Shiri2005-06-12 06:39:39
QUOTE(daganev @ Jun 12 2005, 06:50 AM)
And I was not aware that Paavik and Rockholm were off plane.
136864
Oh, and while we're at it, it's a good idea not to bring up things like that so sarcastically when your specific words were "raiding Glomdoring."
![wink.gif](style_emoticons/<#EMO_DIR#>/wink.gif)
Daganev2005-06-12 09:32:32
QUOTE(Sylphas @ Jun 11 2005, 09:57 PM)
And Rockholm has no guards and the Glomdorans threw themselves at us and died like lemmings last time. Not comparable at ALL.
136866
Ok, last time I read the first post on this thread, Amaru was commenting that the extreme loss of EXP in Enemy territory made it so that Nobody but Magnagora was willing to raid.
Serenwilde however, has proven that they will raid thier enemies villages, and planes. (Yes Shiro a Village that is under the influence of Glomdring is part of Glomdoring)
The fact that they did not put up much of a fight to defend against such raiding does not negate the fact that they decided it would be a good idea to raid in the first place. Afterall, who goes on a raid with the intent of dieing to thier enemy?
In other words, as everyone said before, I think the only factor in somebody risking loss to raide is based on the intent of the person.
Secondly, There are plenty of things to raid on Earth and Water, such as essence, and Demons and imps I believe can help Celest gain power or do quests just as they can for Magnagora.
Ceres2005-06-12 09:42:18
I think it would help if you just didn't post, daganev.
Honestly.
Honestly.
Shiri2005-06-12 09:42:58
QUOTE(daganev @ Jun 12 2005, 10:32 AM)
Ok, last time I read the first post on this thread, Amaru was commenting that the extreme loss of EXP in Enemy territory made it so that Nobody but Magnagora was willing to raid.
Serenwilde however, has proven that they will raid thier enemies villages, and planes. (Yes Shiro a Village that is under the influence of Glomdring is part of Glomdoring)
The fact that they did not put up much of a fight to defend against such raiding does not negate the fact that they decided it would be a good idea to raid in the first place. Afterall, who goes on a raid with the intent of dieing to thier enemy?
In other words, as everyone said before, I think the only factor in somebody risking loss to raide is based on the intent of the person.
Secondly, There are plenty of things to raid on Earth and Water, such as essence, and Demons and imps I believe can help Celest gain power or do quests just as they can for Magnagora.
Serenwilde however, has proven that they will raid thier enemies villages, and planes. (Yes Shiro a Village that is under the influence of Glomdring is part of Glomdoring)
The fact that they did not put up much of a fight to defend against such raiding does not negate the fact that they decided it would be a good idea to raid in the first place. Afterall, who goes on a raid with the intent of dieing to thier enemy?
In other words, as everyone said before, I think the only factor in somebody risking loss to raide is based on the intent of the person.
Secondly, There are plenty of things to raid on Earth and Water, such as essence, and Demons and imps I believe can help Celest gain power or do quests just as they can for Magnagora.
136894
Firstly, you can't RAID essence.
![sleep.gif](style_emoticons/<#EMO_DIR#>/sleep.gif)
And then, after that. You don't go on a raid with the INTENT of dying to your enemies, but you go on a raid with the knowledge that it might happen. You don't see us raiding Magnagora, do you? That's because if we do, we'd die. You guys just suck at defending. (Not that I'm saying it's your fault, especially.)
Daganev2005-06-12 09:56:23
Considering that people have died raiding Rochholm and Paavik, I don't find that argument valid. Its more accurate to say that Magnagora defends its villages faster so that any harm actually done to the village makes the trip not worthwhile. Secondly, to be accruate the only thing you can ever really 'raid' are dwarven villages, as thats the only place you can enter, kill and and return home with spoils.
If I'm not mistaken Magnagora raided celestia not less than a weak ago. And if You atacked the Earth or Water planes with a large force, the cities would feel as though they are being raided and thats really the whole problems with raids in the first place, is that they have more emotional impact than anything else. Especially when your not raiding on Prime.
EDIT: I'm sure if Celest had more fighters, Magnagora would not raid them either if they thought they were more likely to lose the fight than win. It just so happens Magnagora rarely loses a battle and if they do, it makes them more determined to go back and win it.
If I'm not mistaken Magnagora raided celestia not less than a weak ago. And if You atacked the Earth or Water planes with a large force, the cities would feel as though they are being raided and thats really the whole problems with raids in the first place, is that they have more emotional impact than anything else. Especially when your not raiding on Prime.
EDIT: I'm sure if Celest had more fighters, Magnagora would not raid them either if they thought they were more likely to lose the fight than win. It just so happens Magnagora rarely loses a battle and if they do, it makes them more determined to go back and win it.
Shiri2005-06-12 10:03:21
QUOTE(daganev @ Jun 12 2005, 10:56 AM)
Considering that people have died raiding Rochholm and Paavik, I don't find that argument valid. Its more accurate to say that Magnagora defends its villages faster so that any harm actually done to the village makes the trip not worthwhile. Secondly, to be accruate the only thing you can ever really 'raid' are dwarven villages, as thats the only place you can enter, kill and and return home with spoils.
If I'm not mistaken Magnagora raided celestia not less than a weak ago. And if You atacked the Earth or Water planes with a large force, the cities would feel as though they are being raided and thats really the whole problems with raids in the first place, is that they have more emotional impact than anything else. Especially when your not raiding on Prime.
If I'm not mistaken Magnagora raided celestia not less than a weak ago. And if You atacked the Earth or Water planes with a large force, the cities would feel as though they are being raided and thats really the whole problems with raids in the first place, is that they have more emotional impact than anything else. Especially when your not raiding on Prime.
136897
![huh.gif](style_emoticons/<#EMO_DIR#>/huh.gif)
And no, most of our people don't really die raiding Rockholm and Paavik. Triden and Narsrim stood there for like half an hour earlier while you guys threw themselves at them like lemmings. As well as the incident Sylphas was talking about. Yeah, maybe like one person died once when they lagged out or just plain old got unlucky, but it really is almost no risk. You can leave the IC defensiveness out of it. Glomdoring sucks at combat except for like 3 people. It's not like it's anyone's fault, it's the same as Celest's situation. So really, no, my point stands. We don't worry about dying in Paavik. We do with raiding Magnagora.
Oh, and raiding generally covers things like killing the guards and villagers. Just so you know.
Daganev2005-06-12 10:10:18
Well, so far everytime I have gone out to the villages, the person we have targeted has died. Theres really no IC defensivness here. Sure, there are situations where people did not die, and there are time when there has been no defense whatsoever at we all sat around the ravenwood tree mocking the cries of death, and how creative or non creative they were, but the simple fact is, nobody attacks enemy ground unless they think they are going to win, it doesn't matter if they lose 2 levels per death, or 0 exp at all.
And being that I have played in Magnagora before, and seen people raiding Earth, them going to cosmic was not the concern, the concern was having someone that the Geomancers did not approve of being on that plane and gathering essence for themselves.
The Ur'guard especially have a strong RP that even if your not a Lich dieing should not matter to you period, what matters is the battle and winning it as a group. Glomdoring also similarly has the motto that Notthing Matters but Glomdoring, which means people will attack knowing fullwell they will die, only because they have to attack since its what glomdoring wants.
Its all a matter of perspective and RP. If you succeed in your goals nobody cares how many levels they lost or gained from it untill the next time they go bashing and pay attention to thier levels.
And being that I have played in Magnagora before, and seen people raiding Earth, them going to cosmic was not the concern, the concern was having someone that the Geomancers did not approve of being on that plane and gathering essence for themselves.
The Ur'guard especially have a strong RP that even if your not a Lich dieing should not matter to you period, what matters is the battle and winning it as a group. Glomdoring also similarly has the motto that Notthing Matters but Glomdoring, which means people will attack knowing fullwell they will die, only because they have to attack since its what glomdoring wants.
Its all a matter of perspective and RP. If you succeed in your goals nobody cares how many levels they lost or gained from it untill the next time they go bashing and pay attention to thier levels.
Malicia2005-06-12 12:45:15
Currently, I don't raid Mag villages often and not because it's harder than it'd be to raid Glomdoring. I have plenty of reasons to be upset with Glomdoring, from Jelaludin hunting novices, sneaking into Eth Serenwilde to kill people, you guys stealing our village (that you didn't deserve) and raiding Faethorn. I raided Acknor yesterday though. I should also note that I've died in Glomdoring a few times and have suffered from a HUGE experience loss which only means that I'd have to be more careful. Lich users get to bypass that loss for the most part which means they can afford to be more reckless when it calls for it.
Manjanaia2005-06-12 13:02:51
QUOTE(Xavius @ Jun 12 2005, 04:20 AM)
But here's the thing. We already killed you. Why do I have to set you up to die twice to get credit for one death?
I think most of us would be happy, too. PK experience gain, vitae experience loss. Heck, I'd be fine with the lich being put straight into ghost, rather than a soul with a timer, just so long as you actually suffer a death.
I think most of us would be happy, too. PK experience gain, vitae experience loss. Heck, I'd be fine with the lich being put straight into ghost, rather than a soul with a timer, just so long as you actually suffer a death.
136833
That is it. Why should people have to kill you twice for the credit for one death?
Unknown2005-06-12 14:01:52
What is that credit you're all talking about? Getting suspect?
If you vitae you lose little exp and get suspect. If you run it's hardly a loss, if you die again, you get revenge. Right?
If you kill a lich you don't gain any exp, but you can kill him again without worrying about Avenger.
And it's not like it's guaranteed escape, if you plan ahead you can trap the soul and kill a lich for real. Just like you would with vitae. And then again, there's also inquisition.
If your problem is that said lich will come again to fight in few minutes... maybe the idea of being able to put lichseed up only at night is not that bad. But some aspects of being a lich should be upgraded then.
If you vitae you lose little exp and get suspect. If you run it's hardly a loss, if you die again, you get revenge. Right?
If you kill a lich you don't gain any exp, but you can kill him again without worrying about Avenger.
And it's not like it's guaranteed escape, if you plan ahead you can trap the soul and kill a lich for real. Just like you would with vitae. And then again, there's also inquisition.
If your problem is that said lich will come again to fight in few minutes... maybe the idea of being able to put lichseed up only at night is not that bad. But some aspects of being a lich should be upgraded then.
Amaru2005-06-12 14:16:10
Make lich only work once a RL day, and at night. Then everyone's happy.
Daevos2005-06-12 14:18:53
No, you mean "And then I'll be happy".
Unknown2005-06-12 14:20:17
QUOTE(Amaru @ Jun 12 2005, 02:16 PM)
Make lich only work once a RL day, and at night. Then everyone's happy.
136979
You can hardly speak for everyone.
![tongue.gif](style_emoticons/<#EMO_DIR#>/tongue.gif)
Many people would, that's for sure. Just like they would be if lich never existed.
Once per RL day would kill that skill. But that's what you seem to want after all.
Transcendent necromancers running around with vitae in their vains. Funny thought.
Thorgal2005-06-12 14:31:05
QUOTE(Amaru @ Jun 12 2005, 04:16 PM)
Make lich only work once a RL day, and at night. Then everyone's happy.
136979
Even in achaea you could use it twice a real day, and at any time of the day...it's either or, not both.
If you want to downgrade lichdom, replace touch by something useful and make inquisition NOT strip it.
Daevos2005-06-12 14:43:55
Blood trickles out of the corners of Amaru's eyes.
Amaru drops over dead, his face frozen in terror.
Amaru has been slain by Kaervas.
Amaru drops the corpse of an undead orc soldier.
Small beams of light burst forth from Amaru's pores, restoring his body and saving him from certain death.
7478h, 1958m, 3122e, 3p ex-
With a focused look, Malicia strikes at Thorgal with a sable assault fencing rapier. Malicia strikes deeply into his right arm, which twitches involuntarily.
7478h, 1958m, 3122e, 3p ex-
With a focused look, Malicia strikes at Thorgal with a sable assault fencing rapier. Malicia stumbles forward as she fails to connect.
7478h, 1935m, 3122e, 3p ex-
Kaervas's finger trembles and he bears his teeth in a hideous grimace. A small crack appears in the ground beneath him.
7478h, 1935m, 3122e, 3p ex-
Amaru shuffles some cards with the image of the Catacombs of the Dead out of his deck.
7478h, 1935m, 3122e, 3p ex-
Amaru flings a tarot card at the ground, and it vanishes into the earth in a spark of magic.
7478h, 1935m, 3122e, 3p ex-jab amaru
Amaru takes a tarot card inscribed with the Hermit from a black leather and silk backpack.
7478h, 1935m, 3122e, 3p ex-
You have recovered balance on your right arm.
7478h, 1935m, 3122e, 3p erx-
Amaru flings a tarot to the ground. Upon contact, it explodes in a great flash of technicolor light and Amaru is gone.
So how much did you lose exactly from that vitae?
Amaru drops over dead, his face frozen in terror.
Amaru has been slain by Kaervas.
Amaru drops the corpse of an undead orc soldier.
Small beams of light burst forth from Amaru's pores, restoring his body and saving him from certain death.
7478h, 1958m, 3122e, 3p ex-
With a focused look, Malicia strikes at Thorgal with a sable assault fencing rapier. Malicia strikes deeply into his right arm, which twitches involuntarily.
7478h, 1958m, 3122e, 3p ex-
With a focused look, Malicia strikes at Thorgal with a sable assault fencing rapier. Malicia stumbles forward as she fails to connect.
7478h, 1935m, 3122e, 3p ex-
Kaervas's finger trembles and he bears his teeth in a hideous grimace. A small crack appears in the ground beneath him.
7478h, 1935m, 3122e, 3p ex-
Amaru shuffles some cards with the image of the Catacombs of the Dead out of his deck.
7478h, 1935m, 3122e, 3p ex-
Amaru flings a tarot card at the ground, and it vanishes into the earth in a spark of magic.
7478h, 1935m, 3122e, 3p ex-jab amaru
Amaru takes a tarot card inscribed with the Hermit from a black leather and silk backpack.
7478h, 1935m, 3122e, 3p ex-
You have recovered balance on your right arm.
7478h, 1935m, 3122e, 3p erx-
Amaru flings a tarot to the ground. Upon contact, it explodes in a great flash of technicolor light and Amaru is gone.
So how much did you lose exactly from that vitae?
Amaru2005-06-12 14:45:44
I'm kidding.
You saw my proposal before.
Edit: And what the hell does me vitae'ing have to do with anything? How much do you lose when you lich?
You saw my proposal before.
Edit: And what the hell does me vitae'ing have to do with anything? How much do you lose when you lich?
Daevos2005-06-12 14:48:40
I thought we already went over this, vitae has several advantages over lichdom as well as a few drawbacks. Now answer the question.
Amaru2005-06-12 14:51:31
5% more than you'd have lost from liching.
Maybe you should be asking how much Malicia lost?
Maybe you should be asking how much Malicia lost?
Daevos2005-06-12 14:55:32
Was she using vitae? Did she spore out? No.
Did you leave her to die? Yes.
Did you leave her to die? Yes.
Amaru2005-06-12 14:57:15
105h, 2782m, 3439e, 8p exkp-
The Handmaiden of Shakiniel raises her shield, which shoots a ball of crackling
blue lightning at you.
-
Shadows flicker before you, forming strange and weird shapes.
The phantom shadows that plague your mind are lifted.
The corpse of an undead orc soldier falls out of your inventory.
The elixer vitae that courses in your blood suddenly bursts forth from your
pores and restores your body, saving you from certain death.
4096h, 2782m, 3439e, 0p ex-
get monolith
outd catacombs
fling catacombs at ground
get monolith
get card17317 from pack
get monolith
fling hermit at ground
YOU DIED! YOU DIED! YOU DIED!
With a focused look, Malicia strikes at Thorgal with a sable assault fencing
rapier. Malicia strikes deeply into his right arm, which twitches
involuntarily.
4096h, 2782m, 3439e, 0p ex-
With a focused look, Malicia strikes at Thorgal with a sable assault fencing
rapier. Malicia stumbles forward as she fails to connect.
4096h, 2782m, 3439e, 0p ex-
You find that you are not yet ready to perform that feat.
4096h, 2782m, 3439e, 0p ex-
I see no "monolith" to take.
4096h, 2782m, 3439e, 0p ex-
Kaervas's finger trembles and he bears his teeth in a hideous grimace. A small
crack appears in the ground beneath you!
CHASM RUN CHASM RUN CHASM RUN CHASM RUN CHASM LOVERS
4096h, 2782m, 3439e, 0p ex-
You shuffle 1 card with the image of the Catacombs of the Dead out of your
deck.
4096h, 2782m, 3439e, 1p ex-
You fling the card at the ground, and it vanishes into the earth in a spark of
magic.
4096h, 2732m, 3439e, 1p ex-
I see no "monolith" to take.
4096h, 2732m, 3439e, 1p ex-
You take a tarot card inscribed with the Hermit from a black leather and silk
backpack.
4096h, 2732m, 3439e, 1p ex-
I see no "monolith" to take.
4096h, 2732m, 3439e, 1p ex-
You fling your Hermit tarot to the ground. Upon contact, it explodes in a great
Call your entourage.
flash of technicolour light, flinging you across the land.
You vaguely make out a large, square doorway of light and you step through it.
Before the park and Commune Consulate on Voluta Diadema. (road).
This location is flooded with shallow, crystal clear water. A smattering of
clouds fills the sky, lacing it with spiderwebs of grey. A statue of L'eau de
Brume, a mist dragon stands here, memorializing his noble spirit.
You see exits leading north, east, and west.
4096h, 2682m, 3439e, 1p e-sip phlegmatic
You take a drink from a diamond vial.
4096h, 2682m, 3439e, 1p e-
You may drink another purgative or curing potion.
4096h, 2682m, 3439e, 1p e-
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^^^^^^^^^^ Target: malicia ^^^^^^^^^^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Shamarah tells you, "Erm."
4096h, 2682m, 3439e, 1p e-
Your senses return to you as the blackout ends.
4096h, 2682m, 3439e, 1p e-
You have recovered balance on all limbs.
4096h, 2737m, 3220e, 1p ex-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2737m, 3220e, 1p ex-
Malicia resists your summons!
4096h, 2687m, 3220e, 1p e-
You must regain balance first.
4096h, 2687m, 3220e, 1p e-
You aren't holding a tarot card with that image on it.
4096h, 2687m, 3220e, 1p e-
Malicia tells you, "Oi."
4096h, 2687m, 3220e, 1p e-
You have recovered balance on all limbs.
4096h, 2687m, 3220e, 2p ex-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2687m, 3220e, 2p ex-
Malicia resists your summons!
4096h, 2637m, 3220e, 2p e-
You must regain balance first.
4096h, 2637m, 3220e, 2p e-
You aren't holding a tarot card with that image on it.
4096h, 2637m, 3220e, 2p e-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You have recovered balance on all limbs.
4096h, 2637m, 3220e, 2p ex-outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2637m, 3220e, 2p ex-
Your attempt to move Malicia is thwarted by the magical defences of the
Righteous Grand Duchy of New Celest.
4096h, 2587m, 3220e, 2p e-
You must regain balance first.
4096h, 2587m, 3220e, 2p e-
You aren't holding a tarot card with that image on it.
4096h, 2587m, 3220e, 2p e-
You must regain balance first.
4096h, 2587m, 3220e, 2p e-
You aren't holding a tarot card with that image on it.
4096h, 2587m, 3220e, 2p e-look
Before the park and Commune Consulate on Voluta Diadema. (road).
This location is flooded with shallow, crystal clear water. A smattering of
clouds fills the sky, lacing it with spiderwebs of grey. Small, fine gravel, in
pastel hues, covers the street in a thick layer, affording a soft, comfortable
surface to walk on, and a pleasant view. Short, squat palm trees, about two
meters high, and two meters wide at the crown, line both sides of the street. A
statue of L'eau de Brume, a mist dragon stands here, memorializing his noble
spirit.
You see exits leading north, east, and west.
4096h, 2642m, 3220e, 2p e-
You have recovered balance on all limbs.
4096h, 2642m, 3220e, 3p ex-outd catacombs
fling catacombs at ground
You shuffle 1 card with the image of the Catacombs of the Dead out of your
deck.
4096h, 2642m, 3220e, 3p ex-
You fling the card at the ground, and it vanishes into the earth in a spark of
magic.
4096h, 2592m, 3220e, 3p ex-
A shimmering, translucent image rises up before you, its darkly gleaming
surface displaying the twisting passages of the Catacombs of Death that
criss-cross beneath the Basin of Life.
4096h, 2592m, 3220e, 3p ex-touch southgard
touch southgard
You reach out and touch the map before you. Your surroundings melt away as you
swiftly travel through the Catacombs of the Dead.
Before the Southgard Gates.
This location is flooded with shallow, crystal clear water. The stars twinkle
in the clear night sky. Massive iron gates loom above you, providing access to
the Southgard keep.
You see exits leading north, east, and in (open door).
4096h, 2592m, 3220e, 3p ex-
There is no map here to touch.
4096h, 2592m, 3220e, 3p ex-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2592m, 3220e, 3p ex-
Nothing can be seen here by that name.
4096h, 2542m, 3220e, 3p ex-
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2542m, 3220e, 3p ex-
You cannot see that being here.
4096h, 2492m, 3220e, 3p ex-abjure window malic
Nothing can be seen here by that name.
4096h, 2492m, 3220e, 3p x-
You have recovered equilibrium.
4096h, 2492m, 3220e, 4p ex-tell malici gah
You tell The soul of Malicia, "Gah."
4096h, 2547m, 3220e, 4p ex-
The Handmaiden of Shakiniel, your loyal companion, has been slain by Acolyte
Marsu.
4096h, 2547m, 3220e, 4p ex-tell malici *sigh*
You tell The soul of Malicia, "*sigh*."
4096h, 2547m, 3220e, 4p ex-starcall companion
ih
The breathy song of an angelic choir fills the air, as a beam of white light
descends from the heavens upon which travels a celestial archangel who bows to
you in answer to your call.
order 77091 follow me
order handmaiden follow me
A celestial archangel obediently falls into line behind you.
4096h, 2687m, 3220e, 9p ex-
A magnificent unicorn obediently falls into line behind you.
4096h, 2687m, 3220e, 9p ex-
You detect nothing here by that name.
4096h, 2687m, 3220e, 9p ex-ind card
ind card
You put 1 card with the image of the Empress in your deck of cards.
4096h, 2687m, 3220e, 9p ex-ind card
You put 1 card with the image of the Empress in your deck of cards.
4096h, 2687m, 3220e, 9p ex-ind card
You are not holding such a card.
4096h, 2687m, 3220e, 9p ex-ind card
You are not holding such a card.
4096h, 2687m, 3220e, 9p ex-
You are not holding such a card.
4096h, 2687m, 3220e, 10p ex-tell marsu let me res her
You tell Acolyte Marsu Aurendil, "Let me res her."
The Handmaiden of Shakiniel raises her shield, which shoots a ball of crackling
blue lightning at you.
-
Shadows flicker before you, forming strange and weird shapes.
The phantom shadows that plague your mind are lifted.
The corpse of an undead orc soldier falls out of your inventory.
The elixer vitae that courses in your blood suddenly bursts forth from your
pores and restores your body, saving you from certain death.
4096h, 2782m, 3439e, 0p ex-
get monolith
outd catacombs
fling catacombs at ground
get monolith
get card17317 from pack
get monolith
fling hermit at ground
YOU DIED! YOU DIED! YOU DIED!
With a focused look, Malicia strikes at Thorgal with a sable assault fencing
rapier. Malicia strikes deeply into his right arm, which twitches
involuntarily.
4096h, 2782m, 3439e, 0p ex-
With a focused look, Malicia strikes at Thorgal with a sable assault fencing
rapier. Malicia stumbles forward as she fails to connect.
4096h, 2782m, 3439e, 0p ex-
You find that you are not yet ready to perform that feat.
4096h, 2782m, 3439e, 0p ex-
I see no "monolith" to take.
4096h, 2782m, 3439e, 0p ex-
Kaervas's finger trembles and he bears his teeth in a hideous grimace. A small
crack appears in the ground beneath you!
CHASM RUN CHASM RUN CHASM RUN CHASM RUN CHASM LOVERS
4096h, 2782m, 3439e, 0p ex-
You shuffle 1 card with the image of the Catacombs of the Dead out of your
deck.
4096h, 2782m, 3439e, 1p ex-
You fling the card at the ground, and it vanishes into the earth in a spark of
magic.
4096h, 2732m, 3439e, 1p ex-
I see no "monolith" to take.
4096h, 2732m, 3439e, 1p ex-
You take a tarot card inscribed with the Hermit from a black leather and silk
backpack.
4096h, 2732m, 3439e, 1p ex-
I see no "monolith" to take.
4096h, 2732m, 3439e, 1p ex-
You fling your Hermit tarot to the ground. Upon contact, it explodes in a great
Call your entourage.
flash of technicolour light, flinging you across the land.
You vaguely make out a large, square doorway of light and you step through it.
Before the park and Commune Consulate on Voluta Diadema. (road).
This location is flooded with shallow, crystal clear water. A smattering of
clouds fills the sky, lacing it with spiderwebs of grey. A statue of L'eau de
Brume, a mist dragon stands here, memorializing his noble spirit.
You see exits leading north, east, and west.
4096h, 2682m, 3439e, 1p e-sip phlegmatic
You take a drink from a diamond vial.
4096h, 2682m, 3439e, 1p e-
You may drink another purgative or curing potion.
4096h, 2682m, 3439e, 1p e-
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^^^^^^^^^^ Target: malicia ^^^^^^^^^^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Shamarah tells you, "Erm."
4096h, 2682m, 3439e, 1p e-
Your senses return to you as the blackout ends.
4096h, 2682m, 3439e, 1p e-
You have recovered balance on all limbs.
4096h, 2737m, 3220e, 1p ex-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2737m, 3220e, 1p ex-
Malicia resists your summons!
4096h, 2687m, 3220e, 1p e-
You must regain balance first.
4096h, 2687m, 3220e, 1p e-
You aren't holding a tarot card with that image on it.
4096h, 2687m, 3220e, 1p e-
Malicia tells you, "Oi."
4096h, 2687m, 3220e, 1p e-
You have recovered balance on all limbs.
4096h, 2687m, 3220e, 2p ex-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2687m, 3220e, 2p ex-
Malicia resists your summons!
4096h, 2637m, 3220e, 2p e-
You must regain balance first.
4096h, 2637m, 3220e, 2p e-
You aren't holding a tarot card with that image on it.
4096h, 2637m, 3220e, 2p e-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You have recovered balance on all limbs.
4096h, 2637m, 3220e, 2p ex-outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2637m, 3220e, 2p ex-
Your attempt to move Malicia is thwarted by the magical defences of the
Righteous Grand Duchy of New Celest.
4096h, 2587m, 3220e, 2p e-
You must regain balance first.
4096h, 2587m, 3220e, 2p e-
You aren't holding a tarot card with that image on it.
4096h, 2587m, 3220e, 2p e-
You must regain balance first.
4096h, 2587m, 3220e, 2p e-
You aren't holding a tarot card with that image on it.
4096h, 2587m, 3220e, 2p e-look
Before the park and Commune Consulate on Voluta Diadema. (road).
This location is flooded with shallow, crystal clear water. A smattering of
clouds fills the sky, lacing it with spiderwebs of grey. Small, fine gravel, in
pastel hues, covers the street in a thick layer, affording a soft, comfortable
surface to walk on, and a pleasant view. Short, squat palm trees, about two
meters high, and two meters wide at the crown, line both sides of the street. A
statue of L'eau de Brume, a mist dragon stands here, memorializing his noble
spirit.
You see exits leading north, east, and west.
4096h, 2642m, 3220e, 2p e-
You have recovered balance on all limbs.
4096h, 2642m, 3220e, 3p ex-outd catacombs
fling catacombs at ground
You shuffle 1 card with the image of the Catacombs of the Dead out of your
deck.
4096h, 2642m, 3220e, 3p ex-
You fling the card at the ground, and it vanishes into the earth in a spark of
magic.
4096h, 2592m, 3220e, 3p ex-
A shimmering, translucent image rises up before you, its darkly gleaming
surface displaying the twisting passages of the Catacombs of Death that
criss-cross beneath the Basin of Life.
4096h, 2592m, 3220e, 3p ex-touch southgard
touch southgard
You reach out and touch the map before you. Your surroundings melt away as you
swiftly travel through the Catacombs of the Dead.
Before the Southgard Gates.
This location is flooded with shallow, crystal clear water. The stars twinkle
in the clear night sky. Massive iron gates loom above you, providing access to
the Southgard keep.
You see exits leading north, east, and in (open door).
4096h, 2592m, 3220e, 3p ex-
There is no map here to touch.
4096h, 2592m, 3220e, 3p ex-outd empress
fling empress at malicia
outd empress
fling empress at malicia
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2592m, 3220e, 3p ex-
Nothing can be seen here by that name.
4096h, 2542m, 3220e, 3p ex-
You shuffle 1 card with the image of the Empress out of your deck.
4096h, 2542m, 3220e, 3p ex-
You cannot see that being here.
4096h, 2492m, 3220e, 3p ex-abjure window malic
Nothing can be seen here by that name.
4096h, 2492m, 3220e, 3p x-
You have recovered equilibrium.
4096h, 2492m, 3220e, 4p ex-tell malici gah
You tell The soul of Malicia, "Gah."
4096h, 2547m, 3220e, 4p ex-
The Handmaiden of Shakiniel, your loyal companion, has been slain by Acolyte
Marsu.
4096h, 2547m, 3220e, 4p ex-tell malici *sigh*
You tell The soul of Malicia, "*sigh*."
4096h, 2547m, 3220e, 4p ex-starcall companion
ih
The breathy song of an angelic choir fills the air, as a beam of white light
descends from the heavens upon which travels a celestial archangel who bows to
you in answer to your call.
order 77091 follow me
order handmaiden follow me
A celestial archangel obediently falls into line behind you.
4096h, 2687m, 3220e, 9p ex-
A magnificent unicorn obediently falls into line behind you.
4096h, 2687m, 3220e, 9p ex-
You detect nothing here by that name.
4096h, 2687m, 3220e, 9p ex-ind card
ind card
You put 1 card with the image of the Empress in your deck of cards.
4096h, 2687m, 3220e, 9p ex-ind card
You put 1 card with the image of the Empress in your deck of cards.
4096h, 2687m, 3220e, 9p ex-ind card
You are not holding such a card.
4096h, 2687m, 3220e, 9p ex-ind card
You are not holding such a card.
4096h, 2687m, 3220e, 9p ex-
You are not holding such a card.
4096h, 2687m, 3220e, 10p ex-tell marsu let me res her
You tell Acolyte Marsu Aurendil, "Let me res her."