Lost Souls Guide
Level of Difficulty for attack Ø - Unkillable ☼- Difficult ☻ - Challenging☺- easy.
At'lordrith’s Cave (17,17 Northlands) ☼
Bectiles Castle (0,10 NorthernLands) ☺
Carnifex Ambush Site (-9,33) ☼
Centaur Isle Beach (40,1 and south) ☼
Darkhold (Area: 22,39, Teachers) ☻
Fort Shantaari (Area: 4,25, Teacher, Armourer, Healer, Blacksmith) ☺
Lothlorien Elven City (4,29 BEWARE FINWE) ☼
Mount Doom (-17,17, Northlands) ☼
Otan's Cave Dracon City (Area: 2,35) ☺
Partos (5,0) ☺(except for dragon)
Rukhan Lothar City (Area: 10,21) ☺
Silver Keep (17,10 Northlands) ☺
The Hotel California (Limbo) ☻
Tower of Geladia (-16,13 NorthLands)
Xi Feng Ming / Abandoned Outpost Hobgoblin Caves (Area: 10,5)
Kensai Dojo (Area: 40,40, Guildhall: Kensai)
ParatheoAnametamysikhood of Eris Esoteric POEE
The Brotherhood of the Shadow Doppel
Level of Difficulty for attack Ø - Unkillable ☼- Difficult ☻ - Challenging☺- easy.
Fulmaris the Initiate of the Ring ☺
Important Items (many more to come)
Table 1: Race highlights and comparisons
Getting your Latent Talent to reveal itself - quick.
|
Angband |
14,40 |
|
Apollo's Temple East |
19,22 |
|
Apollo's Temple West |
31, 12 |
|
Arborlon |
-18.32 |
|
Asklepeion |
13,13 |
|
Atlordrith’s Cave (Northlands) |
17, 17 |
|
Azure Magi GH |
19, -33 |
|
Banir Lok |
17, -25 |
|
B'jari |
20,40 |
|
Boat Dock to Devonshire/Centaur Island |
30, 19 |
|
Borgo |
-1, 39 |
|
Bugs that are tough in a hole |
-8,14 |
|
Camelot |
18,20 |
|
Camille |
-6,2 |
|
Carnifex Battle Site |
-8,32 |
|
Cave (Talaxian Gnomes??) |
17, -30 |
|
Centaur Island |
-40,1 |
|
Corna |
-3/-2, 35 |
|
Cospe of Aspens (Soulkillers Assoc?) |
-19,25 |
|
Cult of Decay |
32, -24 |
|
Darkhold |
22,-39 |
|
Dodekan Caves |
13, -17 |
|
Et'zlaerhi |
37, -30 |
|
Flametooth's Cave |
-6, 40 |
|
Fort Shantaari |
-4, 25 |
|
Ghost in a cave (Vanik/dragon area) |
20, -36 |
|
Goblin Fort under fort |
10, -5 |
|
Green Lantern GH |
-18, -25 |
|
Greenwood |
-26, 24 |
|
Hole (Stephan Steelhammer Tomb) |
-5, -18 |
|
Imptropolis |
18, 0 |
|
Jhan |
-9, 22 |
|
Justicar Tower |
-12, 27 |
|
Kazarak GH(Crystal Pillar) |
-6, 12 |
|
Kender Village in the trees |
-22, 19 |
|
Kensai GH (3w, 2u, in) |
-40, 40 |
|
Knossos |
6, 37 |
|
Krythe's area |
9, 36 |
|
Lems |
20, 23 |
|
Losthaven |
9, 19 |
|
Lothlorien |
4, 29 |
|
Lupine GH |
9, 33 |
|
Lysandra's Mansion |
23, 8 |
|
Miyu's House |
-11, 19 |
|
Mycene |
27, 2 |
|
Nightmare's Saddle |
10, 40 |
|
Northern Lands |
0, 40 or 10,40 |
|
Outsiders GH |
-16, 40 |
|
Partos |
5, 0 |
|
Queen Bectile’s Castle (Northlands) |
0,10 |
|
Rainforest |
31, -13 |
|
Ramola |
-32, -15 |
|
Ranger Guild Hall |
16,36 |
|
Ranthos |
24, 18 |
|
Red Magi GH |
23, -23 |
|
Rhen'kai |
8, -17 |
|
R'lyeh |
-38, 4 |
|
Rukhan |
-10, 21 |
|
Sanctuary |
-19, -16 |
|
Shadow Tower |
-23, 30 |
|
Shatterspire |
4, 35 |
|
Shrieker's Pass |
-10, 40 |
|
Silver Keep (Northlands) |
17, 10 |
|
Sleestak Village |
18, 12 |
|
Slime cave |
5, 38 |
|
Stillwater |
15, 16 |
|
Storm Rock |
18, -40 |
|
Sunken Cathedral |
19, 13 |
|
Temple Bloodmoon |
-14, 34 |
|
Temple of Discordia |
20, 37 |
|
Tessalae |
-20, 35 |
|
Thanatos Reaper GH |
15, -23 |
|
Tlaxcala |
25, -18 |
|
Togrek |
8, 27 |
|
Tomb for Vanik/Dragon |
17, -28 |
|
Underdark (Yathryn, Ithilids) |
2, 35 |
Please note that the level of difficulty of an area is totally dependant on the way your character is built (race, guild, skills, level, protections, weaknesses, etc.). No symbol indicates either unknown or there is nothing to attack in this area.
This is the guildhall for Sauron's Ringwraiths. See Guild information.
Area;Association;Temple. See Association Information
There is a portal to western Temple.
Faerie homeland.
Area, Temple.
You can only enter it when you have good alignment. What does it do?
At’lordrith’s Quest is started here. For more information, see Quest Information.
Guildhall Azure Magi. See Guild Section for more information.
There is a forge here in the mine behind some rubble where you can forge things. Must kill the Guardian first and have enough strength. Rebel duergar camp. Anvil and Hammer of forging: entrance, d, n, nw, 5w, s, dig dirt
Halitgar is involved in the Halitgar’s Spellbook quest. He can be difficult to kill. He does a crushing attack.
The queen is worth quite a bit of experience. She wields Sharticas, a staff the does cold and ordered attacks.
Damiano does a crushing attack and is worth some good experience.
Require good climbing skills.
Attacking in this area will cause all NPCs to swarm to you and auto attack. Here you are able to join the Knights of the Round Table and the Haruspices (See Guild and Association information).
Wields Excalibur.
He will disarm you and take your weapons.
Potion & Scrolls shop. Curan the potion healer also give access to the car room. You must answer Curan’s riddle to enter the card room. In the card you, you pick the number of cards you wish to choose and choose them. The cards give random effects.
Curan the potion healer also give access to the car room. You must answer Curan’s riddle to enter the card room.
This is associated with the quest at Corna. Please see the Lucky Dagger quest in the Quest Section. When you attack in this area many things attack you at once.
Other entrances: 39,1 go e; 39,2 go e; 39,3 go e; 40,3 go n. It can also be reached by boat from the wooden sign at 30,19 and the Devonshire port.
The centaur city is located at 3,3,1 on Centaur Island.
This place is associated with the Lost Centaur Quest and the Power Potion Quest. Please see the Quest Section for more information.
She is the lost Centaur. You must wander Centaur Island to find her.
She is Kenela’s mother. You must return Kenela to her in the Centaur City.
He carries Vigour. Vigour, when wielded, will cause you to berserk. It is a staff.
This dragon has the acid you require to do the Power Potion Quest.
Go westin/eastin to enter.
Special shop artificer. Needed for death at corna quest.
He is the shopkeep and involved in the death at corna quest.
He involved in the Lucky dagger and the Rogue serpent quest.
Osaka trains many skills.
Miniature Quests: 1 Find Halfmoon's hat and give it to him. 2 Find the puppet of the girl and give it to her.
Kazarak guildhall.
A big dragon with a potion of power and gold.
Trains conjuring, necromancy and invocation.
Beware of the pit with the big snake. You'll need flight or teleport ability to exit it.
Can be entered:
This is the location for the Devonshire Murder, and the Pzyruxal Sphere Puzzle quests. The clerics of Devonshire are located here.
The Power Potion Quest is done in Discordia with Erasmus. You can join the Brute Squad, ELF and POEE guilds, as well as the LDD association. See quests, guilds and associations for more information.
Magical item shop keep – pays well.
Leader of the Brute Squad. He wanders in Discordia.
He plays an important role in the Power Potion Quest.
Quest Hunt the Wumpus
Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w now you are at the shore of the underground lake, go n, 2nw, n, nw, 4n, you find an entrance to the e. There is a secret door in the north wall of the food storage room. There is a bell to ring no idea what it summons.
You will need glacier climbing tools from 6,9/n: climb u, left, u, enter cave
Lupine guildhall. See guildhall information.
Green lantern guildhall.
Quests associated with this place. Check the Brotherhood of Wine and Song and the Questors of Tyr out in the Association section.
Enter by using the Disc east of Dara in Discordia. Must be chaos favoured to enter this way.
Enter via the House in Borgo.
General
Healer, Butcher, Pub, Weaponsmith, Armourer, Map shop, arrow/bow shop & teachers.
Note: Killing in here will cause you to receive a bounty on your head. PCs like to hunt down bounties.
Can join the Explorers here – see the Association section.
Quests are associated with this place. See the quest section.
This is a guild, the Elflords associated with this place.
Maze at Entrance: 4n 2e w 2s look at tree at entrance
There is a psychiatrist than restores SP.
Special Ring Shop - Celebrimbor.
Finwe is a nearly unkillable NPC. He has yet to be defeated.
There is a quest associated with this area. See the quest section.
From Nightmare's Saddle 10,40 go 4ne, say "friend". Your alignment must be at least neutral+, neutral+ only 'good' characters. If you're evil, you'll have to have someone bring you into Moria via portable hole or teleportational device.
The battleragers guildhall is found in Moria. See the guild section for more information.
You'll need a high climbing skill to go up the mountain, else you'll slip down continuously. Also protection against cold is recommended. There is a lava lake in which you can destroy things.
Climb mount doom is a quest. See the quest section for more information.
To enter, find a dancing faun in the Northern Lands forests and 'dance with faun', must not be ordered. Spoken language is Aelvalie
This is where the Remedios Tree quest is done. See the quest section for more information.
This is where the Spear Maidens are found. For more information look up Spear Maidens in the association section.
The Knossos quest is here. See the quest section.
This is where the Cult of Decay Association is found.
Dracon City
Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w now you are at the shore of the underground lake, go n, 2nw, n, you find a cave entrance ne. You'll need a ring of flight to explore the whole area.
There is a quest associated with this place. Check out the Conspiracy at Partos.
Call of Cthulhu Quest.
There is a special shop that sells Magic Belts all the way down in the city.
There are 3 secret associations in this area. Also, Kurd is located in Sanctuary and performs race and gender changes.
This area contains levels of difficulty. The higher you go up the tower, the more difficult the NPCs are to kill. The guards and Vilkata are very difficult to kill. There is an association in this area. Also, Sophratius, on the ninth floor is a trainer, as is Boko on the main level.
You'll need a ring of flight to access the area. From the tiny opening that leads to Underdark at 2,35, go to Shadowmyrk: id, d, 5w, 5n, 5d, 5n, 5d, 3n, wd, 5w?, u, north into the cave opening.
This area will swarm and can be difficult. The NPCs in this area carry all sorts of random items.
If you attack in Shatterspire, Heiron will auto attack you. He is gernally not that difficult, but sits beside Vodax. He carries rings and wands amung other random items.
Vodax is gernally not too difficult to kill. He will carry wands that could potentially kill you. He sits with Hieron and entering the room after already killing in Shatterspire will cause him to auto attack.
Catharion is quite easy to kill. He trains all sorts of skills (some of which at logic, philosophy and metaphysics)
From Plaque go 5ne,2ne,e,n,u.
There is a Quicksilver Elemental in which you can "Dip <weapon> in mercury" to enhance the weapons penetration power.
Enter small hole in ground to go to Red Magi Guildhall
General Newbie Area. Must be < level 10 to enter
This is a quest area.
Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w now you are at the shore of the underground lake, go 5sw, then a tunnel enters the rock se, follow the tunnel.
Quest of the observer is here.
There is a plaque infesting the place.
Kill Hakkax for Flame Amulet; search the next for random items.
Carries Blackheart and his gauntlet is used in the gauntlet quest.
He carries a random matrix.
Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w, now you are standing at the beach of the lake. The beach is two rooms wide rock side and lakeside. This lake area gives access to several other areas scattered around the lake. Look under Underdark for a list of all areas. There is a small cave on the north side of the lake with a hidden dagger.
This entrance leads to the Underdark map witch contains several areas:
Dragonarmour? There is at least a shield there that offers fire protection.
Beware! High-level area! NPCs are interlinked! The area is randomly moving around the main map by teleport. When you enter it at the bottom, the door will automatically close and lock behind you. To get out you must get the key kill from the boss at the top. There is quite a treasure in the cellar you'll need the key.
Reaper guildhall. See guild for more information on Reapers.
Moves around on the main map. Wear a ring of flight and go up when you found it.
To find the Caves: Go down and 'search wall' several times to open the secret door that gives access to the caves. You'll need a high > adept? awareness skill to find the secret passage. You can get charms here. buy <type> charm"? search the shelves books?
From the tiny opening that leads to Underdark at 2,35, go to Yathryn: id, d, 5w, 5n, 5d, 5n, 5d, 3n, wd, 5w, 5w, 3w the Entrance is west through the rock face. You'll need a ring of flight to access all of the area.
Guildhall Azure Magi
ALIGNMENT: Neutral / Chaotic
REQUIREMENTS: Strength, Intelligence, Dexterity, Willpower, high literacy
RESTRICTIONS: can't wear cumbersome armour wield staves and daggers only
IMPORTANT SKILLS: aeromancy, conjuring, evocation, symbology, enchanting
JOIN: Getting into this isn't hard at all. Go to 19,33. Please note that the rift in the desert stretches to about 24,and near 0, go around it Go eu and type `pledge to the azure magi'. You need high literacy.
STRIPABLE: maybe
GENERAL INFO: Robe protects from air, water, cold based attacks but makes vulnerable to Fire and heat, it gives flight and minor resistances to other attacks
|
Level |
Spell |
Description |
Cost |
|
1 |
Detect Magic |
Detects magical items in the room |
10sp, 10 end |
|
2 |
Direction of the Winds |
Determine coordinates |
2sp, 2 end |
|
2 |
Wind Blast |
Blast Target chest with air attack |
35sp, 5 end |
|
4 |
Fog |
Form fog around target |
60sp, 25 end |
|
5 |
Breath of life |
Heal target |
45sp, 35end |
|
5 |
Tempest |
Air-based attached |
45sp, 22end |
|
5 |
Ride the winds |
Teleport to Guild hall |
15sp,. 15end |
|
10 |
Wind Song |
Unberserk target |
50sp, 54end |
|
10 |
Channel Currents |
Refresh sp 200 |
75end, chaos amulet |
|
13 |
Wind Slow |
Slows target |
47sp, 54 end |
|
15 |
Wind Storm |
Area affect – forces targets out of room |
80sp, 40 end |
|
15 |
Shrieking Gale |
Air/sound attack |
65sp, 32 end |
|
18 |
Wall of Wind |
Improve defense |
75sp, 25 end |
|
20 |
Tornado |
Powerful spell |
75sp, 35 end |
|
23 |
Air bind |
Restrict target |
58sp, 23 end |
|
25 |
Wind Speed |
Haste target |
58sp, 64 end |
|
29 |
Thunderclap |
Sound based attack |
103 sp, 49 end |
|
30 |
Essence of the wind |
Temporary invulnerability |
100sp, 50 end |
|
30 |
Torrential Rain |
Water- based area attack |
140sp, 80 end |
|
40 |
Winds of Change |
Reset a room |
190sp, 236 end |
|
50 |
Electrical Strom |
Area Attach |
349sp, 236 end (lightning amulet, parageos & conch horn?) |
ALIGNMENT: Good / Ordered Doesn't Matter/Doesn't Matter? better than neutral?
REQUIREMENTS: Strength, Constitution, dex, perc, will
EXTRA: Must be a dwarven race, dwarf, lothar, mul, etc.
RESTRICTIONS: attack automatically set to berserk. Can be changed after login; can't join Jynx?
JOIN: If you don't already start in Moria then go to 10,40, go 1n, and ne until you hit a place where you can go ni. Say `friend' and you will be allowed in. If outside of Moria your alignment must be at least neutral+, neutral+. Go sd until you go sd no more then s until you hit a place where you can go wd. Go wd and se. Sacrifice a weapon of moderate worth there. Then type `join the battleragers'.
GUILD POWERS:
Battlecry attempt to scare opponents out of the room 50 sp
Behead rips off the head of a mortally wounded creature
Charge throw yourself at an opponent in an attempt to stun them 25 sp
Frenzy increase Str, Dex, and Wil 50 sp
Fury increases Con, endurance increases quite a bit 30 sp
Hall teleport back to the guildhall 10 sp
Trance go into a trance to increase regeneration rate
POSSIBLE ASSOCIATIONS:
RECOMMENDED ASSOCIATIONS:
LEAVE: possible
ALIGNMENT: Saintly / Ordered
REQUIREMENTS: intelligence, constitution, dexterity, willpower
IMPORTANT SKILLS: invocation, conjuring, necromancy, caromancy, divination, evocation
RESTRICTIONS: must maintain saintly/ordered Alignment; nay not use unholy items.
GENERAL INFO: must find Bless and Haste spells. Bless is random. Haste is in the secret room in the Temple in Et'zlaerhi
JOIN: You MUST have a holy symbol of faith. Go to Devonshire. When in Devonshire go all south to the fort and find the holy symbol in the well. Go back north to the church and find the Guild master Thromdan. Type `join the clerics'. You're in.
LEAVE: possible
GUILD POWERS:
Choose one of the 5 gods that correspond to the 5 spheres of magic the clerics use. The sphere chosen boosts the power and lowers the cost of spells in that category. The 5 gods and their spheres are:
Azuth conjuring
Chauntea healing
Horus divination
Ilsidurprotection
Odinnecromancy
Tempus combat
Pity: put a mortally wounded foe out of its misery
Turn Undead: chase away, damage, or destroy undead area affect
Pray: refresh spell. Fixes heartbeat as well
Consecrate Remains: destroys remains for sp
Learn: a cleric must learn a spell before they can cast it. After they cast it they must relearn it
Cast: this is how you use spells you have learned
|
Level |
Reversible |
Spell |
Components |
|
1 |
No |
Bless |
All |
|
1 |
No |
Create Water |
Conjuring |
|
1 |
Yes |
Cure Light wounds |
Necromancy |
|
1 |
Yes |
Detect evil |
Divination |
|
1 |
Yes |
Light |
Conjuring |
|
1 |
Yes |
Prot from evil |
Protection |
|
1 |
No |
Resist cold |
Protection torch |
|
2 |
No |
Chant |
Protection |
|
2 |
No |
Hold Person |
Conjuring / protection |
|
2 |
No |
Know Alignment |
Divination |
|
2 |
No |
Resist fire |
Protection, ice crystal |
|
2 |
Yes |
Silence |
Conjuring |
|
2 |
No |
Spiritual hammer |
Conjuring / combat |
|
2 |
Yes |
Word of recall |
Conjuring |
|
3 |
No |
Animate dead |
Necromancy corpse |
|
3 |
No |
Create food |
Conjuring |
|
3 |
Yes |
Cure blindness |
Healing |
|
3 |
No |
Cure disease |
Healing / necromancy |
|
3 |
Yes |
Haste |
Conjuring, moss |
|
3 |
No |
Wind walk |
Conjuring |
|
4 |
Yes |
Cure big wounds |
Healing / necromancy |
|
4 |
Yes |
Neutralize poison |
Healing / necromancy |
|
4 |
No |
Sticks to snakes |
Conjuring, sticks |
|
4 |
No |
Tongues |
Conjuring, book |
|
5 |
Yes |
Cure crit wounds |
Healing, necromancy |
|
5 |
No |
Flame strike |
Conjuring flammable |
|
5 |
No |
Plane shift |
Conjuring |
|
6 |
No |
Blade barrier |
Combat, conjuring, protect |
|
7 |
Yes |
Heal |
Healing, purple orchid, necromancy |
|
7 |
Yes |
Regenerate |
Healing, necromancy |
ALIGNMENT: Saintly/Ordered
REQUIREMENTS: Strength, Intelligence, Willpower, dexterity, high Str and Con recommended
IMPORTANT SKILLS: dodge, chronomancy
RESTRICTIONS: defense setting of dodge only, elven races only
RACE: Must be an Elf
JOIN: Just start at the Lothlorien Adventurer's Guild, go to Celebrimbor s, e, e, in, n, n, n that is one north of where Galadriel is. Type `gaze into Galadriel's Mirror' or 'gaze into the mirror'. You're in.
LEAVE: possible
POSSIBILITIES:
ALIGNMENT: */chaos
RESTRICTIONS: cannot wear cumbersome armour
METHOD OF JOINING: must have been in the presence of a god at sometime, gain entry to the guild hall lie on altar in Discordia and "pledge to the ELF"
IMPORTANT SKILLS: invocation, symbology
IMPORTANT STATS: Int, Wil, Cha, Luck
GENEAL INFO: Thari is the best languages to use. Females have an advantage since Hecate hates males.
STRIPABLE: yes
GUILD POWERS:
Quote: you automatically say strange and unusual things at random intervals.
Invoke: Invoking gods is how ELF members get their powers. Study the gods carefully before doing so. The basic command is "invoke <god's name>". If you wish to sacrifice an item to the being that has positive benefits on one’s lifespan the command is "offer <item> to <god's name>". Another good method is invoking in a specific language. Thari is the best language to invoke with. The number of gods you've been in the presence of increases your chance for successful invocation. Invoking the same god too often is a good way to die.
Name: Arioch
Portfolio: brute strength
Disposition: moderately hostile
Offerings: fragile things
Information:
Name: Azathoth
Portfolio: power
Disposition: mindless but dangerously violent
Offerings: enchanted objects
Information: Azathoth is a source for raw magical power; when you're running low call him up. Not too often or he may decide to drop in for a visit
Name: Cernunnos
Portfolio: fertility
Disposition: moderately friendly
Offerings: organic objects
Information: Cernunnos' primary gift is ghost horns
Name: Cthugha
Portfolio: fire
Disposition: moderately hostile
Offerings: flammable or burning things
Information: primarily invoked in combat to burn one's enemies
Name: Cthulu
Portfolio: madness, nightmares, water
Disposition: hostile
Offerings: anything
Information: highly dangerous but useful. May be invoked during combat to deal psychic damage to foes.
May grant the use of a lesser starspawn to talented invokers who call upon him near water
Name: Dionysus
Portfolio: wine, revelry
Disposition: friendly
Offerings: alcohol
Information: will make you very drunk very fast
Name: Eris
Portfolio: chaos, confusion, discord, strife, change, creativity
Disposition: your patron goddess, whose pull with the pantheon allows you to do all of your neat tricks
Offerings: any
Information: invoking Eris usually only renews your connection with her, while offering things to her may bring her favor or displeasure in particularly large doses
Name: Fortuna
Portfolio: luck, fortune
Disposition: friendly
Offerings: any
Information: will sometimes make you lucky, and sometimes luckier yet
Name: Hastur
Portfolio:
Disposition: tremendously, unspeakably hostile
Offerings: magical objects
Information: invoking Hastur assures someone's doom. In combat if you are sufficiently powerful, it will be your opponent's doom, otherwise you have some serious problems.
Name: Hecate
Portfolio: magic
Disposition: moderately friendly
Offerings: magical objects
Information: hates males, likes females
Name: Jinx
Portfolio: thieves
Disposition: friendly but untrustworthy
Offerings: valuables
Information:
Name: Kali
Portfolio: killing, devouring, fertility
Disposition: moderately friendly
Offerings: organic things
Information: invoked in combat, wreaks havoc on enemies
Name: Khorne
Portfolio: warfare
Disposition: short tempered but not especially hostile
Offerings: weapons, armour
Information: grants Chaos Fists chaos damage with hands
Name: Krishna
Portfolio: lust
Disposition: friendly
Offerings: flowers
Information: will boost you physical energies
Name: Loki
Portfolio: trickery
Disposition: neutral but troublesome
Offerings: any
Information: will bestow a bit of his wit and charm
Name: Nuit
Portfolio: night, darkness
Disposition: inscrutable but generally not hostile
Offerings: silver
Information:
Name: Nurgle
Portfolio: disease, pestilence
Disposition: neutral
Offerings: corpses, organic matter
Information: inflicts an EXTREMELY contagious disease called Nurgle's rot
Name: Nyarlathotep
Portfolio: communication
Disposition: friendly as long as you help him corrupt you
Offerings: magical objects
Information: we have a special arrangement with the
Crawling Chaos; he provides a sort of "life insurance"
Name: Pyraray
Portfolio: oceans
Disposition: unfriendly
Offerings: corpses
Information:
Name: Shiva
Portfolio: destruction
Disposition: not hostile insofar as his purpose is the destruction of all that exists
Offerings: any
Information: best invoked in combat
Name: ShubNiggurath
Portfolio: fertility
Disposition: moderately hostile
Offerings: corpses
Information: she has been known to provide one of her Dark Young as a servant if invoked in a forest
Name: Slaanesh
Portfolio: corruption
Disposition: rage filled
Offerings: elf corpses
Information: tends to pick off badly wounded elements of the local population
Name: Tempus
Portfolio: warfare
Disposition: fairly friendly
Offerings: weapons, corpses
Information: haste
Name: Teotihaucan
Portfolio: the sun
Disposition: cruel
Offerings: corpses
Information:
Name: Tolmet
Portfolio: pain
Disposition: vicious
Offerings: whips, scourges
Information:
Name: Tsathoggua
Portfolio: secrets, poisons
Disposition: neutral
Offerings: runework
Information: performs a variety of services
Name: Tzeench
Portfolio: insects
Disposition: alien, uncaring manipulative
Offerings: armour
Information:
Name: Xiombart
Portfolio: manipulation
Disposition: impatient
Offerings: literature
Information: invoked in combat, can scatter your enemies to the winds
Name: YogSothoth
Portfolio: planar travel
Disposition: neutral
Offerings: magical objects
Information: good for a quick retreat
ALIGNMENT: Saintly / Ordered
RESTRICTIONS: vulnerable and cannot use steel/iron
IMPORTANT SKILLS: focusing, tuning, directing, generation, weapon lore, armour lore
IMPORTANT STATS: Wil, Int. str, per
JOIN: First, you must get a special type of ring a Ringwraith's ring. Most people sell them in shops across
LostSouls, they aren't that hard to find. The ring is called a `rune-inscribed ring', it doesn't matter if it has a color or not. They aren't too costly, I don't think they go over 600 coins. Take the ring to 18,25, and go down. Type `sign on to the green lanterns' "sign on to the corps" and give a Ringwraith's ring to Hal Jordan.
STRIPABLE: Yes
GUILD POWERS:
All GL abilities are derived from his emerald ring. It is important to maintain the rings charge of energy. To recharge the ring, simply return to the guildhall to the Emerald Lantern and recharge your ring.
Charge: Analysis, determine your ring's charge level
Light: Projection, illuminate the area
Flight: gain the ability of flight
Language: Translation, you understand all languages, but can't speak them
Magic Detection: detect all magical objects in the area
Detection of Evil: detect all evil in the area
Detection of Chaos: detect all chaos in the area
Defensive Aura: provides physical protection, protection from the elements and water breathing
Healing: self-explanatory
Energy Blasts: blasts of photonic energy at target
Emerald Fire: generates fire on the target's body, destroys flammable items, fire damage
The Light of Mithras: The light of Mithras damages all evil creatures in the area esp. undead
Teleportation: teleport back to the guildhall, to you last location, to another GL
Restraining Bands: hold person
Life Preservation: acts as an Amulet of Life Protection
Energy Constructs: create emerald weapons and armour with emerald energy
Green Lantern Constructs
|
Weapon |
Garment |
|
Dagger, longsword, sabre |
Cape, helm, byrnie, sandal, Suit, armguard |
|
Staff, broadsword, mace |
Cloak, cap cuirass gauntlet, kilt, breastplate |
|
Rapier, shortsword, knife |
Robe, coif, hauberk, apron, skirt, tailsheath |
|
Flail, morningstar, whip |
Tabbard, halfsuit, brassard, glove, helmet |
|
Club, warhammer, pike |
Hat, vest greave bracer, bodysuit |
|
Spear, claymore, handaxe |
Shirt, corselet, leggin, boot |
|
Greataxe, battleaxe |
Kilt, jacket, pants, shoe |
*Armour Types*
Bandedmail brigandine chainmail ringmail scalemail splintmail plate platemail
To create a piece of armour specify the style and type
i.e. "will creation of a chainmail hauberk"
ALIGNMENT: Saintly anything? / Ordered
REQUIREMENTS: Str, Con, Wil, Dex, Int? Must be in the 'Questors of Tyr' Association, must exclusively worship Tyr.
IMPORTANT SKILLS: invocation, brawling, dirty fighting, martial arts, shield
RESTRICTIONS: must remained ordered or you loose your hands
POSSIBILITIES:
Shield: The guild shield not only acts as a defensive shield but also is a weapon. It does crushing, fire and holy damage in battle. Regardless of what damage type it does in battle it will always do a base of order damage.
Craft: Justicars can forge weapons and armours using their rune lore, artificing, smithing, and armour and weapon lore skills arm and leg armour pieces also act as weapons in combat, giving extra attacks. These armours use the brawling/dirty fighting skills.
Deliver Judgment: an advanced and much more powerful version of the Questor's mete justice ability
RACE:
JOIN: Must belong to the Questors of Tyr association.
Then go to the guildhall and join.
LEAVE: possible
POSSIBLE ASSOCIATIONS: Questors of Tyr a *must*;
Stalkers of the Gate?
ALIGNMENT: Saintly / Ordered
REQUIREMENTS: Charisma >50, Strength >70, Intelligence, Constitution, Dexterity.
RESTRICTIONS: Must be lawful or better or powers are denied; must exclusively worship Adonai; when reaching lvl10 effort must be 100%.
POSSIBILITIES: followers Horse at lvl 10 offers movement bonus and two fighting hooves, Squire at lvl 20 offers a fully equipable npc at your service. He starts at lvl 1 leaves when reaching lvl 10 and you get his exp.; you get hasted at lvl 20; guild armoury shields, hauberks, helmets, suits and weaponry daggers, swords, flails, lances, pikes all of good quality; can attack with guild shields crushing attack; higher level guild armour and weapons offer thematic protection and attacks holy, necromantic, magic, etc.; can hone weapons and appraise weapons and armour; can heal while in battle lay hands on []; has effective undead attack turn undead; can ride a heavy attack on horseback from the next room charge; can transform sp into end. pray to adonai;
SKILLS: weapon lore, armour lore, heraldry, equestrian, riding, mounted combat, jousting, invocation, tactics, strategy, leadership.
RACE: Basically anything. I'd recommend something that offers both good end. and sp. values. Humans for thematic correct play, Elf or HalfElf work good too. Amberites really rock!
JOIN: Goto Camelot at 18,20 and go in,n,e,e. Type `pull sword'. If your alignment and strength is correct, you'll be teleported to the Knights of the Round Table guildhall. Type `pledge` to get it.
POSSIBLE ASSOCIATIONS: Fallen Blood, Brotherhood, Maidens?, Explorers, Stalkers.
RECOMMENDED ASSOCIATIOS: Fallen Blood remember that you cannot leave Fallen Blood
LEAVE: Guidstripping is possible. Kensai, Rangers.
ALIGNMENT: Anything; Diabolical / Chaotic preferably
REQUIREMENTS: nothing special required, but high intelligence and willpower i.e. a character with lot's of sp is highly recommended.
IMPORTANT SKILLS: geomancy
RESTRICTIONS: everything is totally sp dependant; Kazarak are technically dead; they do not heal and regenerate hp/sp/end as normal beings do; auras an the like won't work, traditional healing won't work; you become Ametabolical
RACE:
JOIN: Walk to -6,12. Stand there until you develop runes on your body. Heh, this one is SOOO easy.
LEAVE: Not possible.
The Kazar demons use the kazarak as their primary pawns on this plane. Finding it difficult to physically manifest themselves here, they choose instead to take over the bodies of others, forming a permanent bond between a demon's spirit and the host body.
The bond that ties the Kazar demon to the host kazarak is of geomantic origin. It robs the host of their life, leaving them a murmuring husk of their original self, but in exchange grants them partial use of many of the powers of the Kazar.
Full summaries of the effects of the kazarak bond are given in 'help powers', 'help limitations', and 'help skills'.
An explanation of the crystal pillar that is the focus of all of the kazaraks' bonds can be found in 'help pillar'
As the physical vessel of a greater Kazar demon, you receive a number of powers and benefits due to the ability of the demon to transfer energy from your form to the surrounding area and vice versa. Due to the kazarak's lack of a living body, there are a number of obvious benefits. Food and water are no longer required, and the potential to take vital damage to certain limbs is greatly reduced. Since the kazarak are no longer living, healing does not occur in a normal sense. They are completely dependent on the energy transference abilities of the Kazar to enable the continued operation of their bodies. The two major uses of this power are the abilities of rebuild and revitalize. The kazarak are all working towards the same goal on this plane, and as such must be able to communicate over distance. The Kazar allow this through use of a telepathic channel. One of the primary objectives of the Kazar on this plane is to acquire stores of energy to fuel their operations. The kazarak aid in this effort by two methods; the first and most common method is to drain souls from fallen opponents, feeding their life force to the Kazar demons. The second is to consume items of a magical nature, breaking down their enchantments and taking the underlying energy. Both of these actions will result in a gift of spiritual energy from the Kazar to the host body.
Other usages of the drain power are possible against targets that are still alive. These are detailed in a separate list. The most powerful ability of the kazarak is to store up charges of specialized energy in their bodies. The specifics of how to operate charges are detailed in a separate list.
Rebuild:
The physical body of a kazarak will not naturally heal, as the binding process kills the living portion of the host. Thus, the greater Kazar found that without a process for the restoration of physical tissue, their hosts tended not to last more than a few days. Therefore, the rebuilding process was developed by the Kazarin to further allow the spread of the kazar throughout the planes. By use of the command 'rebuild', a kazarak can activate the reconstructive powers of its greater Kazar. This process is highly stressful, and as such if it is used too often it loses its effectiveness and must be allowed to regain its strength.
Revitalize:
As a necessity for the continued operation of their hosts, the greater Kazar have developed the magical operations necessary to restore vitality to their otherwise non-regenerating host bodies. By using the command 'revitalize', a kazarak can restore its endurance by activating the regenerative powers of the greater Kazar bound to its form. Like rebuilding, this operation loses effectiveness if it is used too often.
Channel:
All of the kazarak are linked together via the far-reaching energy pathways of the greater Kazar. One manifestation of this situation is that all kazarak may communicate on a shared channel, accessible through the commands 'guild', 'kazarak', or '='.
Drain Soul:
Syntax: drain soul from
where is a single target or list of targets
This power is used by the kazarak to consume the souls of fallen foes. It is used to provide the Kazar with energy, some of which is shared with the host.
Consume:
Kazar demons survive by consumption of energy from various sources. One of the most efficient sources for this activity is the patterns of energy stored in most magical items. Kazarak are given the ability to break down these patterns and directly consume the raw energy. Most of the energy is taken by the Kazar demon, but some is given back to the host body as a reward. Certain items with powerful magical energies allow even greater rewards to be bestowed upon the host body, depending on the power and nature of the enchantment, and the skill of the host.
Drain:
Help is available on the following drain types:
drain soul
drain structure
drain sense
drain psyche
drain vitality
Drain Structure:
Syntax: drain structure from
where is a single target or list of targets
The greater Kazar can convert some physical objects into energy, most notably items bearing a magical enchantment and the physical forms of living beings. While the stagnant energy structure of the greater Kazar disallows them from converting the bodies of victims into useful energies, they can convert some of the physical structure into energy, which harmlessly dissipates into the surrounding area, leaving the victim without part of hir physical structure. This is one of the most common directed attacks utilized by the kazarak, gaining in effect as they increase their energy control powers. It is most often manifested as a bolt or field of dark energy as light and material is consumed between the kazarak and the target.
Drain Sense:
Syntax: drain sense from
where is a single target or list of targets
By more precise focusing of energy consumption, a kazarak is able to rob an opponent of the energy channels required for perception. This has the effect of rendering a target much less sensitive to the surrounding world, and at high skill levels can cause blindness.
Drain Psyche:
Syntax: drain sense from
where is a single target or list of targets
By more precise focusing of energy consumption, a kazarak is able to rob an opponent of the energy channels required for perception. This has the effect of rendering a target much less sensitive to the surrounding world, and at high skill levels can cause blindness. You must supply an argument. No help is available on that topic.
Syntax: drain psyche from
where is a single target or list of targets
By specifically targeting their energy drain capabilities and focusing only on the psychic energy channels of a target, a kazarak may cause serious damage to the mental capacities of an opponent. This is a highly complex power, and requires a great deal of skill and practice to be able to utilize.
Drain Vitality:
Syntax: drain psyche from
where is a single target or list of targets
By specifically targeting their energy drain capabilities and focusing only on the psychic energy channels of a target, a kazarak may cause serious damage to the mental capacities of an opponent. This is a highly complex power, and requires a great deal of skill and practice to be able to utilize.
Syntax: drain vitality from
where is a single target or list of targets
By targeting their energy drain capabilities and focusing only on the life-giving energy channels of a target, a kazarak may cause a target to lose some of their physical capacity. While not nearly as damaging as the direct attacks to the structure of a target, it is extremely debilitating, causing targets to weaken, and rendering them incapable of rapid movements and reactions. This power is very taxing, and requires a significant skill level to properly activate.
Charge:
Perhaps the most powerful ability granted to the kazarak by the Kazar is the ability to store charges of energy within their bodies. These charges are varied in purpose, but all serve to enhance the host body in one way or another, making them a more efficient tool for use by the Kazar. The number of these charges that may be used simultaneously depends on a number of factors. Each charge has different requirements in terms of energy and skill level required, and there are three power levels for each charge ( minor, major, and greater ). Clearly, more complex and more powerful charges are more difficult to maintain, and therefore fewer may be used at once. All charges begin at 'minor' power level and with a minimum amount of contained energy. They must be bolstered by adding more energy with continued use of the 'charge' command, as the energy slowly dissipates from them over time. Charges may also have their power level altered through the use of the 'upgrade' and 'downgrade' commands. Higher levels will of course use more energy over time. The 'balance charges' command is useful in controlling the exact amount allotted to each charge, as it redistributes the energy in all charges to work in the most efficient manner. Charges may be monitored by using the 'charges' command to list all active charges, or the 'estimate' command to view a single charge in particular. If a charge is no longer needed, it may be 'dispelled' and a portion of its contained energy will be returned to the host. Another possibility for a no-longer-needed charge is to 'release' it, which can have extreme and somewhat unpredictable consequences, depending on the charge in question.
Possible charges:
physical stunning
protection probability
resistance material
infusion intensification
haste shadow
Charge syntax:
charges - gives a list of the types and power levels of all
currently-active charges
charge - this sets up a charge initially
charge- this adds energy to a charge
charge all - this adds energy to all charges, which are currently active
dispel - this dispels one or more charges,
turning them off and reclaiming some of the invested energy
estimate - this returns an estimation of the power level of a particular charge
upgrade - upgrades the specified charges to the next higher power level.
downgrade - downgrades the specified charges to the next lower power level.
balance charges - this redistributes the energy in all active charges to make most efficient use of it. release
ALIGNMENT: Saintly >honorable / Ordered
IMPORTANT SKILLS: philosophy, dodge, meditation, biofeedback
IMPORTANT STATS: Wil, Dex, Con, Str, and Per are recommended as well
RESTRICTIONS: can't wear armour or anything that enhances stats or skill, can't use magical weapons
GENERAL INFO: Females may be able to wear the see through negligee
LEAVE: possible
This guild is partially designed after the Japanese concept of the Kensai. Kensai means "sword saint" and they endeavored to be nearly divine with their weapons, which were, more often than not, swords. In this guild however, you need not specialize in the sword. You may use any type of weapon, but you
can only choose a specialty skill from the melee weapon skills (no bows etc.)
To use all the guild powers you must have the philosophy skill.
Kensai may not wear armour, as this would not be a true reflection of their skill with thier weapon. However, Kensai do get a natural defense bonus, which is based on Qi and dexterity. In addition, Kensai have a very helpful spell dodge ability. Furthermore, Kensai can't wield any magical weapons, but with their superior skills they hardly need them.
I would suggest reading all the help files listed below; they describe your guild powers and abilities. You can read them by typing: 'help <subject>'.
|
Honor |
code |
kensai |
|
appraise |
trance |
levels |
|
choose |
shi |
kirutsuke |
|
namitoshin |
kamikaze |
kajinotoshin |
|
kensai |
skills |
|
Choose
You may choose the skill you want to specialize in with the choose command. The bonus you will get depends on both Qi and levels.
Syntax:
choose <skill>
You can only do this once and it doesn't cost you anything, so choose wisely.
Appraise
With their superior knowledge of weapons, it only follows that a kensai would know something about the weapons s/he uses. A kensai with some knowledge of weapon lore may look at a weapon that they are familiar with using (i.e. they have chosen the skill) and tell how good it is as a weapon.
Syntax:
appraise <weapon>
Namitoshin
This power causes your opponent to stop wielding hir weapon. However, if you're not as skilled of a weaponsmaster as your opponent, it is very likely you shall lose your own weapon. Unlike kirutsuke, you can do this maneuver with your bare hands. However, if you do not execute the maneuver properly, you are likely to injure yourself.
Syntax:
namitoshin <monster> or if already in battle namitoshin
Cost:
50 endurance
biofeedback - This skill allows you to concentrate your inner energies to heal yourself faster. Those who master it recover from devastating injuries at a ridiculous rate.
blindfighting - This skill allows you to focus on your surroundings with senses other than sight, making it possible to fight while unable to see, for whatever reason. Those who master it can fight with virtually no loss in ability.
calligraphy - a skill that will allow you to write in a stylistic fashion.
climbing - This skill allows you to get to places high up without flying. Note there is usually a means to get there that you will be able to see if you can get there.
herbalism - This allows you find medicinal herbs in the forested areas that allow you to treat wounds more efficiently.
jumping - The skill of being able to hurl yourself short distances and land on your feet.
meditation - By meditation, you can focus your inner energies in such a way as to increase your rate of healing. This is separate from biofeedback as they are slightly different techniques of accomplishing the same goal. Combined together they make recovery from all but the most devastating wounds little more than a bit of resting. Note, if you have this skill, you activate it automatically by resting.
painting - the skill to create lovely works of art by brush, pigment, and canvas.
philosophy - this skill is the study of a variety of different views on the nature of life. To kensai, it becomes the way of life, and skill in this reflects greatly one's skill as a kensai.
poetry - the ability to say what you want to say in an artistic fashion
running - Skill in this will allow you to move more quickly than one not trained in it. Mastery in this skill leads to nearly superhuman feats of movement over long distances.
weapon lore - This is the knowledge of weapons in all their myriad forms. Some people concentrate exclusively on one type of weapon (such as the Kensai), at the cost of losing versatility, but gaining enhanced abilities with the weapon. The Knights and the Kensai use this skill to appraise the quality of weapons.
Trance
By concentrating their thought on the collective mind of the universe surrounding them, the kensai can enter a deep trance, with many beneficial properties.
Syntax:
trance
Cost:
10 spell points
Shi
This ability will end the needless pain of your mortally wounded enemy. With one blow to your bleeding opponent, you will not only end their suffering, but shall gain a slight boost in your spirit for your kindness.
Syntax:
shi <monster> or, if in battle, just shi
Kamikaze
This is the power to attack multiple opponents at once, doing as much damage as possible in the one attack. If you are striking a limb and do not succeed, your attack will land in close proximity to the area you were aiming for. This is, of course, dependant on your level of skill. This ability is usable when your Qi is low to medium.
Syntax:
kamikaze- kamikaze all your current attackers
kamikaze all - kamikaze EVERYTHING in the area
kamikaze <monster>- kamikaze monster (can be plural)
kamikaze <monster> and <monster>- kamikaze those specific monsters
kamikaze all but <monster>- kamikaze all but specified monsters kamikaze <monster> but <npc>- kamikaze all specified monsters excluding the npc.
Cost:
70 spell points plus a variable amount of endurance
Kirutsuke
Kirutsuke is the ability to break an enemy's weapon with your own. Some weapons are sturdier than others, and therefore harder to break. It is also worth noting that two-handed weapons are generally of greater mass and substance, therefore making them quite difficult to break. Breaking magical weapons is nearly impossible.
Syntax:
kirutsuke <monster> or if already in battle kirutsuke
Cost:
50 endurance
Kajinotoshin
Kajinotoshin is a great power that you get when your Qi is quite high. It allows you to focus and concentrate your Chi into your weapon, allowing you to attack magically, and causing exceptional damage to undead and those that resist normal damages from weapons of mundane make.
Syntax:
kajinotoshin <weapon> or just kajinotsohin to use it on the primary weapon.
Cost:
100 spell points
REQUIREMENTS: Str, Con, Wil, minimize Cha,
ALIGNMENT: Neutral / Neutral
POSSIBILITIES:
RESTRICTIONS: Race restriction;
RACE: Garou only
JOIN: Must have a torch. Goto 9,33 and in. Type: `petition for initiation'. Then go to Sauron's Lair at 14,38 and some up you may need someone to kill the guards to get in. Go d and west once all the way north. With your torch, type `light torch from fire'. It should work. Go back to 9,33 and in. Type: `petition for initiation'.
ALIGNMENT: neutral / ordered?
REQUIREMENTS: Doesn't matter?
RESTRICTIONS:
POSSIBILITIES: Can reset Rooms, Quests, etc.;
RACE:
JOIN: You'll need a special type of weapon and armour chaos weapon and armour, shaper weapon and armour to give to the Guild master. You can get these for about 4000 coins at the smith in Discordia Example: 'buy shaper weapon dagger bronze' and 'buy shaper armour boots bronze'. Go to Guildhall 16,40 and give both shaper items to Ravlin. Go north. Type `walk the pattern' and you should be in.
LEAVE: Info Ravlin
ALIGNMENT: neutral/chaos
RESTRICTIONS: can't wear heavy or restrictive armour or use nonmagical swords unless it is chaosinfused
METHOD OF JOINING: gain entry to the guildhall under the altar at Discordian Temple lie on altar and "pledge to the POEE"
IMPORTANT SKILLS: see "inana"
IMPORTANT STATS: Wil, Int, Cha, Luck
GENERAL INFO: a high Luck wouldn’t hurt. You Inana to a large degree affects your effectiveness as a Discordian. With higher Inana plural of Inanity come more powerful abilities, better affects, and lower costs with all of your powers. There are nine Inana; the command inana lists them and their help files explain what they are. Different inana are of different importance to different powers. Inana range from 0 to 115 being the holy 5 times the holy 23 [2+35]. They increase with practice.
The Inana 'skills" are:
disinformation, illumination, sarcasm, fnord, nonlinearity, serindipity, glandspeak, paranoia and slack
STRIPABLE: yes
GUILD POWERS:
Suspend: temporarily suspend your powers to prevent inana from decreasing
Aura: Creates an aura of chaos. The aura provides random resistances to random damage types that constantly shift. It requires regular influxes of sp and will dissipate if your sp runs too low
Conjure: you reach into the fabric of chaos and pull out a random object
Rift: a one-way teleportation portal
Discord: momentarily creates extreme aggression in targets making them attack nearby beings. Discord burst attempts to cause discord between all creatures in the area. One may specify more precisely which beings one desires there to be discord between. Sp costs increase the more beings are included in the discord, although the costs are less if you include yourself in the discord, either by using the discord burst or including yourself in the list of targets of the discord.
Sublimate: random teleportation, although "sublimate home" usually takes you back to the guildhall.
Confuse: This stuns the target by making them too confused to think or act
Illuminate: Makes the target stronger, faster, and all around better. One can specify a target or simply illuminate, which affects all in the area and lights the area as well.
Unnamed: resets a room. Everything and everyone in the room ends up in Evraji a noexit room
Quote: makes you say random phrases at random intervals
Channel: the most important POEE ability. Let's you channel various forms of chaos energy into people or objects. The syntax for channeling is 'channel <level> <type> <polarity> chaos into <target>. The level of channeling is how much raw chaos energy involved. You must specify a level from the channel level list any time you channel. "channel max" will tell you your maximum channeling level. Substituting "max" for the level will let you channel your current max. The higher level the more sp it costs to channel and the more effective the channeling is.
The type is the form of chaos you are attempting to channel. If no type is chosen raw chaos energy is used which has some of the effects of all of the types. The types are:
Mental: stunning is a common manifestation of disrupting mental processes
Spiritual: This is personal spiritual energy i.e. sp
Physical: in general bodily health i.e. end
Vital: Lifeforce. Negative vital chaos withers limbs and drains life, positive heals
Sensory: the sense systems, particularly sight
Hematic: condition of the blood. Whether it contains poisons or not
Adrenal: the level of adrenaline in the body, positive haste negative slowing The polarity is either positive or negative. If no polarity is specified it defaults to negative. The target can be specified or not. It defaults to your current opponent if in combat.
Channeling is a little different when an object is the target. See 'help channel objects'. Channeling any amount of positive chaos into remains will return it to the Primal Chaos. Eris will reward such an act with a small gift of sp. Channeling positive chaos into objects attempts to improve their condition and worth. Results are unpredictable, inconsistent, and usually require large amounts of spiritual energy. Channeling negative chaos has an opposite result.
ALIGNMENT: good/neutral recommend saintly/neutral
RESTRICTIONS: cumbersome armour disables special abilities
REQUIREMENTS: Dexterity, Willpower, Perception, Intelligence
METHOD OF JOINING: You must touch something of nature. Go to the guildhall. Type: `enter trees'. Info the guild master to get the syntax to join.
IMPORTANT SKILLS: animal lore, plant lore, armour lore, weapon lore
GENERAL INFO: certain races gain advantages when they are in their home terrain. This is where the ranger grew up as a child and became a woodsman and tracker. While the ranger is in his home terrain, he gains a bonus to elude, awareness, follow, stealth, dodge, tactics, animal, and plant lore. If the ranger is not from a race that was exposed to natural terrain he will not have a primary terrain and wont receive these bonuses. If a ranger wears armour above average weight they loose their special stat and skill bonuses. If the armour is very heavy, the ranger could loose their ambidexterity bonus if it was granted
STRIPABLE: yes
GUILD POWERS:
|
Power |
Information |
|
Call |
Follower name/ followers, based on follower |
|
Send |
Follower name, based on follower |
|
Release |
Follower name |
|
Estimate |
Time/date/location |
|
Forage |
Food/herbs/weapons |
|
Skin |
Corpse into armour |
|
Repair |
Armour |
|
Summon |
Insects, cost 10-50 Friend, limit of 25 times Elemental, cost 20-100 |
|
Apply |
Target, player, self, herbs, healing, can be done to specific limbs |
|
Spells |
Options |
Cost |
Effect |
|
Cure |
Blind |
50/100/200 sp |
|
|
Inspire |
Player/Follower |
35, 25 end |
Boosts: End, Str, Will Per |
|
Enchant |
Item against race |
20, 75 sp |
|
|
Mark |
Tree |
25sp |
|
|
Entangle |
Target |
25sp |
Hold person |
|
Warp |
Weapon/armour |
15? |
|
|
Regrow |
Limb / follower |
|
|
|
Follower |
Level |
Special |
|
Crow |
4 |
|
|
Squirrel |
5 |
|
|
Bat |
6 |
|
|
Raccoon |
7 |
|
|
Dog |
9 |
|
|
Monkey |
10 |
Can wield a weapon, wear armour |
|
Boar |
11 |
|
|
Falcon |
13 |
Dive attack |
|
Wolf |
14 |
Bite attack |
|
Horse |
15 |
Kick and ride |
|
Snake |
17 |
Poison bit and crushing attack |
|
Bear |
19 |
Crushing and ride |
|
Tiger |
20 |
Bite attack and ride |
|
Ape |
21 |
Can wear armour, wield weapons |
|
White dragon |
23 |
Bite, tail, breath attack, ride |
|
Green dragon |
25 |
Bite, tail, breath attack, ride |
|
Blue dragon |
27 |
Bite, tail, breath attack, ride |
|
Black dragon |
29 |
Bite, tail, breath attack, ride |
|
Red dragon |
30 |
Bite, tail, breath attack, ride |
|
Gold dragon |
40 |
Bite, tail, breath attack, ride |
|
Type |
Size of corpse |
Wear over armour? |
|
Hat |
Small |
Yes |
|
Helmet |
Small |
No |
|
Cowl |
Small |
No |
|
Breastplate |
Medium |
No |
|
Curiass |
Medium |
No |
|
Vest |
Medium |
Yes |
|
Armour |
Large |
No |
|
Armour |
Large |
No |
|
Half suit |
Large |
No |
|
Bodysuit |
Huge |
No |
|
Suit |
Huge |
No |
|
Jacket |
Large |
No |
|
Jerkin |
Large |
Yes |
|
Apron |
Medium |
Yes |
|
Pants |
Medium |
No |
|
Skirt |
Medium |
No |
|
Tail sheath |
Medium |
No |
|
Gauntlet |
Small |
No |
|
Gauntlets |
Small |
No |
|
Glove |
Small |
No |
|
Gloves |
Small |
No |
|
Armguard |
Tiny |
Yes |
|
Armguards |
Small |
Yes |
|
Bracer |
Tiny |
Yes |
|
Bracers |
Small |
Yes |
|
Legging |
Small |
Yes |
|
Leggings |
Medium |
Yes |
|
Boots |
Small |
No |
|
Boots |
Medium |
No |
|
Cape |
Large |
Yes |
|
Cloak |
Large |
Yes |
|
Coat |
Large |
Yes |
|
Belt |
Tiny |
Yes |
|
Sash |
Tiny |
Yes |
ALIGNMENT: evil / chaotic
RESTRICTIONS: must use edged weapons, god exclusive. Reapers lose much of their power on holy round, and are highly vulnerable to holy and ordered attacks.
METHOD OF JOINING: go to the broken altar west of the main altar and sacrifice a corpse
IMPORTANT SKILLS: necromancy, invocation, pole arm
IMPORTANT STATS: Con, Wil, int, str, pole arm: the most hated guild on Lost Souls Learn the skill of Anatomy for stat bonuses when level up?
RACE: Minotaur is recommended as a younger race. Chaosborn seems to be good elder race.
STRIPABLE: yes
POSSIBLE ASSOCIATIONS: Brotherhood; Kazarzeth; Maidens? Although, reapers can only worship one god. These associations may violate that restriction.
RECOMMENDED ASSOCIATIONS:
GUILD POWERS:
All Reapers have a stat called ‘elan’, which determines the amount of favor from Thanatos they possess. Without elan, Reapers cannot cast spells except for Slaughter and Consecrate. All Champions also receive a guild weapon a scythe that grows gradually better with each level.
Slaughter slay a mortally wounded foe
Rend drill a single target with slashing blades
Smite scrambles a target's ability to fight somewhat. Also stuns sometimes
Weakness lowers resistances and enhances vulnerabilities
Drain draw Lifeforce from the enemy
Flood converts excess elan into spell points
Return return from the dead at will
Ectomorph transform into a ghost with no loss of experience or equipment
Invoke invoke the reaper. This has varying effects depending on the situation.
Envelop wrap yourself in the cloak of one of Reapers. your name becomes 'A dark reaper', and you receive some resistances.
Consecrate allows you to build an altar to Thanatos. You must have enough dead flesh to comprise three human sized corpses, or the spell will not work. This also 'desecrates' an area, rendering it unholy. This is a very expensive spell to cast be sure you have enough flesh before casting!
Black skulls are the key to gaining more power as a Champion of Thanatos. When you locate one, take it to an altar you've constructed preferably in a high population area like the gully dwarf ship. Repeatedly kill and sacrifice corpses at the altar until your elan is maxed out, then invoke Thanatos. If all goes well, you'll receive certain benefits permanent ones. If your elan is too low, you'll only receive a restored hp/sp/end.
First Skull: The Reaper becomes ametabolic, and benefits from a jacked up regeneration rate.
Second Skull: The Reaper receives malform, a spell that causes a target to forcibly remove a weapon or armour, and renders the affected limb unable to wear anything for a period of time.
Third Skull: The Reaper receives malign, which prevents mobs from casting special attacks spells.
Fourth Skull: The Reaper's scythe now deals primal damage.
Fifth Skull: The Reaper's scythe is now vampiric, channeling back some of the damage to a Reaper's hp/end.
To use a skull:
ALIGNMENT: neutral/neutral
RESTRICTIONS: can only wield staves, daggers and cannot wear cumbersome armour, must be level 615 to join not before or after unless heroing in Red Magi and rejoining after stripping
METHOD OF JOINING: "pledge" `pledge to the red magi' in the guildhall. Literacy must be high enough to join
IMPORTANT SKILLS: pyromancy, enchanting, conjuring, symbology, evocation
IMPORTANT STATS: Wil, Int, Dex, Str
RACE: some people recommend faeries. Something that is not short on sp.
GENERAL INFO: any spell cast 1000+ times becomes a permanently memorized spell in your spell list, allowing you to memorize 8 other spells into your list of available spells. Robe protects from heat and fire but makes you vulnerable to cold and water. Gives minor resistances to other attacks as well. It also raises Int while worn. Can cast spells into containment fields up to 3 to be released later for a more immediate affect. This drains 4 sp every 10 seconds. Red Magi regen sp at a faster rate but regenerate physical energy slower
STRIPABLE: yes but can only come back if you heroed in Red Magi
GUILD POWERS:
|
Lvl |
Reverse |
Spell |
Description |
Cost & Components |
|
1 |
N |
Detect Magic |
Detects magical items in the room |
10sp, 10end |
|
1 |
Y |
Fire Lamp |
Blinds / cures blindness |
30sp, 10end, ice crystal |
|
1 |
N |
Fire Sphere |
Teleport to GH |
15sp, 15 end |
|
1 |
N |
Pearl |
Store for later use |
25sp, 15 end |
|
1 |
N |
Fire Spikes |
Spike of fire shoot at enemy |
30sp, 15 end |
|
3 |
N |
Flame of Knowledge |
Know targets level |
150sp, 100end |
|
3 |
Y |
Tongues |
Understand languages |
65sp, 45 end |
|
4 |
Y |
Symbol of Vengeance |
Brand / unbrand target |
10sp, 10 end |
|
4 |
Y |
Fire blood |
Cure / cause poison |
40sp, 50 end |
|
4 |
Y |
Flame shield |
Fire shield, protects magic armour |
75sp, 60 end |
|
4 |
Y |
Light of flame |
Illuminates / darkens area |
30sp, 25 end |
|
5 |
N |
Seeking flame |
Use to observe objects |
60sp, 60 end, purple orchid |
|
5 |
N |
Ashes to Ashes |
Destroy remains for health |
15sp, 5 end |
|
6 |
N |
Dispel magic |
Dispel any of your own spells |
30sp, 15 end |
|
8 |
N |
Fire rain |
Area attack |
55sp, 40 end |
|
9 |
N |
Fire charm |
Calm target |
80sp, 40 end, any crystal |
|
10 |
N |
Burn |
Burn specific limb on victim |
60sp, 20 end |
|
10 |
Y |
Bloodfire |
Haste / slow |
60sp, 20 end, moss |
|
11 |
N |
Flame shot |
Damage opponents in all limbs |
80sp, 30 end |
|
12 |
N |
Resist cold |
Gain resistance to cold attacks |
65sp, 50 end |
|
13 |
Y |
Protection from evil |
Protection from good/evil |
80sp, 40 end, flammable item |
|
14 |
Y |
Mute area |
Area silence |
95sp, 45 end |
|
14 |
Y |
Smoke |
Area blind and gas attack |
90sp, 120 end, wooden item |
|
15 |
N |
Piercing flame |
Enhance weapon to do fire damage |
150sp, 75 end |
|
15 |
Y |
Summon elemental |
Summon fire elemental |
130sp, 100 end |
|
16 |
N |
Fire web |
Stun / hold spell |
40sp, 25 end |
|
16 |
N |
Flame push |
Force target out of room |
40sp, 45 end |
|
17 |
N |
Melt weapons |
Destroy metal weapons |
50sp+25/item, 50end+10/item |
|
18 |
N |
Melt armour |
Destroy metal armour |
75sp+30/item, 75end+15/item |
|
20 |
Y |
Fire wall |
Block entrance |
175sp, 70end |
|
23 |
N |
Lightning |
Zap target with lightning |
100sp, 30end |
|
29 |
N |
Inferno |
Area attack |
350sp, 250end, moss, torch |
|
44 |
N |
Fire of the Gods |
Primal Area attack |
450sp, 500end, moos, torch, 25000coins, warpstone, glass, iltarix |
ALIGNMENT: evil / * evil / chaos recommended, ordered, possible
RESTRICTIONS: must wear ring
METHOD OF JOINING: Just have to come to 14,38 Angband. Must be evil enough to enter or kill the guards for the key (note this is not easy with protectors of Angband lurking). In Sauron's presence "offer myself to sauron"
IMPORTANT SKILLS: focusing, tuning, generating, directing
IMPORTANT STATS: Willpower, Intelligence, strength, perception
GENERAL INFO: Ringwraiths become more immaterial as they use their powers. Immateriality grants greater and greater resistance to poison, radiation, disease, air, viral, and temporal damage. However they become more vulnerable to photonic damage. Ringwraiths are ametabolic so they cannot eat or drink.
STRIPABLE: no
GUILD POWERS:
Follower allows riding
Rings all of a Ringwraith's power comes from his ring. You gain powers and abilities by getting runes inscribed on your ring. Each rune has a different power or affect. Each rune also has a set cost in points that you accumulate as you advance in level. To gain a new rune go to Sauron and "petition for <rune's name>". It should be noted that Sauron is extremely stingy with runes.
|
Cost |
Ability |
Effect |
Enhancement Runes |
||
|
2 |
aaglyth |
chaos favor |
|
3 |
aerinax |
flight |
|
|
colapha |
night vision |
|
2 |
ekaschos |
increase charisma |
|
3 |
fyegreh |
increase luck |
|
2 |
krah-li |
increase willpower |
|
3 |
khyaros |
increase strength |
|
2 |
naaklrysh |
breath underwater |
|
2 |
quiange |
increase perception |
|
4 |
quariil |
ambidexterity |
|
3 |
omavistis |
increase constitution |
|
2 |
thabtka |
increase intelligence |
|
0 |
tyratai |
guild channel |
|
3 |
vanar |
increase dexterity |
Resistance Runes |
||
|
1 |
aphari |
heat |
|
2 |
batarim |
electricity |
|
4 |
ciiv |
slashing weapons |
|
2 |
dakati |
cold |
|
1 |
emtat |
sonic |
|
2 |
ilaeri |
plasma |
|
2 |
jaderleg |
magic |
|
1 |
jstyron |
acid |
|
3 |
N'rax |
crushing weapons |
|
2 |
paezan |
force |
|
2 |
qx |
chaos |
|
1 |
symnat |
order |
|
2 |
uanedryl |
necromantic |
|
2 |
wojun |
fire |
|
3 |
zadash |
piercing weapons |
Power Runes |
||
|
|
Abrinth |
Darad shi |
|
2 |
B'padhax |
destroy magical constructs/auras |
|
1 |
D'lorinas |
detect magic in area |
|
4 |
everak |
a firebolt attack |
|
|
Festiglis |
Enervate one’s enemy |
|
4 |
gaj |
poison |
|
|
Glochar |
Planar pocket |
|
4 |
haekadzi |
haste |
|
1 |
hytelmos |
one-way psychic communication |
|
3 |
ispiri |
teleport to guild hall |
|
3 |
jainz |
return to last place "ispiried" from |
|
1 |
kynza |
detect good by color aura |
|
4 |
laelinak |
project aura of light/dark |
|
4 |
lgladzi |
protective aura from heat, also draws heat from area |
|
4 |
mragsh |
protective magical bubble |
|
2 |
nysevrak |
create a magical sword of fire |
|
|
Onichald |
Rug shi |
|
4 |
potradn |
slow enemy |
|
6 |
ravarak |
a massive blast of pure force (area attack) |
|
|
Rbardanis |
Power over orcs |
|
|
Slurtaw |
Power over trolls |
|
|
Somagth |
invisibility |
|
5 |
tzakhos |
teleport to other ringwraiths |
|
6 |
vynlari |
teleport self or others randomly |
|
|
Zil |
Power over goblins |
ALIGNMENT: Neutral / Neutral
REQUIREMENTS: Wil, Str, Con, Dex, Int, Per minimize cha and luck
RESTRICTIONS: Racial restriction, see below.
POSSIBILITIES: can change their shape
RACE: Must be a Centaur!
JOIN: Go to Centaur Isle, to the village of Soralea?. Go to the north gate of the village. Even though you don't see one, type 'get pitchfork' or take pitchfork?. Open gate and go 2 south until you find some hayballpyramid. Type `search pyramid' bail the hay? then `enter door'. Type `pledge' to join.
LEAVE: not possible
Temple has portal to western Temple
Association Apollo's Healers Apollonian Disciples
ALIGNMENT: doesn't matter / between neutral <> ordered
REQUIREMENTS: must worship Apollo, healing skill should be better than <skill?>, followers must be "beautiful, wise and brave"
RESTRICTIONS: Becomes more sensitive to forces opposite of light.
POSSIBILITIES: Commune: can see whether it's day or night; Dazzle: attack foes with light; Offer: can offer magical items to Apollo; Has a healing skill bonus?; Gets protection against light;
RACE: anything
JOIN: Train in healing at the Explorers Hall, anywhere actually; and/or use an amulet of healing and when it is getting good then go to 31,12 and wi. Type `pray to Apollo' several times. When Apollo appears, type `worship Apollo' several times.
LEAVE: possible, see help file
ALIGNMENT: no requirements
REQUIREMENTS: Must worship Doppel.
RESTRICTIONS: May not join the Vashanka or Jinxian Association. May not group with other people but can join companies.
POSSIBILITIES: Can cloak themselves with a cloak of disguise. The cloak allows to set an entirely different appearance when worn name, title, gender, description, etc. The cloak also gives you a skill bonus in stealth, elude and dodge. Dexterity boosts 1 point Dex boost per 2 levels 15-point max level 30.
JOIN: At Sanctuary go in, w, 10n, 4w, n, 2e. In the temple simply 'worship doppel'.
LEAVE: Go to the temple and say 'leave association'
ALIGNMENT: none required?
REQUIREMENTS: Must be drunk to call upon powers.
RESTRICTIONS: Not suitable for ametabolic characters. Membership is exclusive; you can't join other associations when you chose to join this one.
POSSIBILITIES: mostly utility skills I think; triple drinking bonus; can identify items; learn languages faster
RACE:
JOIN: Go to Danilo in Jhan. Give an expensive drink to Danilo; you have to bribe him that way. I never tried but the most expensive drink from Garen s, sw, n from Danilo should work?
LEAVE: You will be hit on the head and all skills you developed on the brotherhood will be reduceds to the lowest level.
ALIGNMENT: no requirements
REQUIREMENTS: Must worship Vashanka. Must carry amulet.
RESTRICTIONS: May not join Jinxian or Dopple Association. May not use weapons that deal crushing attacks. Weapons used must be magically enchanted. Cannot use ranged weapons?
POSSIBILITIES: The amulet give teleport capability to Sanctuary Vashanka temple and back to the location where you used it last translocation; return. Amulet gives minor resistance against many forms of attacks.
JOIN: At Sanctuary go in, w, 10n, w, n. In the temple simply 'worship vashanka'. You must make a money donation first.
LEAVE: Kill the priest in the temple. I think this has changed. Info the priest before you kill him.
ALIGNMENT: diabolical / chaotic NOTE: if your alignment strays, Nurgle will try to kill you.
REQUIREMENTS: God Morgion demands constant sacrifices 2x touch corpse. If you don't sacrifice enough he'll draw on you. He'll accept only decomposing organic matter; high charisma is a bonus?
RESTRICTIONS: Must retain alignment and sacrifice or you'll get punished or thrown out; every organic matter you touch will start to rot; you may not attack another cultists;
POSSIBILITIES: Depends on a ranking system advance by numbers of sacrifices, the higher you rank the more possibilities you have; You rot corpses, and all organic stuff, so no wooden weapons, or leather armour.
Powers:
Rally: Offers followers rally before the cultists in the
Temple: need high charisma?; some healing from rotting
Stuff: touch poison the person you touch; decay
assoc. channel: cult news; ranks possible ranks as a cultist
You have protection against poisoning it'll strengthen you; immune to poison, disease, viral damage; upon raising in the hierarchy you'll get a follower toxic gas cloud that heals and regenerates you a bit; you'll be able to kill mortally wounded by a touch;
JOIN: Go to 32,24. You need 5 torches and you need a corpse. Go 4sd, s, light all 5 torches. This burns away the curtain of plants. Go 2s, sacrifice corpse. You’re in!
LEAVE: kill a Cultist; kill the High Priest
ALIGNMENT:
RESTRICTIONS: cannot wear heavy / restrictive armour, cannot use berserk attack setting
METHOD OF JOINING: go to Pryderi and 'say join the explorers', intelligence and perception must be at a decent level
IMPORTANT SKILLS: literacy, awareness
GENERAL INFO: gives foraging skill and a boost to max endurance Wil?
METHOD OF LEAVING: go to Pryderi and say, "leave the explorers"
ASSOCIATION POWERS:
Explorers Guide: gives much information on the mud
Forage: collect food in a wilderness area
Estimate location: find out where you are, like using a compass.
ALIGNMENT: doesn't matter / initially chaotic, ordered after joining.
REQUIREMENTS: To join, you must have chaotic alignment. After joining you must maintain an ordered alignment.
RESTRICTIONS: May not use chaotic items. You get punished when alignment falls below neutral a kind of flash hits you regularly.
POSSIBILITIES: Offers a sphere of protection FALLEN_SPHERE that costs sp to call and maintain quality is near impenetrable armour, gives protection against order, chaos and other mundane damage types; destruction of chaotic items restores a small amount of sp and end?; assoc. channel; gives a 15 point boost to Per, Wil, and Luck?
JOIN: Find Cerradin the Enlightened he wanders in the
MUD You must be below neutral in order/chaotic. Type: `abandon chaos'.
LEAVE: You cannot leave the Association!
The Fallen Blood of Chaos are an intrepid group of individuals who have forsaken the ways of chaos in favor of law. The lords of chaos have branded each member of the fallen with a blood drop scar on their cheek. The color of the scar is ever changing and serves as a reminder of the fallen's betrayal of chaos. For the fallen, this mark is seen as a gift. A sign that they have at last been separated from the crazed deities they once had revered. The gods of law which include; Tyr, Torm and Mithras, eagerly accept the fallen into their arms. Along with sanctuary from the wrath of the chaos lords, they grant the fallen unique powers for their allegiance, yet exact a strict moral code.
The lords of order and justice grant a special boon to the fallen. They give the fallen the ability to invoke their names in protection. The gods of law will also eagerly accept the destruction of chaotic constructs. As a special gift to the fallen, the gods of law are known to increase their mental prowess, so that the fallen are every ready to combat chaos.
Powers:
invoke - This ability allows the fallen to call upon the gods of law for protection.
Syntax: invoke protection.
release - This allows the fallen to release the protection provided by the gods of law.
Syntax: release protection.
destroy - The gods of order allow the fallen to destroy chaotic creations in their name.
Syntax: destroy <item>
fallen - Allows communication with other members of the fallen.
Even though the gods of law grant great favor upon the fallen, they exact terrible punishment against those who stray back to the path of chaos. So the fallen must be ever vigilant to keep their virtues toward the call of the righteous. The nature of the fallen prohibits association amidst the ranks of the chaotic, including the use of their creations. Only through strict control of ones ethics may chaos one day be driven from the world.
ALIGNMENT: must be ordered
REQUIREMENTS: must worship Minerva
RESTRICTIONS: may not use chaotic items; must wear circlet to use powers
POSSIBILITIES: The Association offers divination find the general location of a being, exact circumstances of that location, inventory and alignment of another being and the general location of an artifact. Wearing the circlet gives you a boost in Willpower, Perception, Awareness and literacy.
SKILLS: Anatomy, Animal lore, divination and legend lore.
RACE:
JOIN: Go to Bertolet the Butcher in Camelot 18,20, in, n, e, n and say `haruspex' or 'minerva' then he'll quietly let you by. In from of Jylarl type `pledge to Jylarl' to join.
LEAVE:
ALIGNMENT: no requirements
REQUIREMENTS: Must worship Jinx.
RESTRICTIONS: May not join Vashanka or Dopple Association. Dependant on money. Need 20k in bank 10k in hand?
POSSIBILITIES: Offers all Members portable hole Magic Hoop that acts as a communal portable hole for all members of this association. Everything one member puts in the hole is accessible to all other members.
JOIN: At Sanctuary go in, east, 5n, 5n, 5n, 5e, e, n. In the temple simply 'worship Jinx'. L
LEAVE: beg a wizard; listed method is impossible to be accomplished
LOCATION: Temple of Discordia
ALIGNMENT: */chaos sort of
RESTRICTIONS: can't wear heavy restrictive armour or wield nonmagical swords
METHOD OF JOINING: in the Discordian guildhall to get there, lie on altar at Dara and "pledge to the LDD" must be free spirited at least to join
IMPORTANT SKILLS: none
IMPORTANT STATS: Cha, Luck
GENERAL INFO: once you join the LDD there are no real alignment restrictions
METHOD OF LEAVING: in the Discordian guildhall "leave the LDD"
ASSOCIATION POWERS:
Chaos Favor: can use warpstones and parageos safely
Chaos objects: Can use weapons such as the Principia
Discordia and broken spirometers can also sing from the Discordian Hymnbook
Resistances: chaos attacks strengthen
ALIGNMENT: doesn't matter?
REQUIREMENTS: Must be female, spear skill >Decent?; must bring the head of an evil creature;
RESTRICTIONS: The Association is exclusive: you cannot join other Associations.
POSSIBILITIES: Spear Skill Bonus; unarmed Skill? Bonus; hasted.
JOIN: In the presence of the head woman do "Join the maidens of the spear".
LOCATION: The River Tythes (3,3,3 in Limbo)
ALIGNMENT: Any
RESTRICTIONS: None as far as I've seen.
METHOD OF JOINING: Find Xar, Lord of the Nexus. Say 'prove myself'. He'll give you a quick lesson in runes, and a vial of ink. Go to the statue in the center of the Nexus courtyard, and draw the sigil on the statue. This will teleport you to Samah, or rather, an illusion of Samah, which you have to kill. Samah's abilities and hp are dependent on your level, but take along a ring of magic resistance and warding to block the majority of his tricks. Once he's downed, he'll give a nice little speech, so kill him again this time you'll kill him outright in the first round. Touch the sigil to return to the Nexus, go to Xar, and say 'I will never forget'. Xar will then give you a Patryn name rune.
IMPORTANT SKILLS: rune lore
IMPORTANT STATS: None
GENERAL INFO: The Patryns are not a true 'association' the benefits are mostly in terms of equipment. You do not receive any stat bonuses, though some of the Patryn tricks are quite good.
METHOD OF LEAVING: Your name rune will not survive a crash; attack a Patryn also to break it.
POWERS AND ABILITIES:
Runic weapons: You can forge runic weapons at Marek. These weapons can be kept, and infused with certain powerful energies. Your weapon lore and rune lore determine how effective they are. Once a weapon has been forged, you can charge it with magical energy Spirit, and then have Varn infuse it with a specific damage type. Infusions and charges will not survive crashes, and runic weapons not to be confused with runed weapons can only be used by those with Patryn name runes otherwise, they vanish.
Mark: Varn can also put a basic rune of combat on your armor or weapons. It costs a few sp every time this rune activates.
Protective Tattoos: Varn can give you a single tattoo to resist a specific damage type. This tattoo eventually loses its efficacy over time and abuse, and will not survive a crash. You may only have one tattoo at a time.
Rune Bonding: The Patryn equivalent of marriage, rune bonding allows two partners some impressive powers.
Bond commune: Bonded partners can communicate privately, over any distance, at no sp cost. Will not break resting/meditation.
Bond vision: Allows you to see what your partner sees the equivalent of 'look' in their location.
Bond share: You can spend some of your sp and endurance to restore your partners’ hp, sp, and endurance. The cost is roughly 50sp/50 end, to regenerate 20sp/50end/?hp about equivalent to a potion of mending.
Bond transport: Allows you to teleport to your bond partner's location costs roughly 100sp/100end
Bond sacrifice: A frightening and uplifting power, indeed. Bond sacrifice causes your arms and legs to amputate as you channel the majority of your life force to your partner. The effect is actually superior in power to a potion of heroism, though the duration isn't quite as long.
Notes:
Bond sigils will not survive crashes.
Runes are not permanent. They may wear off or get lost in other ways. Neither is their protection absolute!
ALIGNMENT: Saintly / Ordered
REQUIREMENTS: must worship Tyr
RESTRICTIONS: must wear the amulet of Tyr
POSSIBILITIES: alignment detection; have Tyr smite your foe with a flash; channel
RACE: All.
JOIN: Go to Jhan at 9,22. Go 2in, and all the way north. 'Enlist with the Questors' for initiation.
LEAVE: ?
ALIGNMENT: saintly anything better than neutral / ordered anything better than neutral
REQUIREMENTS: intelligence, willpower, dexterity
RESTRICTIONS: Must be good or better else powers are denied; Special powers will not work in extreme hot environment; cannot wear armour the robe you get protects from cold
IMPORTANT SKILLS: cryomancy
POSSIBILITIES: Offers a Yeti as follower; special attacks based on cold damage; cold protection; chest in guildhall to deposit items for common use;
JOIN: Literacy must be higher than decent. Heavily SP oriented guild.
POSSIBLE ASSOCITATIONS: Explorers; Brotherhood of Wine and Song; Stalkers of the Gate;
RECOMMENDED ASSOCIATIONS:
LEAVE: Is possible.
Please note that the level of difficulty of an NPC is totally dependant on the way your character is built (race, guild, skills, level, protections, weaknesses, etc.). No symbol indicates unknown.
Amon is a God. He cannot normally be killed. Those that can typically kill him are ELF that call down a God to kill Amon.
Association Fallen Blood of Chaos. Cerradin was the first of the Fallen Blood of Chaos. Sacrificing everthing, he left the folds of chaos to join the ranks of the righteous. For his actions, the gods of law granted him special favor for this station and now he recruits others to follow their precepts.
Damon teaches such skills as brewing, climbing, fishing, foraging, leadership, swimming, sword and weapon lore, and can give introductory instruction in brewing and fishing. He will warp your equipment and armour should you chose to attack him.
Wandering Ringwraith. Fulmaris is a blue-skinned slaan who stands prominently among the ranks of Sauron’s Ringwraith thralls. She wanders the land aimlessly, spreading destruction at Sauron’s behest and is know to be personally responsible for atrocities against the people of Camile, Losthaven, Moria and Lothlorien.
Iznythe the lesser, dark servant is a youg, pale human who faithfully serves his lord Sauron. He wanders he world spreading mayhem and destruction, as Ringwraiths are wont to do.
The quest for Trivial Knowledge is associated with this NPC. See quests for more information. Jorge Aspar is the sole remaining survivor of a famliy whose story stretches back to the beginning of written gnomish history. He is currently said to be attempting to collect a total and complete history of the land of Lost Souls, including every little trivial factoid.
Lacantius is the Guild master for the Travellers. To join, you must say, infront of Lacantius, “Show me the Way”. Lacantius is a trainer. Reapers that are able to force him to unwield his weapons easily kill him. Lacantius Magnus is the strongest of the Phantasian Astromancers and now leades them as their patriarch. Hailing from Phantasia on the plane of Talislanta, he has traveled here to train the denizens of this plane to fight the Rajani necromancer-priests.
Mok is a character that wanders LostSouls killing things. He gives good experience. One of his attacks reduces your spell points. He does have an attack that causes instant death. However, this attack is necromantic and does not affect such things as reapers and RW with necro protection.
Ven is a wondering trainer for the Ringwraiths. He teaches all power skills for the ringwraiths. In the early days after the fall of the Altrain Empire, Ven Gal Lyrl was renowed for his bold and selfless deed in holding back the turmoil that gripped the world. However, he was seduced by Sauron’s promises of power and soon his renown was for the death and chaos, which he wrought at Sauron’s behest.
The Veteran teaches skills related to talents. He himself has talents and it can be difficult to kill him. He does give good experience.
It is in Shadowmyrk. It protects head.
extras: willpower bonus, and other
It's completely random. You might just find it in your inventory – transfers between lucky people
deals/properties: outstanding quality, amplified slashing, chaos attacks
alignment: despite it's random nature the item is not of chaotic alignment!
Can be found on Ven Gal Lyrl, a wondering NPC.
Alignment: superior quality, excellent balance
Deals: acid damage, enchanted
Alignment: sensitive to light
Deals: tentacles suck foe and restore your endurance!
Avatar of Kali Jhan underground Appears as a black runed shortsword.
Alignment: unholy?
Deals: slashing, necromantic?
Random Item in the game, Kenders seem to have them frequently.
Must be chaotic to be able to wear it. If not it will strangle you.
Being chaos favoured seems to work
Keepable if you are a Hero
Alignment: chaotic
Powers: excellent armour - can be worn by a magi!
Lord Thalask in Devonshire Catacombs
Alignment: neutral, is deathbonded
Protection: outstanding, near impenetrable, more effective against stabbing,
Danzig in Dragonsreach Underdark
Deals: stunningly powerful, superior balance, photonic and amplified crushing
Lord Caimen Bitael Jhan
Alignment: neutral
Deals: stabbing, fire damage
Corna
Deals: amplified slashing, amplified stabbing
Danpiru Assassin,
Deals: stabbing damage, necromantic attacks, stealth combat,
Misc: effective against 'deep ones'
Lady Bectile in Bectile's Castle
Deals: staff, cold, order,
Vilkata in Shadow Tower
Deals: staff, energy/entropy?
Alignment: unholy
Deals: dagger, stabbing
Galvanar the Jeweled Golem in Serpentines's Tower in Corna
Deals: elemental attacks earth, water, fire, air
Alignment: neutral
Zalbar in Sanctuary
Quality: excellent armour
Alignment: none, superior quality, superior balance, not coinable, gives a big boost in charisma.
Deals: force attacks,
Githyanki at eight floor of Shadow Tower
Alignment: neutral
Deals: sets strike to head; gives a big sword skill bonus
Kham in Togrek
Bonus: +10 Strength, +10 Willpower
A staff found in Et’zlarhi. This staff, when used properly and will enough spell points, will teleport you to your requested location/person.
Far back in the mists of time, the universe was formless chaos, ruled solely by the beings called the Chaosborn. This ended when a rebel Chaos Lord named Dworkin Barimen created the Pattern, the source of order. A great deal of cosmological realignment occurred at this point: the Elemental planes, as well as the planes of Energy and Entropy, formed about the Pattern; the cosmic structure of the Pattern focused through the raw stuff of the Elemental planes brought about the Prime plane where the ordinary peoples of Lost Souls reside; nearest the Pattern formed the True World -- Amber, the center of the universe.
The people who rule this place -- the descendants of Dworkin, carrying the image of the Pattern in their very blood -- are called Amberites, and their power is immense. They resemble humans in basic shape, but their strength of body and mind is beyond that of anything within the human sphere. Their lives stretch over countless millennia and their influence over countless peoples. Only Amberites are capable of walking the Pattern, a process that grants them even more formidable esoteric abilities. Initiates of the Pattern are called Princes of Amber, and they are an elite among the elite.
An Amberite who would aspire to Prince hood must be of formidable skill and experience; for this reason these folk often explore the various worlds accessible to them, and sometimes one may even adventure upon the Prime plane amidst ordinary folk. Their exploits there often become the stuff of legend. Given that an Amberite is born no more frequently than once every few hundred years, though, their appearance is not a common thing.
Like all the elder races, however, the gaining of experience is a very slow process for the mighty and long-lived Amberites. Their native language is the One Tongue, Thari, though in their long lives they usually have the opportunity to learn many.
On the outskirts of the universe, across the planar morass called Limbo, tales tell of the outermost of the Outer Planes, the Courts of Chaos. There dwell the Chaosborn, eldest of the Elder Races, who have existed since the time when all of existence was formless chaos, before the creation of the Pattern. Like their opposite numbers, the Amberites, most Chaosborn resemble humans in basic form, though there are exceptions. Also like Amberites, the Chaosborn are far stronger, faster, hardier, more intelligent, and otherwise more capable than humans, though not to the same degree as one with the Pattern marked in his blood.
There are three great Houses of the Chaosborn which rule among them: the Chaos Lords, Chaos Knights, and Chaosmorphs. Before one of the Chaosborn may aspire to such power, however, they must attain considerable mundane skill; as such, like Amberites, one of the Chaosborn may sometimes be found adventuring across the planes.
As the chosen ones of the forces of chaos, the Chaosborn enjoy the perpetual favor of those forces; as well, they live tremendously long lives, during which they have the opportunity to learn many skills. They bear the onus of all the Elder Races, though, in that their learning process is very slow, though not so slow as that of an Amberite. They speak the One Tongue, Thari.
For as long as people have huddled together around the fire for safety, there have been legends of terrible things stalking the night; ancient demonic beings full of power and malice; such are the Fomori.
They appear in myriad horrific forms, but if there is such a thing as a typical Fomor, it is a man-shaped creature standing a towering twenty-four to thirty-five dimins, its skin a deep red hue with corded muscles straining beneath, and a deadly pair of massive horns sprouting from its skull. The strength of the Fomori is legendary, as is their aggression and cruelty. They do possess a weakness, however: as ordinary folk might hope, the power of holiness is anathema to these demonic creatures. Sometimes this advantage is even enough to earn one survival of a Fomor onslaught.
The native language of the Fomori is the Archaen tongue, though most are quite fluent with human Anglic and drow Zadjalin, as their kind has much discourse with those peoples in the course of their malefic campaigns. Fomor lifespan are a matter of long centuries, and many become familiar with a variety of other tongues. As typical with such long-lived races, though, they are slow to learn new things, a fact which is one of the few comforts given to the forces of light when contemplating these beings.
The Tuatha are a race of fair and ancient beings, favored of the forces of good. Sometimes called High Elves, they resemble the elven race in some ways, though they are taller and thinner yet than those folk. Like any Elder Race, they have tremendous lifespan but learn very slowly. Their quickness of body is legendary, rivaling even the most dexterous among the mighty Amberites.
Like many of the fey races, the Tuatha are vulnerable to weapons of iron, and to a lesser extent iron alloys like steel. Their native language is arcane Cilaghai, from which elven Sperethiel is said to derive, and most speak that lesser tongue fluently, as well as Aelvalie and Anglic.
It is often said of the Tuatha that they bear the true light of goodness in their hearts; the stories of their exploits throughout the world bear up this assertion. If one people can be said to near unsullied compassion and caring, it is the Tuatha.
Since the days when the world was young and the mortal races first began to spread across Gaia, there were forests. Stories of the primitive cultures tell of the mysterious denizens of the deep heart of the forests, the Aethossa.
The Aethossa are giant sentient walking trees formed in a semblance of man. They have a bifurcated trunk with roots providing "legs" and "feet", and their lower branches twine into two powerful arms with slender grasping branches. Above, the trunk extends bare for a distance and then splits into a multitude of graceful branches, at the base of which are the Aethoss's eyes, two large gem-like protuberances.
The native language of the Aethossa is Shosarra, a speech composed of the rustling of leaves and scraping of branches. Aethossa are excellent linguists, as they spend their many centuries of lifespan listening to the speech of other races, particularly those associated with trees such as the Elves, Sekhmeti and Garou.
Aethossa are strong of body and of mind, their slow meditations producing powerful insights. However, they are not by any means quick, and as with many of the long-lived races, this slowness extends to their learning as well. The gem-like eyes of an Aethoss are sensitive enough to see in darkness, though any of the tree-men prefers the open air and sunlight where they can receive the nourishment they need.
The imp species is easy to describe. They are diminutive humanoids, between about eight to eleven dimins tall, entirely hairless, with bat-like wings, clawed hands, cute little horns, and skin whose possible range of coloration covers everything in the rainbow and then some. They are native to the chaos plane of Limbo, and seem temperamentally suited to it; imps are by and large somewhere between mischievous and rampagingly destructive -- the latter generally in some manner reflecting a low sense of humor.
Even the most hilariously dangerous imp is hard to dislike, however; the species is as irrepressibly likable as it is outrageously lucky. These traits are sometimes thought to be the only thing keeping chaos imps from being hunted down and eradicated from the planes. At other times, their quite remarkable speed and ability to hide are credited as well.
Imps are quite long-lived, generally between four and five hundred years, but unlike many peoples with such lifespan, do not seem to suffer from a slow learning process; perhaps their natural enthusiasm for new experiences provides a counterbalance. They possess night vision and are ambidextrous; their native language is the Fromageb tongue, a bizarre, squeaking speech which few others bother to learn since imps generally also speak the much more accessible Limbo trade language of Nilasnai.
Handle with care. This end up. Do not feed after midnight.
The gith are a people with a tragic history. To all evidence, literally no one alive knows the original name of this people or anything about their culture. Tens of thousands of years ago, they were discovered by the illithid of the city Krguthcolreh on an isolated plane, and their entire species was taken as slaves. For millennia they were made to be naught but living tools and food sources for the illithid, and all memory of their homeland was obliterated by generation upon generation of mindless servitude.
The illithid made a significant error in their selection of slave stock, however, for the species apparently had a significant inborn psionic potential, which long exposure to continuous mind control and other forms of psychic manipulation bred to fruition. Eventually there came to be born members of this nameless slave race who could hide some of their thoughts from their masters, and even plot rebellion. One of the forms which rebellion took was the taking of names, and one of the first names taken was Gith.
The individual named Gith proved a great leader, filled with hatred for the illithid, and under her guidance the slaves plotted a revolt. The specifics of this are not well-known to scholars outside the race, but in short, it was successful, and the city of Krguthcolreh was destroyed to the last inhabitant. The freed people took the name of Gith as their own. There followed some kind of political split, however, again with the details hard to discern, and some gith continued to follow Gith while others went their own way. Many gith now roam the planes, searching for some inkling of their lost home and forgotten racial identity, while others pursue vengeance against the illithid race or act on their own agendas. There is one value they apparently all hold in common, however; an absolute contempt for servitude. Any gith who enters into bondage to another earns the ultimate scorn of his fellows, no matter which path they follow.
Physically, gith are extremely tall, thin humanoids with yellowish skin that seems thin and tightly stretched, especially in their faces. They are fairly strong and tough but not exceptionally so; their intellect and especially their willpower are more notable. They possess night vision, though whether this is an innate trait or an adaptation to the underground domain of the illithid is unknown. Their lifespan are considerable, more than six hundred years being typical, and like many such long-lived peoples their rate of assimilating new experiences is somewhat limited. One of the many consequences of the obliteration of their culture is that the only language they have to call their own is illithid Varalar, which no doubt many of the gith find rankles. As a consequence of being wanderers of the planes, most have also learned to speak the Limbo trade language Nilasnai and become at least somewhat familiar with the Anglic spoken widely on Gaia.
The reptilian zuths are an ancient people, one of the constituent races of the bygone Istax Empire. They are built somewhat like centaurs, having a quadrupedal lower body and an upright chest; neither portion is in any way human, however, a zuth being entirely covered in glossy dark green scales and having a dragon-like head. To this picture add the zuth's powerful musculature, formidable claws and teeth, and tremendous size, and one may see how the species easily filled the role of heavy cavalry and construction worker for the Istax Empire for centuries.
Like the dracon, the zuth people withdrew and became insular after the fall of Istax, but avoided the decline into barbarism, which befell the sleestak. Their lifespan are long, often more than eight hundred years, and like many with such longevity, they learn from new experience rather slowly. They possess a modicum of night vision. Their native language is Xhax, and they usually know a bit of the Istax tongue Assarith.
On mountain peaks and in enchanted cities in the sky dwell the Aviar, a race of humans blessed with great hawk-like wings that allow them to fly through the air. They are slightly taller than humans, and their hollow bones make them a bit weaker of body, but otherwise the races are rather similar. They speak the Anglic tongue. They are widely renowned for their abilities with the spear, and their talents with the bow exceed even those of elves and centaurs.
These forest-dwelling people resemble a cross between human and horse, having an equine lower body with the upper portion of a human on top. They are a strong and hardy race, well known for their tirelessness. Their lifespan averages 120 years. Centaurs speak the austere language called Kentos. Fascinatingly enough, they are known as skilled healers, having a natural talent for visualization of the body's workings (as well as benefiting from their relationship with their native habitat, the forest, which provides them with knowledge of multifarious folk remedies and herbal curatives). They also enjoy a reputation for talents with the bow equaling that of elves.
The strange deryni are a race descended from humans, and much despised by their parent race. They possess unusual powers of the mind, and are especially gifted at the arts of healing. Nearly every deryni develops one or more psychic abilities through the course of his life, and their affinity for esoteric disciplines extends to talents at magery as well. Humans once coexisted with deryni peacefully, but later grew to hate and fear them for their powers. Some humans are accepting of deryni, but the majority is still filled with hatred. This is most unfortunate for the deryni, for they are generally a peace loving people who lack much of the aggression of their human forebears. If they escape human violence, deryni often live for 100 years or more.
Attuned as the deryni are to the energies of life and to magical symbolism, it comes as little surprise that if one wishes to slay a deryni, the appropriate weapon to use is one of bone, and necromantic techniques are anathema to their sensitive life energies. The enemies of the race have exploited these vulnerabilities to deadly effect over the ages. They also have something of a weakness in that their learning rate is much slower than that of shorter-lived, more aggressive pure-strain humans.
The fearsome Dracon resemble dragons in humanoid form, with sharp claws, scaled skin, a serpentine tail, and broad leathery wings. Though intelligent and strong willed, they are not known to make outstanding mages, perhaps due to interference from their strong magic resistance. They have draconic sharp senses, including night vision, and have lifespan often extending up to 750 years. Due to this long lifespan and the particular structure of their minds, they learn new things somewhat slowly, but their other merits are generally thought to compensate. Their language is an ancient and difficult tongue called Xhax.
The drow are the black skinned, white-haired subterranean cousins of the elves of the sunlit world, whom they split off from many centuries ago. Now they prefer to dwell underground in the darkness they love. Drow make more powerful magicians than surface elves, but seem to have lost some of the famed charm of that race, and also do not live as long (usually only 1000 years or thereabouts). Their race has much traffic with sinister other world beings, and drow conjurors are renowned for their prowess. They have outstanding night vision, but their vision suffers considerably when not in their preferred darkness. Drow are also noted for being universally ambidextrous, capable of using both hands with equal agility. They speak the Zadjalin tongue, a language that now bears only the slightest resemblance to the Sperethiel of their despised surface-dwelling cousins. Interestingly, they seem as talented with crossbows as elves are with bows, but display little aptitude with the latter weapon. If anything, the drow are more sensitive to the touch of iron than their cousins, but they compensate for this in a myriad of ways. Another difference is that drow seem to learn new things more slowly than elves; this may be due to the jaded nature of their culture.
The duergar are the grey cousins of the dwarves who dwell deep within the depths of the earth, where they compete for food and living space with drow, svirfneblin, and other less-savory races. They speak the Kathdax tongue, derived from the ancient Dethek spoken before the dwarf and duergar races divided. There is considerable enmity between the races in these times; most consider this to be a result of the more vicious, less honorable culture the duergar have developed over the centuries.
What is more curious is that some pressure of their aforementioned environment seems to have awakened in the duergar, alike with the svirfneblin, peculiar powers of the mind, and rare is the duergar who does not develop at least one esoteric psychic capability in his lifetime.
These "grey dwarves", as they are sometimes called, usually live for at least 250 years. Their vision is superbly adapted to lightless subterranean environments, but suffers significantly in light.
Dwarves are short, stocky folk known for their excellent metalsmithing work and extreme toughness. They prefer to dwell underground, and often live for more than 300 years. Dwarves generally dislike elves, which they see as flighty, which annoy the dour, grumpy dwarves. Drinking ale is a traditional favorite pastime of theirs. Due to their subterranean habitat, they have developed excellent night vision, but their eyes suffer a bit in bright light. They prefer axes, hammers, and crossbows as weapons.
The elvish race has a long and glorious history, stretching back into the mists of time farther than any other known earthly race, except perhaps for their bitter enemies, the slaan. Elves are tall, graceful beings, noted for their agility and for the longevity, which brings them lifespan stretching over a millennium and a half. The rise, decline, and fall of the mighty Altrian Empire would have fit within the span of a single elf's lifetime -- provided that elf did not perish in the foul machinations that brought about that realm's demise or in its final, fiery destruction. Elves are not known for strength and hardiness of body, though their strong mental and magical talents seem to most adequate compensation. Their sensitive eyes are capable of a degree of night vision, and perhaps an elf's most distinctive feature is the high points on his ears. Like many fey folks, elves display a certain vulnerability to weapons forged of iron, though this certainly does not bar them from their use.
Elves are generally forest-dwellers by preference, though different individuals and groups make their homes in any number of terrains. The beautiful tree-cities of such realms as Lothlorien and Jaakurrah are the result of elves' talent for creating dwelling-space in harmony with nature, though many peoples inhabit the latter. The apparent elven preference in both lifestyle and philosophy tends toward lightheartedness and a will for experience of beauty.
Do not mistake elves for a folk unwilling to fight, however; they display strong talents with the bow and sword, and many great wars have been waged by elven nations, from the continual battles against orcs and their kin to the wars against the dwarves for which many of each race still bear the other ill-will to the tragic Kinslayer War, fought between the elven island civilization of Nibenay and a coalition of other elf states. The latter war drove the Nibenay elves deep into the earth, where they would one day become the people called the drow.
Elves speak a beautiful, lyrical language called Sperethiel, which they share with their aquatic cousins, the quessae; the drow language, Zadjalin, has drifted so far from ancient Sperethiel as to make speakers of the two mutually incomprehensible.
Faeries are small winged folk native to the forests of Lost Souls. They are not strong of body compared to the larger races, but they excel at magic due to their inherently mystical nature. They are notoriously charming and capricious, and no one has ever seen a faerie die of old age. They are known to be able to use both of their small hands at the same time with equal capability, and their darting, flitting speed of movement is the bane of their foes. Their language is called Aelvalie, a tongue of lilting tones and unearthly lyrical phrases.
The substance of these folk is, like that of many fey beings, sensitive to the touch of iron; more so than most, in fact. They display a lesser vulnerability to other ferrous metals, as well.
The Garou are a warlike race of wolf-like humanoids. They are quick, strong, and hardy, but not very intelligent. They are strong willed, however, and some few mystics among them have attained a degree of prowess as magicians based on this trait alone. They also possess a strong sense of honor, though this is not formalized in any particular code of behavior in their society. Garou are even more short-lived than humans, rarely reaching 60 years, but live their short lives with a fierce passion. Their tongue is called Ragarr. One may note that the garou race has a history of dislike for sekh.
Gnomes are a small, quick people noted for their quickness and wit, their manual dexterity, and their penchant for odd devices; many gnomes seem to be born tinkers, creating all manner of complex, largely incomprehensible inventions. Those who become magicians are noted for talent with illusions, as well. Gnomes can see in the dark, live for an average of 150 years, and speak the Nanomi language. They are most at home in forests and in the burrows they construct beneath those forests, though some groups of gnomes make their homes in the strangest places. Their learning rate is above average, though not as pronounced as that of humans and half lings.
The race of goblins is most easily described as being much like small, wily orcs. Their physical attributes are generally similar to those of orcs, though they tend more toward yellowish skin (with, as with orcs, a great deal of variation among different groups), and goblins and orcs often cohabitate or join together in marauding bands. When they associate, orcs typically dominate the smaller goblins by physical force; though more than one orc has regretted too severe mistreatment of the craftier goblins.
Goblins have slightly shorter lifespans even than orcs, rarely living more than forty years; like orcs and humans, goblins make up for their brief span with a voracious appetite for new experiences. A small folk, goblins generally stand between seven and eleven dimins in height. They possess nightvision. Though nearly all are fluent speakers of the orcish Angrak tongue, goblins have their own speech, Takargu. It is speculated that having a language of their own helps them hatch their wily plots under the noses of the unperceptive orcs.
Half-elves are the result of a mating of human and elf. They gain strength of body from their human heritage and quickness, agility, nightvision, and pointed ears from their elf parent. They often live to see 250 years. Unfortunately, half-elves are regarded with suspicion by elves and humans in some areas.
Humans are the most common of the 'civilized' races. They are relatively short-lived, rarely reaching more than 80 years, but they are quick to mature and are often more aggressive in nature than other races. Since they lack the specialized physical capabilities of other races, they tend to concentrate more on their skill development. Humans are renowned for reaching impressive levels of ability with great speed, assimilating as much learning as possible from the world and eking every last bit of experience from their travels.
The Invae are a fearsome race evolved from insectoid life. They have six limbs (two legs and four arms) and a pale yellow exoskeleton. They are nimble, using all four arms with equal capability, and have a cold, ruthless intelligence, but are not particularly strong of body (though their hard exoskeleton offers some protection). Invae typically live for 70 years or so, though there have been members of the species known to live past 300. They are native to desert terrains, and speak the language called Sekkcha, a tongue specialized to the needs of insectoid mouths and thus difficult for others to learn.
The invae exoskeleton is strong and offers excellent protection, but is also somewhat brittle if exposed to a strong enough impact, and suffers in prolonged contact with water and certain corrosive materials.
The kender are a mischievous forest people, noted for their extreme quickness and dexterity and their lack of a sense of property; a human saying holds that a kender heirloom is any object that stays in the house more than a week. Kender are slightly shorter than dwarves, though not stocky like that race, standing about eight to twelve dimins tall. They speak Anglic, mainly due to long association with humans. Kender have some nightvision ability; their average lifespan is 70 years. They are ambidextrous, and are especially talented with staff and sling weapons, and are noted for learning from their experiences rapidly.
Kobolds are tiny, dark-green-scaled humanoids with faces shaped somewhat like a dog's muzzle. They are often seen in the company of orcs and goblins, especially when those races dwell underground, the kobold's preferred habitat. In such situations, kobolds are firmly emplaced at the bottom of the pecking order; while goblins have their wily intellects to bring them onto a more even footing with the physically powerful orcs, kobolds are, in short, both weak and stupid in the extreme. It is often speculated that the race lies under some kind of curse, so plagued they seem by eternal troubles.
Generally, kobolds speak the Takargu of the goblins and the Angrak of the orcs; they have no tongue of their own. A tiny folk, they stand no more than seven to nine dimins tall, and have incredibly fleeting lifespans, rarely living more than twenty-five years. Perhaps their only saving grace is that, given the opportunity to learn about more than the view from the underside of an orcish boot, they leap into life with a simply unsurpassed gusto, treasuring every experience as if it were their last -- which, given their congenital disadvantages, rarely takes long to be the case.
An individual lothar resembles one of his close relatives, the dwarves. The primary difference is that of physical composition; the lothar appears to essentially be made of living grey rock. This makes the lothari very slow, but extremely strong and difficult to injure. Their endurance is as famed as that of the centaurs. How they came to possess their unique forms is not clearly known; a popular tale holds that they were dwarves who made a pact with beings of elemental Earth, much as the phaethon did with an entity of Fire. This is supported by the fact that lothari seem to draw strength from being within the earth, but the truth may be lost in history.
Socially, the lothari are rather similar to dwarves; dour and grumpy. They tend to live somewhat deeper in the earth than their cousins, nearer to the drow and duergar, but they maintain close relations with the surface. They are commonly known to despise the less savory underdark races. The lothar's approach to life is one of quiet stoicism. It is widely noted that their slowness of form is matched by a slowness of learning; however, once a lothar masters a skill, his ability to focus on it to the exclusion of all else is nearly unmatchable.
Lothari live much longer than dwarves, rivaling the drow with their six-hundred-year lifespans. They share the dwarves' nightvision and many of their talents, though their weapon of choice is the warhammer, with which they excel mightily. Their native language, like the dwarves, is Dethek.
The race of minotaurs is an ancient and honorable one, with a traditional code of behavior, the Rote of Theses, running back thousands of years. Theses is a legendary human hero of the ancient Graecan civilization who, in the course of his travels, came upon a tribe of savage minotaurs who captured him and his companions. Rather than serving the heroic human up on a spit, however, they listened to his impassioned speeches, soon coming to see him as a glorious prophet. He delivered to them the Rote, a strict writ governing many aspects of their lives, and continued on his journeys, leaving that first tribe (whose name is lost in the mists of time) to spread their new faith. In less than a hundred years every minotaur tribe was following, to a greater or lesser degree, the Rote of Theses.
Physically, a minotaur resembles a huge, dark-skinned, muscular human with the head of a bull upon its shoulders. That head bears a pair of long, sharp horns which minotaurs use in combat, along with their massive fists, to great effect. They are not outstandingly fast, nor as large and strong as half-ogres and yeti, but hold their own against such opponents thanks to their intelligence, which is of a level superior to such folk, and the well-known keenness of their senses.
Intellectually, minotaurs are somewhat uptight and stuffy, usually adhering very strictly to the Rote, which demands honorable, forthright, honest, and fair behavior of them at all times. All minotaurs are given instruction in literacy at an early age, that they may read the Rote for themselves. Interestingly, these folk display a particular affinity for mazes; their minds are particularly adapted to solving and navigating them, and they often choose such environs to dwell within. They are aided in these endeavors by a fair degree of nightvision ability. Minotaurs do not limit themselves to a single habitat, though, taking to surface dwellings, subterranean abodes, and seafaring with equal facility.
The bull-men have a longstanding affinity for centaurs, and speak the same language as them, the Kentos tongue; they also hold humans in a certain reverence for being the race to bear their prophet Theses, and respect garou for their sense of honor, even if it is not as carefully enumerated and codified as their own. They bear a deep-seated enmity toward orcs, goblins, and all their relatives, though, including half-ogres and yeti, and have aided the humans, elves, dwarves, and others as staunch (if not particularly numerous) allies in the perennial wars against such races. They live long lives, nearly two hundred years in many cases, but a correspondingly long gestation period and time to maturity keeps their numbers low. The highly structured nature of their minds seems to hinder their ability to learn new things somewhat, but they would never consider abandoning their traditions.
Muls are the sterile offspring of the mating of a human and a dwarf. Fortuitously, they benefit from both some of the size and speed of their human parent and much of the strength and endurance of the dwarven one, though their capacity for abstract reasoning and similar feats of intellect is often seen as lacking. In their favor, though, the mul stamina seems to be magnified far beyond that of either progenitor race; it is in this area that muls truly come into their own. They also possess great vitality, and recover from wounds and fatigue more quickly than most races. Interestingly, the combination of dwarf and human blood results in a peculiar lack of pilosity; no mul has a single scrap of hair on torso, head, or anywhere else.
The mul "race", if a people incapable of producing offspring may be so called, is not numerous, and there is no mul culture to speak of. They seem more readily accepted by humans than by dwarves, perhaps due to their similarity in stature to their taller parent, and so most have been wholly or partially assimilated into human culture. Naturally these speak Anglic, though the majority put effort toward learning the Dethek of their shorter forebears.
The particular combination of traits enjoyed by muls seems to make them excellent warriors and even better gladiators; many muls are the result of breeding programs instituted by slaving rings for the purpose of producing these prized fighters. This unfortunate background results in many muls entirely lacking education and any but the roughest social skills. This does little for their popular image, but muls persevere. In fact, that ability to keep going despite all obstacles seems to be the talent that earns them what acceptance they do enjoy.
Muls inherit none of the dwarves' nightvision and little of their longevity, though those that do not perish in gladiatorial pits can live considerably more than a hundred years. They display some of the resistance to disease and poison that dwarves enjoy; unfortunately, though, their minds seem somewhat vulnerable to mental assault, perhaps due to some quirk of cerebral development associated with their dual heritage.
The word Nyloc is one to inspire fear in many a civilized heart. These beings of shadowy sorcery were created long ago by the drow as a servitor species; over the centuries, more and more nyloc escaped thrall hood, and now enough free ones exist to constitute an independent race.
A nyloc resembles nothing so much as a solidified shadow; their winged forms trail off below the waist into a wispy tail, with no legs in evidence. They hover continuously, rarely making contact with the ground. They are not alive in the ways most folk consider living; nyloc are unaffected by biological effects that would slay less fey beings. They do not breathe, and can use both of their claws with equal dexterity. Nyloc are inherently creatures of darkness; their nightvision is outstanding, and none can match their abilities at stealth.
Nyloc are, however, vulnerable to many forms of energy, particularly light, due to their unusual makeup. Prolonged exposure to sunlight, for example, is known to burn their shadowy flesh. Flame and heat are known to be dangerous to them, as well. They typically live for somewhat over a hundred and ten years. Knowledge of the languages Zadjalin and Dazask is present in every newborn nyloc; this is implicit in the nature given them by their drow creators.
Orcs are the most well known of the so-called "goblinish" races. Others may or may not be more numerous, but the orcs are most familiar to the "civilized" races -- usually to their dismay. Orcs are much like humans in many ways, though yet more aggressive and warlike, with some advantages over a human in size and strength but typically falling short in mental capacity. Individually, they are not overly formidable; their main threat to other races comes from their numbers, the result of their rapid breeding rate. Even if the average orc is no more dangerous than a physically powerful, aggressive human, however, there are highly dangerous orcish sub-races, particularly the dreaded Uruk-Hai, and individual orcs have achieved great heights, just as with any other race.
The average orc stands just under two meters tall and has black eyes and hair, a sloping brow, and greenish skin. Again, there are various sub-races among whom these traits can vary greatly. Orcs do not have great lifespans; in fact, an orc more than forty years old is a significant oddity, and one over fifty is likely to be famed for longevity. Like humans, orcs seem to compensate for their short lifespan by eking as much experience as they can from the time allotted to them.
Orcs usually live in mountain burrows (often taken by force from the dwarves), underground warrens, forest villages, and nomadic tribes. They have reasonably good nightvision. Their language is called Angrak.
Ogres are a race of massive humanoids famed for their strength, toughness, and often-violent demeanor. They are extremely tall, often more than nine feet, and renowned for their raw physical power. They are slow, stupid, and aggressive in the extreme, however. Their average lifespan is barely forty years. They typically associate with orcs, goblins, and trolls, and speak the Angrak language common to those peoples.
The Phaethon is a fascinating and unusual race. Once they were a tribe of elves who trafficked much with beings of elemental Fire. In a great work of magic, they were all radically transformed, and took a new name for themselves from the being that had worked the change. A phaethon resembles a particularly tall, thin, sharp-featured elf with coppery skin and fiery red eyes. Most striking, though, are the fire-sheathed wings that sprout from their backs, which they are known for using to burn their opponents in combat. Phaethon are stronger than their elven kin, but also less sturdy, and have lost many of the gifts of the elves; however, they have gained others of their own. Typical of this is that they have lost their elven nightvision, but that the light cast by their fiery wings removes the need for it.
Phaethon have a great degree of tolerance for fire and heat, though they can still be burned; they also have great difficulty with cold and water. Even the touch of water brings them pain. As well, they retain the elven vulnerability to iron, in greater degree if anything. They live in a great variety of climes despite these things, however, and are relatively gregarious. They still speak Sperethiel, and have also, interestingly enough, formed close alliances with the Faerie, and speak Aelvalie fluently. Their lives are much shorter than those of elves, a mere 500 years on average, but they often seem to live more fiercely.
These folk live in the great dark depths of the ocean, in societies ranging from tribes in sea-caves to great underwater cities. They are midway between fish and human physically, having a humanoid build, but also thickly scaled skin, clawed hands, and a muscular swimming tail. Their long racial habitation of the dark depths has given them very good nightvision, but also sensitivity to light. They generally live for about 90 years. The rigors of the deep have made them hardy; otherwise, their physical capabilities are good but unexceptional. Their learning rate is above the average, though it fails to match that of such folk as humans. They speak the tongue Ularu.
The quessae, or aquatic elves, are the ocean dwelling cousins of the elves and drow. Like the pisceans, they have grown hardier from the rigors of the deep, and of course they have functioning gills. However, the race has lost a bit of the magical aptitude of its cousins, though they are by no means incompetent. Quessae lifespans are similar to those of drow, and their skin is usually a shade of blue, though white and violet are not unheard of. They have a degree of nightvision capability, though not as much as the pisceans, for the quessae inhabit shallow, coastal waters (and sometimes even lakes and great rivers), not the inky deeps of the fish people. They retain closer ties with their surface-dwelling cousins than the drow have, and still speak a dialect of Sperethiel easily comprehensible by land born speakers of the tongue; they share also the elven vulnerability to iron.
The sekhmeti (singular "sekh") are a people with a proud yet tragic history. They consider themselves the children of the goddess Sekhmet, hence their name. No one contests this suggestion to a sekh's face; for the first matter, their physical form supports it, as they resemble humanoid cats, and for the second, the sekh are a fierce people with astounding agility and deadly clawed hands. They make potent magicians as well, having strong wills and a moderate dash of raw magickal talent.
A sekh lives somewhat longer than a human, usually on the order of 100 years, and possesses cat-like night vision. Notably, their famed agility extends to the talent of ambidexterity. They rely on their quickness greatly, though, as they are not as robust in strength and endurance as many other races. Their tongue is called Ikatari. Most sekhmeti are jungle dwellers and have either a leopard-like coloration or, less commonly, a fine black coat, though a notable subspecies roam the plains and are almost entirely of the leopard-spotted variety. There are occasional rumors of lesser-known types making their homes in more unusual locales.
Strangely, unlike other large cats, the sekhmeti have a notable aversion to water, and function much less effectively in it. Their legends hold that this is related to some sort of divine interference in their creation.
Less obscure is the sekh enmity for the garou, sleestak, dracon, and zuth. In ancient days, a great hero into the kingdom of Bubasti united the normally individualistic sekhmeti. To the misfortune of all, this kingdom coexisted with the powerful Istax Empire, which warred with it from time to time, in later days using subjugated garou against the sekhmeti. One of these conflicts resulted in the death of the great hero and the subsequent fall of Bubasti, which could not hold together the fractious sekhmeti without his leadership. The long years of war left the sekhmeti with a hatred for the races responsible, which, while it may have faded slightly with time, has never abated entirely.
Skaven are perhaps best described in the words of Aildrek of Losthaven: "little hyperactive rat-things with sharp teeth who'll fill every nook and cranny of a city if you give 'em half a chance."
Skaven do indeed resemble rats, though they stand erect at least half the time and are of more or less anthropoid body-shape. They seem to be related to goblins and kobolds, though the link must lie far back in the recesses of time. They are as quick as they are small; a threatened skaven can move with blinding speed, and they generally display outstanding agility and dexterity. Their senses are quite acute, though their nightvision-capable eyes are better suited to dark alleys and sewers than to open spaces at midday.
Like the rats they are often compared to, skaven are superbly adapted to urban life; they are utterly at home in any sort of settlement created by intelligent creatures. Often it seems that a skaven knows every back alley of a city before even having visited it. They inhabit the dark, unseen cracks in a multitude of places; it often seems that wherever humans in particular build a new settlement, the skaven are there with the first shipments of grain. Dwarven tunnels seem nearly as plagued by them; many intelligent races go so far as to train "pest exterminators" whose primary task is the elimination of skaven.
In general, skaven are vicious, foul, dirty creatures that object not at all to living in and eating filth -- which seems to have caused them to develop a degree of resistance to disease. Few of them overcome their apparently innate cowardice long enough to adventure, but some do; a handful of these even develop a modicum of learning, usually bringing them positions of great influence among their people when they return to settle down.
The apparent native language of skaven is Takargu, though their long association with humans (much to the humans' chagrin) has resulted in most skaven being fluent in Anglic. They seem to display something of a talent for languages, in fact; some of the few skaven to seek employment rather than the life of an urban scavenger function as interpreters. They have very short lifespans, rarely surviving more than thirty years, possibly as a result of their extreme quickness, which could come from an exceptionally high metabolism.
The slaan are one of the most ancient, and oft-times one of the most enigmatic, of the peoples who inhabit our world. They strongly resemble tall humanoid frogs or toads, with slick amphibian's skin through which they draw oxygen underwater, allowing them to breathe both in and out of it, and large, sensitive eyes, which see equally well in dark ocean depths and unlit caves. Most of their race is primitive and savage, displaying little desire for the fruits of civilized life; yet many ancient accounts indicate that the slaan once had a tremendously advanced culture that dominated the earth in the old days before the Altrian and Istax Empires. What happened to this civilization is a mystery, though perhaps a clue lies in the terrible hatred which slaan and elves (particularly the quessae, who share their preferred underwater habitat) bear one another to this day; it seems that some awful ancient wrong poisons the relations between the races even now, though no elf nor slaan can tell you why they feel as they do.
The origins of the slaan are said to be mingled with those of the slaad, a race of beings inhabiting the chaos plane of Limbo, who strongly resemble the slaan in physical shape. This is borne up by the fact that all slaan appear to enjoy the favour of chaotic forces, and also in that every one of them displays tremendous reserves of spiritual energy all out of proportion to their admittedly strong mental faculties, a trait consistent with a heritage amidst primal chaos. Another similar point is the fact that slaan display a definite vulnerability to weapons of crystal, that substance being symbolic of order. How the slaan came to dwell upon this plane if these suppositions are true remains unexplained, and likely will for a long time to come.
Most modern slaan are content in a savage state, living in jungles and tropical oceans, sometimes even within what may be the ruins of their own ancient cities, defending themselves with primitive weapons and shamanic magic backed up by their impressive reserves of mana. They display all the signs of a dying race, with the remainder of their span perhaps measured in a handful of generations; yet still the occasional brave individual comes to go forth from her tribe, learn of the world, conquer foes, and perhaps even have a chance at forging some sort of new future for her nigh-lost people.
Slaan speak the Ularu language, which it is rumoured the ancient pisceans learned from them, and pass down knowledge of the Nilasnai tongue, further confirming their origins in Limbo. They have more enemies than allies, bearing both the hatred of the elves and the enmity of those races oriented toward the forces of order, such as the invae and duergar. Their lifespans stretch to nearly five hundred years, though little good this appears to do them in prolonging the longevity of their shrinking race.
The sleestak are an ancient race; those alive are only degenerate reminders of what they once were. Once they were powerful and terrifying as they raided all along the waterways of Lost Souls, but that was long ago. Even farther back in the reaches of time they were one of the peoples who formed the Istax Empire, along with the dracon, the zuth, and the lost s'tali. After the fall of that realm, the sleestak reverted to barbarism, but retained much skill and power. In the following centuries, though, the great swamps that were their homes were diminishing, drying out and being drained. The formation of the Great Rift reversed this process with the creation of the Blackwater, but by this time the greatness of the sleestak had been lost.
In the present age, the sleestak have gone from barbarism back to savagery, their cultures barely greater than that of the most primitive of tribal bands. Their intellects, never renowned, are generally low to moronic. They live in small villages of twenty or thirty individuals. These are not organized along family lines like most human tribes, for the sleestak do not have a concept of family; for them there is only the individual and the community.
In shape, sleestak are powerful, humanoid reptiles. The average male is seven feet tall from the top of the head to the tip of the toe. They seldom stand fully erect, however, walking hunched over or on all fours. Their hands and feet have long, finger-like talons with webbing in between. Their faces have powerful lizard-like snouts. They have no noses, only breathing nostrils set above their large, lidless eyes. Their bodies are covered in thick, alligator-like leather, ridged and spiny down the back, soft and supple on the underside. Sleestak skin is various shades of greens, browns and yellows, giving them a natural camouflage in the reedy waterways of the swamp. Their massive tail is noted for its usefulness in combat, but their speed and agility are unimpressive. Sleestak live very short lives, growing quite old at fifty years. They speak the Hithal tongue, usually have some fragments of old Assarith, the tongue of the Istax Empire, and know little else of the arts of speaking.
The svirfneblin, or deep gnomes, dwell in the depths of the earth, where also are found the drow, duergar, and other beings. Unlike the drow and duergar, their society has not split off from that of the surface gnomes; they remain quite friendly, and both speak the Nanomi language. The svirfneblin have been forced by their harsh environment to become somewhat hardier than their surface cousins, but they lack the talents at magery which distinguish surface gnomes; however, as if to compensate, they share with their neighbors the duergar a great predisposition toward psychic abilities, with nearly every svirfneblin developing some form of esoteric mental power in his lifetime.
Svirfneblin generally live for 200 years, and have eyes that are well adapted to dark conditions but suffer in light. Unlike their surface cousins, they seem to have an aptitude for the use of slings; their overall learning rate seems to be just as impressive, though.
The feral Yeti is perhaps the most bestial of the races called goblinish. They somewhat resemble a slightly diminutive ogre with snowy white fur covering their entire body except for the face, hands, and feet, where the pale, slightly greenish-tinged skin is visible. They are said to be the distant descendents of an ancient tribe of ogres who wandered into arctic climes and gradually adapted to the environment. As such, they are quite resistant to cold, though a bit vulnerable to fire and heat. One might note that this theory is supported by the fact that yeti speak recognizable Angrak and demonstrate affinity for other goblinish races.
Yeti are nearly as strong and tough as ogres, as well as a bit faster and more intelligent. They also have fairly impressive claws, and functional nightvision. Their lifespans are not impressive, though better than those of ogres; a yeti that does not die in combat might reasonably expect to live for seventy years. A final yeti characteristic worth mentioning is that their coloration and experience makes them well suited for stealth in arctic terrain.
|
Race |
Size |
Languages |
Learning Rate |
Advantages |
Drawbacks |
Common Guild(s) |
Psionic |
|
Amberite |
Large |
Thari |
Extremely Slow |
Strength, intelligence |
Low learning rate |
|
No |
|
Chaosborn |
Average |
Thari |
Very slow |
Strength, dexterity, intelligence |
Low learning rate |
|
No |
|
Fomori |
Large |
Anglic & Zadjalin |
Slow |
Strength |
Vulnerable to Holy |
Reaper |
No |
|
Tuatha |
Average |
Cilaghai, Sperethiel, Aelvalie and Anglic |
Slow |
Dexterity |
Vulnerable to iron. |
Elflords, Kensai, Justicar |
No |
|
Aethossa |
Large |
Shosarra |
Slow |
Naturally high meditation skill |
Move slowly, sensitive to plasma, fire and light |
|
No |
|
Chaos Imp |
Average |
Fromageb, Nilasnai |
Average |
Lucky, Naturally flying, night vision ambidextrous |
|
|
No |
|
Gith |
Average |
Varalar, Nilasnai, Anglic |
Extremely slow |
Intelligence, willpower |
Low learning rate |
RW are common as willpower is a significant aspect of the guild |
Yes |
|
Zuth |
Large |
Xhax |
Slow |
Strength, unarmed combat, endurance |
Generally do not get a lot of sp |
Zuth reapers are very common right now. |
No |
|
Aviar |
Average |
Anglic |
Average |
Skilled in spear and bow |
Reduced strength |
|
No |
|
Centaur |
Large |
Kentos |
Average |
Skilled healers, endurance |
|
|
No |
|
Deryni |
Average |
Anglic |
Average |
Skilled healers |
Vulnerable to necromantic |
|
Yes |
|
Drow |
Average |
Zadjalin |
Average, slower than elves |
Ambidextrous |
Sensitive to iron |
|
No |
|
Duergar |
Average |
Kathdax |
Average |
Superb night vision |
Sensitive to light |
|
Yes |
|
Dwarves |
Small |
|
Average |
Tough, excellent night vision |
Sensitive to light |
|
No |
|
Elves |
Small |
Sperethiel |
Above Average |
Dexterity |
Vulnerable to iron. |
|
No |
|
Faerie |
Small |
Aelvalie |
Average |
Speed. |
Vulnerable to iron |
Justicars are common |
No |
|
Garou |
Average |
Ragarr |
Average |
Strength, speed |
Intelligence |
Lupines are common |
No |
|
Gnomes |
Small |
Nanomi |
Above Average |
Dexterity, speed, intelligence |
Size |
Magi are common |
No |
|
Goblins |
Small |
Takargu, Angrak |
Above average |
Learning rate |
Size |
|
No |
|
Half-Elves |
Small |
Anglic, Sperethiel |
Above average |
Strength, agility and night vision |
Size |
Elflords |
No |
|
Humans |
Average |
Anglic |
Above average |
Excellent learning rate |
Perhaps hindered somewhat by size |
|
No |
|
Invae |
Small |
Sekkcha |
Average |
Speed, dexterity |
Sensitive to water and corrosive materials |
|
No |
|
Kender |
Small |
Anglic |
Above average |
Ambidextrous, talented with staff and sling |
Quite small |
|
No |
|
Kobolds |
Small |
Takargu, Angrak |
Above average |
Learning rate |
Quite small, dumb and weak. |
|
No |
|
Lothari |
Average |
Dethek |
Average |
Extremely strong. High endurance. |
Very slow moving |
|
No |
|
Minotaur |
Big |
Kentos |
Average |
Fast, intelligent |
Slow at learning new skills |
|
No |
|
Mul |
Average |
Anglic |
Average |
Endurance, speed |
Vulnerable to mental assault |
|
No |
|
Nyloc |
Small |
Kadjalin, Dazask |
Average |
Increased resistances to almost everything. Flying |
Increased vulnerability to light and fire |
|
No |
|
Orc |
Small |
Angrak |
Average |
Strength |
Intelligence and willpower |
|
No |
|
Ogres |
Large |
Angrak |
Average |
Size, strength |
Intelligence, speed |
|
No |
|
Phaethon |
Small |
Sperethiel, Aelvalie |
Average |
Resistance to fire and heat. Flying |
Vulnerable to water and cold |
|
No |
|
Pisceans |
Average |
Ularu |
Above Average |
Excellent nightvision. |
Sensitive to light. |
|
No |
|
Quessae |
Small |
Sperethiel |
Average |
Nightvision, strong |
Vulnerable to iron |
|
No |
|
Sekhmeti |
Average |
Ikatrai |
Average |
Ambidextrous, dexterity |
Sensitive to water |
|
No |
|
Skaven |
Small |
Takargu |
Above Average |
Speed, agility and dexterity |
Size. |
|
No |
|
Slaan |
Average |
Ularu |
Average |
Chaos |
Vulnerable to crystal weapons |
|
No |
|
Sleestak |
Average |
Hithal |
Average |
Tail to use as unarmed weapon |
Lack of speed and agility |
|
No |
|
Svirfneblin |
Small |
Nanomi |
Above average |
Psionically gifted. Sling skill. |
Small. Sensitive to light |
|
Yes |
|
Yeti |
Large |
Angrak |
Above average. |
Strength, intelligence. Resistant to cold. |
Vulnerable to fire and heat. |
|
No |
Just keep one thing in mind when reading this... [RM] beside a comment means RUMOUR. I don't know for sure if it's true yet. If [FACT] is there, it means it is definitely true. [TIP] means the obvious, it's a piece of advice.
[RM] For each of the following events with possibilities of talents, you have a base 2% chance of getting one. Your race, guild, and other things modify this base too. (Gith, deryni, svirfneblin, duergar are psionically gifted races. They have a far greater chance of popping talents than other races.)
[FACT] The more magickal skills you have knowledge of, the less chance you have of getting a talent. In other words, if you're a cleric, you'll most likely never get a talent except from the PPQ if you're psionically gifted.
[TIP] Try and get your talents before joining the guild you want. Travelers MIGHT be an exception, because they have certain useful skills towards talents used in their normal play.
[TIP] If you're the patient kind, you can use your four character slots per day to make a psionic race and have him or her (make them the opposite gender) drink from the basin in Jhan to try and get a quick talent. If you don't get it, just remake.
[RM] Elder races, especially amberite, have minuses to the base value... however...
[TIP] Elder races like amberite and chaosborn have extremely good stats, which boosts their chances of getting a talent to pop tremendously.
[TIP] When creating a character for talents, boost stats in this order until you run out of points: luck, charisma, intelligence, willpower, and perception.
[FACT] YOU ONLY HAVE ONE CHANCE AT A TALENT FROM ONE OF THESE -ONCE- PER CHARACTER. IF IT DOESN'T WORK IT WILL NEVER WORK FOR THAT CHARACTER EVER.
[FACT] To do this, all you have to do is simply use the correct syntax for usage of the talent. But because you don't know which one it is when it's latent, you have to try all of the syntaxes.
[RM] You can get your talent to reveal itself by going through the exact same thing that made it pop in the first place.
EMPATH: concentrate on establishing a friendly psychic contact with <name>
FETCH: concentrate on needing a <item>
STRONGMAN: concentrate on mentally assisting my strength
HEALER: concentrate on healing <person>
DOWSER: concentrate on finding water
BATTLEDANCER: concentrate on sensing danger
TELEPATH: think about my psychic contacts
FARSTRICKER: visualize a <item> striking a <target>
FIRESTARTER: visualize flames around <target>
Visualize heat waves rising from <target>
Visualize the sun inside <target>
Sensitive: concentrate on casting my psychic senses out into the world
MINDSHIELDER: visualize a silver shield around me
SENSITIVE: concentrate on passively sensing psionic activity
EYEWYRD: visualize myself disappearing
CHARISMA: imagine people liking me
MINDBLASTER: concentrate on psychically harming <target>
STORMLORD: [RM] concentrate on absorbing lightning
SEER: concentrate on psychically searching for <name>
LEVITATION: think about levitating
BLADETURNER: concentrate on turning aside attacks
SOOTHSAYER: concentrate on divining the fate of <target player>
PLANEWALKER: concentrate on the planar fabric
DEXTERITY(??): concentrate on enhancing my reflexes
FARSTRIKER: visualize a hammer striking <target>
HARMONIST: concentrate on restoring harmony to the spirit of <target player>
IRONMAN: concentrate on enhancing my physique
|
Points |
Rq'ts |
Align |
Difficulties |
|||
|
Mental |
Physical |
Overall |
||||
|
Assassination Quest |
6 |
|
Neutral/Neutral |
5 |
1 |
2 |
|
At'lordrith's Riddle |
5 |
|
Neutral/Neutral |
7 |
0 |
0 |
|
Call of Cthulhu |
15 |
30/NA |
Neutral/Neutral |
2 |
10 |
10 |
|
Conspiracy in Partos |
12 |
|
Neutral/Neutral |
5 |
6 |
9 |
|
Death at Corna |
15 |
|
Neutral/Neutral |
10 |
6 |
8 |
|
Death's Gate |
5 |
|
Neutral/Neutral |
2 |
3 |
7 |
|
Destruction of a Horror |
17 |
30/NA |
Neutral/Neutral |
8 |
9 |
9 |
|
Destruction of the Three |
15 |
|
Evil / Chaos |
9 |
7 |
9 |
|
Devonshire Murder |
5 |
|
Neutral/Neutral |
9 |
0 |
0 |
|
Disconcerted Crooks Quest |
5 |
|
Neutral/Neutral |
8 |
0 |
5 |
|
Dome of Terror |
5 |
|
Neutral/Neutral |
7 |
0 |
5 |
|
Free Imptropolis |
5 |
|
Neutral/Neutral |
5 |
4 |
6 |
|
Gwalin's Quandary |
10 |
|
Neutral/Neutral |
4 |
7 |
5 |
|
Halitgar's Spellbook |
8 |
|
Good /Neutral |
8 |
3 |
5 |
|
Hardin's Gauntlet |
5 |
|
Neutral/ Chaos |
5 |
7 |
7 |
|
Holy Dagger Quest |
8 |
|
Evil /Neutral |
5 |
0 |
5 |
|
Hunt the Wumpus |
5 |
NA/5 |
Neutral/Neutral |
6 |
3 |
9 |
|
Inner Sanctum Quest |
5 |
|
Neutral/Neutral |
4 |
0 |
5 |
|
Kill the Lord Questor |
3 |
|
Neutral/ Chaos |
3 |
3 |
7 |
|
Krythe's Demise |
25 |
30/NA |
Neutral/Neutral |
7 |
10 |
6 |
|
Labyrinth of Knossos |
10 |
|
Neutral/Neutral |
4 |
9 |
9 |
|
Lost Centaur |
5 |
|
Neutral/Neutral |
3 |
3 |
5 |
|
Lucky Dagger |
6 |
|
Neutral/Neutral |
5 |
2 |
7 |
|
Power Potion Quest |
15 |
|
Neutral/Neutral |
9 |
9 |
10 |
|
Prince Avryx's Rescue |
15 |
|
Neutral/Neutral |
6 |
8 |
8 |
|
Pzyruxal Sphere Puzzle |
15 |
|
Neutral/Neutral |
8 |
7 |
8 |
|
Quest for the Holy Grail |
15 |
|
Good /Neutral |
7 |
6 |
7 |
|
Quest for Trivial Knowledge |
10 |
|
Neutral/Neutral |
10 |
0 |
3 |
|
Quest of the Observer |
12 |
|
Neutral/Neutral |
3 |
7 |
8 |
|
Remedios's Tree |
7 |
|
Neutral/Neutral |
9 |
0 |
5 |
|
Rescue of Lord Nareth |
12 |
|
Neutral/Neutral |
8 |
8 |
5 |
|
Restless Dead |
15 |
|
Neutral/Neutral |
7 |
4 |
10 |
|
Rogue Serpent |
10 |
|
Neutral/Neutral |
6 |
8 |
8 |
|
Scale Mount Doom |
8 |
|
Neutral/Neutral |
5 |
8 |
8 |
|
Shrieking Siren's Deed |
8 |
|
Neutral/Neutral |
4 |
5 |
3 |
|
Stone Sabre |
8 |
|
Good /Neutral |
6 |
8 |
9 |
|
Sunken Cathedral |
10 |
|
Neutral/Neutral |
6 |
9 |
9 |
|
Treasure Under the Mountains |
5 |
|
Neutral/Neutral |
5 |
0 |
1 |
Archibald, the Palace Seneschal, is looking for evidence of a rumoured plot to kill King Almior. Uncover the plot, and bring the proof to Archibald. If you fail, the King's life is forfeit.
q Start at the Losthaven Square.
q 3s and 2w.
q Kill the thug there. Now take the key you find on the thug’s corpse
q 2e, d, 3n, 5w, 5n, e
q type 'unlock bars with key'.
q e
q type 'unlock bars with key'.
q type 'rest' and then type 'listen'.
q Now wait here till one of the men above says he dropped his ring.
q Type 'get ring'. Go:
q 2w, 5s, 5e, 3s, u, 5n, 5n, 3n.
q Type, 'give ring to Archibald'.
q Archibald will give you 10,000 gold after a few minutes (wait for it). Done!
q (BTW: 5s, 5s takes you back to LH Square)
The forest is dying. Its only savior is a wise and mighty dragon known as At'lordrith. He is reputed to have infinite knowledge in the healing arts. Those willing to face the challenge should seek out At'lordrith's cave, somewhere in the cold climates of the north.
You need a canteen of water.
Requirement: You must be able to speak Anglic.
Go to 17, -17 in the Northlands (from plaque 5e, 2e) and then go in. Say forest. Answer his three riddles that he gives you. The various different riddles and answers are as follows:
1. Q: It goes through and apple, it points out the way. It fits in a bow, then a target, to stay. What is it?
A: Arrow.
2. Q: The wind, it blows my house around, and worms, I pluck them from the ground. A song, I sing, is sweet and clear. And wings, they fly, when cat's come near. What am I?
A: Bird.
3. Q: Light as a feather, there is nothing in it. The strongest man can't hold it for much more than a minute. What is it?
A: Breath.
4. Q: I look like a bee, all black and yellow, but I'm a wiggly, squiggly fellow, munching milkweed at all hours. Someday, I will dine on flowers, then I won't be a squiggly guy. I'll have wings to fly fly fly. What am I?
A: Caterpillar.
5. Q: I know a thousand faces, and count the tailed-heads, feasting bright upon the eyes, of many who have died. Wielding well a mighty power, who hath but humble stature. Masses fall upon their knees, to scarce behold my only side. What am I?
A: Coin.
6. Q: They can trickle down, and tickle too. Make you sneeze, or comfort you. Their rustling sound, you've rarely heard, unless you are a pillow, or a bird. What are they?
A: Feathers.
7. Q: Give me food and I will live. Give me water and I will die. What am I?
A: Fire.
8. Q: The more you take, the more you leave behind. What are they?
A: Footsteps.
9. Q: What can fill a room up but takes up no space?
A: Light.
10. Q: The rich men want it, the wise man knows it, the poor all need it, and the kind men show it. What is it?
A: Love.
11. Q: Use me well and I am everybody. Scratch my back and I am nobody. What am I?
A: Mirror.
12. Q: You use a knife to slive my head, and weep beside me when I'm dead. What am I?
A: Onion.
13. Q: It's as big as an apple, but an apple it's not. Leave it too long, and it surely will rot. It is sweet when it gives your mouth a visit, yes, it's a fruit, but what is it?
A: Orange.
14. Q: Rain is spent, now colors bent. My frame is a bright blue sky. What am I?
A: Rainbow.
15. Q: What can run but never walks, has a mouth but never talks, has a head that never weeps, has a bed but never sleeps?
A: River.
16. Q: He has a look of awful scorn, and wears his clothes a funny way. Waving his hands over fields of corn, he keeps the birds away. What is he?
A: Scarecrow.
17. Q: It runs over fields and woods all day. Under the bed at night it sits not alone, long tongue hanging out, waiting for a bone. What is it?
A: Shoe.
18. Q: No sooner spoken than broken. What is it?
A: Silence.
19. Q: I went into the woods and got it. I sat down to seek it. I brought it home with me because I couldn’t find it. What is it?
A: Splinter.
20. Q: I don't come up, you say I do. I don't come down, you say that too. I shine like nothing else can, or won't. Even when you say I don't. What am I?
A: Sun.
21. Q: At night they come without being fetched, and by day they are lost without being stolen. What are they?
A: Stars.
22. Q: Twelve white ponies on a red hill. Always moving, yet standing still. What are they?
A: Teeth.
23. Q: Born motherless, and fatherless, into this world without a sin. Made a loud roar as I entered, and never spoke again. What am I?
A: Thunder.
24. Q: What eats rocks, levels mountains, rusts metal, pushes the clouds across the sky, and can make a young man old?
A: Time.
25. Q: I never was, am always to be. No one ever saw me, or ever will. And yet I am the confidence of all, to live and to breathe on this terrestrial ball. What am I?
A: Tomorrow.
26. Q: There was a green house, insided the greenhouse was a white house. Inside the white house there was a red house. Inside the red house there was a lot of babies. What is the green house?
A: Watermelon.
Then after he gives you the scales, if you solved all three riddle correctly, go out, 5w, 5w, 5w, 2w, 5u, u, 5s, 2s, 2w, wi, 3w, s, (2,35) and type 'buy water'. Then and type 'crush scales'. Then type 'mix dust with water'. Go n, 3w, wo, 5w, w, 2n (about –4,37) you will see a large oak tree and type 'pour potion on tree'. Done!
Travel to the barren island of R'lyeh where Great Cthulhu and his starspawn minions wait in a strange city where the angles are wrong, and bring about the destruction of the foul creature.
q Go to -37, 4.
q w, nw, nu, wu, ne, nu, ne, 2nu, nwu, nu, ne, 4n, 2e, n, w
q kill starspawn
q w
q kill starspawn
q w
q kill Cthulhu.
q Done!
q NOTE: It is good to have many spears of starspawn slaying
The alliance between human, dracon, and dragon in Partos is an unusual, and possibly fragile one. There are dangerous rumours expanding - rumours of great discontent between the races. One particular rumour, which few dare to spread, is that of a conspiracy in Partos. The guards in the castle are always alert, maybe they have heard of something.
q Go to Partos(5, 0).
q in, n, 2e, n
q press first stone
q kill Bahamot
q take the sheet from his corpse
q go to Partos(5, 0).
q in, n, 2e,
q give note to walter
q give note to king
q n
q kill assassin
q press first stone
q kill Dovac
q Done!
q Note: Dovac is hard to kill for smaller characters. Have protection from crushing and fire.
Greyson, the armourer of Corna, has been found stabbed to death in his Serpent Street home. Mayor Johnson has asked for aid in tracking down the vile murderer, but warns of danger. Although most of Corna's people have become soldiers, the occasional raptorak raider has been spotted in the quiet parts of town, looting homes and attacking lone townsfolk. One willing to take on this mission should see the mayor in Corna's town hall, and ask him about the murder.
q -2, 35
q wi, w, n
q search counter until Estar drops the serpent daggers
q kill Estar
q When Estar disappears search counter
q Take the cloth you find there
q s, 4w, s
q give cloth to runehand
q wear belt
q n, 4e, 3s, 2w, n
q finish killing Estar
q Done
Pass through Death's Gate, the bridge between planes strange but near and those strange and distant.
Mettik the Wise of Jhan is searching for the strongest and bravest of the land to help him find his old friend Mestoph and stop the horror Jenneliz before it is too late. If you are worthy, you must petition Mettik.
q Go to Jhan -9, 22
q in, in, 3n, 2e, 3u, 2n, 3w, s, w
q petition mettik
q wait for him to transport you to terrace.
q 4e, d, w, n
q kill golem
q search skeleton
q unlock door with key
q n
q wait for Mestoph to go through his speech and give you the parchment
q 2s, 5d, d, 5w, 3w, n, 4u
q enter mirror this will randomly transport you somewhere on the map
q Jhan -9, 22
q in, in, 3n, 2e, 3u, 2n, 3w, s, w
q give letter to mettik
q Once Mettik says to go fourth and find the weapon of such power after his speech
q e, n, 3e, 2s, 3d, 2w, 3s, out, out, 5e, 4e,5s, 5s, 5s, 5s, 5s, 5s, 5s, 5s, 5w, in
q kill the ghostly form
q n
q guardian says his speech
q 2e
q kill the mage that is the same align as yourself (White=good, Grey=Neutral, Black=Evil).
q N
q place the amulet of opposite align than yourself onto the altar(Sunray=Good, Mountain=Neutral, Skull=Evil).
q place (type) amulet on altar
q If you did it right the guardian should give you the mace. Now you won't be able to wield the weapon but keep it in your inventory as you will need it
q s, out, 5e, 5n, 5n, 5n, 5n, 5n, 5n, 5n, 5n, 5w, 4w, 3n, in, in, 3n, 2e, 3u, 2n, 3w, s, w
q Mettik will transport you to Terrace
q 4e, d, w, 5d, d, 4w, s, u
q Kill Jenneliz
q Done!
The fomor lord Sauron, master of the Ringwraiths, seeks the destruction of the Three, the Rings of Power which elude his control. Find one of the Three -- Narya, Nenya, and Vilya -- and bring it to Sauron.
q Alignment: Evil
q -4,29
q in, 4n, 2e, w, 2s, 2u, in, 2n
q kill Galadriel
q get all from corpse
q 2s, out, 2d, s, out, 5n, 5n, n, 5e, 5e (here you are at 14,40 Angband)
q 2n, d, w
q give ring to Sauron
q Done!
q Note: Finwe now protects Lothlorien (-4,29). He will come after you should you start to attack in this area. Also, at Angband, you may have to kill the guards, and get a key from them to get into Angband. Be careful not to fight the guards in front of Sauron, as he will join in the fight and you will not win
Help the guard captain solve the murder mystery in the city of Devonshire. You can reach Devonshire by taking the boat east of Losthaven
q The witnesses speak: Anglic, Dethek and Sperethiel
q Devonshire:
o From harbour: 5e, 3e, 2s
o From square: n, 4e, 2s
q say murder
q Listen to the Captain
q n
q sw, or w, or nw
q interrogate the witnesses (question all witnesses)
o murderer - tommy, steven, vincent, victor, and kentawa
o weapon- dagger, axe, hammer, rope, and sword
o place - harbor, temple, town square, under tree, and east gate
q to interrogate: say (person), say (weapon), say (place)
q Devonshire from the captain:
q Temple - 2n, w, 4n, sw, se, n.
q Harbor - 2n, 5w, 3w.
q Town Square - 2n, 4w, s.
q Under Tree - 2n, w, 5n, 4n.
q East Gate - 2n, w, 2n, 4e.
q back to the captain
q give (weapon) to captain
q He will then give you a warrant and tell you the fugitive is in the eastern forest.
q 2n, w, 2n, 5e, 4e
q walk around until you find the killer (have your elude and stealth of)
q follow (killer's name)
q he/she go one or two west and then give-up
q Now go at least 5w if not more until you come to the intersection of Temple and Main
q 2s, e, 2s
q Done!
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Dagger |
Axe |
Hammer |
Rope |
Sword |
Harbour |
Temple |
Town square |
Tree |
East gate |
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Tommy |
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Steven |
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Vincent |
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Victor |
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Kentawa |
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Harbour |
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Temple |
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Town square |
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Tree |
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East gate |
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Issam and his merry band of crooks have outsmarted themselves. Find them and help them out with their problem.
q Losthaven Square
q 3s, d, w
q say issam
q say password
q copy the password down as it changes every time the quest is done
q 1e, 1u, 5w, 2n
q kill thugs
q say (the password)
q ni ,n
q Note: The key you want will either be lighter or heavier than the rest.
q **Another way: Begin by just picking up 6 keys. You will knock out one step and get the opportunity to “double-check” your guess. Also, if you are wrong the first time (ie: with the first 6 keys, just move onto the next 6, nothing lost)
Logic:
Get keys
Put 6 keys in right pan
Put 6 keys in left pan
Weigh balance
Cases (possible outcomes)
(a) Left rises, right falls
(b) Left falls, right rises
(c) Balance is stationary (this is impossible for the 1st weigh)
The key can either be lighter or heavier. You must assume that the key is either light or heavier.
Assume lighter |
Assume Heavier |
|
Case (a) Get keys from right pan Drop keys Secure balance Get 3 keys from left pan Put 3 keys in right pan Weigh balance Case (a) Get keys from right pan Drop keys Secure balance Get 2 keys from left pan Put key in right pan (leaving one in your hand) Weigh balance Case (a) Drop key Get key from left pan Unlock chest with key Case (b) Drop key Get key from right pan Unlock chest with key Case (c) Unlock chest with key Case (b) Get keys from left pan Drop keys Secure balance Get 2 keys from right pan Put key in left pan Weigh balance Case (a) Drop key Get key from left pan Unlock chest with key Case (b) Drop key Get key from right pan Unlock chest with key Case (c) Unlock chest with key Case (c) Get keys from left pan Get keys from right pan S Drop keys N Get keys Secure balance Put 3 keys in left pan Put 3 keys in right pan Weigh balance Case (a) Get keys from right pan Drop keys Get keys from left pan 1 of these keys will work in the chest, you can guess and chance dying or leave and try again later Case (b) Case (a) Get keys from left pan Drop keys Secure balance Get 2 keys from right pan Put keys in left pan Weigh balance Case (a) Drop key Get key from left pan Unlock chest with key Case (b) Drop key Get key from right pan Unlock chest with key Case (c) Unlock chest with key Case (b) Get keys from right pan Drop keys Secure balance Get 2 keys from left pan Put key in right pan Weigh balance Case (a) Drop key Get key from left pan Unlock chest with key Case (b) Drop key Get key from right pan Unlock chest with key Case (c) Unlock chest with key |
Case (a) Get keys from left pan Drop keys Secure balance Get 3 keys from right pan Put 3 keys in left pan Weigh balance Case (a) Get keys from left pan Drop keys Secure balance Get 2 keys from right pan Put key in left pan (leaving one in your hand) Weigh balance Case (a) Drop key Get key from right pan Unlock chest with key Case (b) Drop key Get key from left pan Unlock chest with key Case (c) Unlock chest with key Case (b) Get keys from right pan Drop keys Secure balance Get 2 keys from left pan Put key in right pan Weigh balance Case (a) Drop key Get key from right pan Unlock chest with key Case (b) Drop key Get key from left pan Unlock chest with key Case (c) Unlock chest with key Case (c) Get keys from right pan Get keys from left pan S Drop keys N Get keys Secure balance Put 3 keys in right pan Put 3 keys in left pan Weigh balance Case (a) Get keys from left pan Drop keys Get keys from right pan 1 of these keys will work in the chest, you can guess and chance dying or leave and try again later Case (b) Case (a) Get keys from right pan Drop keys Secure balance Get 2 keys from left pan Put keys in right pan Weigh balance Case (a) Drop key Get key from right pan Unlock chest with key Case (b) Drop key Get key from left pan Unlock chest with key Case (c) Unlock chest with key Case (b) Get keys from left pan Drop keys Secure balance Get 2 keys from right pan Put key in left pan Weigh balance Case (a) Drop key Get key from right pan Unlock chest with key Case (b) Drop key Get key from left pan Unlock chest with key Case (c) Unlock chest with key
|
Mioran and Miorin, twin sorcerers of good and evil, have released the demon Talkh'amus from his long years of imprisonment. While trying to recapture him, they met their death, but their ghosts still linger around, waiting for brave adventurers to help eliminate this terror.
q Go to Discordia 20, 37
q u, 5n, 4n, 3e
q buy genie bottle
q If Lucanius doesn't have one you can either wait for him to reset or go find one
q 21, -40
q touch rock
q search wall
q push jewel
q n, u, n, u
q say I am none
q drop bottle
q Wait for Talkh'amus to appear
q capture Talkh'amus
q Done!
The chaos imp city of Imptropolis has fallen under the control of a despotic imp who rules the others with an iron fist. Defeat him and free the old President!
q Go to Imptropolis(18, 0)
q Unwield all weapons
q d, 3n
q give 10 coins to impoverished
q n, 2w, 2n
q say impertinent
q 2s, 4e
q knock on door
q s
q say rosebud
q n, 4w, 2n
q give note to improbable
q smile
q say I agree
q w, 2s, 2e, 3n
q wield impslayer
q n
q kill imperious
q get ruby from corpse
q break ruby
q Done!
Gwalin of Moria's masterpiece, the flame amulet, has been stolen from him by a group of orcs who were later expelled from Moria. Find the amulet in the orcs' new home, the village of Togrek, and bring it back to Gwalin.
q Go to Togrek 8, 27
q ni, e, 3n, in
q kill the guards
q n
q kill the spirit
q search floor until it says you find a trapdoor
q d, 2n, 2sw
q kill Hakkax
q search nest
q find the Flame Amulet
q 4ne, e, 5n, 5n, 3n, 2e, n, 4ne
q say friend
q ni, 5sd, 2s, wd, ne, n
q give amulet to gwalin
q Done
q Go to 0, -10(Northlands)
q 5n
q examine tapestry four times
q search tapestry twice
q enter portal
q e, ne, s
q search area
q Take the axe you find there
q n, nw
q chop tree with axe seven times
q 3n, 1w
q search shelves
q write down the word
q e, n, u, s, e
q search papers
q Take the key you find
q w
q unlock west door with key
q w
q look at nightstand
q get lantern
q e, s
q light lantern
q search walls
q e
q say (the word you copied down)
q kill Vonatar the Traitor
q search corpse
q w, n, e
q read book on desk
q 5s, 2s, 5u, u, 5s, 5s, 5s, 5s, 5s, 5s, 5s, 5s, 5w, 5w, 5w, 4w, 2n, 3e, 5n, w
q give book to stephanos
q e, 5s, 3w, 2s, 5e, 5e, 5e, 4e, 5n, 5n, 5n, 5n, 5n, 5n, 5n, 5n, d, 5d, 5n, 5n, 5n, n
q give book to halitgar
q Done!
This quest was just most recently changed (12/01). The Gauntlet has been made into an aritfact. Therefore there is actually only one gaunlet that will work. Should you not receive the quest points after completing the steps below, try again.
q Go to 8, 27
q ni, 4n
q kill Kham
q get the gauntlet from his corpse
q 5s, 5e,5e, 2e, 5n, 5n, u, 3n
q sacrifice gauntlet
q Done!
q Get the white shawl(random item that appears anywhere north of the desert).
q Miyu's House(-11, 19).
q n, e
q say yes
q give shawl to miyu
q She will then give you the dagger.
q Take Dagger to Bloodmoon (-14,35)
q Go west until you can go north
q Go all north
q say dagger
q Done!
q Get a longbow or shortbow and a ring of flight.
q 13, -17
q in, sd
q wear ring of flight
q wield bow
q wander around till you find a crystal arrow
q get arrow
q nock arrow into bow
q find the wumpus
q fire bow at wupus
q Done!
q 2,35
q id, d, 5w, 5n, 5d, 5n, 5d, 3n, wd, 5w, 5w, 3w, 3n, 2nu, w
q touch eye
q Done!
q finger the lord questor of tyr
q if the Lord Questor is on hunt him/her down by any means
q kill him/he
q Done!
Requirements: At Least level 30.
q 6, 37
q 2ed
q go south and start going in a random direction but trace every step you make.
q Once you collect all 7 keys trace your steps back to the start
q unlock door with key seven times.
q n
q get box
q Done!
q Go to Centaur Isle 40, -1, s
q Now just wander around until you find Kenela the Centaur Filly
q say follow me
q turn your elude off
q Othrys -1, 6, 1
q s
q find Ronela the Town Councillor
q Done!
q Corna -2, 35
q wi, 4w, n
q say dagger
q say friends
q s, 2w, wo, 3w, 5s, s
q search bodies
q you will be attacked by several Carnifex Hunters and Orcish Grunts.
q Kill them
q search bodies
q find a dagger
q 5n, n, 3e, ei, 2e, n
q give dagger to Anderson'
q Done!
q You must get the items listed below:
1. Shrubbery - Go to Discordia (20, 37) and go u, 5n, 2n, and then in an area of 16 spaces around you look around for John the Shrubber and then type 'say ni' and he should drop a shrubbery. If he doesn't the first time just follow him and say ni again. Shrubberies have also been known to randomly show up on dracons in Shatterspire.
2. Purple Moss - Go to the Northlands and wander around. You should just come across some. You can also kill Lucanius and search his room.
3. Rainbow-colore gem or Corscar – This is a random item.
4. Warpstone - You can either go to the Shadow Tower (-23, -30) and kill the slaad on the east side of the 4th, 6th or 7th floors and see if they have some or go to limbo(go to Discordia(20, 37), u, 3n, 2e, enter disc) and kill sladd and chaos knights there.
5. Lightning Amulet - You can either hunt down Fulmaris(wandering NPC) or go to Togrek(8, 27) and go ni, 4n, in, kill guards, n, w, n, kill praying orcs, e and kill Akragth, get the amulet from his corpse. Vodax, on the top floor of Shatterpire also has a lightning amulet.
6. Vial of Acid - Go to Discordia(20, 37) and go u, 5n, 4n, 3e, u, and type 'give 10000 coins to erasmus'. Take the vial he throws at you and go to 40, -1. Now go s, 5w, 4w, 3s, 4d, type 'search area', kill eel, type 'search area' again and then type 'enter opening', u. Now while the vial is in your inventory type 'open vial' and set your attack to none. Now type 'enter barrier', attack Tiamat. Wait till the vial is filled with acid and then go w.
7. Gold Ring of Life - Go to Lysandra's Mansion (23, 8). Type 'pull rope', kill the manservant that appears now type 'enter mansion'. Now go 4s, kill the butler, s, d, 3w, 2s, kill displacer beast, w, search bed.
q Discordia 20, 37
q u, 5n, 4n, 3e, u
q give (item you got) to erasmus
q nod
q drink the potion
q Done!
q First get two rings of shock warding and two rings of flight.
q 2, 35
q id, d, 5w, 4n, 3d, 4n, 4d, 3n, wd, 5w, u, n
q kill all
q 2n
q kill all
q 2n
q wear ring of shock warding
q wear ring of flight
q e
q give ring of shock warding 2 to prince
q give ring of flight 2 to prince
q say follow me
q turn elude off
q w, 5s, d, 5w, w
q Done!
Devonshire. Star at the intersection of Main Street and Silvermane. Now go 5n, 4n, and type 'climb tree'. Now go u and type 'jump onto ledge' and go n. Now kill the dragon here. Now go e and get the gem lying on the ground. Now go w, 2s, 2d, s, 3w, type 'swim west' and go w, d, w, wd, 5n and kill Vestitus. Once he's dead get the gem from his corpse and go 5s, eu, e, u, 5e, 5s, 5s, 5s, 5s, 4s, 2w, n, u, and kill the nasty ogre here. Get the small stone from his corpse and go 2d, n, and type 'climb down well'. Now drop the stone and wait till it says the acid dissolves the small stone and type 'get gem'. Now go u, s, u, s, 2e, 5n, 5n, 5n, 3n, 5e, 4e, 5n, 3n, ne, nw, 2n, nw, 2n, ne, kill skeletons, se, 2s, u, 2n, nw, kill skeletons, sw, 2s, se, u, nw, 2n, ne, kill skeletons, se, 2s, kill skeletons, in, d, kill the Lich magi here. Now type 'search shelves' and then type 'push shelf'. Now go d, and get the red gem here. Go 2u, out, 2n, nw, sw, 2s, se, d, nw, 2n, ne, se, 2s, d, 2n, nw, sw, 2s, se, 2s, se, sw, 3s, 5s. Now go east until it says 'you feel a bit disoriented. Now type 'listen' and then go the direction it says the chirping of the birds is coming from and keep doing this till you can go east and west. Now go e, in, n. Now type 'examine statue' and then type 'jump in pit'. Now type 'search skeletons' and get the jewel that appears. Now Type 'search wall' and go u, se, w. Type 'put jewel back'. Again type 'examine statue' and type 'jump in pit'. Now type 'search wall' and go w, n, and type 'pray'. Now go s, e, u, se, w, s, out, 5w, 5s, 5w, 4w, n. Upon entering if you have all 5 gems in your inventory you should receive the puzzle.
Now repeat this sequence for all 5 gems:
First find Jorge Aspar(wandering npc). In the presence of Jorge type 'request notebook'. You have to go to 24 different npcs which are listed below and type 'say trivia' then answer the question they ask you according to the list below.
NOTE: You only have to have gone to 18 out of the 24 npcs listed below.
Q: Who owns that bar called the Emporium?'
A: Achmed
2. Par Salian, White Magi Guildhall.
Q: What is the name of the city over which the White Magi hold power?
A: Palanthas
Q: Who is the guardian of forests who bears the horned God's mark?
A: Sirinil Windsong
Q: What is the name of the bartender who serves Mithrandir's Bane?
A: Tathar
Q: What is the name of the avian hermet of great healing?
A: Bluewing
Q: Where does the Mazani reside now?
A: Genie Castle
Q: Who leads the Militia in Stillwater?
A: Captain Roberts
Q: Who teaches Sperethiel?
A: Lothuial
Q: Who sells potions near a Church?
A: Curan
Q: Who sells drinks called Mindtrauma's?
A: Abendig
Q: Where do you find Breachclouts?
A: Tlaxcala
Q: Who runs Barber Surgens?
A: Galenus
Q: Where does Shylock have his main base of operation?
A: Discordia
Q: Who's the mage in the icy castle in northern lands?
A: Halitgar
Q: Who is in the library of Jhan?
A: Hardrad
Q: Who is in command of the Jhan guards?
A: Caimen Bitael
Q: Who commands the weather?
A: Torlira
Q: Who is the gifted magic student imprisoned in a tall tower?
A: Brandol
Q: Who's the trainer in Moria?
A: Duthien Morninglord
Q: Where does Curan set up shop?
A: Camille
Q: Who used to head a thieves guild now based in Losthaven?
A: Grey Mouser
Q: What was the deadly disease that afflicted a village terribly?
A: Ytzine Plague
Q: What is the name of Talin's homeland?
A: Yathryn
Now go fine Jorge Aspar again and type 'give notebook to jorge'. Done!
Go to 0, -10(Northlands) and go 4n, w and type 'get primrose from vase'. Then go e, 4s, 5s, 5s, 5u, u, 2s, 5e, 5e, 5e, 3e, 5s, 5s, 5s, 5s, in, w, 2n, e, u, e, 4n, w, and type 'give primrose to elyzabel'. Then go e, 4s, w, d, w, 2s, e, out, 2e, 5n, 5n, 5n, 2n, u, 5n, 4n, 3e, and type 'list' then type 'buy (something that's worth 5000 gold or more.)' Now go 3w, 5s, 4s, d, 2w, 5s, 5s, 5s, 2s, in, e, s, e, 2n, w, 3n, e, n, and type 'sacrifice (the item you bought)', now go s, e, 3n, and kill Nabon. Now go north and answer the first question by typing 'say (your name)', then answer the next question by typing 'say (your race)' and the third question answer by typing 'say African or European?' (type that phrase exactly). Now go 3n and type 'ask permission', if you're saintly enough the grail should float to you. Now just keep going s and w until you find your way out of the forest because its random exits and then once your out and at the inner entrance to Camelot, go w, 2n, e and type 'give grail to Galahad'. Done!
Get a ring of flight. Then go to 2,35 and go id, d, 5w, 4n, 3d, 4n, 4d, 5n, n, w, 5sw, se, e, ne, 5n, 2n, 2e, 2u, 2s, e, kill guardian, 3e, kill guardian, 2e, in, e, u, kill Nightmaster. After he's dead search his corpse and take the amulet you find and go w, out, 4w, 3n, d, 4w, u, 3s, u, and type 'give amulet to Observer'.
Done!
Find the dancing faun in the Northern Lands forests 12,-15 and type 'dance with faun'. Now search everywhere in this place by typing 'search area' in every room. Now you need to find a total of 7 items which are listed below:
-- A Piece of Parchment
-- Feathered Quill
-- Wooden Reed (Faun)
-- Wooden Baton (Sprite)
-- Wooden Mallet (Nyad)
-- Wooden Pick (Grey Elf)
-- Golden Lyre (Wood Nymph)
The reason for the npc next to five of the items is because once you find that item go and give it to the npc listed by typing 'give (item) to (npc)' in the presence of that npc. Once you have given the npcs their items take the quill and find the room which smells of flowers and type 'dip quill in sap'. Then take the quill and parchment and go to Remedios and go sw, se, sw and type 'search area' then type 'compose with harpsichord'. Now go ne, nw, ne and type 'give parchment to Remedios'. Done!
Go to -9, 22. Go 2in, 5w, and type 'enter hole' then go 2d, 2e, 2d, 2s, in, 2d, 3w, and type 'search altar'. Now type 'open sarcophagus' and kill the mummy that appears. When it is dead, type 'get scroll from sarcophagus' and then type 'enter basin'. Now go 3e 2u, out, 2n, 2u, 2w, 2u, out, 5e, 3e, 3u, 3n, 3w, s, w, and type 'give scroll to Mettik'. Done!
Alignment: Doesn't Matter
Go to 18, 20 and go in n, 4e, s and type 'buy chaos rose'. Then go n, 4w, s, out, 5n, 5n, 5n, 5w, 5w, 5w 5w, wi, 2w, 3n, e. Wait for Katelyn to appear and then type 'give rose to flamestaff'. Wait a minute for her to go through her talk and then type 'say necrolak'. Now after she's done type 'say yes'. Go w, 3s, e, 3s, w, n, and if Railune is there type 'say mausoleum key'. Railune will say stuff and then after a few seconds Thriksch will appear, type 'succor railune'. Wait for thriksch to disappear then go s, e, 3n, e, eo, 5n, 4w. Go in and type 'kill thriksch' and walk out. Kill Thriksch and then type 'get steel key from corpse'. Now go 4e, 5s, wi, w, 3n, e, and type 'say key'. Wait for flamestaff to say her paragraph and then type 'say yes'. Go nw and wait a few seconds and then kill the ghoul that appears. Now type 'unlock door with key' and type 'open door'. Go n and then type 'pull chain' six times, then go s, se. Type 'say yes'. Go w, 3s, 2w, s and type 'say chisel'. Type 'get chisel' and go n, 2e, 3n, e, nw. Now go n and type 'shatter onyx with chisel' and then go s, se. When Katelyn disappears quickly go nw, n and type 'succor flamestaff'. Just keep succoring flamestaff until she disintegrates and then help Nysalor kill Necrolak. Done!
Go to 2, 35 and go wi, 4w, n and type 'succor anderson' if Argoth is there. When Argoth disappears go s, 4e, eo, 5n, 4w, in, and type 'kill argoth'. Wait till argoth disappears and then go out, 3e, 5s, ei, e, n, and type 'search trash'. Do this until Argoth appears if he does not then he ran away and you will have to wait for the quest to reset. If Argoth is there kill him. Done!
Requirements: Must have at least Exceptional Climbing Skill and Incredible Dexterity.
Go to 17, 17(Northlands) and then go neu, 3e, u, w, wu, eu, w, eu, w, u, wu, eu, wu, u, eu, kill
Gren Mar, and then go u. Done!
Get a sword. Start from Losthaven Square and go 5s, 2e, eu, n, ei, d, 5s. Kill the guards that block your path and any reinforcements that come. Now type 'open door' and go s. Kill everything here and type 'pry column with (sword)' take the key you find there and go 5n, n, and kill the guards that block your path plus kill all their helpers and then type 'open door' and then go n. Kill everything here and then type 'unlock chest with key' and then type 'open chest'. Kill the ghost that appears and then type 'get all from chest'. Now take the deed you find there and go 2s, u, w, ne and type 'give deed to bupu'. Done!
Go to -6, 40 and go in. Type 'kill thriksch' then go out. Thriksch will then follow you out, kill him. Once he's dead search his corpse and take the key you find on it. Now go 4e, 5s, wi, 2w, n, in, n, 4u and type 'unlock door with key'. Go e and kill Galvanar. Once he's dead type 'get sabre' and then type 'raise sabre'. Done!
Go to 18, 13 then go 3w, n, and type 'search skeleton' and then type 'move debris'. Now go s, w. Go e, s, type 'pull rope'. Go n, then type 'look w' to make sure the huskling is there. Now type 'wear ring' and type 'elude off'. Now go w and type 'kill huskling' and type 'trust huskling'. Now go e, n, ed, d, while making sure the huskling follows you this entire time. Now type 'push disc'. Done!
Go to 5,38 and type 'enter cave'. Then go 5d, 2e, n, 5e, 2s, u, n, e, s, e, n, e, 3s, 2e, 2n, e, n, e, n, e, 2s, w, s, e, s, e, 4s, 5w, w, n, 2e, n, e, n, e, d, w, 2s, e, n, 3e, n, e, 3s, u, e, and then type 'get all'. Done!