightly armored against piercing. You are slightly armored against bashing. You are slightly armored against slashing. You are slightly armored against magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> help con Your research into that topic reveals the following: CON - Constitution Your constitution is a rating of how healthy and robust you are. The higher the number, the more healthy you are. Characters with a low "con" score are very sickly people, indeed. Constitution affects how many hit points one gains per level, as well as when one's character dies; therefore, many strive to keep their "con" as high as possible. As a bit of a warning, if one's "con" score is reduced to 3, that character will die forever. Lastly, every time your character dies, your constitution score is reduced by 1/5th of a point. In other words, 5 deaths = minus 1 con point. <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> open n Ok. <100%hp 100%mn 100%mv> n Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A neatly dressed young woman smiles at you from behind her desk. A cartographer stands here, scribbling intently on a map. A receptionist smiles happily. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Joenyn.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'This gymnasium is connected to almost every major city in Thera.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even Arkham, New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 98%mv> request key woman A receptionist says, 'You are unworthy to ask for anything!' You yell 'Help! I am being attacked by a receptionist!' A receptionist's punch misses you. A receptionist is in perfect condition. <100%hp 100%mn 98%mv> Your pierce scratches a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 98%mv> eval You now attempt to evaluate your opponent's wounds. A receptionist has a few bruises. <100%hp 100%mn 100%mv> Your pierce scratches a receptionist. A receptionist's punch misses you. A receptionist is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your pierce misses a receptionist. A receptionist's punch nicks you. A receptionist is covered in bleeding wounds. <95%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch misses you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist is bleeding profusely. <95%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist is bleeding profusely. <95%hp 100%mn 100%mv> Your pierce scratches a receptionist. A receptionist's punch misses you. A receptionist is screaming in pain. <95%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist's punch nicks you. A receptionist is in pretty bad shape. <90%hp 100%mn 100%mv> Your pierce nicks a receptionist. A receptionist is DEAD!! You receive 88 experience points. A receptionist spills her guts all over the floor. <90%hp 100%mn 100%mv> take all.corpse You get the corpse of a receptionist. <90%hp 100%mn 100%mv> drop cop rpse You drop the corpse of a receptionist. <90%hp 100%mn 100%mv> exam corpse The corpse of a receptionist is lying here. The corpse of a receptionist holds: ( 2) a small key 97 silver coins <90%hp 100%mn 100%mv> take key k corpse You get a small key from the corpse of a receptionist. <100%hp 100%mn 100%mv> open    unlok s Huh? <100%hp 100%mn 100%mv> unlock s *Click* <100%hp 100%mn 100%mv> s The door is closed. <100%hp 100%mn 100%mv> open s Ok. <100%hp 100%mn 100%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north is a door leading to the entrance, to the south the hallway extends. [Exits: north south] <100%hp 100%mn 99%mv> close n Ok. <100%hp 100%mn 99%mv> lock n *Click* <100%hp 100%mn 99%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 98%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 97%mv> open e Ok. <100%hp 100%mn 97%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A young draconian student of combat practices here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <100%hp 100%mn 96%mv> k bac   kill draconian Your pierce nicks young draconian warrior student. Young draconian warrior student has some small wounds. <100%hp 100%mn 96%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 96%mv> You have become better at dagger! Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 96%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 96%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is gushing blood. <90%hp 100%mn 96%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Young draconian warrior student is gushing blood. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student is spasming in shock. <95%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is spasming in shock. <95%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is screaming in pain. <95%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is spasming in shock. <95%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 80 experience points. You hear young draconian warrior student's death cry. <95%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The corpse of young draconian warrior student is lying here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <95%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <95%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A pile of silver coins. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student swings his axe a few times. <95%hp 100%mn 100%mv> back warrior Your backstab misses young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is in perfect condition. <95%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student is in perfect condition. <85%hp 100%mn 100%mv> eval Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is in perfect condition. <85%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. Young draconian warrior student is in perfect condition. <85%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has a few scratches. <80%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 76% mace 1% spear 1% sword 1% whip 1% evaluation 46% backstab 1% dodge 51% hide 51% scrolls 1% staves 1% recall 75% Level 3: dirt kicking n/a Level 4: sneak n/a Level 5: trip n/a Level 6: peek n/a steal n/a Level 7: hand to hand n/a Level 8: haggle n/a Level 10: shapeshift n/a envenom n/a Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a Young draconian warrior student has some small wounds. <80%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <75%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Young draconian warrior student has some small wounds. <95%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> Young draconian warrior student hops backward and dodges your pierce. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> eva Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> l You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <95%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is screaming in pain. <95%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is screaming in pain. <95%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is screaming in pain. <95%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 100%mv> eval Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 84 experience points. Young draconian warrior student's leg is sliced from his dead body. <95%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. <95%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The corpse of young draconian warrior student is lying here. The sliced-off leg of young draconian warrior student is lying here. A pile of silver coins. A draconian warrior student swings his axe a few times. <95%hp 100%mn 100%mv> autosac Automatic corpse sacrificing set. <95%hp 100%mn 100%mv> autoloot Automatic corpse looting set. <100%hp 100%mn 100%mv> take all You get the corpse of young draconian warrior student. You get the leg of young draconian warrior student. You get 65 silver coins. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A draconian warrior student swings his axe a few times. <100%hp 100%mn 100%mv> drop leg You drop the leg of young draconian warrior student. <100%hp 100%mn 100%mv> drop cos rpse You drop the corpse of young draconian warrior student. <100%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A pile of silver coins. The sliced-off leg of young draconian warrior student is lying here. A draconian warrior student swings his axe a few times. <100%hp 100%mn 100%mv> back warrior Your backstab misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Young draconian warrior student has a few bruises. <90%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some small wounds. <90%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some small wounds. <90%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. You duck and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Young draconian warrior student has some small wounds. <90%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student has some small wounds. <90%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> evl al Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. You duck and dodge young draconian warrior student's cleave. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> v eval Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is bleeding profusely. <90%hp 100%mn 100%mv> eval Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is writhing in agony. <100%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student's cleave nicks you. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 100%mv> eval Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. Young draconian warrior student is convulsing on the ground. <95%hp 100%mn 100%mv> eval You no longer attempt to evaluate your opponent's wounds. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 100%mv> eva Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 78 experience points. You hear young draconian warrior student's death cry. You get 73 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <95%hp 100%mn 100%mv> l You now attempt to evaluate your opponent's wounds. <95%hp 100%mn 100%mv> eval You no longer attempt to evaluate your opponent's wounds. <95%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. <95%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] A pile of silver coins. The sliced-off leg of young draconian warrior student is lying here. A draconian warrior student swings his axe a few times. A young draconian student of combat practices here. <95%hp 100%mn 100%mv> back warrior Your backstab misses young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is in perfect condition. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is in perfect condition. <95%hp 100%mn 100%mv> You lean to the right and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has a few scratches. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has some small wounds. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some small wounds. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. You lean back and dodge young draconian warrior student's cleave. Your pierce misses young draconian warrior student. Young draconian warrior student has some small wounds. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has a few scratches. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has a few scratches. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] A pile of silver coins. The sliced-off leg of young draconian warrior student is lying here. Young draconian warrior student is here, fighting YOU! A young draconian student of combat practices here. Young draconian warrior student has a few scratches. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. You lean to the left and dodge young draconian warrior student's cleave. Your pierce misses young draconian warrior student. Young draconian warrior student has a few scratches. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student has a few bruises. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has quite a few wounds. <100%hp 100%mn 100%mv> You hop backward and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has quite a few wounds. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> eval     Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <95%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is screaming in pain. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is spasming in shock. <95%hp 100%mn 100%mv> You duck and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is writhing in agony. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 93 experience points. Young draconian warrior student's heart is torn from his chest. You get 71 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <95%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The torn-out heart of young draconian warrior student is lying here. A pile of silver coins. The sliced-off leg of young draconian warrior student is lying here. A young draconian student of combat practices here. <95%hp 100%mn 100%mv> wo You have 0 gold, 221 silver, and 630 experience (1170 exp to level). <100%hp 100%mn 100%mv> back warrior Your backstab misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. You lean to the right and dodge young draconian warrior student's cleave. Your pierce scratches young draconian warrior student. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is covered in bleeding wounds. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You drop, roll backward, and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> You lean back and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Young draconian warrior student tries to disarm you, but fails. Your pierce scratches young draconian warrior student. Young draconian warrior student is bleeding profusely. <85%hp 100%mn 100%mv> You hop backward and dodge young draconian warrior student's cleave. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is bleeding profusely. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <80%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is screaming in pain. <80%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 85 experience points. You hear young draconian warrior student's death cry. You get 2 silver coins and 1 gold coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> The leg of young draconian warrior student decomposes. <100%hp 100%mn 100%mv> The heart of young draconian warrior student decomposes. <100%hp 100%mn 100%mv> You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. you have mail in /mail/zeptar [1:tz/z/zeptar> pine  PINE 4.64 MAIN MENU Folder: (CLOSED) No Msgs  ? HELP - Get help using Pine   C COMPOSE MESSAGE - Compose and send/post a message   I MESSAGE INDEX - View messages in current folder   L FOLDER LIST - Select a folder OR news group to view   A ADDRESS BOOK - Update address book   S SETUP - Configure Pine Options   Q QUIT - Leave the Pine program Copyright 1989-2005. PINE is a trademark of the University of Washington.? Help P PrevCmd R RelNotes O OTHER CMDS > [ListFldrs] N NextCmd K KBLock [Opening "INBOX" ]<->\ PINE 4.64 MAIN MENU Folder: INBOX 3 Messages [Moved 2113416 bytes of new mail to /arpa/tz/z/zeptar/mbox from /var/mail/zepta] PINE 4.64 MESSAGE INDEX Folder: INBOX Message 2 of 3 NEW [8;1 H 1 Dec 1 j baker (4775) Re: Thanks + N 2 Dec 2 To: zeptar@sdf.lon (178K) COMMODE DUMP - Taken at 18:56:57  N 3 Dec 3 Corky (2.1M) Fw: Read first then view video < FldrList P PrevMsg - PrevPage D Delete R Reply > [ViewMsg] N NextMsg Spc NextPage U Undelete F Forward  PINE 4.64 FOLDER LIST Folder: INBOX 3 Messages  Local folders in mail/  L FOLDER LIST - Select a folder OR news group to view   A ADDRESS BOOK - Update address book   S SETUP - Configure Pine Options   Q QUIT - Leave the Pine program Copyright 1989-2005. PINE is a trademark of the University of Washington.? Help P PrevCmd R RelNotes > [ListFldrs] N NextCmd K KBLock Really quit pine?  N No  Yes[Closing "INBOX"...]Pine finished -- Closed folder "INBOX". Kept all 3 messages. [0:tz/z/zeptar> clear [0:tz/z/zeptar> l /bin/ksh: l: not found [127:tz/z/zeptar> ls 01 Running.m4a 02 Intrusions.m4a 03 Quit Smoking.m4a 04 Three Doors Down.m4a 06 Elysian City.m4a 07 Run Come.m4a 08 Summer Beware.m4a 09 The First Apostle Of The Stochast.m4a 10 Air.m4a INBOX.Drafts INBOX.Sent INBOX.Trash Mail Scriptures dm dm12_03_2007 docs gopher html images ipodtouch lol mail mbox phone time troyb.jpg [0:tz/z/zeptar> exit Script done on Mon Dec 3 22:44:21 2007