View Full Version : OTF archers
jpatter123
01-22-2007, 11:46 PM
any hints on OTF.. just got my first OTF bounty so I headed to the ducts.. with kais my AS is 449 and I had no hopes of doing any damage on the gremlocks. Is there just certain critters to avoid or am I just not getting a DS pushdown because I am 8 levels below the gremlocks?
AestheticDeath
01-23-2007, 12:34 AM
With archery you shouldnt be getting DS pushdowns.. it just works on bolt DS.
Correct me if I am wrong someone...
Anyhow I dont recall having any trouble at all with 487 and 498 AS in the ducts. But that was well over their heads. Not sure why 40-50 AS is creating a huge problem for you. Try making sure they are in offensive etc.. Put them on the ground if you can.
Basically my only experience in OTF with archery was with capped rogues. 500ish AS for the most part.. I just ran around in offensive when I was spelled up and popped arrows in everything. Was a piece of cake.
When I wasn't spelled up, I just stance danced and made it around fairly easily. Swarms were the main problem in OTF.. ducts gave me no trouble whatsoever as I was able to stay in hiding and snipe most all the time.
Xaerve
01-23-2007, 01:43 AM
heh.
My rogue is lvl 86, been hunting the ducts since 80 or 81 (cant remember), now I"m in the ducts for an easy hunt or stalking along the market road for a challenge (and frequent deaths).
My AS is 451 with 4x/4x bow/arrow. I use the longbow for damage, and since I fire from hiding (maxed trained) I dont have to worry much about RT exposure. I use normal ebladed arrows, 7 silvers per 10 bundle (sylvarrend fletcher). So if I have to leave an arrow, I'm not out anything.
I usually kill taints with 1 eye shot. Beings are about 70% one shot eye crits along with gremlocks. If you hunt the northern ducts, never sit in the nexus (exit into/out of) that area. It generates too many too quickly and you'll either pull yourself out of hiding while firing or get pulled by a gremlock. Taints will also cast WOF so if you find one with high 300's DS then sit tight and let the WOF drop.
Your threat assessment priorty should be: taints, gremlocks, then beings. Mind jolt from taints will lead to more deaths than the occasional successful garrote. Once you get the gremlock stunned, he's yours to kill.
Beings have a gas/hard rt manuever (something to do with their many eyes) as well as have a nasty kick manuever that you should be wary of if you are out in the open with them for too long. They also will cast major ewave on occasion if you're blocking/resisting their swings (also a sign that you're spending too much time exposed).
Taints can also curse, which will result in dropped/picked up weapons... so be wary.
Gremlocks will eventually pull you out of hiding. Even with 2 blinded arrow filled eyes, they'll find you if given enough opportunity. So keep that in mind when taking on a room full of opponents.
Hiding is your best friend. Period.
Nothing in the ducts will strip weapons off of your corpse, but Ithzir will.
Gremlocks will steal off of you, dead or alive. They love coins, gems, magical items. They put it in their knapsacks that remain on the ground after you search them.
You'll have to make an occasional run from the portal in OTF proper to the ducts, which will inevitably expose you to Ithzir, contructs, and war griffins. Get a few rings set and use them back and forth inside the barrier. Rings will not take you past the portal/sentinels. Neither will fog, voln fog, or departing/decaying, and if your ring gets navved, it will drop you off at the garden niche... which is a nice run back through OTF proper (market road) to the portal. I have a script I can send you that will sprint you from the niche to the portal if you get navved or depart/decay, because thats where you'll land.
I use mbp so when I do get hit I can usually shrug it off, or stunman out. Gremlocks hit hard (low 400's) so you have to use a defensive/stance dance strategy with them. Never take on a taint with a gremlock in the room unless you can kill the taint first.
The boxes and coin are sporadic, but good when they're in. Gems are marginal but minimally acceptable.
My strategy is using cman shadowmastery to sneak around with 1 sec. RT. I then snipe single or double occupants unless its 2 gremlocks. Then I move over one room and pick them off as they wander in. By doing this, and highlighting Taints in red, I can reduce my exposure out in the open to only when I'm gathering arrows, stowing treasure, looting, or when I'm pulled out by firing my bow or discovered by a gremlock. I'm in stance def until I fire and go back in def when I'm ready to move again.
Stunman manuevers (guild) will not work on stuns over 5 rounds or on mind jolt cast by a taint. You will have to wait until you think its getting close to 3 rounds or less, then try it. Otherwise you'll just wipe your stamina and worst case, pop your muscles and not have it when you really need it.
If you use scripts, look in the script folder for a simple bow firing script I have to help you with getting shots of quickly. If you use psinet, you can fire even faster by setting up an alias. I'll post the two aliases I use the most below. Modify at your discretion.
FRE=stance off\rtake 1 arrow from my sack\rfire \?
(command line syntax: fre [target]... fre taint)
(used for quick firing my bow from a hidden defensive stance)
GATH=gather arrow\rstow arrow\rhide\r
(command line syntax: gath)
(used to gather my expended arrows quickly and stow them, then return to hiding)
Good luck!
I'm usually skulking about so keep an eye out for plain wooden arrows zipping out of the shadows, most likely its me (Ganalon), Wolfloner, or a one or two others that are archers.
I forgot to clarify. Gremlocks will garrote you, or try to. Results will vary from failure (you flipping him onto his back) to partial (cut up hands or long stun with rank 2/3 neck wound) to successful (instant crit death).
Also, spirit burst effects are felt in the ducts as anywhere else past the sentinels in OTF. So choose your spells carefully, as the magic you wear can have disasterous consequences.
Krendeli
01-23-2007, 08:30 AM
My rogue is lvl 86, been hunting the ducts since 80 or 81 (cant remember), now I"m in the ducts for an easy hunt or stalking along the market road for a challenge (and frequent deaths).
My AS is 451 with 4x/4x bow/arrow.
Alright, what are you running spell/training wise? I'm 90 and with a 4x/5x bow/arrow, 606, and strength. I believe I'm at 100 in the relative stats. Maxed ranged/perception training (no ambush). My AS is only 399. Assuming a double ambush training, that would only be like +30 AS. Am I missing a training component other than ambush?
AestheticDeath
01-23-2007, 09:40 AM
509 and 606 dont help ranged AS, though they will still help your incumberance and RT
only AS skills would be
ranged weapons
ambush ranks ((ranks -40)/4)
perception ranks ((ranks -40)/4)
- You can get a max of 80 ranged AS from these two.
cman wspec arrow (+11 AS at 5 ranks)
up to +50 between bow and arrow
society signs/symbols
and outside spells such as 211, 215, 307, 1007 - 608, 425
and possibly the empath and paladin AS spells if you can find them
edit - just noticed I responded to two people thinking they were the same person.. Oops.
Fallen
01-23-2007, 09:46 AM
If a being preps a spell, run. There is a pretty good chance it is Major E-wave. There are square beings, Semi beings, and Magical beings.
Necromancer
01-23-2007, 10:26 AM
Twisted and Bent beings are the ones that cast. Bent beings use major e-wave. Twisted Beings use nasty sorcery spells. The rest are nonmagical.
Alright, what are you running spell/training wise? I'm 90 and with a 4x/5x bow/arrow, 606, and strength. I believe I'm at 100 in the relative stats. Maxed ranged/perception training (no ambush). My AS is only 399. Assuming a double ambush training, that would only be like +30 AS. Am I missing a training component other than ambush?
The only thing 509/606 does is reduce RT for archery, it has no impact on AS. There is an excellent post, very recent, in the rogue folder responding to the very same question I posed. It gives you a breakdown of how RT is affected from open firing, hidden firing, and hidding firing aiming. CMAN SURGE can also impact firing RT (every 10 bonus to STR is a -1 RT reduction).
Here's my skill/stats at 86. I just leveled so I'm not balanced yet due to stacking some initial magical ranks right after level. Either way you can see the trend of my training. I'm a basic archer/picker build.
Stats are set for max TP's.
54 total ranks magic. (18 mana wearable) So I can either go a standard 100/400 spellup (401,406,414,101,103,107) + mass colors.... OR if I want to reduce my firing RT from 7 to 5 I can add 509 and remove 107, 103, 414, 406.
______________________________________
Ganalon (at level 86), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 180 80
Combat Maneuvers...................| 192 92
Ranged Weapons.....................| 276 176
Ambush.............................| 274 174
Physical Fitness...................| 187 87
Dodging............................| 203 103
Arcane Symbols.....................| 122 31
Magic Item Use.....................| 50 10
Harness Power......................| 45 9
Disarming Traps....................| 361 261
Picking Locks......................| 361 261
Stalking and Hiding................| 361 261
Perception.........................| 361 261
Climbing...........................| 105 25
Swimming...........................| 120 30
Spell Lists
Minor Elemental....................| 4
Name: Ganalon O'Grady Race: Human Profession: Rogue (shown as: Master Rogue)
Gender: Male Age: 42 Expr: 6045673 Level: 86
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 82 (21) ... 82 (21)
Constitution (CON): 72 (11) ... 47 (-1)
Dexterity (DEX): 100 (25) ... 100 (25)
Agility (AGI): 100 (25) ... 100 (25)
Discipline (DIS): 94 (22) ... 94 (22)
Aura (AUR): 100 (25) ... 100 (25)
Logic (LOG): 94 (27) ... 94 (27)
Intuition (INT): 85 (22) ... 85 (22)
Wisdom (WIS): 100 (25) ... 100 (25)
Influence (INF): 100 (25) ... 100 (25)
Mana: 37 Silver: 0
Ganalon, your Combat Maneuver training is as follows:
Skill name Mnemonic Ranks
Shadow Mastery smastery 5
Disarm Weapon disarm 2
Garrote garrote 2
Specialization I wspec1 4
Combat Mobility mobility 2
Surge of Strength surge 1
Cutthroat cutthroat 2
Available Combat Maneuver Training Points: 2
Ganalon is a 263 rank Guild Master of the Rogue Guild.
Master of Sweep.
Master of Stun Maneuvers.
Master of Rogue Gambits.
Strongest foe vanquished: a krolvin brigand
Most difficult lock picked: -1205
Most difficult trap disarmed: -479
GS4-D
01-23-2007, 01:35 PM
I know this is the wrong folder, but why the 3x perception and hide and barely over 1x in dodge? I'd drop at least perception down to 2x and it won't affect your accuracy (much) but for the amount of DS you'd lose from dropping perception to 2x, you'll more than make up with dodge.
I rarely get hit. In fact, I aim more arrows from hiding than I dodge attacks. In fact, most of my time hunting is in the shadows.... yada yada yada.
Accuracy IMO is much greater emphasis because I'm firing from an unhittable position. If its dead, it cant swing, so dodge is irrelevant.
Xaerve
01-23-2007, 05:50 PM
Xaerve (at level 70), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 180 80
Combat Maneuvers...................| 172 72
Ranged Weapons.....................| 244 144
Ambush.............................| 244 144
Physical Fitness...................| 172 72
Dodging............................| 244 144
Arcane Symbols.....................| 90 20
Magic Item Use.....................| 58 12
Harness Power......................| 20 4
Disarming Traps....................| 266 166
Picking Locks......................| 269 169
Stalking and Hiding................| 316 216
Perception.........................| 316 216
Climbing...........................| 120 30
Swimming...........................| 90 20
Spell Lists
Minor Elemental....................| 4
Almost identical, Ganalon. I guess you have more picking and I have more dodging. But I think you're right about the dodging not being that beneficial. I rarely give them a chance to hit me period. I might drop it down some.
I think both builds are viable. My perspective is just one option to consider.
I love being able to open 99.9% of all the boxes I get from OTF. And I love that wearing mbp can sustain massive hits with little to no damage, and if a stun occurrs, its usually light enough to stunmanuever away.
With that said however, I'm having to look closer at my build for hunting in OTF proper. The redux/plate benefits are great in general melee, but suck when defending against a scout ambush to the head or when I'm dropped by a griffin.
Additionally, I'm still wary of the proposed armor dodging/hiding changes that might possibly someday be implemented.
Can I go back to hcp or better brig, add a helm, and sink those points into dodging and still be viable. I know it will definately free up agility and negate any of the proposed heavy armor changes. But will I be able to sustain a hit???
Decisions.... Decisions....
For now, if I get caught in the open in OTF and hit, especially with my DS as low as it is in offensive, I have a ~60% chance of escaping alive. Less if it involves a war griffin. This might change as I get older, I dont know.
For now I'm content sneaking around and sniping seers and initiates. An occasional scout/hearald/jannisary if I can catch one alone. Adepts are too buff and for now my arrows arent sufficient to kill a griffin on first strike, even when it hits the eye.
AestheticDeath
01-23-2007, 07:59 PM
I used brig when I first hit otf with a capped rogue. Worked pretty well. I got a bit more DS from dodging since it had less hinderance. And I think I dodged more swings, instead of getting to the As/Ds part.
Most of the hits werent over 200 end roll, and I dont think I got hit for too much dmg at a time. Though my memory might be hazy.. Could do a search in the deaths folder for my posts.
Those logs were of a lvl 100 giant rogue with pretty good redux. He doubled PT, 65 Cm, 2x ranged, 80 ranks in armor for mbp, though I didnt get a set of mbp to use till later. I think the log(s) of him with 487 AS were in brig, the 498 was in mbp. Actually it was the 4x somewhat crit padded brig.
Just figured I would mention it in case you were interested. Or I can take this other capped rogue up there in brig and see how it works out. He has more dodging and less PT though.
Any examples of taking hits in brig would be nice to see. Just differentiate which build he's going to be (with regards to dodge/cm/pt etc.)
jpatter123
01-23-2007, 09:41 PM
thanks a ton ganalon and others for the insight. Truthfully I was so nervous about hunting there for the first time , it kind of inhibited my attempting certain things like aiming for the legs and what not. I killed a few festering taints and was able to get to fried. I turned in the bounty for now and gonna stick to the tower for a level or 2. Not sure what difference a few levels will make but the tower is far easier so I am going to take advantage of it while I can still learn.
I was wondering about the ringing inside the portal , I was totally shocked to see how many war griffins I snuck passed on my way to the ducts. Keep in mind I have hunted OTF with capped characters as well but they were magic users and it was a far different experience.
Gremlocks were a total bitch to hide from. They pulled me from hiding like crazy and I failed 3 outta 4 attempts to hide from them. I hit one 3 times and failed to stun it. Then it tried to garrote me and luckily I flipped it over at that point I started to get swarmed and decided to high tail it. Looking back over my hunt I think something or someone might have fogged a couple of those rooms cause I noticed my DS was unusually high the few times I got swung at.
heres my build mostly on the advice of Xaerve except I traded some perception for picking/magic. I lost some TP's in the untraining/retraining process.
(at level 76), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use...............................| 178 78
Combat Maneuvers...................| 178 78
Ranged Weapons......................| 256 156
Ambush..................................| 256 156
Physical Fitness.......................| 178 78
Dodging..................................| 256 156
Arcane Symbols.......................| 102 24
Magic Item Use.......................| 82 18
Harness Power........................| 25 5
Disarming Traps.......................| 310 210
Picking Locks..........................| 309 209
Stalking and Hiding...................| 321 221
Perception..............................| 262 162
Climbing.................................| 120 30
Swimming...............................| 120 30
Skill name Mnemonic Ranks
Shadow Mastery smastery 5
Specialization I wspec1 3
Surge of Strength surge 5
Available Combat Maneuver Training Points: 1
( I went to level 5 surge so I don't have to wear strength and still get a 3 sec rt with a longbow)
spells 401, 406, 414, 503 and 101 , kais and song of luck
EDIT- I am currently using 6x chain hauberk.. How much of a difference will I notice going to MBP. I had been looking for some but wasn't sure how if it was worth paying for. Trying to weigh the manuever restriction vs damage reduction to decide it if its worth it. I am a giant so don't have the sick dex some people do.
AestheticDeath
01-23-2007, 09:55 PM
On a side note - whats the best way to rescue people in OTF? I hunted there a little while, but I never had to rescue to many people.
Fogging is unpredictable at best, correct? Wont always goto the cottage, or the path from barrier to portal? Was a third place, a node in the middle of the hunting grounds? Are there more than three places fogging will take you in OTF?
Wizards can open a gate from outside the barrier to OTF correct?
Is dragging the only other option? Hate when contructs hinder dragging.
Kitsun
01-23-2007, 11:38 PM
If you have a wizard and sancter, that is probably the most reliable and fastest method I've been able to find. Sancter keeps casting until the constructs leave the room and the wizard can gate right to the portal entry/exit. Can't port to the outside but it is a one step drag from there.
TheEschaton
01-24-2007, 12:53 AM
Fog is notoriously unreliable. I always end up in the Citadel or right at the top of the Basilica. Rarely get the cottage or near the entry. Hell, sometimes I get stuck in North valley, even further from where I'm usually dragging.
Normally, I just drag/sanct when I see constructs, because I'm a cleric and not a wizard. I hate constructs.
-TheE-
I have a capped empath (Jaken) and rescue folks often.
My method is fogging. Or more accurately, musical (multiple) fogging. I have the mana, and usualy hit the approach on the 2nd or 3rd attempt. There are only a few places where you land thats open for attacks and that can be a little hairy. Its definately tons quicker than trying to drag, especially if you're up past the steps off the market road... or trying to drag through a shit-load of constructs who'll stop you every time.
The quickest I've seen is when Naseer uses one of his chrism gems to pull the group to the portal.
thanks a ton ganalon and others for the insight. Truthfully I was so nervous about hunting there for the first time , it kind of inhibited my attempting certain things like aiming for the legs and what not. I killed a few festering taints and was able to get to fried. I turned in the bounty for now and gonna stick to the tower for a level or 2. Not sure what difference a few levels will make but the tower is far easier so I am going to take advantage of it while I can still learn.
I was wondering about the ringing inside the portal , I was totally shocked to see how many war griffins I snuck passed on my way to the ducts. Keep in mind I have hunted OTF with capped characters as well but they were magic users and it was a far different experience.
Gremlocks were a total bitch to hide from. They pulled me from hiding like crazy and I failed 3 outta 4 attempts to hide from them. I hit one 3 times and failed to stun it. Then it tried to garrote me and luckily I flipped it over at that point I started to get swarmed and decided to high tail it. Looking back over my hunt I think something or someone might have fogged a couple of those rooms cause I noticed my DS was unusually high the few times I got swung at.
heres my build mostly on the advice of Xaerve except I traded some perception for picking/magic. I lost some TP's in the untraining/retraining process.
(at level 76), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use...............................| 178 78
Combat Maneuvers...................| 178 78
Ranged Weapons......................| 256 156
Ambush..................................| 256 156
Physical Fitness.......................| 178 78
Dodging..................................| 256 156
Arcane Symbols.......................| 102 24
Magic Item Use.......................| 82 18
Harness Power........................| 25 5
Disarming Traps.......................| 310 210
Picking Locks..........................| 309 209
Stalking and Hiding...................| 321 221
Perception..............................| 262 162
Climbing.................................| 120 30
Swimming...............................| 120 30
Skill name Mnemonic Ranks
Shadow Mastery smastery 5
Specialization I wspec1 3
Surge of Strength surge 5
Available Combat Maneuver Training Points: 1
( I went to level 5 surge so I don't have to wear strength and still get a 3 sec rt with a longbow)
spells 401, 406, 414, 503 and 101 , kais and song of luck
EDIT- I am currently using 6x chain hauberk.. How much of a difference will I notice going to MBP. I had been looking for some but wasn't sure how if it was worth paying for. Trying to weigh the manuever restriction vs damage reduction to decide it if its worth it. I am a giant so don't have the sick dex some people do.
There's nothing wrong with waiting a few more levels, I did when I could still learn in the tower. You'll notice the difference in frequency of 1 shot eye crits every level you gain.
And yes, gremlocks will be your bane. They will pull you out of hiding at the most unopportune time. And they'll dodge your arrows and hit you with pretty hard shots at 4 sec. intervals which can add up if you're stuck in the open with RT.
You might want to add a few ranks of garrote (1 or 2) onto your cman list just to help negate their overweighted ability to use that on you. Every little bit helps.
Glad you found the info useful. And good luck!
Olanan
01-24-2007, 06:17 PM
I was under the impression a PC's garrote and a gremlock's were totally different things.
I was under the impression a PC's garrote and a gremlock's were totally different things.
Mechanically they function differently as witnessed by watching/being garroted by a Gremlock and performing garrote on someone, but it can be defended with the aid of learning the cman garrote. Much the same way that learning cman weapon disarm helps defend against being disarmed by Ithzir Jannisaries.
AestheticDeath
01-28-2007, 02:47 PM
Back to taking hits in brig...
What exactly are you wanting to see? Everything I can get?
Or are you more interested in some of the harder hitting weapons?
I'd like to see specific hits in brig as relating to Ithzir/war griffins.
This will give me a better idea if hcp brig or better is a viable option.
StrayRogue
01-28-2007, 05:08 PM
The redux/plate benefits are great in general melee, but suck when defending against a scout ambush to the head or when I'm dropped by a griffin.
Can I go back to hcp or better brig, add a helm, and sink those points into dodging and still be viable. I know it will definately free up agility and negate any of the proposed heavy armor changes. But will I be able to sustain a hit???
Are you stupid?
You realize getting hit on the head in mbp with no helm is better than getting hit on the head in brig?
Why the fuck would you want to add a helm to brig anyway? It's full coverage.
I'm all lollerskates about your hcp brig > mbp too.
AestheticDeath
01-28-2007, 05:09 PM
This is where I went afk for a little too long in OTF, it allowed his DS to drop to a level where they could actually hit him. I will try and set up a few more controlled instances where I can get hit without being pummeled by a whole room and dying.
Using 4x unpadded brig.
Rogue is 100 trains. 100 in CON, if that matters.
Trained with 140 armor, 1x CM, 2x ranged, 2x ambush, 1x PT, 3x Dodging, and 7 spells
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +411 vs DS: +442 with AvD: +32 + d100 roll: +28 = +29
A clean miss.
[Roll result: 120 (open d100: 83)]
An Ithzir janissary swings a spiral-hafted handaxe at your longbow and connects!
Your longbow is knocked to the ground!
Roundtime: 5 sec.
An Ithzir janissary glares at you and lets out a nerve-shattering bellow!
You are startled enough to lose initiative!
Roundtime: 3 sec.
An Ithzir scout fades into view while striking!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +424 vs DS: +344 with AvD: +30 + d100 roll: +20 = +130
... and hits for 4 points of damage!
Light slash to your abdomen!
Barely nicked.
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +411 vs DS: +344 with AvD: +32 + d100 roll: +21 = +120
... and hits for 3 points of damage!
Light, bruising slash to your left thigh.
A war griffin soars in.
An Ithzir scout drops her steel broadsword and snatches up a longbow!
An Ithzir scout slings a charcoal grey shield over her shoulder.
An Ithzir scout removes a plain wooden arrow from in her quiver.
An Ithzir scout fires a plain wooden arrow at you!
AS: +449 vs DS: +430 with AvD: +23 + d100 roll: +20 = +62
A clean miss.
An Ithzir scout fires a plain wooden arrow at you!
AS: +449 vs DS: +430 with AvD: +23 + d100 roll: +90 = +132
... and hits for 8 points of damage!
Minor puncture to the right leg.
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +411 vs DS: +332 with AvD: +32 + d100 roll: +6 = +117
... and hits for 2 points of damage!
Thumped your chest.
A war griffin tries to bite you!
AS: +435 vs DS: +332 with AvD: +24 + d100 roll: +89 = +216
... and hits for 29 points of damage!
Internal organs bruised.
You are stunned for 1 rounds!
An Ithzir scout fires a plain wooden arrow at you!
AS: +449 vs DS: +374 with AvD: +23 + d100 roll: +35 = +133
... and hits for 9 points of damage!
Minor puncture to the back.
An Ithzir scout fires a plain wooden arrow at you!
AS: +449 vs DS: +388 with AvD: +23 + d100 roll: +40 = +124
... and hits for 4 points of damage!
Talk about a close shave!
That was too close.
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +411 vs DS: +321 with AvD: +32 + d100 roll: +90 = +212
... and hits for 16 points of damage!
Jarring blow to your back.
A war griffin tries to bite you!
AS: +435 vs DS: +321 with AvD: +24 + d100 roll: +86 = +224
... and hits for 27 points of damage!
Strike pierces thigh!
You are knocked to the ground!
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
An Ithzir scout fires a plain wooden arrow at you!
AS: +449 vs DS: +359 with AvD: +23 + d100 roll: +42 = +155
... and hits for 9 points of damage!
Thrust glances off your knee.
Might be stiff tomorrow, but it's okay now.
An Ithzir scout fires a plain wooden arrow at you!
AS: +449 vs DS: +371 with AvD: +23 + d100 roll: +25 = +126
... and hits for 4 points of damage!
Blow slides along your ribs.
Almost tickles.
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +411 vs DS: +309 with AvD: +32 + d100 roll: +50 = +184
... and hits for 14 points of damage!
Awkward slash to your stomach!
Everyone needs another belly button.
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +309 with AvD: +23 + d100 roll: +43 = +202
... and hits for 12 points of damage!
Minor puncture to the back.
A war griffin rakes at you with a razor-sharp claw!
AS: +445 vs DS: +298 with AvD: +23 + d100 roll: +74 = +244
... and hits for 20 points of damage!
Blade slashes across your face!
Nice nose job.
You are stunned for 1 rounds!
An Ithzir scout fires a plain wooden arrow at you!
AS: +449 vs DS: +312 with AvD: +23 + d100 roll: +99 = +259
... and hits for 27 points of damage!
Strike through the palm!
AestheticDeath
01-28-2007, 05:16 PM
Are you stupid?
You realize getting hit on the head in mbp with no helm is better than getting hit on the head in brig?
Why the fuck would you want to add a helm to brig anyway? It's full coverage.
I'm all lollerskates about your hcp brig > mbp too.
I think he knows the benefits of plate.
The whole point of this is to ready ourselves for the supposed upcoming changes to armor hindrance.
Adding a helm to brig, I assume helps with garrote and whatnot.
So what we are trying to figure out is, can a rogue survive in brig. Crit padded brig is better than normal brig, so he is going to crit padding. But he isnt sure how much he wants, heavy... or a greater amount.
Honestly the only reason I am surviving to the point I am right now, is because of a decent DS. From tripling dodging, and getting a couple spells(103, 202, 401, 406 - just the ones which are easily obtainable to me atm), and using signs. I run around in offensive at 440-450 DS, without sneaking. I auto stand with the cman thing. If I had to take more hits than I do, I probably wouldn't do as well. I would definately need healing now and then.
StrayRogue
01-28-2007, 05:24 PM
It's neck armour that aids those maneuvers.
You mention the "upcoming" hiding changes. Considering these have been in the works as long as the monk and savant professions, coupled with the fact there is no mention of work being done or completed on the revisions to the hiding system in the 2007 GS primer, I would not expect them anywhere soon (or ever).
Similar to breakage these changes will require many mechanical changes to the game.
Considering we now have the annual fixskills, the AG fixskills and skill migration, I would never plan my characters training on information posted years ago about changes that may or may not happen.
AestheticDeath
01-28-2007, 05:32 PM
Helms cover the neck as well I thought, or at least some do.
Just because the changes werent mentioned doesnt mean they arent being worked on.
And its just good to be prepared. Even if the change isnt for 3 more years, it would be nice to know you looked ahead, bought a decent set of brig, or something and know how to hunt in brig, safely and without dying. Rather than hunting in plate for a few years, depending soley upon the extra CvA, and ability to take hits.
But even if the change never occurs. Wearing brig still gives you extra DS, and superior mobility to dodge manuevers. If you can get by better in brig somehow, by not getting hit, and dodging more manuevers, why not?
Plate is nice, don't get me wrong. But I would actually prefer to be wearing a more profession based armor, not something that I HAVE to wear to survive. Not to mention I would prefer to be more of a casting rogue. The ability to use spells in battle would be very nice in my opinion. And I wont be able to do that as a rogue in plate armor.
StrayRogue
01-28-2007, 05:41 PM
Porcell has discovered that the DS lost from wearing plate (the dodge hindrance) really was small. I wouldn't usually have that as a factor.
As a weapon user who must go into offensive at some point I always operate thinking I am going to get hit.
I know what I'd rather be wearing when I get call winded and disarmed.
AestheticDeath
01-28-2007, 06:44 PM
It is small. I only gained like 20 DS from swapping from full plate to brig. But thats 1-2 less spells you have to worry about wearing. Or it covers you where you couldnt get more spells for lack of magic skills. The manuevers is where it should really come in handy.
What exactly are you saying he found out about the manuever hindrance?
And what makes you think it wont change when the other things are brought about, like the hiding and stalking stuff.
And.. I already stated that I run around OTF, in offensive, in the open. I dont stance dance unless I get disarmed, which has happened once to my rogue in the past 3 days. I don't get hit much if at all, and when I do its for very small amounts of damage. The above log was like one instance in the last three days that I actually got hit. Mostly because I was not paying attention.
If I were to wear another 1-2 spells, depending on the spell I wouldnt get hit at all, unless I were dispelled, or disarmed. And then all you do is hide, or stance. At this point in the game, the biggest factor to overcome as I see it, is warding spells. Hopefully they will come out with Ensorcell before I quit playing again.
StrayRogue
01-28-2007, 07:05 PM
Ensorcell got canned I think.
I think he knows the benefits of plate.
The whole point of this is to ready ourselves for the supposed upcoming changes to armor hindrance.
Adding a helm to brig, I assume helps with garrote and whatnot.
So what we are trying to figure out is, can a rogue survive in brig. Crit padded brig is better than normal brig, so he is going to crit padding. But he isnt sure how much he wants, heavy... or a greater amount.
Honestly the only reason I am surviving to the point I am right now, is because of a decent DS. From tripling dodging, and getting a couple spells(103, 202, 401, 406 - just the ones which are easily obtainable to me atm), and using signs. I run around in offensive at 440-450 DS, without sneaking. I auto stand with the cman thing. If I had to take more hits than I do, I probably wouldn't do as well. I would definately need healing now and then.
Thanks AD. I'm seriously going to be pulling down armor training to brig level when the next fixskills rolls out. It will be nice to see where I can put those extra points.
I suppose Strayrogue would have actual contributing information if he hunted OTF... as it stands, I'm just discounting what he says by a factor of 100.
Dont mind Strayrogue, he's just pissed off at several of us for pointing out his idiocy in other threads.
But even if the change never occurs. Wearing brig still gives you extra DS, and superior mobility to dodge manuevers. If you can get by better in brig somehow, by not getting hit, and dodging more manuevers, why not?
Probably the best reason to consider changing to padded brig if you are a sniping/hiding rogue archer in OTF.
AestheticDeath
01-28-2007, 07:20 PM
Well, Id go ahead and see what you can do in brig the way your trained right now. Make sure your happy with it before putting the TPs somewhere else.
And if I can stop dying I will post some more hits. I think between the two of them I have up there I have died 3 times now.. just by forgetting that my script goes water... and doesnt swim east for me. I just now deleted the go water part, until I can fix it so it swims for me as well.
Sucks to die in 10 seconds or so.. because you forget to watch your movement script of all things.
Are you stupid?
No, just asking questions asswipe.
You realize getting hit on the head in mbp with no helm is better than getting hit on the head in brig?
Post some examples and prove it. Oh thats right, you cant. Thanks for playing.
Why the fuck would you want to add a helm to brig anyway? It's full coverage.
Again, my contextual challenged DND reviewer. The question was would hcp or better brig offer better results than mbp, or mbp+helm. READ FOR CONTEXT.
I'm all lollerskates about your hcp brig > mbp too.
I'm all lollerskates about you not putting up any examples to back up your claims. Thanks for contributing.
Well, Id go ahead and see what you can do in brig the way your trained right now. Make sure your happy with it before putting the TPs somewhere else.
And if I can stop dying I will post some more hits. I think between the two of them I have up there I have died 3 times now.. just by forgetting that my script goes water... and doesnt swim east for me. I just now deleted the go water part, until I can fix it so it swims for me as well.
Sucks to die in 10 seconds or so.. because you forget to watch your movement script of all things.
I'll look you up if I have a chance to hop on in game and watch how you work it behind the barrier.
StrayRogue
01-28-2007, 07:43 PM
No, just asking questions asswipe.
Post some examples and prove it. Oh thats right, you cant. Thanks for playing.
Why bother? Anyone with a brain or actual knowledge of the game will tell you that you'll take less damage getting hit on the head in MBP than you would wearing brig.
Just like...
Again, my contextual challenged DND reviewer. The question was would hcp or better brig offer better results than mbp, or mbp+helm. READ FOR CONTEXT.
...any idiot would know that brig, no matter how padded it is, will never equate to the protection granted from normal attacks and spells than chain or plate.
I don't need examples, as it's supported by very well documented mechanical evidence. Anyone with a shred of knowledge about armour will say the same.
Why bother? Anyone with a brain or actual knowledge of the game will tell you that you'll take less damage getting hit on the head in MBP than you would wearing brig.
Just like...
...any idiot would know that brig, no matter how padded it is, will never equate to the protection granted from normal attacks and spells than chain or plate.
I don't need examples, as it's supported by very well documented mechanical evidence. Anyone with a shred of knowledge about armour will say the same.
Wow.
Your leet RPG online gaming mechanics skillz makes me moist. I want to be just like you when I grow up. You are my hero. Seriously. Can I start a Strayrogue fanclub in your honor? (not really)
:lol:
Thanks for (not) contributing though.
StrayRogue
01-28-2007, 08:47 PM
Christ your stupid. Next you'll be telling me your bought empath has over 1x manipulation lore for Bone Shattering.
What does that have to do with OTF archery?
StrayRogue
01-28-2007, 08:57 PM
Nothing. Just more evidence that you're a 'tard.
What did your previous post have to do with OTF archery for that matter?
Nothing. Just more evidence that you're a 'tard.
What did your previous post have to do with OTF archery for that matter?
:lol:
I love it when I get under your skin.
PS. Jaken, my bought empath, does not have 1x manip lore btw. You really need to check your sources better, at least clean the information off that you pull out of your ass.
StrayRogue
01-28-2007, 09:02 PM
Oh I am sure he doesn't, as this wouldn't be the first time I've told you this (along side it won't be the first time the virtues of MBP over brig have been posted either).
Yes master! Can you give us more tidbits of lore and wisdom!?!
/sarcasm
:lol:
AestheticDeath
01-28-2007, 09:03 PM
Stray, its not about brig being better than mbp. Again, its whether brig can be viable. I think it can be. Thats all there is to it.
Pardon Strayrogue, he's singularly focused on attempting to discredit/slight myself and PB tonight. In fact, he's already got PB blocked from U2U's. :lol:
I guess I can start sending him love notes that way as well so he wont feel cheated.
StrayRogue
01-28-2007, 09:10 PM
Stray, its not about brig being better than mbp. Again, its whether brig can be viable. I think it can be. Thats all there is to it.
Depending on what weapon you use, how you hunt, how many slaves/spells you can must, yes it certainly can be.
As for Ganalon's little whine, I have no need to discredit him. He can do what he likes with his bought little peons all he likes. His perspective however may be skewed as he fails to know the facts or the mechanics. This may make me some l33t GS player or whatever, I know I don't profess to know the mechanics half as well as a lot of folk. Nor do I criticize anyone for having knowledge or having a want for knowledge (unlike these two idiots). I do, however, like to point out ignorance, stupidity, and hypocrisy, which these two have in spades.
I'll look you up in game AD. I dont expect any answers from Strayrogue that will be viable and suitable to the original questions posted. We'll actually test out some things and make a determination based on tangible evidence... not theories.
Stray, you're more than welcome to join us with your rogue, that is, if its even advanced enough to get into OTF, much less survive.
PS. I've only 1 account where all my characters (the ones I have left) reside, so thinking that Ganalon only survives OTF being part of a MA team is so far out in left field, it even makes your crackpot theories seem far fetched. Additionally its no secret that I own a purchased character, and its no secret that its Jaken. However, Jaken has had no impact on the advancement nor success of my primary character, Ganalon. Ganalon has always been, and will always be a solo hunter, no matter how tough hunting becomes.
Anytime you want to test your rogue toe to toe with Ganalon to see who's had greater success with playing a rogue, let me know. I'm pretty easy to find.
StrayRogue
01-29-2007, 07:26 AM
How is it theories if the evidence has already been posted a million times?
Thats like saying 1+1 isn't 2 because I'm not posting the answer.
But then of course you can be a stupid fucking moron all you like.
Stray, you're invited to put your money where your mouth is...
...until then its probably best to STFU. Especially since all your knowledge and depth involves areas in which you've never hunted at levels you've yet to attain in game.
Victorj
01-29-2007, 07:24 PM
It's been proven that 0x hauberk will protect better than hcp brig, and thus mbp will protect better than hcp brig. That being said, it is quite viable to hunt in OTF as a sniper in brig, as there are some advantage to brig, along with disadvantages of course. One is the mote attack, as mbp is plate, it will usually fry you if it hits, while you have a higher chance of survival if hit in brig. I will assume Ganalon is 2x in dodge, so switching from mbp to brig probably won't increase his DS by 20, but it will be increased nontheless. Of course, the disadvantage of brig is that you'll be more prone to attacks not just from spells, but from normal attacks too, as brig simply does not have the df and crit divisor that plate has. Also note that being fully 3x in hiding in OTF main, you'll still be pulled out of hiding with war griffins about 20-30% of the time, so if it's swarming, you might be in a bad situation in brig. I believe 1 rogue, Lucos, had tried using brig, hauberk and plate in OTF main, and just decided that while all three are viable, plate keeps him alive more than the others and that's why he uses it. While he's not a sniper/archer, he's hunted OTF for a long time, and I'll trust his words.
Thanks for the info Victorj. Ganalon is a little over 1x in dodge, so the added ranks will help DS overall.
I'll figure out more the more opportunities I get to go hunting with AD to see how his brig works out.
AestheticDeath
01-29-2007, 11:49 PM
I would say Lucos is probably right. Plate would keep you alive in more situations. Part of it is staying out of those situations.
But honestly, you shouldnt ever be hit for endrolls of 200+, and I think Ive been hit plenty of times in brig around 200 endrolls or less, and not taken extensive damage. Not life threatening.. unless I can't escape a crowded room for some reason. Of course again, this is with someone who has 450+ DS in offensive, standing. And - though its only happened once this week, if you get your bow disarmed, you lose alot of DS. I'd suggest carrying a backup bow just in case. I bet most of you do anyways... I haven't had the forethought to do so until now.
While I was playing the other rogue, with 303 ranks in hiding, and shadow mastery up, I was able to hide from griffins more often then what you seem to say. Most of the time I was having trouble was when I was wounded.
But even though griffins are the hardest to hide from out there, they are quite simply the easiest to kill as well. A majority of them are killed in one shot, with the less than desirable misses coming out now and then. Basically if I had 3-4 or more rank one wounds, or any rank 2 wound, I started making my way out of OTF to get healed. I didn't like to stay in there solo with such a hinderance to my stalking skills.
I forgot what else I was going to say while proofreading... So I will leave it there for now. :(
AestheticDeath
01-30-2007, 12:04 AM
Ganalon (at level 86), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 180 80
Combat Maneuvers...................| 192 92
Ranged Weapons.....................| 276 176
Ambush.............................| 274 174
Physical Fitness...................| 187 87
Dodging............................| 203 103
Arcane Symbols.....................| 122 31
Magic Item Use.....................| 50 10
Harness Power......................| 45 9
Disarming Traps....................| 361 261
Picking Locks......................| 361 261
Stalking and Hiding................| 361 261
Perception.........................| 361 261
Climbing...........................| 105 25
Swimming...........................| 120 30
Spell Lists
Minor Elemental....................| 4
I was just looking over your skills, and wondering what exactly your plan would be if you reallocated your skills and dropped armor to 35. Thats only 45 armor ranks, at what 5 phys points a piece? 225 points to put somewhere. That would only take you to about 1.5x in dodging. But I think you would need alot more DS than your current build allows if your using brig. Unless you are going to be stance dancing. What kind of DS do you tend to hunt with right now?
I'll get you some clips of offensive DS and defensive DS.
I'm still in the theoretical stages as to how I'd like to map out the training and points.
Most importantly is seeing how well you fare with padded brig. Others are saying that with brig you'll get owned pretty much continuously. And understandably if you primarily hunt in the open. My wish is to see how well a hiding archer fares. What benefits will brig offer by way of less encumbrance and how will it impact dodging ability.
I may or may not be on tonight, depends on if I fall asleep getting the little one to bed.
Also, if anyone knows Doppelganger, I'd like some ideas on how he's set up his training. He's got at least spells to 130 and 410 and was wearing armor that allowed him to cast with minimal hindrance as well as showing an AvD of 29 when being swung at with a handaxe. He had armor concealing robes, so I could not see outright, and he dodged the question when I asked if he was wearing reinforced leathers.
Anyways, just my thoughts. Time to put the kiddo to bed, since its way past his bedtime.
GS4-D
01-30-2007, 01:42 AM
I could've sworn Doppelganger was a war mage.
Victorj
01-30-2007, 08:09 AM
I would say Lucos is probably right. Plate would keep you alive in more situations. Part of it is staying out of those situations.
But honestly, you shouldnt ever be hit for endrolls of 200+, and I think Ive been hit plenty of times in brig around 200 endrolls or less, and not taken extensive damage. Not life threatening.. unless I can't escape a crowded room for some reason. Of course again, this is with someone who has 450+ DS in offensive, standing. And - though its only happened once this week, if you get your bow disarmed, you lose alot of DS. I'd suggest carrying a backup bow just in case. I bet most of you do anyways... I haven't had the forethought to do so until now.
While I was playing the other rogue, with 303 ranks in hiding, and shadow mastery up, I was able to hide from griffins more often then what you seem to say. Most of the time I was having trouble was when I was wounded.
But even though griffins are the hardest to hide from out there, they are quite simply the easiest to kill as well. A majority of them are killed in one shot, with the less than desirable misses coming out now and then. Basically if I had 3-4 or more rank one wounds, or any rank 2 wound, I started making my way out of OTF to get healed. I didn't like to stay in there solo with such a hinderance to my stalking skills.
I forgot what else I was going to say while proofreading... So I will leave it there for now. :(
Yeah, you're a different case, since you're fully 3xed in dodge. Most rogue archers are normally 2x (sometimes not even 2x like Ganalon), so they won't have the luxury of 450ish offensive DS. If you assume going from 303 ranks to 202 rank in dodge will drop around 50 DS in offensive (probably a little high), a 200+ endroll is entirely possible (construct stomp, griffin swap, random hits that puncture the leg and make you fall, etc).
As for the 303/shadow mastery rogue, I agree, you'll hide from griffins about 95% of the time. But the point I was making is actually sniping them and remaining hidden, which you'll fall about 20-30% of the time on average. In addition, because of the +5 portion of the mob gen, you might get some 101 or 102 level adept/seer, and since sniping appears to be highly level based, you might get pulled firing at Ithzir expecting to stay hidden. Getting some colors will help this of course.
AestheticDeath
01-30-2007, 08:59 AM
Doppelganger fires a blade-tipped slender black bolt at an Ithzir adept!
AS: +552 vs DS: +376 with AvD: +35 + d100 roll: +95 = +306
... and hits for 87 points of damage!
Shot knocks the Ithzir adept's head back by pushing on the inside of the skull!
The Ithzir adept falls to the ground in a crumpled heap.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The bolt crumbles into tiny fragments when it strikes the ground.
[Script]>
Doppelganger searches an Ithzir adept.
An Ithzir adept's body shimmers slightly, then fades from view like a dissipating phantom.
[Script]>l do
You see Doppelganger.
He appears to be an Elf.
He appears to be extremely old. He has piercing jet black eyes and fair skin. He has very long, flowing white hair with a red streak running through it.
He has a fire breathing golden wyvern with outstretched wings on his arm.
He is in good shape.
He is holding a gold-veined glowbark seige arbalest in his left hand.
He is wearing an eahnor-bound silver Adventurer's Guild badge, a wiregrass anklet, a ruby-inset golden faenor diadem, a small wyvern-embossed ruby disk on a slender golden chain, an elegant elven-crafted mantle tailored of luxurious crimson velvet with gold spidersilk trim, a refined stately eahnor insignia, a deep crimson imperial cape, some stylish ivory spidersilk robes fastened with a gold-studded black leather belt, a golden onyx-grooved ring, a stately black velvet pouch secured by a polished gold-linked chain, and some polished courtly leather boots.
Dopp isnt a warmage. I've witnessed him using 410 and 130 myself. Along with haste amulets.
I've always remembered him as being a rogue.
AestheticDeath
01-30-2007, 08:24 PM
Yeah fairly certain hes a rogue.
Stretch
01-30-2007, 08:37 PM
I thought Doppelganger was a bard...
...anyway, I don't see any reason to NOT be in full plate if you can swing the points. Easily worth the 20 or 30 DS in my opinion. Then again, I suppose that 20-30 DS means getting killed by lightning flares that much more frequently.
It's all about tactics, I suppose. Toward the tail end of my playing, I was firing off aimed arrows from a longbow in 3 seconds (1 second if I bothered with Haste), so I was more interested in just hammering things from the open. If you spend a lot of time hiding, DS becomes less important anyway, and you get a nice push down.
I always thought it was fairly ridiculous that I was twice as efficient hunting with ranged than with edged. One shot kills in 3 seconds from the open, compared with 6-8 seconds with an edged weapon hiding. Plus, you know, don't have to wait for griffins to swoop.
Victorj
01-30-2007, 11:43 PM
Doppelganger is a rogue.
>gld rank doppelganger
Doppelganger is currently not allowing his guild rank information to be viewable.
Managed to get this in as he stopped by the dais while I was opening boxes.
As for his training, you'll have to find him and ask him yourself.
AestheticDeath
01-31-2007, 12:11 AM
I asked, he said No Sir
Not sure who his friends might be that could get anything from him... Might look elsewhere for some training info.
Kitsun
01-31-2007, 12:26 AM
He's friends with Jullius(sp).
As an aside, never search Doppel's kills by mistake. He holds grudges and has a long ass memory.
He's probably so far post-cap though that the training isn't really replicatable anyhow.
I dont think he's that far past post-cap. I remember dueling him on the dais once with Jaken. He fumbled a cast and I nailed him with 1106. It ended there. Ive spoken with him several times in the past via AIM, but not lately (dont know if I remember his AIM-SN), either way he's pretty cool.
Anyways, he's got an interesting approach, I'd just like to find out a little more about it, since its primarily a magic user approach similar to Atreau's plan. Which is another viable alternative to consider.
Next time I see Jullius I'll ask and see what I can learn.
I guess the thing that frustrates me the most is that rogues are considered the 'nimble' square. And with rumblings of armor changes that will affect one of the primary abilities (hide), especially when added that it already affects guild skill application (massive penalities to manuevers), its drawing a fine line between being a pure open fighter vs. a fighter from the shadows. Not to mention the point spread of training in these abilities is aggravated further by the costs of having acceptable ranks in lockpickig and disarming. Now add training in dodge with no tradeoff in tp's and it becomes an even tighter effort to train effectively as a balanced figher/picker.
So that leaves one with several 'build' options.
1. Heavy armor build.
2. Medium armor build.
3. Lighter armor build.
with subsets in:
A. pure combat - non picking. (heavy dodge & CM, multiple weapon training and/or shield)
B. balanced combat/picking. (moderate dodge & CM, single weapon training and/or shield)
C. pure picking - light combat. (light dodge & CM, single weapon training and/or shield)
:thinking:
Spoke at length with Doppelganger tonight. Now I've got more ideas to consider. :spaz:
Time to break out Tsoran's spreadsheet and run some training combinations. Ive got time since I wont implement this until we get our annual fixskill option.
I will say this, there are lots of theories on how to 'build' a rogue. But actually putting the rubber to the road at end game is a lot different than working it in the earlier levels.
This will be a very interesting process to work through. And time consuming.
AestheticDeath
01-31-2007, 10:53 AM
I will say this, there are lots of theories on how to 'build' a rogue. But actually putting the rubber to the road at end game is a lot different than working it in the earlier levels.
Very true. Kinda why I asked what exactly you were planning. I am pretty sure you can sacrifice some picking skills and still be able to pick most everything you need to. Just wind up using 403/404 more often. 290 ranks allowed me to pick everything I could lay my hands on.. and more often then not I didnt use lore.
I would say 2.5x should be possible, not sure on going lower.
Tsorans spread sheet works pretty well on picking and calculating the lore values. You might figure out what max lock you wanna go with at the lower levels, and drop training to match that, then work towards fully tripled later.
GuildRat
01-31-2007, 10:58 AM
Doppelganger is definitely a rogue. I used to work with him in the Landing on guild skills until he threw a hissy over me stomping his toes while he was afk. Good gawds that was years ago....2000'ish or so.
GuildRat
01-31-2007, 11:06 AM
To quote Ganalon and not start an argument...
So that leaves one with several 'build' options.
1. Heavy armor build.
2. Medium armor build.
3. Lighter armor build.
with subsets in:
A. pure combat - non picking. (heavy dodge & CM, multiple weapon training and/or shield)
B. balanced combat/picking. (moderate dodge & CM, single weapon training and/or shield)
C. pure picking - light combat. (light dodge & CM, single weapon training and/or shield)
You're wrong there...there're guild skills that let us get around picking...wedging. So...you can dump picking keep disarm at about 240( which allows you to disarm a -480 trap) and allocate those TPs elsewhere.
I wear plate...swing a waraxe, and have 21 spells at this point. There's more avenues to being a rogue than you put forth in your 6 examples.
TheEschaton
01-31-2007, 11:29 AM
I personally like the magical build, but I've never been able to advance far with it. But then again, the last time I attempted one on a rogue was before redux, so I suppose at higher levels where it doesn't kill redux AS much, it might be useful.
I suppose a rogue might go up to 130, but I'd see more benefit in keeping it to 120 (I mean, fog, who really cares? In places like OTF it tends to be more of a liability than just walking). So, a 120/430 build would put you at a spell every other level. I suppose this would tank redux to non-existance, but you'd be gaining, what, +35 from the Guards, +35 to TD from blues + 120, you'd get the AS boosters of 425 and 117, knockdown spells in 410 and 110, etc, etc. It might counterbalance, though getting hit would be a disaster, especially since it would be only viable in lighter armors like brig to counter spell hindrance in the field.
-TheE-
AestheticDeath
01-31-2007, 11:31 AM
You're wrong there...there're guild skills that let us get around picking...wedging. So...you can dump picking keep disarm at about 240( which allows you to disarm a -480 trap) and allocate those TPs elsewhere.
I wear plate...swing a waraxe, and have 21 spells at this point. There's more avenues to being a rogue than you put forth in your 6 examples.
While what you are saying is true, you dont get experience for wedging. As well, it takes alot more time to make wedges. And if you are mastered in lock mastery, it takes longer to open a box with a wedge. Wedges are heavier then lockpicks, even if they are cheaper. I haven't tried opening boxs only with wedges, but I would imagine you almost have to stay around the guild to do it, and make a new wedge every other box. The few times I have had to wedge on OTF level boxs, it used a wedge up pretty quick.
If you were going to drop picking that much, I would probably still keep it at singled, and get up to 407 or 408. Pop the boxs you dont have to wedge, and get some exp at least. Even though wedgeing allows us to get around some problematic boxs, I wouldnt want to use it as a primary form of opening boxs.
Just wondering though, do you actually use wedging as a primary box opening skill? Or were you just putting it forth as an option?
AestheticDeath
01-31-2007, 11:36 AM
TheE, I am pretty sure redux isnt killed by having .5x in spells. I was under the impression when they gave semis redux, you could have like 1.99x in spells and still have the possibility of redux.
A rogue should be able to fully single spells, and still get decent redux if I understand it right.
I would personally go for 74 elemental, and 20 spirit. get the +50 for AS... Just for fun. Could either have a much higher AS, or just carry around 0x bow and arrows, not having to worry about losing a decent bow, or stacking problems with arrows being ebladed. And you wouldnt have to waste so much time fletching master arrows.
GuildRat
01-31-2007, 11:40 AM
While what you are saying is true, you dont get experience for wedging. As well, it takes alot more time to make wedges. And if you are mastered in lock mastery, it takes longer to open a box with a wedge. Wedges are heavier then lockpicks, even if they are cheaper. I haven't tried opening boxs only with wedges, but I would imagine you almost have to stay around the guild to do it, and make a new wedge every other box. The few times I have had to wedge on OTF level boxs, it used a wedge up pretty quick.
If you were going to drop picking that much, I would probably still keep it at singled, and get up to 407 or 408. Pop the boxs you dont have to wedge, and get some exp at least. Even though wedgeing allows us to get around some problematic boxs, I wouldnt want to use it as a primary form of opening boxs.
Just wondering though, do you actually use wedging as a primary box opening skill? Or were you just putting it forth as an option?
Wedging is an option. Assuming that a magical rogue seeks 425 prior to 120, 407 will be there. Not to mention multi-accounting where you have a mage to pop the boxes open, as I do. Wedges are heavy, thus the reason they scatter the floor of the table I keep, but it takes 10 minutes to make 5 wedges that are good to open 10-15 boxes. About the on;y problematic boxes are scales traps, which have to be picked before they're disarmed. Mostly I just leave them outside of the tables.
As for wedging taking longer than picking and not getting experience for them, I normally wait till I'm completely saturated from a AG task to worry about wedging the boxes open.
300 coins per wedge....average 2k+ per barrier box....I make more coin and save more TPs by wedging/popping boxes than I could by picking at this point.
Agreed picking is a far more valuable RP skill....about that I have no qualms.
Dont get me wrong guys, I'm not limiting the possibility of rogue builds to the 6 I mentioned. I know there's many more variations that I have not considered. Those 6 are just the prevalent ones I've seen in my time paying attention to how other fellow rogues operate.
This thread, sans the te'ta'tet with Strayrogue, has been very informative on some new ideas.
I'll share more as I learn more.
GuildRat
01-31-2007, 12:17 PM
Dont get me wrong guys, I'm not limiting the possibility of rogue builds to the 6 I mentioned. I know there's many more variations that I have not considered. Those 6 are just the prevalent ones I've seen in my time paying attention to how other fellow rogues operate.
This thread, sans the te'ta'tet with Strayrogue, has been very informative on some new ideas.
I'll share more as I learn more.
Sweet....finally...no argument on a thread.
Trust me, there's more than one way to skin anything. There's so many options open to rogues. Not that there's not the same options to other professions. Rogues just seem to be able to branch out more than some ( I refuse to say most in the face of seeming biased) other professions.
I've played my rogue a few paths and intend on going further in my quest to find the best path for him. Sword and board isn't the best by far but it takes TPs out the ass to explore other areas.
I think my next fixskill may delve into 2-handers.
TheEschaton
01-31-2007, 12:20 PM
I've got a two handed rogue who rocks hard core.
-TheE-
GuildRat
01-31-2007, 12:24 PM
I've got a two handed rogue who rocks hard core.
-TheE-
Getting the right DS and TD in the barrier is a little different. Right now, I'd have to sacrifice a shit-load of DS and TD to get to where I am right now without losing too much in those departments.
I've got a two handed rogue who rocks hard core.
-TheE-
Do you rock out with your cock out?
TheEschaton
01-31-2007, 12:32 PM
balls to the wall, man. He's only 19, but he hunts the Stronghold solo. He's super elite.
-TheE-
GuildRat
01-31-2007, 12:33 PM
balls to the wall, man. He's only 19, but he hunts the Stronghold solo. He's super elite.
-TheE-
Too funny
GS4-D
01-31-2007, 01:05 PM
I am pretty sure you can sacrifice some picking skills and still be able to pick most everything you need to. Just wind up using 403/404 more often. 290 ranks allowed me to pick everything I could lay my hands on.. and more often then not I didnt use lore.
The locksmith I have access to has 261 ranks in pick/disarm and with lore he gets 99% of the boxes. He was able to pick 98% of the stuff with 250 ranks too, so like AD says, you can drop some there.
Also, I know you said you like the 3x hide, but if you drop to 2x and you drop perception to 2x, you'll free up a ton of TPs to play with where you can pump either spells, or MIU/AS/HP to wear more spells, preferably some that add to your TD, and also you can go to fully doubled in dodge. Even dropping the 3x perc to 2x will be able to give enough TPs to work with.
As for going in lighter armor, if your TD is high enough where you won't miss the CvA benefit of heavy armors, go for it.
Hiding is the way I'll stay alive. And perception has benefits that tie directly to archery, ironically most of it firing from the open.
At this juncture I'll probably drop some picking (this is still up for debate though). With that and the lessend armor ranks, I'll have more TP's to put into dodge and a few more magical ranks.
The only thing that sucks about magical ranks is that it takes 3 ranks to equal 1 mana of allowable worn magic not in my circles, 1.5 ranks for 1 mana of 400/100 spells worn... (nothing for spells I know). So that can get expensive fast. Especially when I'm soaking physical TP's to learn/buy a mental TP skill.
GS4-D
01-31-2007, 01:23 PM
Yah but any benefit to archery from perception don't require you to be 3x trained in it. The only bonus you get by going into 3x territory is more DS, 1 for every 4 ranks past 2x, so at cap you're looking at an extra 25 DS from being 3x perception but at a fairly high TP cost which could be used for magic ranks to wear two or three spells that give the same 25 DS.
You try 2x hide? Just saying, maybe you can a) try it or b) find rogues/rangers that don't have max hide and see how they handle staying hidden. I imagine the only issue you'll have is hiding on griffins, but from what I hear 3x hide doesn't really make you 100% successful anyway.
TheEschaton
01-31-2007, 03:54 PM
2.5x is sufficient (but not great) for hiding from anything but griffins in OTF at cap.
2x = bad news.
-TheE-
Meges
01-31-2007, 04:22 PM
Doppelganger is definitely a rogue. I used to work with him in the Landing on guild skills until he threw a hissy over me stomping his toes while he was afk. Good gawds that was years ago....2000'ish or so.
Didn't Doppelganger reroll into a halfling pixie or something back in 2000? I hear he's pretty good at sucking flavored sugar through pink straws.
Meges
Meges
01-31-2007, 04:28 PM
The locksmith I have access to has 261 ranks in pick/disarm and with lore he gets 99% of the boxes. He was able to pick 98% of the stuff with 250 ranks too, so like AD says, you can drop some there.
...
Yeah, check out these leet skillz:
(at level 85), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Physical Fitness...................| 105 25
Arcane Symbols.....................| 105 25
Harness Power......................| 187 87
Elemental Mana Control.............| 120 30
Disarming Traps....................| 361 261
Picking Locks......................| 361 261
Perception.........................| 187 87
Spell Lists
Minor Elemental....................| 8
Training Points: 3533 Phy 528 Mnt
I get pwnd in the catacombs.
Meges
jpatter123
01-31-2007, 08:02 PM
I had seriously considered the drop picking and picking up spells to 430 and at least 107.
If I dropped picking/disarm to 0 I could train up to 425. The boost to AS is so tempting. Especially with boxes around OTF not being that phenomal and the amount of pickers around to open boxes if you needed it. Since I am not capped yet I'd actually save quite a few training points waiting getting it back at cap. Plus with my other magic training would allow me to wear a true full spell up.
AestheticDeath
02-02-2007, 10:46 PM
Just went out for a solo hunt on the rogue, and decided to try hiding a few times. Seemed to work very well, though there were no griffins present.
This is with 202 ranks in hiding. My previous experience had been 303 ranks.. I was surprised 202 worked as well as it did, even if I only used it briefly.
Anyhow, its much faster and easier to fire from the open if you can get the DS to allow it. Only real problem I face with this is the spells, though I have warded them for the most part lately. If I can get myself a proper spellup, I doubt I would have any worries in there, beyond manuevers.
Also, since I was solo this time I hunted a bit differently. Choosing my targets, based on ease of kill, and level. For the most part I passed up anything other than seers, adepts, and griffins. Killed a few other things that got annoying. But since I was there to see how easily I could fry, instead of just looting, I skipped most of the younger things, and the rooms that had a swarm over 4-5 critters.
Of the three things I was targeting, adepts are the youngest, yet hardest to kill. I have been using guild manuevers on them to make it easier. Griffins and seers, I can just fire at will, no set up needed.
Ganalon, what times do you normally get to play around in Gemstone?
Lately its been in the morning. I might have a little bit of time tonight to hop on.
I've been having more success with this level than I had at 85. I mostly kill initiates, seers, and scouts. And now Jannisaries, as I just finished a bounty task of 20 of them. I have not gone back to the ducts in almost a week. Even initiates with WoF up usually fall after about 3 arrows.
Adepts are the hardest to kill for me because of their DS (I'm seeing 420+ to my 451 from hiding - everything else except heralds suffer the pushdown). I also have a hard time with heralds simply because I'm pulled out of hiding everytime I fire at them for some reason. And fo course, griffins are my bane. I'm not quite old enough to get the eye crit, I simply just wound their eye when I make an arrow stick.
AestheticDeath
02-04-2007, 01:08 AM
Adepts normally have wall of force I think, thats why you are seeing alot of higher DS numbers on those. Heralds also have a high DS. Most of it is coming from spells, and is why they keep more of the DS.. (I assume)
Try putting them in offensive. Cheapshots work well for me, though I am not sure how well at your level.
And on the griffins, I havent had to try it myself, but try aiming for a leg first to get them on the ground. Then go for the eye. Or just try for an easier target, like the neck or head or something.
I had to goto the Landing for deeds, and more arrows. So I wasn't around OTF last night. But this unpadded 4x brig has been doing just fine for all kinds of situations. I even got in a scuffle with another player, and took decent hits with only minor wounds from a falchion. I will see if I can dig up a few snippets or something.
Guild skills suck with mbp.
I dont even use them at this point due to the penalties associated with wearing that heavy an armor. :(
AestheticDeath
02-04-2007, 11:53 AM
hmm odd. Last night - that scuffle, was with a younger rogue. 92-95? Not completely sure. He had on hauberk, and I had on the brig. Neither of us could sweep the other at all. He couldn't ewave me or nothing.
I would have thought having a few levels over him would have allowed me to sweep easier. And if armor affects it that much, I should have had an even easier chance.
StrayRogue
02-04-2007, 11:59 AM
Age, stance and skill effect maneuvers most.
AestheticDeath
02-04-2007, 12:12 PM
Well, I was older I am pretty sure, I was in offensive, and what skill? Guild skill? We were both sweep masters.
StrayRogue
02-04-2007, 12:19 PM
Skill refers to the skill itself. Some maneuvers have other skills attached to them (such as brawling, two-handed weapons, edged weapons etc), but the prime factors of a typical maneuver equation are age, stance, CM ranks and the relation of the attackers and the defenders skill (mainly skill in the maneuver).
So for example it would be harder for you to sweep someone like level (or a tad older) if they are also mastered in sweep. It's also easier to sweep someone in offensive.
You adjust your gear comfortably and feel satisfied that you are not encumbered enough to notice.
>gld stance off
You are now using your guild abilities to their fullest!
You come out of hiding.
[Roll result: 50 (open d100: 71) Bonus: 5]
You crouch, sweep a leg at an Ithzir adept and connect!
You whack an Ithzir adept's legs futilely! You stumble back on your feet.
Roundtime: 5 sec.
Actually got a bonus on that one, rather than a penalty. Thats unencumbered and wearing mbp. (0 coins, no injuries, no boxes, just started the hunt).
And the adepts response.
An Ithzir adept thrusts both palms toward you!
CS: +417 - TD: +325 + CvA: -18 + d100: +86 == +160
Warding failed!
An Ithzir adept blasts you for 72 points of damage.
... 45 points of damage!
Every bone in your right arm is shattered and scattered about!
You are stunned for 10 rounds!
You are knocked over by the blast!
He followed up this cast with weapon fire. And it was then all over.
Personally its just easier avoiding the adepts, hearalds, and griffins at this stage. I'll stick to killing scouts, seers, initiates, and jannisaries.
StrayRogue
02-04-2007, 03:33 PM
Injuries are also a massive factor.
AestheticDeath
02-04-2007, 07:39 PM
So if I had been fully doubled in CM, you think I would have swept him better?
StrayRogue
02-04-2007, 07:45 PM
Significantly.
I don't know the exact conversion rate (you're in an excellent position to test however), but it could be something like every two ranks of CM training equate to a +1 to your CM roll, or something.
CM training is your best bet, offensively and defensively, for all CM's.
Finally downed one. (third arrow/shot)
You nock an arrow in your ruic composite bow.
You fire an arrow at a war griffin!
AS: +451 vs DS: +302 with AvD: +24 + d100 roll: +68 = +241
... and hit for 63 points of damage!
Attack punctures the eye and connects with something really vital!
The war griffin crashes to the ground, motionless.
The scintillating red light surrounding the arrow fades some.
The arrow sticks in a war griffin's right eye!
Roundtime: 5 sec.
AestheticDeath
02-11-2007, 09:51 PM
Ganalon.. I dont have the log.Its a crock of shit... I was logging that hunt.. but my connection got bad enough I had to relog. I think, for some reason when I relog without exiting properly it doesnt save the log file, as it is not on my computer. Hopefully thats the reason, and I can avoid it in the future.
On the bright side... it was a crappy hunt anyways. I screwed up alot, got you killed and lost my bow.
On a side note, I think I am losing close to 100 DS going from that 5x bow to a 0x bow.
:rofl:
We got massacred. I've got a spare 4x longbow I'm not using that you can have since I'm focused on using the composite I have.
What I found interesting is that I got owned, quick, out in the open. While you're brig held you up to the point where you lived through it.
Next time I'll walk Jaken around with you to see how you handle the hits. I'm going to check and see if I didnt log this by accident, since I might (optimal word) have had auto-log on.
AestheticDeath
02-11-2007, 11:30 PM
Ah thanks for the offer, but I have plenty of bows. Just sucks losing them. Still missing the 5x elk-horn longbow I lost the first time. No one will own up to having found it. I can't see it still being in there after two hours.
Lost a 6x composite later lookin for that one, but Gob helped get that back.
I am going to start using 4x bows I think. And try and figure out if I can eblade bows... that would be sweet.
As far as the brig, it held up well enough I guess. But I wound up taking too many hits after I was hit with weapon fire and dropped the bow. I should have had a disk, and remembered that I had a spare bow as well. Between still having my auto aim set on left leg instead of left eye, and being stupid about that weapon fire I did horrible last night.
Later when I went back to find the first bow, I got a few spells and swapped to full plate. I died real quick. Just because of spells. I was doing ok in a small swarm of 4-5 and was about to leave the room cause it was getting too big, when I killed the seer in the room, and in walks the grizzled seer from my bounty, right as a janissary disarms me. The grizzled took my bow, then started casting at me and I couldnt ward it. Wound up getting away, walking around.. then stalking the seer hoping my other char could get there in time... then a griffin came in and pulled me out. BAM got hit with more spells from the grizzled seer, and wound up dying. All in all a horrible night for me.
Oh and during out hunt - I wound up using sign of healing twice to stay alive. Not sure if that matters to ya. But I would have been taking less damage with plate or something. Though also, that hunt I had no spells at all, just col signs. Spells would have helped tremendously.
fre adYou are now in an offensive stance.
>You remove a single arrow from a bundle of arrows.
>You nock an arrow in your ruic composite bow.
You are no longer hidden.
You fire an arrow at an Ithzir adept!
AS: +451 vs DS: +460 with AvD: +34 + d100 roll: +3 = +28
A clean miss.
The arrow streaks off into the distance!
Roundtime: 4 sec.
>[Roll result: 218 (open d100: 95)]
Edaarin spins quickly behind an Ithzir adept and delivers a well placed kick!
The Ithzir adept appears humiliated and enraged!
> * Bablistia returns home from a hard day of adventuring.
An Ithzir herald directs her alien song at Edaarin!
CS: +384 - TD: +340 + CvA: +2 + d100: +86 == +132
Warding failed!
A dark shadow passes over Edaarin.
>An Ithzir adept closes her eyes while incanting an alien phrase.
>fre herAn Ithzir herald swings a curved crystal-edged blade at Edaarin!
AS: +425 vs DS: +390 with AvD: +32 + d100 roll: +78 = +145
... and hits for 6 points of damage!
Cut over Edaarin's right eye.
** An Ithzir herald's crystal-edged blade emits a searing bolt of lightning! **
... 25 points of damage!
Nasty shock to right arm stiffens joints. Nice and painful.
He is stunned!
>An Ithzir adept thrusts both palms toward Edaarin!
An Ithzir adept hurls a freezing ball of pure cold at Edaarin!
AS: +383 vs DS: +386 with AvD: +39 + d100 roll: +77 = +113
... and hits for 2 points of damage!
Edaarin looks slightly uncomfortable.
The freezing ball of pure cold strikes Edaarin, blossoming into a much larger sphere of frost upon impact.
... 10 points of damage!
A chilly blast strikes Edaarin in the chest, knocking him back a step.
A burst of frost from an Ithzir adept's freezing ball of pure cold flies off and hits you!
... 25 points of damage!
Right arm shattered by an extremely well placed hit!
You are stunned for 3 rounds!
>You are still stunned.
>You remove a single arrow from a bundle of arrows.
>You are still stunned.
>Edaarin removes a single arrow from a bundle of arrows.
>Edaarin seems a bit weaker than before.
>An Ithzir adept closes her eyes while incanting an alien phrase.
>The translucent sphere fades from around an Ithzir adept.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>A greater construct stomps in.
An Ithzir adept seems to calm down.
>An Ithzir scout makes no sound as she slips in.
>An Ithzir adept thrusts both palms toward Edaarin!
CS: +405 - TD: +315 + CvA: +2 + d100: +62 == +154
Warding failed!
Edaarin's arrow is struck with an Ithzir adept's cast.
A rippling stream of vacuum leaps from an opalescent faewood arrow fletched with snowy-white cockatrice feathers in Edaarin's right hand.
... 1 point of damage!
Eye swells under sudden pressure loss!
>An Ithzir herald directs her alien song at Edaarin!
Edaarin blinks and appears distracted.
>An Ithzir adept seems to calm down.
>An Ithzir adept closes her eyes while incanting an alien phrase.
An Ithzir scout snatches up a twisted crystal-tipped staff!
An Ithzir scout slings a charcoal grey shield over her shoulder.
An Ithzir scout swings a twisted crystal-tipped staff at Edaarin!
AS: +432 vs DS: +367 with AvD: +19 + d100 roll: +68 = +152
... and hits for 9 points of damage!
Whiplash!
The scintillating light surrounding the staff fades some.
>A greater construct swings a massive arm at you!
AS: +463 vs DS: +308 with AvD: +50 + d100 roll: +46 = +251
... and hits for 27 points of damage!
Blow to your back cracks several vertebrae.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>hideEdaarin says, "Oops."
>Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
Edaarin drops an elk-horn longbow.
>An Ithzir seer's body shimmers slightly, then fades from view like a dissipating phantom.
>An Ithzir adept thrusts both palms toward Edaarin!
An Ithzir adept hurls a hissing stream of acid at Edaarin!
AS: +383 vs DS: +373 with AvD: +29 + d100 roll: +25 = +64
A clean miss.
>lootYou come out of hiding.
Could not find a valid target to loot.
>hideEdaarin drops an opalescent faewood arrow fletched with snowy-white cockatrice feathers.
>Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>A rippling stream of vacuum leaps from an opalescent faewood arrow fletched with snowy-white cockatrice feathers on the ground.
>'hehYou say, "Heh."
>An Ithzir scout shimmers and fades from view.
>An Ithzir herald directs her alien song at Edaarin!
Nothing happens.
>An Ithzir adept glances at an Ithzir herald, saying, "Jalorok itona?"
The Ithzir herald grins and nods.
An Ithzir adept closes her eyes while incanting an alien phrase.
fre adYou are now in an offensive stance.
>You need a free hand to do that.
>You are too injured to fire that!
>A greater construct searches around nervously.
Your injuries hinder your attempts to remain unseen.
The greater construct glowers, its head slowly traversing as if looking for something.
>An Ithzir herald swings a curved crystal-edged blade at a greater construct!
AS: +425 vs DS: +323 with AvD: +21 + d100 roll: +3 = +126
... and hits for 5 points of damage!
Quick slash at the greater construct's right eye.
Strike lands but misses the target.
The shimmering gold aura surrounding the greater construct flickers momentarily.
Edaarin adds an opalescent faewood arrow fletched with snowy-white cockatrice feathers to his bundle of arrows.
>An Ithzir adept thrusts both palms toward Edaarin!
An Ithzir adept unleashes a bolt of churning air at Edaarin!
AS: +383 vs DS: +530 with AvD: +33 + d100 roll: +78 = -36
A clean miss.
>You say, "Too injured."
stance defYou are now in a defensive stance.
>wailYou wail!
>You begin to lose touch with your internal sources of strength.
>A greater construct searches around nervously.
Your injuries hinder your attempts to remain unseen.
The greater construct glowers, its head slowly traversing as if looking for something.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>An Ithzir adept closes her eyes while incanting an alien phrase.
stow arrowAn Ithzir scout carefully surveys her surroundings.
Your injuries hinder your attempts to remain unseen.
The Ithzir scout's blue brow furrows, her strange green eyes narrowed in suspicion.
>hide >You come out of hiding.
You put an arrow in your spidersilk backpack.
Your injuries hinder your attempt to hide.
Roundtime: 2 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
stalk edAn Ithzir herald directs her alien song at Edaarin!
A wave of dark ethereal ripples moves outward from an Ithzir herald.
You are buffeted by the dark ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
You are forced out of hiding.
Roundtime: 10 sec.
Edaarin is buffeted by the dark ethereal waves, and is knocked to the ground.
>An Ithzir adept thrusts both palms toward Edaarin!
All of a sudden, Edaarin rolls hard to his side, and then leaps to his feet!
An Ithzir adept hurls a roaring ball of fire at Edaarin!
By amazing chance, Edaarin evades the bolt!
>...wait 10 seconds.
An Ithzir scout swings a twisted crystal-tipped staff at Edaarin!
AS: +432 vs DS: +388 with AvD: +19 + d100 roll: +18 = +81
A clean miss.
The scintillating light surrounding the staff fades some.
>Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
A greater construct raises its massive foot and attempts to smash you!
AS: +453 vs DS: +464 with AvD: +33 + d100 roll: +9 = +31
A clean miss.
>An Ithzir scout makes no sound as he slips in.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>An Ithzir adept closes her eyes while incanting an alien phrase.
An Ithzir scout smiles faintly at an Ithzir scout as she says, "Tralalak maktath eif waffa ramal klakkar."
The Ithzir scout points at you for emphasis.
An Ithzir scout swings a twisted crystal-tipped staff at Edaarin!
AS: +432 vs DS: +388 with AvD: +19 + d100 roll: +64 = +127
... and hits for 4 points of damage!
Blow nicks Edaarin's right hand.
The scintillating light surrounding the staff fades some.
>An Ithzir herald strolls in, humming softly to himself.
>An Ithzir herald directs her alien song at Edaarin!
Edaarin is unaffected.
>An Ithzir adept thrusts both palms toward Edaarin!
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind knocks you off your balance and you fall over.
Your arms are forced down to your sides!
Roundtime: 12 sec.
Edaarin is knocked over by the wind!
The wind then subsides.
>Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +281 with AvD: +36 + d100 roll: +15 = +182
... and hits for 11 points of damage!
Glancing strike to the head!
>All of a sudden, Edaarin rolls hard to his side, and then leaps to his feet!
A greater construct raises its massive foot and attempts to smash Edaarin!
Edaarin skillfully dodges the attack!
Edaarin says, "Hmm."
>An Ithzir herald swings a curved crystal-edged blade at Edaarin!
AS: +425 vs DS: +330 with AvD: +32 + d100 roll: +5 = +132
... and hits for 4 points of damage!
Quick feint to Edaarin's right foot.
Little extra damage.
>An Ithzir adept closes her eyes while incanting an alien phrase.
>'ouchAn Ithzir scout drops her crystal-tipped staff and snatches up an elk-horn longbow!
An Ithzir scout removes a plain wooden arrow from in her quiver.
An Ithzir scout fires a plain wooden arrow at Edaarin!
Edaarin evades the missile with ease!
The wooden arrow breaks apart and crumbles away.
>An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +369 with AvD: +36 + d100 roll: +59 = +138
... and hits for 4 points of damage!
Love tap upside your head!
>You say, "Ouch."
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>An Ithzir adept thrusts both palms toward Edaarin!
An Ithzir adept hurls a powerful lightning bolt at you!
AS: +383 vs DS: +268 with AvD: +51 + d100 roll: +32 = +198
... and hits for 24 points of damage!
Light shock to back. That stings!
An Ithzir adept hurls a powerful lightning bolt at Edaarin!
AS: +383 vs DS: +422 with AvD: +39 + d100 roll: +12 = +12
A clean miss.
The lightning bolt strikes the greater construct and the shimmering gold aura surrounding it flickers momentarily.
>Edaarin asks, "What got hit with that cast?"
> * Whysterika returns home from a hard day of adventuring.
A greater construct swings a massive arm at you!
AS: +463 vs DS: +287 with AvD: +50 + d100 roll: +66 = +292
... and hits for 32 points of damage!
Blow to your back cracks several vertebrae.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
An Ithzir scout removes a plain wooden arrow from in her quiver.
An Ithzir scout fires a plain wooden arrow at you!
AS: +437 vs DS: +192 with AvD: +38 + d100 roll: +53 = +336
... and hits for 29 points of damage!
Well aimed shot, punctures calf!
The powerful look leaves you.
Your SIGN OF WARDING is no longer effective.
Your SIGN OF DEFLECTION is no longer effective.
The brilliant luminescence fades from around you.
Your SIGN OF SHIELDS is no longer effective.
Your SIGN OF STAUNCHING is no longer effective.
The silvery luminescence fades from around you.
Your SIGN OF SMITING is no longer effective.
The bright luminescence fades from around you.
Your SIGN OF DEFENDING is no longer effective.
Your SIGN OF STRIKING is no longer effective.
The deep blue glow leaves you.
Your SIGN OF SWORDS is no longer effective.
The dim aura fades from around you.
The light blue glow leaves you.
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 14 mins...
The wooden arrow breaks apart and crumbles away.
>An Ithzir adept smiles faintly at an Ithzir herald as she says, "Te hamma maktath eif, ptath hamma ka xeca eif."
The Ithzir adept points at Edaarin.
The Ithzir herald nods in response.
An Ithzir adept closes her eyes while incanting an alien phrase.
>An Ithzir scout swings a gleaming steel broadsword at Edaarin!
AS: +412 vs DS: +339 with AvD: +30 + d100 roll: +99 = +202
... and hits for 12 points of damage!
Broken finger on Edaarin's left hand!
>'armor?You ask, "Armor?"
> * Ganalon just bit the dust!
An Ithzir herald directs his alien song at Edaarin!
Edaarin is unaffected.
>An Ithzir herald strolls east, humming softly to herself.
>A war griffin soars in.
An Ithzir scout removes a plain wooden arrow from in her quiver.
An Ithzir scout fires a plain wooden arrow at Edaarin!
Edaarin evades the missile by inches!
The wooden arrow breaks apart and crumbles away.
>A greater construct raises its massive foot and attempts to smash Edaarin!
Edaarin evades the attack by a hair!
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>An Ithzir adept thrusts both palms toward Edaarin!
An Ithzir adept hurls a powerful lightning bolt at Edaarin!
AS: +383 vs DS: +449 with AvD: +39 + d100 roll: +74 = +47
A clean miss.
>An Ithzir scout shimmers and fades from view.
An Ithzir adept closes her eyes while incanting an alien phrase.
>A war griffin swoops down from high overhead!
A war griffin tries to bite Edaarin!
AS: +435 vs DS: +335 with AvD: +24 + d100 roll: +47 = +171
... and hits for 19 points of damage!
Blow to back cracks several vertebrae.
>An Ithzir janissary strides in, surveying the surroundings alertly.
>An Ithzir scout removes a plain wooden arrow from in her quiver.
An Ithzir scout fires a plain wooden arrow at Edaarin!
AS: +437 vs DS: +443 with AvD: +23 + d100 roll: +57 = +74
A clean miss.
The wooden arrow breaks apart and crumbles away.
>An Ithzir herald directs his alien song at Edaarin!
Nothing happens.
>A war griffin notices Edaarin botch an attempt at concealing himself.
>Edaarin appears to become less distracted.
>A greater construct raises its massive foot and attempts to smash Edaarin!
AS: +453 vs DS: +345 with AvD: +29 + d100 roll: +14 = +151
... and hits for 9 points of damage!
Stomach shot lands with a hollow *thump*.
>An Ithzir adept thrusts both palms toward Edaarin!
The Ithzir adept's spell has no effect.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>Edaarin says, "Hrm."
>An Ithzir scout removes a plain wooden arrow from in her quiver.
An Ithzir scout fires a plain wooden arrow at Edaarin!
Edaarin dodges just in the nick of time!
The wooden arrow breaks apart and crumbles away.
>An Ithzir adept closes her eyes while incanting an alien phrase.
>A war griffin tries to bite Edaarin!
AS: +435 vs DS: +322 with AvD: +24 + d100 roll: +51 = +188
... and hits for 18 points of damage!
Strike pierces upper arm!
A war griffin notices Edaarin botch an attempt at concealing himself.
>An Ithzir janissary swings a spiral-hafted handaxe at Edaarin!
AS: +405 vs DS: +308 with AvD: +32 + d100 roll: +5 = +134
... and hits for 4 points of damage!
A feeble blow to Edaarin's right arm!
>A greater construct stomps in.
>A greater construct raises its massive foot and attempts to smash Edaarin!
AS: +453 vs DS: +318 with AvD: +29 + d100 roll: +36 = +200
... and hits for 15 points of damage!
Stomach shot lands with a hollow *thump*.
>An Ithzir herald directs his alien song at Edaarin!
A dark shadow passes away from Edaarin.
The elemental aura around Edaarin wavers.
>An Ithzir adept thrusts both palms toward Edaarin!
An Ithzir adept hurls a hissing stream of acid at Edaarin!
AS: +383 vs DS: +393 with AvD: +29 + d100 roll: +97 = +116
... and hits for 2 points of damage!
Splash to the arm hardly touches Edaarin.
>An Ithzir scout shimmers and fades from view.
>An Ithzir herald swings a curved silvery blade at Edaarin!
AS: +411 vs DS: +368 with AvD: +32 + d100 roll: +65 = +140
... and hits for 8 points of damage!
Blow leaves an imprint on Edaarin's chest!
>An Ithzir adept closes her eyes while incanting an alien phrase.
>A war griffin rakes at Edaarin with a razor-sharp claw!
AS: +445 vs DS: +368 with AvD: +23 + d100 roll: +8 = +108
... and hits for 1 point of damage!
Tap to the arm pricks some interest but not much else.
A war griffin rakes at Edaarin with a razor-sharp claw!
Edaarin barely dodges the attack!
A greater construct raises its massive foot and attempts to smash Edaarin!
AS: +453 vs DS: +378 with AvD: +29 + d100 roll: +54 = +158
... and hits for 12 points of damage!
Torn muscle in Edaarin's left leg!
>An Ithzir janissary swings a spiral-hafted handaxe at Edaarin!
Edaarin dodges just in the nick of time!
>A greater construct swings a massive arm at Edaarin!
Edaarin dodges just in the nick of time!
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>A war griffin rakes at Edaarin with a razor-sharp claw!
Edaarin dodges just in the nick of time!
A war griffin rakes at Edaarin with a razor-sharp claw!
AS: +445 vs DS: +329 with AvD: +23 + d100 roll: +92 = +231
... and hits for 12 points of damage!
Diagonal slash to Edaarin's weapon arm.
Strike misses but bruises a few knuckles.
Edaarin snickers.
The hazy film fades from Edaarin.
>A greater construct raises its massive foot and attempts to smash Edaarin!
Edaarin evades the attack by a hair!
>An Ithzir herald directs his alien song at Edaarin!
CS: +375 - TD: +340 + CvA: +2 + d100: +52 == +89
Warded off!
Edaarin is unaffected.
The sound strikes the greater construct and the shimmering gold aura surrounding it flickers momentarily.
CS: +375 - TD: +390 + CvA: +25 + d100: +5 == +15
Warded off!
A war griffin is unaffected.
The sound strikes the greater construct and the shimmering gold aura surrounding it flickers momentarily.
>An Ithzir adept thrusts both palms toward Edaarin!
An Ithzir adept hurls a hissing stream of acid at Edaarin!
AS: +383 vs DS: +440 with AvD: +29 + d100 roll: +67 = +39
A clean miss.
Edaarin says, "Havent done this bad in a while."
>An Ithzir janissary glares at Edaarin and lets out a nerve-shattering bellow!
Edaarin maintains his resolve, ignoring the unnerving cry!
>A greater construct raises its massive foot and attempts to smash Edaarin!
Edaarin barely dodges the attack!
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>An Ithzir adept closes her eyes while incanting an alien phrase.
>
Swooping down, a war griffin lands on your corpse, grasping it in its talons, and with a beat of its mighty wings leaps into the air! Moments later you find yourself soaring over the ground far below!
chuckleYou try, but you realize you'll need more experience as a ghost before trying that in your current predicament.
This is where I was deposited halfway across old town by the griffin. Seems I was to be a snack.
StrayRogue
02-11-2007, 11:36 PM
But I would have been taking less damage with plate or something.
That is a serious, serious understatement.
I'm sure if you post logs some brain like Bob or Latrin will tell you how much less damage you would have suffered had you been in plate.
AestheticDeath
02-11-2007, 11:56 PM
Stupidity at its best! Dropped my bow when the arrow is what was hit. I couldnt see anything though. Between the small amount of lag and screen scroll, all I saw was that I got hit with the spell. I need to make a highlight for the bow getting hit.
Only reason I survived was the DS and EBP from 3x dodging. You took the biggest hit from that construct swinging at you. 50 AvD aint good. And who knows what that DF is.
StrayRogue
02-11-2007, 11:59 PM
Yep, the DS certainly saved you. You were getting hit by nothing big and scary, so those 150 endrolls are pretty easy to shrug off. I'd hate to see you disarmed and call winded tho...
TheEschaton
02-12-2007, 12:09 AM
Dude, you got killed by the scout using AD's bow. Hilarious.
-TheE-
AestheticDeath
02-12-2007, 12:17 AM
Yeah OK so this is a long log, and you will hate me for it. But I took out all the psinet chatter and logon/logoff that I could find. I have that in seperate windows in game so I cant even see it while hunting. May wind up turning them off more often though.
Just figured it would be nice to show you how an idiot hunts with a fully capable rogue and still gets killed. Towards the end watch how well he hides from everything... except the griffin. With 202 ranks in hiding. And I dont think he had smastery up at the time. I was pretty surprised. Especially considering all the wounds he had.. that I cant show since I dont type health or anything very often. I just use the graphical menus on the side to keep up with that.
And apparantly my memory is bad.. It wasnt 4-5 critters before the janissary/grizzled seer, was just three. But things were dropping and I was gonna be on my way out. Just stayed too long.
[Old Ta'Faendryl, Southern Road]
The road slopes down to the southwest and rises toward the northeast. To the north a high wall cuts across the darkened horizon. You also see a gleaming steel broadsword and a twisted crystal-tipped staff.
Obvious paths: northeast, southwest
>ne[Old Ta'Faendryl, Southern Road]
Trees and brush thicken and grow with an increasingly vigorous appearance along the edges of the road to the north. To the south, the road is wider, the sicklier vegetation of the swampy lowlands apparently less able to compete with its cobbled surface. You also see an Ithzir initiate, a charcoal grey shield and a twisted crystal-tipped staff.
Obvious paths: north, southwest
>get 1 arr from beltfireYou remove a single arrow from a bundle of arrows.
>You nock an opalescent faewood arrow fletched with snowy-white cockatrice feathers in your oak composite bow.
You fire an opalescent arrow at an Ithzir initiate!
AS: +505 vs DS: +358 with AvD: +34 + d100 roll: +36 = +217
... and hit for 60 points of damage!
Incredible shot to the eye penetrates deep into skull!
The Ithzir initiate falls to the ground in a crumpled heap.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
An Ithzir initiate appears less confident.
The light blue glow leaves an Ithzir initiate.
The powerful look leaves an Ithzir initiate.
The wall of force disappears from around an Ithzir initiate.
The arrow sticks in an Ithzir initiate's left eye!
Roundtime: 3 sec.
>lootYou search the Ithzir initiate.
He had an opalescent faewood arrow fletched with snowy-white cockatrice feathers, a twisted crystal-tipped staff.
You discard the initiate's remaining useless equipment.
He had 145 silvers on him.
You gather the remaining 145 coins.
He had nothing else of value.
An Ithzir initiate's body shimmers slightly, then fades from view like a dissipating phantom.
>gather arrowput arrow in arrow in my belt
>You pick up the arrow, but can find no others like it.
>You add an opalescent faewood arrow fletched with snowy-white cockatrice feathers to your bundle.
>n[Old Ta'Faendryl, Southern Road]
A flight of cracked stone steps lead up the final slope of the hill, ending at the base of a large tower. A faint breeze brings the sound of running water up from the river flowing past the base of the hill to the east. Further on a pyramid, as tall as the hill and nearly as wide, lifts a sparkling white marble structure high above the city. You also see a twisted crystal-tipped staff, some vegetation and some invading roots.
Obvious paths: north, south
>n[Old Ta'Faendryl, Southern Road]
The broken surface of the cobbled road winds down to the south, disappearing from view as it bends slightly to the west and is hidden by a heavy growth of underbrush. Two long shadowed lines of tumbled stones, which appear to have once been columns, flank each side of the road.
Obvious paths: north, south
>
n[Old Ta'Faendryl, Market Road]
A massive wall of earth and vegetation casts deep shadows on each side of the road, and continues on like two hulking black snakes, slithering off to the east and west. To the north the ruined walls and towers of a large city appear as dark silhouettes against the night sky. You also see an Ithzir initiate and a twisted crystal-tipped staff.
Obvious paths: north, south
>get 1 arr from
You remove a single arrow from a bundle of arrows.
>You nock an opalescent faewood arrow fletched with snowy-white cockatrice feathers in your oak composite bow.
You fire an opalescent arrow at an Ithzir initiate!
AS: +505 vs DS: +373 with AvD: +34 + d100 roll: +74 = +240
... and hit for 52 points of damage!
Strike pierces forearm!
The Ithzir initiate is stunned!
The arrow sticks in an Ithzir initiate's left arm!
Roundtime: 3 sec.
>get 1 arr from beltfireYou remove a single arrow from a bundle of arrows.
>You nock an opalescent faewood arrow fletched with snowy-white cockatrice feathers in your oak composite bow.
You fire an opalescent arrow at an Ithzir initiate!
AS: +505 vs DS: +353 with AvD: +34 + d100 roll: +1 = +187
... and hit for 43 points of damage!
Attack punctures the eye and connects with something really vital!
The Ithzir initiate falls to the ground in a crumpled heap.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
An Ithzir initiate appears less confident.
The light blue glow leaves an Ithzir initiate.
The powerful look leaves an Ithzir initiate.
The wall of force disappears from around an Ithzir initiate.
The guiding force leaves an Ithzir initiate.
The arrow sticks in an Ithzir initiate's left eye!
Roundtime: 3 sec.
>loot
>You search the Ithzir initiate.
She had an opalescent faewood arrow fletched with snowy-white cockatrice feathers, an opalescent faewood arrow fletched with snowy-white cockatrice feathers, a twisted crystal-tipped staff.
You discard the initiate's remaining useless equipment.
She carried a badly damaged wooden strongbox on her!
An Ithzir initiate's body shimmers slightly, then fades from view like a dissipating phantom.
>gather arrowput arrow in arrow in my beltYou gather 2 arrows into a bundle.
>You bundle some arrows together.
>get strput str in my backpack
>You pick up a badly damaged wooden strongbox.
>You put a badly damaged wooden strongbox in your veniom-threaded backpack.
>l[Old Ta'Faendryl, Market Road]
A massive wall of earth and vegetation casts deep shadows on each side of the road, and continues on like two hulking black snakes, slithering off to the east and west. To the north the ruined walls and towers of a large city appear as dark silhouettes against the night sky. You also see a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: north, south
>wYou can't go there.
>n[Old Ta'Faendryl, Market Road]
The road moves north and south between broken mounds of dirt and stone that mark out a boundary along the edges of two wide plazas on either side of the road. Unusually straight cracks and an occasional gleam of grey peeping through the dirt indicates the presence of cracked granite blocks buried beneath the soil.
Obvious paths: north, east, south, west
>w[Old Ta'Faendryl, West Market]
Creeping vines and a thick growth of low-lying grass extends across a large space of ground that was probably once a huge open market where the inhabitants of the city could hawk their assorted produce and wares. A series of bulky dark hillocks extend beyond the plaza, skulking like rats in the shadow of the massive city wall.
Obvious paths: east, northwest
>wYou can't go there.
>nw[Old Ta'Faendryl, West Market]
A recessed alcove in the city wall shelters a large thorny bush within its darkened depths. Sharply tipped branches jut out away from the wall and clutch at the clothes of passing travelers like the fingers of an inept cutpurse reaching brazenly from the shadows.
Obvious paths: southeast, northwest
>nw[Old Ta'Faendryl, West]
The ground here is uneven, liberally littered with stones and blocks that have fallen from the surrounding building walls. Flaked off bits and pieces of granite have been ground into the dirt by the long term pressure of passing hooves, feet and paws. You also see a war griffin that is flying around and a twisted crystal-tipped staff.
Obvious paths: northeast, southeast, west
>get 1 arr from beltfireYou remove a single arrow from a bundle of arrows.
>You nock an opalescent faewood arrow fletched with snowy-white cockatrice feathers in your oak composite bow.
You fire an opalescent arrow at a war griffin!
AS: +505 vs DS: +347 with AvD: +24 + d100 roll: +81 = +263
... and hit for 78 points of damage!
Incredible shot to the eye penetrates deep into skull!
The war griffin crashes to the ground, motionless.
The arrow sticks in a war griffin's left eye!
Roundtime: 3 sec.
>lootYou search the war griffin.
It had an opalescent faewood arrow fletched with snowy-white cockatrice feathers.
It had nothing else of value.
The war griffin decays into a pile of feathers and fur.
>gather arrowput arrow in arrow in my beltYou pick up the arrow, but can find no others like it.
>You add an opalescent faewood arrow fletched with snowy-white cockatrice feathers to your bundle.
>w[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an Ithzir seer, an Ithzir initiate and an Ithzir herald.
Obvious paths: east, northwest
>An Ithzir seer closes her eyes and bows her head slightly.
>get 1 arr from beltfireYou remove a single arrow from a bundle of arrows.
>You nock an opalescent faewood arrow fletched with snowy-white cockatrice feathers in your oak composite bow.
You fire an opalescent arrow at an Ithzir seer!
AS: +505 vs DS: +326 with AvD: +34 + d100 roll: +74 = +287
... and hit for 73 points of damage!
Well aimed strike shatters bone in right arm!
The arrow sticks in an Ithzir seer's right arm!
Roundtime: 3 sec.
>An Ithzir initiate closes his eyes while uttering a hollow, alien chant.
>get 1 arr from beltAn Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>Meyhymm just arrived.
>You remove a single arrow from a bundle of arrows.
>fire herYou nock an opalescent faewood arrow fletched with snowy-white cockatrice feathers in your oak composite bow.
You fire an opalescent arrow at an Ithzir herald!
AS: +505 vs DS: +458 with AvD: +26 + d100 roll: +60 = +133
... and hit for 16 points of damage!
Minor puncture to the back.
The arrow is deflected to one side, sailing to the ground.
Roundtime: 3 sec.
>Meyhymm just went northwest.
>An Ithzir seer raises her hand, then slowly lets it descend toward you!
CS: +431 - TD: +341 + CvA: -21 + d100: +85 == +154
Warding failed!
A pall of silence settles over you.
>lAn Ithzir initiate raises his hand, then slowly lets it descend toward you!
Nothing happens.
>[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see the Meyhymm disk, an opalescent faewood arrow fletched with snowy-white cockatrice feathers, an Ithzir seer, an Ithzir initiate and an Ithzir herald.
Obvious paths: east, northwest
>swe herAn Ithzir seer closes her eyes and bows her head slightly.
>An Ithzir herald directs her alien song at you!
CS: +381 - TD: +370 + CvA: -21 + d100: +47 == +37
Warded off!
You are unaffected.
>[Roll result: 127 (open d100: 23) Bonus: 5]
You crouch, sweep a leg at an Ithzir herald and connect!
An Ithzir herald falls to the ground! You deftly regain your footing.
Roundtime: 5 sec.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an opalescent faewood arrow fletched with snowy-white cockatrice feathers, an Ithzir seer, an Ithzir initiate and an Ithzir herald that is lying down.
Obvious paths: east, northwest
>You feel fully energetic again.
>An Ithzir initiate bows his head, and though his lips do not move, you hear an odd lilting sound that certainly comes from the strange figure. The initiate calmly raises his hands and brings his palms together in front of his chest.
You feel a powerful, invisible wave strike you! You brace yourself and maintain your balance against the unseen force!
Roundtime: 3 sec.
>An Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +411 - TD: +341 + CvA: -21 + d100: +25 == +74
Warded off!
Nothing happens.
>
swe ini...wait 2 seconds.
>An Ithzir seer closes her eyes and bows her head slightly.
>An Ithzir herald stands up, glaring as she growls, "Han ptath breve quan Te yosk!?"
>swe iniJust as you move to strike, the Ithzir initiate shimmers and fades away, leaving you flailing at nothingness!
>An Ithzir herald renews her songs.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an opalescent faewood arrow fletched with snowy-white cockatrice feathers, an Ithzir seer and an Ithzir herald.
Obvious paths: east, northwest
>An Ithzir janissary strides in, surveying the surroundings alertly.
>get 1 arr from beltfireYou remove a single arrow from a bundle of arrows.
>You nock an opalescent faewood arrow fletched with snowy-white cockatrice feathers in your oak composite bow.
You fire an opalescent arrow at an Ithzir seer!
AS: +505 vs DS: +320 with AvD: +34 + d100 roll: +55 = +274
... and hit for 87 points of damage!
Strike through eye, the Ithzir seer is lobotomized!
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
The light blue glow leaves an Ithzir seer.
The powerful look leaves an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
The wall of force disappears from around an Ithzir seer.
The arrow sticks in an Ithzir seer's left eye!
Roundtime: 3 sec.
>Out of the corner of your eye, you see a grizzled Ithzir seer approaching. She must be the creature that you've been tasked to kill!
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see a grizzled Ithzir seer, an Ithzir janissary, an opalescent faewood arrow fletched with snowy-white cockatrice feathers, an Ithzir seer that appears dead and an Ithzir herald.
Obvious paths: east, northwest
> * Trayus just bit the dust!
An Ithzir herald swings a curved silvery blade at you!
AS: +417 vs DS: +433 with AvD: +21 + d100 roll: +96 = +101
... and hits for 1 point of damage!
Glancing blow to your back.
That could have been worse.
>lootYou search the Ithzir seer.
She had an opalescent faewood arrow fletched with snowy-white cockatrice feathers, an opalescent faewood arrow fletched with snowy-white cockatrice feathers, a twisted crystal-tipped staff.
You discard the seer's remaining useless equipment.
She had 438 silvers on her.
You gather the remaining 438 coins.
She had nothing else of value.
An Ithzir seer's body shimmers slightly, then fades from view like a dissipating phantom.
>gather arrowput arrow in arrow in my belt * Sevris joins the adventure.
>Your body relaxes as your thoughts stray from the shadows.
> * Nisch joins the adventure.
You gather 3 arrows into a bundle.
>You bundle some arrows together.
>lA grizzled Ithzir seer closes her eyes and holds her palms flat over an Ithzir herald, clearly concentrating. Suddenly the Ithzir herald's back wound begins to mend together, the flesh melding and smoothing over until there is no sign that the injury ever existed!
The Ithzir seer opens her eyes slowly, and you notice that she appears faintly drained.
>[Roll result: 106 (open d100: 39)]
An Ithzir janissary swings a spiral-hafted handaxe at your oak composite bow and connects!
Your oak composite bow is knocked to the ground!
Roundtime: 5 sec.
>get 1 arr from beltfireYour SIGN OF WARDING is no longer effective.
>...wait 4 seconds.
...wait 4 seconds.
>[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see a mithril bound oak composite bow, a twisted crystal-tipped staff, a grizzled Ithzir seer, an Ithzir janissary and an Ithzir herald.
Obvious paths: east, northwest
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>You hear the faint thoughts of [OOC]-Brutish echo in your mind:
"nice one Troya"
An Ithzir herald swings a curved silvery blade at you!
AS: +417 vs DS: +323 with AvD: +21 + d100 roll: +85 = +200
... and hits for 9 points of damage!
Diagonal slash to your weapon arm.
Strike misses but bruises a few knuckles.
>Your SIGN OF DISSIPATION is no longer effective.
You feel drained!
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +336 + CvA: -21 + d100: +52 == +127
Warding failed!
... 10 points of damage!
Side strike shoves you several feet sideways.
You are knocked to the ground!
Roundtime: 4 sec.
>An Ithzir scout fades into view while striking!
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +323 with AvD: +18 + d100 roll: +96 = +203
... and hits for 10 points of damage!
Deft slash across chest draws blood!
You take a deep breath.
>get bow...wait 4 seconds.
>An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +421 vs DS: +323 with AvD: +23 + d100 roll: +32 = +153
... and hits for 5 points of damage!
Swing at your eye catches your eyebrow instead!
>get bow...wait 3 seconds.
>A grizzled Ithzir seer drops her crystal-tipped staff and snatches up a mithril bound oak composite bow!
The Ithzir seer hefts the oak composite bow with an expression mixed of elation and uncertainty.
>stance defensiveAn Ithzir initiate fades into view!
An Ithzir initiate places one palm on his chest, and raises the other toward you!
CS: +383 - TD: +336 + CvA: -21 + d100: +14 == +40
Warded off!
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>...wait 1 seconds.
>stance defensive...wait 1 seconds.
>stance defensiveYou are now in a defensive stance.
>get bowA grizzled Ithzir seer removes a plain wooden arrow from in her quiver.
A grizzled Ithzir seer fires a plain wooden arrow at you!
AS: +443 vs DS: +542 with AvD: +18 + d100 roll: +24 = -57
A clean miss.
The wooden arrow breaks apart and crumbles away.
>[Roll result: -43 (open d100: 22)]
An Ithzir scout spins quickly behind you like a top out of control!
>You remove an enruned wood long bow from in your veniom-threaded backpack.
>Your SIGN OF SMITING is no longer effective.
>A grizzled Ithzir seer removes a plain wooden arrow from in her quiver.
A grizzled Ithzir seer fires a plain wooden arrow at you!
AS: +443 vs DS: +567 with AvD: +18 + d100 roll: +76 = -30
A clean miss.
The wooden arrow breaks apart and crumbles away.
>An Ithzir janissary swings a spiral-hafted handaxe at you!
You gracefully avoid the attack!
>An Ithzir initiate's voice sounds as if he is speaking through a long metal tube as he tilts his head toward an Ithzir scout, saying, "Maktali geabu jeseth mor tran!"
The Ithzir initiate points at you.
The Ithzir scout nods and laughs.
An Ithzir initiate swings a twisted crystal-tipped staff at you!
AS: +502 vs DS: +673 with AvD: +6 + d100 roll: +34 = -131
A clean miss.
The guiding force leaves an Ithzir initiate.
The scintillating light surrounding the staff fades some.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an Ithzir initiate, a twisted crystal-tipped staff, an Ithzir scout, a twisted crystal-tipped staff, a grizzled Ithzir seer, an Ithzir janissary and an Ithzir herald.
Obvious paths: east, northwest
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>An Ithzir herald directs her alien song at you!
CS: +381 - TD: +360 + CvA: -21 + d100: +5 == +5
Warded off!
You are unaffected.
>Your SIGN OF STRIKING is no longer effective.
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
A grizzled Ithzir seer hurls a roaring ball of fire at you!
You evade the bolt by inches!
>l scouYou begin to lose touch with your internal sources of strength.
>cman surgestamina
You see a fairly typical Ithzir scout.
He appears to be in good shape.
He has some sleek grey brigandine (worn), a gleaming steel broadsword and a charcoal grey shield.
>You focus deep within yourself, searching for untapped sources of strength.
You feel incredibly stronger.
>Stamina points: 123 remaining: 83
>An Ithzir janissary swings a spiral-hafted handaxe at you!
With blinding speed, you dodge the attack!
>An Ithzir herald swings a curved silvery blade at you!
With blinding speed, you dodge the attack!
>Your SIGN OF SWORDS is no longer effective.
You feel drained!
>Your SIGN OF SHIELDS is no longer effective.
You feel drained!
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an Ithzir initiate, a twisted crystal-tipped staff, an Ithzir scout, a twisted crystal-tipped staff, a grizzled Ithzir seer, an Ithzir janissary and an Ithzir herald.
Obvious paths: east, northwest
>growlA grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +336 + CvA: -21 + d100: +83 == +158
Warding failed!
... 20 points of damage!
Left hand slammed. Finger broken!
You are stunned for 1 round!
You are knocked off your feet!
Roundtime: 13 sec.
>An Ithzir initiate closes his eyes while uttering a hollow, alien chant.
>You are still stunned.
>An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +421 vs DS: +560 with AvD: +23 + d100 roll: +57 = -59
A clean miss.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +336 + CvA: -21 + d100: +17 == +92
Warded off!
Nothing happens.
>An Ithzir initiate places one palm on his chest, and raises the other toward you!
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
An Ithzir initiate hurls a roaring ball of fire at you!
AS: +404 vs DS: +506 with AvD: +22 + d100 roll: +49 = -31
A clean miss.
>An Ithzir herald directs her alien song at you!
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
The elemental aura around you wavers.
>An Ithzir janissary swings a spiral-hafted handaxe at you!
You move at the last moment to evade the attack!
>The wall of force disappears from around an Ithzir initiate.
> A grizzled Ithzir seer closes her eyes and bows her head slightly.
>An Ithzir scout shimmers and fades from view.
>An Ithzir initiate closes his eyes while uttering a hollow, alien chant.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an Ithzir initiate, a twisted crystal-tipped staff, a twisted crystal-tipped staff, a grizzled Ithzir seer, an Ithzir janissary and an Ithzir herald.
Obvious paths: east, northwest
>l iniA grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +306 + CvA: -21 + d100: +37 == +142
Warding failed!
You suddenly feel angered beyond all reason, causing you to scream out in rage!
>
You see a fairly typical Ithzir initiate.
He appears to be in good shape.
He has a twisted crystal-tipped staff and a suit of trimmed leather (worn).
> * Blurhand joins the adventure.
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +421 vs DS: +326 with AvD: +23 + d100 roll: +44 = +162
... and hits for 6 points of damage!
Glancing blow to your left leg!
>An Ithzir initiate raises his hand, then slowly lets it descend toward you!
Nothing happens.
>An Ithzir herald directs her alien song at you!
The bright luminescence fades from around you.
>Your SIGN OF DEFENDING is no longer effective.
>l see
You see a fairly typical Ithzir seer.
She appears to be in good shape.
She has a mithril bound oak composite bow and a suit of trimmed leather (worn).
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>hideRoundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir initiate strides east, his hands clasped before him.
>An Ithzir herald glances at a grizzled Ithzir seer, saying, "Jalorok itona?"
The Ithzir seer grins and nods.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see a twisted crystal-tipped staff, a twisted crystal-tipped staff, a grizzled Ithzir seer, an Ithzir janissary and an Ithzir herald.
Obvious paths: east, northwest
>An Ithzir janissary quickly scans her surroundings.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>Meyhymm just arrived.
>stance offensiveMeyhymm just went east.
>Your rage causes you to use all of your skill in an all out attack! You are unable to change your stance.
>The hazy film fades from around you.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
> * Shadowean joins the adventure.
get 1 arr from beltfireYou remove a single arrow from a bundle of arrows.
>You are too injured to fire that!
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir herald strolls east, humming softly to herself.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>gather arrowput arrow in arrow in my beltAn Ithzir janissary quickly scans her surroundings.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>You come out of hiding.
You see nothing identical enough to the arrow to bundle with it.
>You add an opalescent faewood arrow fletched with snowy-white cockatrice feathers to your bundle.
>stance defensiveA grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
>Your rage causes you to use all of your skill in an all out attack! You are unable to change your stance.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see a twisted crystal-tipped staff, a twisted crystal-tipped staff, a grizzled Ithzir seer and an Ithzir janissary.
Obvious paths: east, northwest
>l jan
You see a fairly typical Ithzir janissary.
She appears to be in good shape.
She has a blued steel hauberk (worn), a spiral-hafted handaxe and a polished steel shield.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>An Ithzir janissary swings a spiral-hafted handaxe at you!
You evade the attack by inches!
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +331 + CvA: -21 + d100: +15 == +95
Warded off!
Nothing happens.
>hideA grizzled Ithzir seer closes her eyes and bows her head slightly.
>An Ithzir janissary chuckles softly, the laugh sounding alien and intriguing at the same time. she nods to a grizzled Ithzir seer, speaking in a hollow tone, "Tralalak maktath eif waffa ramal klakkar."
The Ithzir janissary points at you for emphasis.
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +421 vs DS: +306 with AvD: +23 + d100 roll: +30 = +168
... and hits for 6 points of damage!
Weak slash across chest!
Slightly less painful than heartburn.
>Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>The pall of silence leaves you.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
> * Demandred joins the adventure.
An Ithzir janissary quickly scans her surroundings.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
> * Xrystal joins the adventure.
A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir janissary quickly scans her surroundings.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
> * Valondor joins the adventure.
An Ithzir janissary quickly scans her surroundings.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>A grizzled Ithzir seer walks east.
>An Ithzir initiate strides in, her hands clasped before her.
>A grizzled Ithzir seer walks in, calmly surveying the surroundings.
>An Ithzir janissary quickly scans her surroundings.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
The Ithzir initiate furrows her blue brow thoughtfully.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see a grizzled Ithzir seer, an Ithzir initiate, a twisted crystal-tipped staff, a twisted crystal-tipped staff and an Ithzir janissary.
Obvious paths: east, northwest
> * Krysalla joins the adventure.
You feel fully energetic again.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
The Ithzir seer furrows her blue brow thoughtfully.
>l seeAn Ithzir janissary quickly scans her surroundings.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
A grizzled Ithzir seer discovers you in your hiding place!
A grizzled Ithzir seer closes her eyes and bows her head slightly.
>You see a fairly typical Ithzir seer.
She appears to be in good shape.
She has a mithril bound oak composite bow and a suit of trimmed leather (worn).
>An Ithzir initiate closes her eyes while uttering a hollow, alien chant.
>An Ithzir scout fades into view while striking!
An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +306 with AvD: +18 + d100 roll: +60 = +184
... and hits for 12 points of damage!
Torn muscle in your left leg!
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +331 + CvA: -21 + d100: +64 == +144
Warding failed!
Nothing happens.
>
An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +421 vs DS: +296 with AvD: +23 + d100 roll: +26 = +174
... and hits for 7 points of damage!
Blow nicks your right hand.
>stance defensiveYour rage causes you to use all of your skill in an all out attack! You are unable to change your stance.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an Ithzir scout, a grizzled Ithzir seer, an Ithzir initiate, a twisted crystal-tipped staff, a twisted crystal-tipped staff and an Ithzir janissary.
Obvious paths: east, northwest
>hideYour injuries hinder your attempt to hide.
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>An Ithzir initiate glances at an Ithzir scout, saying, "Gremou bunorak patan ik maktali ra Te pila leppath!"
The Ithzir scout nods and laughs.
An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir initiate furrows her blue brow thoughtfully.
>An Ithzir scout carefully surveys his surroundings.
Your injuries hinder your attempts to remain unseen.
The Ithzir scout's blue brow furrows, his strange green eyes narrowed in suspicion.
>A grizzled Ithzir seer smiles faintly at an Ithzir scout as you hear a hollow, echoing voice speaking in your head, "Gremou bunorak patan ik maktali ra Te pila leppath!"
The Ithzir scout nods and laughs.
A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>You don't notice a grizzled Ithzir seer's lips moving, but you hear her voice clearly in your head, saying, "Gremou bunorak patan ik maktali ra Te pila leppath!"
The Ithzir scout nods and laughs.
>An Ithzir janissary quickly scans her surroundings.
Your injuries hinder your attempts to remain unseen.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
> * Brennah joins the adventure.
A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
> * Corwynd joins the adventure.
An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir initiate furrows her blue brow thoughtfully.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>You begin to lose touch with your internal sources of strength.
>cman surgestaminaYou focus deep within yourself, searching for untapped sources of strength.
You feel incredibly stronger.
>Stamina points: 123 remaining: 93
>A grizzled Ithzir seer folds her hands in front of herself, then opens her eyes!
A grizzled Ithzir seer is surrounded by an aura of natural confidence.
>An Ithzir janissary quickly scans her surroundings.
Your injuries hinder your attempts to remain unseen.
The Ithzir janissary furrows her blue brow, her strange green eyes narrowed in suspicion.
>An Ithzir scout makes no sound as she slips in.
>An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir initiate furrows her blue brow thoughtfully.
>An Ithzir scout carefully surveys his surroundings.
Your injuries hinder your attempts to remain unseen.
The Ithzir scout's blue brow furrows, his strange green eyes narrowed in suspicion.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir janissary chuckles softly, the laugh sounding alien and intriguing at the same time. she nods to an Ithzir scout, speaking in a hollow tone, "Gremou bunorak patan ik maktali ra Te pila leppath!"
The Ithzir scout nods and laughs.
An Ithzir janissary strides east.
> * Pristina joins the adventure.
An Ithzir scout shimmers and fades from view.
>An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir initiate furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>chat someone able to help me in OTF... jeez the luck tonightYou focus on transmitting your thought.
The feeling of intense rage leaves you.
>You hear the faint thoughts of [OOC]-You echo in your mind:
"someone able to help me in OTF... jeez the luck tonight"
l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see an Ithzir scout, a grizzled Ithzir seer, an Ithzir initiate, a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: east, northwest
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir scout shimmers and fades from view.
>lA grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see a grizzled Ithzir seer, an Ithzir initiate, a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: east, northwest
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>stance defensiveYou are now in a defensive stance.
>An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir initiate furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>l[Old Ta'Faendryl, West]
A high mound of earth has accumulated here in a corner of the outer wall, burying all remains of the structures that once occupied this section of the city. The ground is lumpy and uneven, dips and valleys in the surface hinting at structures buried deep beneath the soil. You also see a grizzled Ithzir seer, an Ithzir initiate, a twisted crystal-tipped staff and a twisted crystal-tipped staff.
Obvious paths: east, northwest
>A grizzled Ithzir seer walks northwest.
>sneak nw[Old Ta'Faendryl, West]
The sound of running water can be heard to the north. A narrow road also leads to the east, past the time-blasted remains of roofless stone buildings. You also see a grizzled Ithzir seer, a war griffin that is flying around, an Ithzir herald, an Ithzir seer that is sitting and a curved silvery blade.
Obvious paths: north, east, southeast
Roundtime: 3 sec.
>
A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir seer rises to her feet, her green eyes blazing!
>An Ithzir herald peers suspiciously about.
Your injuries hinder your attempts to remain unseen.
The Ithzir herald absentmindedly hums to herself, her brow furrowed.
>A grizzled Ithzir seer closes her eyes and holds her palms flat over an Ithzir seer, clearly concentrating. Suddenly the Ithzir seer's abdomen wound begins to mend together, the flesh melding and smoothing over until there is no sign that the injury ever existed!
The Ithzir seer opens her eyes slowly, and you notice that she appears faintly drained.
>A war griffin flies north.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>l[Old Ta'Faendryl, West]
The sound of running water can be heard to the north. A narrow road also leads to the east, past the time-blasted remains of roofless stone buildings. You also see a grizzled Ithzir seer, an Ithzir herald, an Ithzir seer and a curved silvery blade.
Obvious paths: north, east, southeast
>l seerA grizzled Ithzir seer closes her eyes and holds her palms flat over an Ithzir seer, clearly concentrating. Suddenly the Ithzir seer's chest wound begins to mend together, the flesh melding and smoothing over until there is no sign that the injury ever existed!
The Ithzir seer opens her eyes slowly, and you notice that she appears faintly drained.
>An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
You see a fairly typical Ithzir seer.
She appears to be in good shape.
She has a mithril bound oak composite bow and a suit of trimmed leather (worn).
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
You feel less drained.
You feel fully energetic again.
>An Ithzir herald cocks her head as if listening to a faint sound, then nods and utters an unintelligible response.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir herald peers suspiciously about.
Your injuries hinder your attempts to remain unseen.
The Ithzir herald absentmindedly hums to herself, her brow furrowed.
>A grizzled Ithzir seer walks east.
>An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir scout makes no sound as she slips in.
>An Ithzir seer walks east.
>A war griffin soars in.
>
An Ithzir scout shimmers and fades from view.
>l
>[Old Ta'Faendryl, West]
The sound of running water can be heard to the north. A narrow road also leads to the east, past the time-blasted remains of roofless stone buildings. You also see a war griffin that is flying around, an Ithzir herald and a curved silvery blade.
Obvious paths: north, east, southeast
>
sneak e[Old Ta'Faendryl, West]
Amidst the cracked and beaten walls lining the edges of the road, a granite column rises like a slender grey finger pointing toward the sun. It appears to be the only survivor of a series of columns that now lie scattered in chunks and pieces across the ground at its base. You also see an Ithzir initiate, an Ithzir herald, a twisted crystal-tipped staff, a curved silvery blade and a twisted crystal-tipped staff.
Obvious paths: east, west
Roundtime: 3 sec.
>An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>
An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir initiate furrows his blue brow thoughtfully.
>sneak e
>An Ithzir herald raises her arms as she sings!
The Ithzir herald appears to be keenly aware of its surroundings.
>[Old Ta'Faendryl, West]
The road runs from east to west, coming to an end at a wide area of land that opens to the east. Thick blades of grass, bristling at the tips with clinging seed heads, poke through the web of cracks and crevices that splinter the path. You also see a grizzled Ithzir seer and an Ithzir seer.
Obvious paths: east, west
Roundtime: 3 sec.
>l seerA grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
You see a fairly typical Ithzir seer.
She appears to be in good shape.
She has a mithril bound oak composite bow and a suit of trimmed leather (worn).
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>l[Old Ta'Faendryl, West]
The road runs from east to west, coming to an end at a wide area of land that opens to the east. Thick blades of grass, bristling at the tips with clinging seed heads, poke through the web of cracks and crevices that splinter the path. You also see a grizzled Ithzir seer and an Ithzir seer.
Obvious paths: east, west
>l[Old Ta'Faendryl, West]
The road runs from east to west, coming to an end at a wide area of land that opens to the east. Thick blades of grass, bristling at the tips with clinging seed heads, poke through the web of cracks and crevices that splinter the path. You also see a grizzled Ithzir seer and an Ithzir seer.
Obvious paths: east, west
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>You begin to lose touch with your internal sources of strength.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>l[Old Ta'Faendryl, West]
The road runs from east to west, coming to an end at a wide area of land that opens to the east. Thick blades of grass, bristling at the tips with clinging seed heads, poke through the web of cracks and crevices that splinter the path. You also see a grizzled Ithzir seer and an Ithzir seer.
Obvious paths: east, west
>
A grizzled Ithzir seer walks west.
>An Ithzir seer walks west.
>sneak w
>[Old Ta'Faendryl, West]
Amidst the cracked and beaten walls lining the edges of the road, a granite column rises like a slender grey finger pointing toward the sun. It appears to be the only survivor of a series of columns that now lie scattered in chunks and pieces across the ground at its base. You also see an Ithzir seer, a grizzled Ithzir seer, an Ithzir initiate, an Ithzir herald, a twisted crystal-tipped staff, a curved silvery blade and a twisted crystal-tipped staff.
Obvious paths: east, west
Roundtime: 3 sec.
>A grizzled Ithzir seer folds her hands in front of herself, then opens her eyes!
A wall of force surrounds a grizzled Ithzir seer.
>
A grizzled Ithzir seer closes her eyes and bows her head slightly.
>A grizzled Ithzir seer folds her hands in front of herself, then opens her eyes!
An invisible force guides a grizzled Ithzir seer.
>An Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
An Ithzir herald starts singing an alien song in a reverberating, sonorous voice.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir initiate raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir initiate furrows his blue brow thoughtfully.
>An Ithzir herald raises her arms as she sings!
As an Ithzir herald sings the air sparkles briefly around her.
The air sparkles briefly around the rest of her group.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
An Ithzir herald strolls east, humming softly to herself.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
A grizzled Ithzir seer walks east.
>sneak e[Old Ta'Faendryl, West]
The road runs from east to west, coming to an end at a wide area of land that opens to the east. Thick blades of grass, bristling at the tips with clinging seed heads, poke through the web of cracks and crevices that splinter the path. You also see a grizzled Ithzir seer and an Ithzir herald.
Obvious paths: east, west
Roundtime: 3 sec.
>
A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>l her
You see a fairly typical Ithzir herald.
She appears to be in good shape.
She has a curved silvery blade, a polished steel shield and some sleek studded leather (worn).
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer spies a thin strip of metal on the ground. She focuses her attention on it, and the strip slowly twists itself into a knot!
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>An Ithzir herald peers suspiciously about.
Your injuries hinder your attempts to remain unseen.
The Ithzir herald absentmindedly hums to herself, her brow furrowed.
>A grizzled Ithzir seer walks east.
>sneak e[Old Ta'Faendryl, West Market]
A circular stand of stones marks the position of the well that once served as a focal point in center of the market. Completely filled with dirt and broken stone, the structure seems to have been more recently employed as a handy firepit for some opportunistic traveler. You also see a grizzled Ithzir seer.
Obvious paths: north, southwest, west
Roundtime: 3 sec.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
An Ithzir herald strolls in, humming softly to herself.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
cman smasYou focus your mind on the shadows and gird your body for stealth.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
lA grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>[Old Ta'Faendryl, West Market]
A circular stand of stones marks the position of the well that once served as a focal point in center of the market. Completely filled with dirt and broken stone, the structure seems to have been more recently employed as a handy firepit for some opportunistic traveler. You also see an Ithzir herald and a grizzled Ithzir seer.
Obvious paths: north, southwest, west
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
You feel fully energetic again.
>An Ithzir herald strolls north, humming softly to herself.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
lA grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>[Old Ta'Faendryl, West Market]
A circular stand of stones marks the position of the well that once served as a focal point in center of the market. Completely filled with dirt and broken stone, the structure seems to have been more recently employed as a handy firepit for some opportunistic traveler. You also see a grizzled Ithzir seer.
Obvious paths: north, southwest, west
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>l[Old Ta'Faendryl, West Market]
A circular stand of stones marks the position of the well that once served as a focal point in center of the market. Completely filled with dirt and broken stone, the structure seems to have been more recently employed as a handy firepit for some opportunistic traveler. You also see a grizzled Ithzir seer.
Obvious paths: north, southwest, west
>A grizzled Ithzir seer raises a hand and turns slowly, as if trying to sense something.
Your injuries hinder your attempts to remain unseen.
The Ithzir seer furrows her blue brow thoughtfully.
>
A grizzled Ithzir seer walks north.
>
sneak n[Old Ta'Faendryl, River Bend]
The river bends in from the north, the flow of silted water slapping up against a rocky embankment before traveling on to the west. Slender stalks of bulrush rise from the deeper crevices of the rocks, rooted firmly in the silt and mud collected in the broken cracks. You also see a grizzled Ithzir seer, a war griffin that is flying around and a war griffin that is flying around.
Obvious paths: east, west
Roundtime: 1 sec.
>A war griffin tilts its head, its keen eyes scouring the surroundings.
Your injuries hinder your attempts to remain unseen.
A war griffin discovers you in your hiding place!
A war griffin dives down and hooks its claws into you! With a great flap of its wings the war griffin carries you into the air!
Just as the griffin begins to surge upward, it suddenly loses its grip and lets you plummet toward the ground!
You twist awkwardly as you try to break your fall with something other than your head!
... 10 points of damage!
Light blow to your left leg.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>hideA grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +331 + CvA: -21 + d100: +97 == +177
Warding failed!
... 40 points of damage!
Strike to arm spins you like a top. You are stunned.
You are stunned for 8 rounds!
Roundtime: 22 sec.
>A greater construct stomps in.
>You are still stunned.
>
A war griffin swoops down from high overhead!
A war griffin tries to bite you!
AS: +435 vs DS: +444 with AvD: +7 + d100 roll: +73 = +71
A clean miss.
>
A war griffin swoops down from high overhead!
A war griffin tries to bite you!
AS: +460 vs DS: +444 with AvD: +7 + d100 roll: +63 = +86
A clean miss.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>
An Ithzir seer walks in, calmly surveying the surroundings.
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +331 + CvA: -21 + d100: +71 == +151
Warding failed!
... 25 points of damage!
Back strike. You writhe in pain.
Roundtime: 9 sec.
>
A greater construct stomps in.
>A greater construct stomps in.
>A war griffin rakes at you with a razor-sharp claw!
AS: +470 vs DS: +434 with AvD: +7 + d100 roll: +67 = +110
... and hits for 1 point of damage!
Blow glances off your shoulder.
A war griffin rakes at you with a razor-sharp claw!
AS: +470 vs DS: +434 with AvD: +7 + d100 roll: +46 = +89
A clean miss.
>A war griffin tries to bite you!
AS: +435 vs DS: +434 with AvD: +7 + d100 roll: +22 = +30
A clean miss.
>A grizzled Ithzir seer bows her head, and though her lips do not move, you hear an odd lilting sound that certainly comes from the strange figure. The seer calmly raises her hands and brings her palms together in front of her chest.
A greater construct falls to the ground!
A greater construct falls to the ground!
A greater construct falls to the ground!
>An Ithzir seer closes his eyes and bows his head slightly.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>l[Old Ta'Faendryl, River Bend]
The river bends in from the north, the flow of silted water slapping up against a rocky embankment before traveling on to the west. Slender stalks of bulrush rise from the deeper crevices of the rocks, rooted firmly in the silt and mud collected in the broken cracks. You also see a greater construct that is lying down, a greater construct that is lying down, an Ithzir seer, a greater construct that is lying down, a grizzled Ithzir seer, a war griffin that is flying around and a war griffin that is flying around.
Obvious paths: east, west
>A war griffin tries to bite you!
AS: +460 vs DS: +434 with AvD: +7 + d100 roll: +78 = +111
... and hits for 2 points of damage!
Thrust slides along the back.
Cuts a nagging itch.
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
CS: +432 - TD: +301 + CvA: -21 + d100: +25 == +135
Warding failed!
The spirits swirl around you, distracting your every action.
>stand...wait 16 seconds.
>
A war griffin tries to bite you!
AS: +435 vs DS: +414 with AvD: +7 + d100 roll: +89 = +117
... and hits for 2 points of damage!
Swing at your eye catches your eyebrow instead!
>
A greater construct rises slowly until it towers overhead once more.
>
stand...wait 13 seconds.
>An Ithzir seer suddenly opens his eyes and stares directly at you!
The ground around you seems to shake violently, making it hard to stand.
Suddenly, the ground seems steadier.
>A grizzled Ithzir seer closes her eyes and bows her head slightly.
>A greater construct stomps in.
>A war griffin tries to bite you!
AS: +460 vs DS: +414 with AvD: +7 + d100 roll: +50 = +103
... and hits for 1 point of damage!
Quick slash at your right eye.
Strike lands but misses the target.
>A grizzled Ithzir seer suddenly opens her eyes and stares directly at you!
A grizzled Ithzir seer hurls a roaring ball of fire at you!
AS: +579 vs DS: +271 with AvD: +22 + d100 roll: +66 = +396
... and hits for 37 points of damage!
Burst of flames to left arm toasts skin to elbows.
The distracting force passes away from you.
Your SIGN OF STAUNCHING is no longer effective.
The focused look leaves you.
The brilliant luminescence fades from around you.
The silvery luminescence fades from around you.
Your senses are no longer as sharp.
You become solid again.
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 14 mins...
The guiding force leaves a grizzled Ithzir seer.
The roaring ball of fire strikes you, blossoming into a much larger sphere of flame upon impact.
The Ithzir seer quickly moves her hands in a warding gesture, preventing any blood from splattering in her direction.
Dude, you got killed by the scout using AD's bow. Hilarious.
-TheE-
You have to love the irony.
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