Difference between revisions of "The Ophidian Order Mirror"

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= The Explorer's Guide =
 
= The Explorer's Guide =
 +
== Duender: Home of the Eldar ==
 +
<pre>
 +
 +
This peaceful elven city is nestled along the most common path
 +
to the forests south of the Lullingstone; the western edge of
 +
Crescent Lake.  It is rumored that over one thousand elves make
 +
their residence here.  Among them is the wise Namril, one of the
 +
first Eldar of ages long ago, and Mithel, keeper of the Library
 +
of Duender.
 +
 +
The city is a quiet, peaceful place to visit, for those with
 +
elven blood and those without.  A portion of the city is reserved,
 +
however, for members of the Eldar guild, including the only
 +
eating establishment in town.
 +
 +
--------------
 +
Eldar Elixirs
 +
--------------
 +
 +
One of the most notable figures in Duender is Sithus the Sage.  He
 +
can furnish any adventurer with the following elixirs:
 +
 +
          1. Eldar Healing Elixir          -----  500 gcs
 +
          2. Eldar Neural Elixir            -----  500 gcs
 +
          3. Eldar Cold Protection Elixir  -----  500 gcs
 +
          4. Eldar Fire Protection Elixir  -----  500 gcs
 +
          5. Eldar Magic Protection Elixir  -----  500 gcs
 +
          6. Eldar Poison Protection Elixir -----  500 gcs
 +
 +
While not quite as potent as Shanni's or other magical potions found
 +
elsewhere in the world, the elixirs provide a helpful alternative to
 +
the potions of Nepeth.
 +
 +
--------------
 +
Eldar Tavern
 +
--------------
 +
 +
Available only to the privileged members of the Eldar (and those
 +
clever enough to find another way inside), Lanara the waitress can
 +
prepare the following food and drink:
 +
 +
              Food                            Drink
 +
          Salad  -  20                      Milk  -  15 
 +
          Stew    -  160                    Juice -  55 
 +
          Steak  -  320                    Tea  - 150 
 +
 +
----------------------
 +
Brannon, the Fletcher
 +
----------------------
 +
 +
An old friend of Marika's, he makes his residence in a small hut to
 +
the south of the city gates.  Ask him about Marika and give him one
 +
of her bows as evidence that she is still alive.
 +
 +
He sells fine steel-tipped arrows and cheaper flint-tipped arrows,
 +
small quivers and bows for a hefty sum, even for elvish quality.
 +
</pre>
 +
 +
== The Elven Crypt of the Vampire ==
 +
<pre>
 +
 +
The horrific vampire Zackwell was decapitated, his body and head
 +
imprisoned in separate tombs to prevent their reunion.  The crypt
 +
lies southwest of Listalia, the entrance hidden beneath a pile of
 +
dead leaves.
 +
 +
This area is small but provides easy access to one of the most
 +
powerful unique armours in the realm.
 +
 +
-------------------
 +
Entering the Crypt
 +
-------------------
 +
 +
Smashing the door produces a fireball, causing minor damage to
 +
whoever does the smashing.  Istaltec, an undead elf guarding
 +
the crypt, will be hostile toward any race other than elf or
 +
half-elf.
 +
 +
-------------------
 +
Summoning Zackwell
 +
-------------------
 +
 +
1. Find the skull in the northeastern coffin, by smashing or breaking
 +
  the lock.
 +
2. Find the mirror by searching equipment in the far southeastern room.
 +
3. West of the equipment room, "shine light in eye" using the mirror.
 +
  If there is no moon or sunlight present, the door will not open.
 +
4. Go south into the tomb, smash the coffin and attach skull to body.
 +
 +
-------------------
 +
Fighting Zackwell
 +
-------------------
 +
 +
You should know that Zackwell, being a vampire, has a powerful biting
 +
attack that drains your hps and heals him.  This can reverse the tide
 +
of combat substantially, so be sure to fight him only if are doing
 +
considerable damage (enough to offset his biting attacks). 
 +
 +
If the door resets while fighting Zackwell, you must "pull arm" to
 +
open the door.
 +
 +
-----------------
 +
Armour of Ichor
 +
-----------------
 +
 +
If you happen to acquire the unique Armour of Ichor from Zackwell, you
 +
will need to embed the blood crystal in order to use the "drain corpse"
 +
function.  In the far northeastern room, "enter grotto" and defeat the
 +
revenant within.  Embed the blood crystal into the armour and it is
 +
complete.  "Enter crack" to leave the room.
 +
</pre>
 +
 +
== Elinom Scalps ==
 +
<pre>
 +
Elinom, the vengeful dwarf, can be found outside of ranger camp in the
 +
far northern woods.  His hatred for giants, trolls, and ogres has
 +
provided a profitable venture for any adventurer's with the ability
 +
to kill them.  He pays you, in gold, for the following scalps:
 +
(sorted according to area)
 +
 +
--=============================================================--
 +
Name: Location: Value:
 +
 +
Gayant, a fire giant Giant Conference 490 coins
 +
Lofo, a frost giant Giant Conference 525 coins
 +
Horst, a hill giant Giant Conference
 +
Ferragus, a stone giant Giant Conference 525 coins
 +
young frost giant Giant Conference 350 coins
 +
Ordainer of the Silver Circle Rune 595 coins
 +
large ogre cook Rune 350 coins
 +
Novice of the Silver Circle Rune 525 coins
 +
Keeper of the Silver Circle Rune 560 coins
 +
frost giant jarl Steading 665 coins
 +
frost giant Steading 525 coins
 +
frost giant housecarl Steading 595 coins
 +
frost giant wyrdwoman Steading 630 coins
 +
frost giant whelp Steading 305 coins
 +
frost giant brat Steading 280 coins
 +
frost giant wench Steading 490 coins
 +
putrid grey troll West of Tantallon 135 coins
 +
gruesome white troll West of Tantallon 105 coins
 +
mama troll Troll Bridge 195 coins
 +
giant troll (lesser)    Troll Bridge 225 coins
 +
giant troll (greater) Troll Bridge 240 coins
 +
hill giant Wandering 490 coins
 +
giant ogre Wandering 450 coins
 +
big ogre Wandering 350 coins
 +
ogre Wandering 250 coins
 +
brown ogre Treasure Hunts
 +
blue ogre Treasure Hunts
 +
Rold the gem giant Diamond Monolith 665 coins
 +
Bokwa the fierce Scythe Camp 255 coins
 +
large ogre Asyvan's Domain 325 coins
 +
massive stone giant Flame Pit 665 coins
 +
stone giant Flame Pit 560 coins
 +
 +
--=============================================================--
 +
 +
Special thanks to Hektor for contributing to this list!
 +
</pre>
 +
 +
== Gabaldon: Home of the Druids ==
 +
<pre>
 +
While the druids have not yet produced a sizable population enough to
 +
support an adventuring class, Gabaldon is inhabited entirely by these
 +
nature-loving people.  The village is tucked away in a secluded forest
 +
with no hostile creatures.  The Arch-Druid Linnhe is a powerful magic
 +
user who is joined by two mid-level druids if attacked.
 +
 +
Gabaldon is located deep within the elven forest, south of Duender and
 +
Ilderia, and north of the Sylvanthic woods.
 +
 +
--------------
 +
The Mini-Quest
 +
--------------
 +
 +
If you offer to help Linnhe she will inform you that there are three
 +
artifacts that have gone missing after a recent orc raid.  These items
 +
are crucial for their rituals and need to be recovered:
 +
 +
- A sacrificial knife
 +
- A carving of a juniper tree
 +
- A golden chalice
 +
 +
You can find the knife by searching the hole in a tree by the herbalist
 +
Gwynlyn.  The carving can be found by searching the bushes in the far
 +
southwest corner of the druid forest.  The chalice can be found at the
 +
bottom of the well in the center of the village.
 +
 +
You are rewarded with coins when you return all three items to Linnhe.
 +
 +
-------------
 +
Things to do:
 +
-------------
 +
 +
Curious adventurer's may spend time in the fields just outside of the
 +
village.  It may be possible to harvest certain crops if the rain has
 +
been plentiful.
 +
 +
The History of the Druids are chronicled in a large volume in one of
 +
the druid's houses.  Reading this work may be enlightening to those
 +
seeking wisdom.
 +
 +
A most wonderful eating establishment can be found south of the town
 +
center (see below).
 +
 +
---------------
 +
Knead's Arising
 +
---------------
 +
 +
The Knead's Arising Bakery is open from 6 a.m. to 9 p.m. daily.  The
 +
proprietor, Brianna, can be found sleeping in her home (north of the
 +
herb garden) when not working.  The bakery specializes in baked goods
 +
and teas (which can be used to refill wineskins to carry with you).
 +
If you order the tea to drink in the bakery, it does not get you
 +
drunk.  If you take it with you, it will.
 +
 +
It serves the following items:
 +
 +
Teas:
 +
Peppermint (68 gps)
 +
Camomile  (68 gps)
 +
Blackberry (68 gps)
 +
Rosehip    (68 gps)
 +
 +
Muffins:
 +
Blueberry  (44 gps)
 +
Poppyseed  (44 gps)
 +
 +
Round Loaves of Bread:
 +
Wholewheat (100 gps)
 +
Honey      (100 gps)
 +
Multigrain (100 gps)
 +
Honey and Cinnamon (100 gps)
 +
Herb      (100 gps)
 +
 +
Sandwiches:
 +
 +
Vegetable sandwich (76 gps)
 +
 +
--------------
 +
Known Bugs:
 +
--------------
 +
 +
- If you order tea from Knead's Arising it does not make you drunk.
 +
  If you refill your wineskin with the same tea, it does make you drunk.
 +
 +
 +
--------------
 +
Other Notes:
 +
--------------
 +
 +
- The two druid farmers in the fields are stackable low-level kills.
 +
</pre>
 +
 +
== The Haunted Ship ==
 +
<pre>
 +
The Haunted Ship
 +
 +
On the northeastern coastline, near Hobbitat, lies a wrecked ship
 +
covered in dead plants. On the side of the ship there is a large hole
 +
which you can enter, at your own risk.
 +
 +
This area is arguably the most benefical area to lower-level
 +
adventurers.
 +
 +
-----------
 +
Once Inside
 +
-----------
 +
 +
After you have managed to make your way through the large hole
 +
in the side of the ship, you will find yourself in what appears
 +
to have once been a kitchen. However, whatever it was that left
 +
the hole in the side of the ship demolished everything in this room.
 +
Ship rats seem to be abundant in the kitchen, as well as in the
 +
Storage room just north of the kitchen. Separated from the kitchen
 +
by a closed door, nothing but junk can be found in the storage room.
 +
Upon close examination of these rats you will notice they are far
 +
from ordinary.
 +
 +
South of the kitchen is a small cabin where the Cook used to live.
 +
However, now it is occupied by a zombie! That is right, the undead
 +
now run this haunted ship. Many of the undead creatures in the
 +
ship will have weapons and some even armour, to help you make a
 +
good fetch of coins during your haunted adventure. The cooks cabin
 +
has an exit to the east which just reconnects to the main passage
 +
of the ship.
 +
 +
East of the kitchen you'll find access to two doors, one to the
 +
north and another to the east. You also have the option to follow
 +
the passage on to the south. The northern door leads you into
 +
a room that you can only guess, from the smashed bunks, once housed
 +
many sailors. Now it is home to two skeletons, and a threatening
 +
spirits. If these are your first adventures beware, the spirit
 +
is one of the tougher undead found on the ship.
 +
 +
If you go through the eastern door you will find yourself in
 +
another bunk room for sailors, though this one is still more intact.
 +
Two zombies and a skeleton still call this room their dwelling, if
 +
undead can be said to have homes.
 +
 +
Following the passage to the south you find yourself at a sort of
 +
crossroads. To the west leads you back to the Cook's former
 +
quarters, the east to a set of upward-leading stairs, and the
 +
south leads to a set of downward-leading stairs. If you choose to go
 +
downstairs, be ready for rats abound.
 +
 +
Following the stairs down you find yourself in the area known
 +
as the 'hold'. Ships commonly use holds as a storage area.
 +
However, all you find here are rats. Following the hold north
 +
leads to only some more zombies.
 +
 +
If you head back to the crossroads of the ship, and go east, you'll
 +
find yourself climbing stairs to the 2nd level of the ship. Once you
 +
reach the next level you can immediately see a cabin to your west.
 +
This is the first mate's cabin, or was when he was alive. Now only
 +
another spirit awaits you here. One thing can be said for the first mate,
 +
he kept a clean room by comparison to the rest of the crew.
 +
 +
Here you can either follow the staircase up further onto the deck
 +
of the ship, or follow the passage north away from the stairs.
 +
North of the staircase is leads you to two doors. However, before
 +
you explore what lies behind these doors, notice that this portion
 +
of the ship seems to be of 'better' quality than the rest.
 +
 +
The door to the north leads to a small cabin. This cabin is special
 +
for a few reasons. The undead seem to shy from it, as if evil is
 +
forbidden from this one room. In addition, you find yourself healing
 +
and regaining stamina faster when you are in it.
 +
 +
The door to the west, however, is not another comfy room. Instead
 +
it leads to the Captain's cabin. This room holds hidden secrets
 +
for the observant adventurer. Because all pirates hide their gold.
 +
You notice a padded door leading north out of the Captain's cabin.
 +
Beware because behind this door you will be attacked on sight.
 +
The Captain himself occupies this room, or at least his Ghost does.
 +
In addition a skeleton and spirit fight beside him. A tough fight
 +
indeed. However, if you manage to send the evil ghost back to hell
 +
you can search his private room. Pay special attention to the details,
 +
try and find his journal.
 +
 +
Backtracking to the stairs you can now follow them upwards onto the
 +
deck of the ship. The ship's desk runs north and south and a final
 +
few undead remain on deck, as well as those pesky rats. You'll find
 +
no secrets here.
 +
 +
-------------
 +
Things to do:
 +
-------------
 +
 +
- Find the Captain's Journal
 +
- Find the Hidden Treaure
 +
- Use the Healing Room
 +
- Rid the Ship of all the Undead
 +
- Exchange your treasure at a bank for gold coins.
 +
</pre>
 +
 +
== Hopkins Garden ==
 +
<pre>
 +
Northeast of Neville lives an eccentric mage known as Hopkins. He
 +
has surrounded himself with an elaborate menagerie of strange
 +
plants and animals of his own creation, the likes of which cannot
 +
be found elsewhere in the land.
 +
 +
He is also known for turning people into frogs...
 +
 +
---------------
 +
The Mini-Quest
 +
---------------
 +
 +
Along Snag Creek (just northwest of Tantallon) can be found a
 +
cute little frog.  When you speak to the frog, you discover that
 +
it was once a beautiful princess, cursed by Hopkins and turned
 +
into a frog.  She pleads for help in releasing her from the frog
 +
curse.
 +
 +
First, talk to Hopkins about the frog, and say "potion".  He will
 +
provide you with a list of ingredients to find for him.
 +
Unfortunately, his memory is failing in his old age, so his
 +
instructions are not entirely accurate:
 +
 +
______      _____    ________    _    _____
 +
/      \_____/    \__/        \__/ \___/    \
 +
|                                              \__
 +
|  A first class beer from the Scythe camp      \
 +
|  Some pea soup from the town of Dalair          \_
 +
|  A carnation from Neville                    |
 +
|  A guide to Hobbitat                              |
 +
\  Some hay from the city of Nepeth                \
 +
|  A pretzel from the bar in Arcadia                \
 +
|  An orc newspaper from Balan                      |
 +
/  A bag of bachzran spice from the goblins in Ravel |
 +
|                                                    /
 +
\___________________________________________________/
 +
 +
The true locations for the ingredients are as follows:
 +
 +
1. First class bear from Balan
 +
2. Pea soup from Ravel
 +
3. Carnation from Nepeth
 +
4. Guide to Hobbitat from Hobbitat (a shop in the tunnels)
 +
5. Some hay from Arcadia
 +
6. A pretzel from Neville (Crossed Swords Bar)
 +
7. An orc newspaper from Dalair
 +
8. Bag of Bachzran spice from Scythe Camp (on Kzoaki)
 +
 +
Once you have gathered up the necessary ingredients, return
 +
to Hopkins and give him the list.  He will proceed to "use"
 +
the ingredients and then hand you an empty bottle.  Go to
 +
the water pump (north and east from his room) and fill the
 +
bottle with water.  Return it to Hopkins and he will provide
 +
you with the potion.
 +
 +
Give the potion to the frog and (disappointedly) return the
 +
crown to Hopkins, and he will gift you with a most precious
 +
magical item.
 +
 +
Note: This potion may also be used to cure the frog curse
 +
on players.
 +
 +
-------------
 +
Things to do
 +
-------------
 +
 +
In the northwest area of Hopkins garden can be found a pond.
 +
Here, you can "get clay" and work on your pottery ability.
 +
Also, you can find a hollow reed and breathe under the water
 +
here.
 +
 +
Other enjoyable activities in the garden:
 +
 +
- Pick gems and cheese from the various trees
 +
- Help the bunnyspid solve it's hunger problem
 +
- Pick various vegetables and try to eat them
 +
</pre>
 +
 +
== Manspider Caves: The Gateway to Down Below ==
 +
<pre>
 +
 +
The vast underground world of "Down Below" is home to many
 +
strange, dark-dwelling creatures, including the Manspiders
 +
and the Drowgar.  Sharing an interesting past, both of these
 +
unfortunate creatures can be found dwelling within the dark
 +
caverns south of Sydryth.  These caverns twist and wind deep
 +
into the surface with a small cave-in separating the overworld
 +
from the underworld of "Down Below".
 +
 +
These caves are home to Venletta and her minions, a vile
 +
priestess commanding immense power.  Recently, she has
 +
discovered the secrets of the drowgar school of magic by
 +
recovering a lost tome of knowledge.  This tome now rests west
 +
of Venletta's chambers.
 +
 +
-------------------
 +
Entering the caves
 +
-------------------
 +
 +
Southeast of Sydryth lies the entrance to the cave.  When you
 +
are standing before a mighty cleft, you must first 'enter cleft',
 +
and then 'enter hole'.  You will fall deep into cave and land
 +
safely below on a spiderweb walkway (perhaps with minor bumps and
 +
bruises).
 +
 +
-------------------
 +
Exitting the caves
 +
-------------------
 +
 +
Up twice from the manspider child, "push rock" and you will slide
 +
to freedom back to the entrance of the caves.
 +
 +
--------------------------------------------
 +
Reaching the Tome of Magic without fighting
 +
--------------------------------------------
 +
 +
Observant explorer's can reach the Drowgar tome of magic, and
 +
Venletta herself, without fighting.
 +
 +
1. Go to the southwestern-most room on the spiderweb walkway.
 +
2. Jump down, and enter crack.
 +
3. Say "train" to Tarellis, the Drowgar.
 +
4. Return back through the crack, and "climb handholds".
 +
5. Follow the cave northeast, east, past the spider, and further
 +
  down.
 +
6. Go all east to the spider trainer, then south.  Search the
 +
  eggshells to find an unhatched egg.
 +
7. Take the egg north, west, and south.
 +
8. At the acolyte, pull curtain and continue south.
 +
9. Say 'spy' to the sentry, and proceed west.
 +
10. Give the egg to Shettal, and proceed west.
 +
 +
You are now in Venletta's chamber.  You can continue west to the
 +
Tome of Magic or choose to fight Venletta.
 +
 +
------------------
 +
Fighting Venletta
 +
------------------
 +
 +
As Venletta uses a leather bola to fight, it is advisable to set
 +
an alias to stand or have a fighter disarm her when she wields it.
 +
She is a powerful foe and has the ability to poison you.  Once
 +
killed, 'search shelf' to find a fragile sphere (ability to scry
 +
one time) or the Evil Eye (ability to scry with unlimited uses).
 +
She may wield the Mace of Darkness (unique) that darkens the room
 +
when wielded.
 +
 +
-------------
 +
Things to do
 +
-------------
 +
 +
- Ask the manspider historian about the history of the Drow,
 +
  Drowgar, the Manspiders, Losoth, and Down Below. 
 +
- If you enjoy self-inflicted pain, have a seat on the throne
 +
  in the Drowgar Leader's room.  You will become extremely
 +
  poisoned.
 +
- Find the yellow root in Shettal's room and chew on it.  Over
 +
  time, it will cure minor poison.
 +
- Examine the cave-in rooms for clues on the entrance to Down
 +
  Below.
 +
- Jump down from the web walkway in various other places.  You
 +
  can find a pet spider (don't forget to feed it!) and a trampoleen.
 +
</pre>
 +
 +
== Neville: The Northeast Village ==
 +
<pre>
 +
Once a small village, Neville has now become a bustling marketplace
 +
for the adventurous traveller. Located to the northeast of Tantallon,
 +
and east of Nepeth, it is rather easy to find. Probably best known for
 +
their fine tobacco dealer, Puffy, Neville has a wide variety of services
 +
available to fit your needs.
 +
 +
In addition to the business district of Neville, it also houses two of
 +
the lands most interesting groups. The first of which is the religious
 +
group known as the Monks of Antana. The monks are a peaceful people
 +
who reside in a temple in the northern portion of Neville. On the
 +
eastern side of the village you can find the fabled Society of Killers.
 +
While the very name strikes fear into the hearts of residents, very little
 +
is known of the Society due to their reticent nature.
 +
 +
--------------------
 +
Puffy's Tobacco Shop
 +
--------------------
 +
 +
Listed by the Tourism Council as the hottest spot in Neville, Puffy's
 +
Tobacco Shop is there to pamper your pipeweed addictions. However, he
 +
only keeps a limited stock of his items, so come early!
 +
 +
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'
 +
    |              --==Puffy's Smoking Emporium==--            |
 +
    |===========================================================|
 +
    | Item              Description                    Cost  |
 +
    | ====              ===========                    ====  |
 +
    | Pipeweed (5 bowls per packet):                            |
 +
    | * Hobbitat Gold    The finest available.            650  |
 +
    | * Arcadian Red    Hand-raised with care.          300  |
 +
    | * Neville Blend    Locally grown.                  175  |
 +
    | Cigars (5 per box):                                      |
 +
    | * Royal Select    Smoked by the King himself!      500  |
 +
    | * Bishop's Seal    Blessed by local monks!          325  |
 +
    | * Neville Choice  Locally aged and hand-rolled.    175  |
 +
    | Pipes:                                                    |
 +
    | * Hobbitat-made    Stylishly carved from                  |
 +
    |                    imported mahogany!              1000  |
 +
    | * Ranger-made      Hand-carved and sturdy.          300  |
 +
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'
 +
 +
 +
-----------
 +
Ancient Inn
 +
-----------
 +
 +
While many travellers prefer the quick stop of the Eastroad Inn near
 +
Tantallon, the Ancient Inn offers a more homelike feeling. At the cost
 +
of 50 gold coins per night you will receive a room that you can decorate
 +
to your liking, and you don't have to worry about privacy. All of the rooms
 +
have been designed with VERY thick walls.
 +
 +
Also, you can use "echo" commands in these rooms, which allow you to truly
 +
control the environment that you are in.
 +
 +
----------------
 +
Oterim, The Sage
 +
----------------
 +
 +
Just cattycorner from the Ancient Inn you will find a small one-room house
 +
occupied by a man by the name of Oterim. Oterim is up there in years, yet he
 +
still offers his services as a weaponmaster for a meager price. For a mere
 +
200 gold coins he will check your weapon to see if it is well suited to you.
 +
However, his eyes are old and sometimes he may not be the most helpful.
 +
 +
------------------
 +
Constable Picckard
 +
------------------
 +
 +
Maintaning law and order in Neville falls upon the shoulders of Constable
 +
Picckard. Often fawned upon by the women of Neville for his ruggid good looks,
 +
he runs Neville in a swift and efficient manner. Currently he is offering
 +
rewards for the capture/death of certain criminals known to frequent Neville.
 +
You can make extra gold by helping to end the reign of terror.
 +
 +
    +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+
 +
    |                -=> * WANTED * <=-                |
 +
    |                                                    |
 +
    +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+
 +
    |                                                    |
 +
    |  Snivvel      for treason                        |
 +
    |  Slinky        for stealing jewelry              |
 +
    |  Belob        for performing illegal magic      |
 +
    |  Hork          for inciting bar brawls            |
 +
    |  Fenton        for mugging an old lady            |
 +
    |  Agrajag      for killing a famous mage          |
 +
    |  Vargas        for assault                        |
 +
    |                                                    |
 +
    +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+
 +
 +
------------------
 +
Society of Killers
 +
------------------
 +
 +
On the east end of the village there is a dark room where you will find a wiry man
 +
by the name of Sliver. He is bad news, but can help you to join the Society of Killers.
 +
Otherwise known as the SK, the Society allows players who join to kill each other in
 +
open combat without fear of retribution by law.
 +
 +
-------------
 +
The Old Smith
 +
-------------
 +
 +
There may be more than meets the eye with the Old Smith of Neville. You'll find
 +
him in a small dirty Smithy on the north side of the village. He often sells
 +
weapons to help you begin your adventures, but he can also make weapons if you
 +
can bring him the design and materials.
 +
 +
----------------
 +
The Town Butcher
 +
----------------
 +
 +
The butchershop in Neville has rumors milling around constantly about the
 +
ingredients used to make their sausages. However, it still remains one of
 +
the high points of the Neville economy. The butcher is a burly man who
 +
looks like he might have seen a few battles, bearing the mark of the Scythe. A
 +
small sign hangs over the butcher's counter.
 +
 +
+--------------------------+
 +
|                          |
 +
|    Buy our sausages    |
 +
|    Only 80 coins each    |
 +
|                          |
 +
|  Sell us your corpses  |
 +
| Good money for good meat |
 +
|                          |
 +
+--------------------------+
 +
 +
-------
 +
Tannery
 +
-------
 +
 +
Every good adventurer knows that equipment is a must for any quest or
 +
adventure, and the Neville Tannery can help you there. They specialize
 +
in a wide assortment of leather products.
 +
 +
+-----------------------------+
 +
|                            |
 +
|  Leather goods sold here  |
 +
|                            |
 +
| cuirbouilli leather.....700 |
 +
| suede leather gloves....200 |
 +
| suede leather boots.....200 |
 +
| leather overalls........120 |
 +
| small leather sack.......70 |
 +
|                            |
 +
|      We also buy pelts      |
 +
|                            |
 +
+-----------------------------+
 +
 +
-----------
 +
Silversmith
 +
-----------
 +
 +
Next door to the tanner you can find the local Silversmith. The Smith is a
 +
kind old man who specializes in anything silver. Take a moment and check out
 +
your reflection in his full length silver mirror.
 +
 +
+-------------------------------+
 +
|                              |
 +
| Your silver needs served here |
 +
|                              |
 +
| a silver longsword.......1250 |
 +
| a silver knife............650 |
 +
| a silver bangle...........250 |
 +
| a silver ring.............200 |
 +
|                              |
 +
|  We also buy silver items    |
 +
|                              |
 +
+-------------------------------+
 +
 +
It is rumored that his silver items are especially effective against magical and
 +
undead creatures.
 +
 +
------------------
 +
Crossed Swords Bar
 +
------------------
 +
 +
Nothing better at the end of a long day of adventuring than sitting back
 +
with friends and having a nice drink. The Cross Swords Bar isn't like
 +
some of the other drinking establishments with their wimpy drinks, for
 +
here they are known for their whiskey.
 +
 +
+--------------------+
 +
|                    |
 +
| THE CROSSED SWORDS |
 +
|        MENU        |
 +
|                    |
 +
|  lager.......15  |
 +
|  ale.........70  |
 +
|  stout......120  |
 +
|  whiskey....260  |
 +
|  pretzel.....30  |
 +
|                    |
 +
+--------------------+
 +
 +
There are a few things you should know about the establishment before you
 +
venture inside. Often times there will be a dark stranger present in the bar,
 +
but don't be afraid, he is there to sell maps to treasurs galore. It might be
 +
to your benefit to purchase one of these maps. There is also a backroom to
 +
the bar, but it is not for the weak of heart. However, if you need to unload
 +
some stolen goods then it is the place to go. He also sells a few select items,
 +
such as tools for disarming traps and shivs.
 +
 +
----------------
 +
Temple of Antana
 +
----------------
 +
 +
In the north of the village lies the Temple of Antana; a magnificent structure
 +
to behold.  The monks of Antana live in this temple, some say they never leave.
 +
Here, a tired adventurer may meditate to regain stamina (at a cost) at the
 +
waterfall.  Ishmial the monk can be found in the gardens outside of the temple
 +
proper; he provides healing salves, monks robes, and healing herbs to monks with
 +
sufficient mana.
 +
 +
Confessionals are held every few hours; everyone is welcome to confess their sins,
 +
however only monks of Antana will benefit from the mana.
 +
 +
By entering the waterwall, you are presented with the entrance to the guild hall
 +
of the Monks of Antana.  Johan and Arenson guard the entrance and are quite
 +
powerful foes, should they be challenged.  They are known to heal each other in
 +
combat.
 +
 +
At the entrance, you can read the list of every monk ever entered into the guild.
 +
 +
Once inside, there are storage rooms for monks to the north and down.  At the
 +
top of the temple is a large telescope which can be used by monks to "observe"
 +
players who are outdoors.  Also, there is a wineseller and donation clerk who will
 +
accept donated coins for mana, and who provides trash bags for gathering mana.
 +
 +
Monks can communicate with the high priest (to determine confessional times) and
 +
the guild storage guards to get a remote list of eq in the guild storage.  This can
 +
be achieved using the "lineto" command.
 +
 +
-----------------------
 +
OTHER THINGS TO EXPLORE
 +
-----------------------
 +
 +
- If puffy is ever not around, find a way to get the pipe from his display.
 +
- Help the old man to walk again. (quest)
 +
- Design your own room at the Ancient Inn.
 +
- Join the SK, but be careful.
 +
- Examine the waterfall in the Monk Temple.
 +
</pre>
 +
 +
== Pearl Diving ==
 +
<pre>
 +
-------------
 +
Pearl Diving
 +
-------------
 +
 +
Northeast of the Wayfarer's Rest lies a sandy beach, and off it's
 +
shores is one of the most prosperous oyster colonies on the
 +
continent.  This small area is great for gathering oysters which
 +
provide a tasty treat as well as abundant pearls which can be sold
 +
for profit.  The somewhat rare black pearls are highly valued, and
 +
often more than one can be found per trip.
 +
 +
-----------------
 +
Gathering Oysters
 +
-----------------
 +
 +
First, swim east into the ocean and go down to the sandy floor.
 +
Here, you must simply "search" to uncover the oysters.  When you
 +
have gathered all you can carry, go back up to the surface and
 +
quickly swim west (or else you may sink back down to the bottom).
 +
Remember that there are several spots to search, and each one
 +
may contain oysters.  Also remember to bring light, as it is
 +
dark in the depths of the ocean.
 +
 +
The only hostile creature in this area is a black shark, which
 +
can be difficult to fight while moving through the depths.  If
 +
you encounter it, you can easily move away and continue searching,
 +
swim up and back to shore, or fight it.
 +
 +
Remember that drinking liquids while underwater can prove harmful.
 +
Use "quaff potion" instead of "drink potion" to save yourself some
 +
time, and hitpoints.
 +
 +
-----------------
 +
Obtaining Pearls
 +
-----------------
 +
 +
With oysters in hand, you can simply open them and 'eat muscle'.
 +
Once it is eaten, look at the oyster and you will see if there
 +
is a pearl inside.  If there is, take pearl from oyster.  If
 +
not, sell the empty shell and continue.  A handy place to sell
 +
your treasure is just southwest at the Wayfarer's Rest.
 +
 +
A standard pearl sells for about 100 coins, the large black pearl
 +
sells for about 300 coins.  Empty oysters sell for 1 coin.
 +
</pre>
 +
 +
== Sadris: Village of the Plague ==
 +
<pre>
 +
Heed the warning signs; if you venture into Sadris you are
 +
likely to contract the plague.  The once-magnificent town has
 +
decayed into an overgrown, rotting cesspool of filth and disease
 +
with few inhabitants.  Any explorer should exercise caution when
 +
travelling here.
 +
                    _________________________
 +
                  |                        |
 +
                  |    THIS VILLAGE HAS    |
 +
                  <                        >
 +
                  |    BEEN QUARANTINED    |
 +
                  |_________________________|
 +
 +
"Bring out yer dead!"
 +
 +
--------------
 +
Things to do
 +
--------------
 +
 +
The cause of the plague is mysterious - the primary purpose of
 +
exploring here should be to determine the cause of the deadly
 +
disease.  The well in the center of town is of significance, as
 +
it is the primary source of drinking water for the people.  You
 +
must go to the source, beneath the town, to determine the cause.
 +
 +
Pass the drunken dwarf in the north side of town - he can only be
 +
passed by killing him.  Once dead, continue north and enter the
 +
pond.  Here, dive down and search the mud,  You will find a hatch;
 +
pull the hatch and you will be sucked into a cavern below.  Be
 +
sure to have a light source with you.
 +
 +
Following the cavern south, you will find a malicious necromancer.
 +
Kill her (Nidas), and continue south through the door.  Searching
 +
this room will reveal a hidden door to the east; following this
 +
door, you will find yourself at the bottom of the well.  Examine
 +
everything and you will find the source of the plague.
 +
 +
Further south, break the lock on the cabinets and find the papers
 +
within.  They identify a fool, Lasker, who is responsible for the
 +
plague in his maddened state.  With papers in hand, travel west and
 +
push the depression.  You will be attacked by Lasker, angered by
 +
your curiosity.
 +
 +
------------------
 +
Curing the Plague
 +
------------------
 +
 +
There are three ways to cure the plague:
 +
 +
1. Wait it out (this may take more than one day)
 +
2. A cleric can cure the plague with the 'heal' prayer
 +
3. By wielding the Scepter of Fools, a unique staff held by Lasker
 +
 +
------------------
 +
Killing Lasker
 +
------------------
 +
 +
If you have the papers in-hand, Lasker will be hostile toward you.
 +
After killing him, you can keep the papers with you and return to
 +
kill him again.  This can prove useful if you need the Scepter of
 +
Fools to reset and don't want to risk contracting the plague.
 +
</pre>
 +
 +
== Sydryth: Home of the Friendly Tree Sprites ==
 +
<pre>
 +
High atop the trees north of the Shantih lies a village of
 +
happy, albeit slightly troubled, tree sprites.  These small
 +
creatures bide their time defending against goblins and
 +
cultivating their world-famous crop: mint leaves.
 +
 +
The village consists of several small huts amongst the treetops,
 +
connected by a network of small wooden rope bridges. 
 +
 +
-----------------------
 +
Gathering mint leaves:
 +
-----------------------
 +
 +
On the eastern side of the village, hidden behind a wall of leaves,
 +
can be found a supply of mint sprigs.  The powerful aroma of the
 +
mint is strong enough to put anyone to sleep, so you may want to
 +
make a few trips to the treetops containing the sprigs.  If you
 +
happen to fall asleep, don't panic... remember that the sprites
 +
are friendly creatures.
 +
 +
You can sell the mint leaves to the Candy Shoppe for a small profit,
 +
which also allows you to buy more candy (see below).
 +
 +
---------------------
 +
Sydryth Candy Shoppe
 +
---------------------
 +
 +
A day of exploration in Sydryth is not complete without sampling
 +
the famous mint candy of the sprites.  The following items can be
 +
purchased from the candy shop:
 +
 +
    After dinner mint    15 gold coins.
 +
    Mint shake            35 gold coins.
 +
    Licorice              50 gold coins.
 +
    Chocolate bar        80 gold coins.
 +
    Lollipop              100 gold coins.
 +
    Pack of Gum          150 gold coins.
 +
 +
-----------
 +
Poison Ivy
 +
-----------
 +
 +
With the pleasantries of the forest comes the inconvenience of a
 +
most itchy encounter -- poison ivy.  If you happen to stumble into
 +
a patch of poison ivy while exploring, gather up some red mushrooms
 +
from the forest floor and take them to the village elder.  She will
 +
produce an immediate curing potion!
 +
 +
-------------------
 +
Other things to do:
 +
-------------------
 +
 +
- Complete the quest!  Type 'list' at your class hall for details.
 +
- Below the village can be found a mighty tree.  If you have a sharp
 +
  instrument, such as a knife, you can carve a message into the tree
 +
  to be read by others.  This is a popular activity among young,
 +
  enamored lovers.
 +
</pre>
 +
 +
== The Wayfarer's Rest ==
 +
<pre>
 +
The Wayfarer's Rest is a remote inn located north of the southern swamps.
 +
Here, adventurer's can rent a room to heal, purchase food and drink, and
 +
sell their wares.  The establishment is run by Hester and offers fair
 +
prices for both buying and selling.  The location is safe from wandering
 +
monsters thereby providing a relaxing sanctuary to heal, and a campfire
 +
for cooking or incinerating.
 +
 +
Ask about the disappearances in the swamps and the lizardman village.
 +
 +
 +
+--------------------------------------+
 +
|                                      |
 +
|        THE WAYFARER'S REST          |
 +
|                                      |
 +
| some bread and butter.............21 |
 +
| a piece of berry pie..............40 |
 +
| a cup of seafood gumbo............67 |
 +
| a slab of roast boar.............100 |
 +
|                                      |
 +
| a barley beer.....................10 |
 +
| a sour mash.......................30 |
 +
| a berry wine......................80 |
 +
| a swamp devil....................150 |
 +
|                                      |
 +
| a travel ration...................50 |
 +
| a jug of moonshine................90 |
 +
|                                      |
 +
| rent a room...................varies |
 +
|                                      |
 +
+--------------------------------------+
 +
</pre>
  
 
= List of Contributors =
 
= List of Contributors =

Revision as of 05:12, 15 March 2014

Original source: www.lwix.com/ophidian (No longer alive and not available on archive.org)

Beware this is from a very old page, and information here might be no longer accurate. Not all the information was mirrored as the source for some could not be ascertained or it was quest related.

Apothecary's Handbook

Second Edition by the Ophidian Order

Potions

Skillful healers, herbalists, and magic users are known to create highly powerful potions which, when drank, produce a variety of effects. In the table below you will find a list of potions, their effects, and where they are commonly found. Quaffing a large number of Healing or Mental Recharge potions in a short period of time may cause an unpleasant tolerance to their magic. Through cleric purging, consuming gremlin food, or drinking certain potions sold by Charky the Haggler, one may reduce or eliminate this tolerance. Drinking potions while underwater may cause additional damage to the user if not done carefully. To use a potion properly whilst underwater, use "quaff potion" rather than "drink potion".

Color Effect Location(s)
Murky Blue Extra Healing Shanni, Treasure Hunts, Shambling Mound
Dark Red Mental Recharge Shanni, Treasure Hunts, Shambling Mound
Dark Blue Healing Shanni, Treasure Hunts, Shambling Mound
Magenta Minor Mental Recharge Shanni, Treasure Hunts, Shambling Mound
Cyan Enhances Swimming Shanni, Treasure Hunts
Green Enhances Climbing Shanni, Treasure Hunts
Yellow Cures Poison Shanni, Treasure Hunts
Yellow Heals HPs & SPs Ywin's Battlefield
Light Gray Enhances Intelligence (+1 Int) Dubo
Dark Gray Rogues Potion (+20 dispossesion and stealth) Dubo
Bright Orange Provides light Dubo
Light Red Potion of Seduction Dubo
Red Raises Strength (+1 Str) Dubo
Beige Assassin's potion (+10 ambushing, poisoning, stalking) Dubo
Pink Causes hallucinations Dubo
Violet Poisons user Dubo
Black Causes confusion (wandering) Dubo
Brown Craftsmanship bonus (+20 pottery, weaving, woodcraft) Dubo
Dark Brown Enhances Wisdom (+1 Wis) Dubo
Sky Blue Sportsman Potion (+20 archery, fishing) Dubo
Sea Blue Enhances Swimming Dubo
Clear Negates effects of all Dubo potions Dubo
White Potion of Tongues (Fluent in all languages) Dubo
Golden (1) Fire Dragon Potion (user can breathe fire) Dubo
Golden (2) Potion of Fortune (+20 trade, prospecting, searching) Dubo
Silvery (1) Ice Dragon Potion (user can breathe ice) Dubo
Silvery (2) Enhances Magic and Fire resistance Dubo
Shimmering purple potion Cures Poison Ivy Sydryth

In addition to the aforementioned potions, Sithus in Duender sells the following elixirs:

  • Eldar Healing Elixir
  • Eldar Neural Elixir
  • Eldar Cold Protection Elixir
  • Eldar Fire Protection Elixir
  • Eldar Magic Protection Elixir
  • Eldar Poison Protection Elixir

Powders, Mushrooms, and Mushroom Dust

There are two known types of sympathy powder. Both of these can be found in Ravel after visiting Flaw in Hobbitat and inquiring about the goblins there. They will be carried, at random, on the adventurer's that are troubling the old goblin. Red sympathy powder will transfer spell points from the user to the target, and blue sympathy powder will transfer health from the user to the target. Mushrooms can be found throughout most of the wilderness of the continent of Anguish. Most of these mushrooms are edible with little useful properties, while some of them may be used for powerful potions and dusts.

The bright red mushrooms of Sydryth can be magically fashioned to produce a curative that will heal poison ivy. These mushrooms can be found on the forest floor in Sydryth, and given to the elder sprite Avariel to produce such a potion.

In the dark spidery swawps, just northwest of the Sylvanthic woods, you can find bright yellow mushrooms that are quite effective at curing poison. From the entrance, walk northeast, north, then west and pick the mushrooms.

Outside the trolloc-infested village of Greenhaven, within the walls of their camp, can be found a healer who specializes in herbs and dusts. He has a fine selection of Mushroom Dusts which can be used for a number of - mostly malicious - purposes. Seek out Arquvi the healer to purchase these dusts.

Mushroom Dust Cost Usage
Sweet Clover Dust 1500 coins Neutralize (item)
Death Angel Dust 3000 coins Poison (item)
Crystal Heaven Dust 700 coins Drug (item)
Old Man Dust 3000 coins Spoil (item)
Grim Reaper Dust 3000 coins Taint (item)
Wicked Fairy Dust 1500 coins Lace (item)
Hand of Fate Dust 3000 coins Smother (item)

Sweet Clover Dust:

The small brown bag contains finely ground green powder. The fresh-smelling
powder is made by grinding the curative sweet clover mushroom after it is
thoroughly dried and baked in the sun. Aspiring assassins use it to
neutralize their own food or drink. 
Usage: neutralize (item)
Death Angel Dust:
The small brown bag contains finely ground red powder. The lethal powder is
made by grinding the poisonous death angel mushroom after it is thoroughly
dried and baked in the sun. Aspiring assassins use it to poison their
victim's food or drink. 
Usage: poison (item)
Crystal Heaven Dust:
The small brown bag contains finely ground white powder. The addictive powder
is made by grinding the hallucinatory crystal heaven mushroom after it is
thoroughly dried and baked in the sun. Aspiring assassins use it to drug
their victim's food or drink. 
Usage: drug (item)
Old Man Dust:
The small brown bag contains finely ground grey powder. The foul-smelling
powder is made by grinding the mouldy old man mushroom after it is thoroughly
dried and baked in the sun. Aspiring assassins use it to spoil their victim's
food or drink. 
Usage: spoil (item)
Grim Reaper Dust:
The small brown bag contains finely ground black powder. The life-stealing
powder is made by grinding the deadly grim reaper mushroom after it is
thoroughly dried and baked in the sun. Aspiring assassins use it to taint
their victim's food or drink. 
Usage: taint (item)
Wicked Fairy Dust:
The small brown bag contains finely ground yellow powder. The strong-smelling
powder is made by grinding the odorous wicked fairy mushroom after it is
thoroughly dried and baked in the sun. Aspiring assassins use it to lace
their victim's food or drink. 
Usage: lace (item)
Hand of Fate Dust:
The small brown bag contains finely ground blue powder. The gross-smelling
powder is made by grinding the repulsive hand of fate mushroom after it is
thoroughly dried and baked in the sun. Aspiring assassins use it to smother
their victim's food or drink. 
Usage: smother (item)

Magic Seeds

While I have not yet perfected the art of crafting magical seeds, a man by the name of Cletus in the northern city of Norton has established a shop to sell nothing but the finest magical seeds. These seeds, when planted, produce a variety of important plants. For experienced patrons, Cletus will even sell nightshade and mandrake seeds. Every seed has a maturity rate of 17-18 days.

Plant / Herb Appearance Cost
Garlic Small black seed 20 coins
Carrot Small striped seed 40 coins
Parsnip Light brown seed 40 coins
Clover Small white seed 150 coins
Ginseng Dark brown seed 150 coins
Lotus Shiny black seed 600 coins
Nightshade Large hairy seed 800 coins
Mandrake Small brown seed 1000 coins

Roots, Leaves, and Beetles

The following properties may be observed from the various roots, leaves, and beetles:

Name Effect Location(s)
Strange Leaf (yellow veins) Causes poison Swamps
Strange Leaf (red veins) Cures poison Swamps
Yellow Beetle Cures poison Swamps
Red Beetle Causes poison Swamps
Sampa root Cures poison Southeast Isle
Yellow root Cures poison Manspider caves

Ancient Anguish Beastiary

by the Ophidian Order

Herein are recorded the observations of the members of our Order of the creatures roaming the lands of Ancient Anguish. The information is catalogued according to the type of creature (ie, mammal, reptile, etc.) and does not include particular individuals - the common humanoid races are not included in these pages.

Birds

Name: Description: Native to:
Blackbird The bird is completely black. Its feathers are very shiny. It has a very sharp beak and a large wing span. Andeli Castle
Brightly Coloured Parrot This beautiful parrot is bathed in blues, reds, and yellows. It caws happily in the trees. Tropical Wilderness
Cardinal It is a beautiful scarlet bird with a large crest and a black mask. Wilderness
Giant Eagle It's a giant golden eagle, with a huge wingspread. It could most likely pick up a whole goat in one swoop. Wilderness
Giant Hawk This huge bird of prey comes screeching out of the sky, its tail spread and its talons ready to seize its victim! Its powerful wings buffet you as it closes in. Wilderness
Giant Owl It is a giant owl, a huge bird with a wingspan of about 20 feet. Its talons and beak look very dangerous. Wilderness
Giant Roc This roc is enormous! It looks like a giant eagle with dark brown plumage. It seems extremely angry! Merrick's Castle
Grackle This large bird with purplish-black feathers looks almost iridescent in the light. Wilderness
Large Jay It is a jay with a large black crest and grey and white feathers. It is pecking at the ground with a long sharp bill. Wilderness
Loon It is a large waterfowl with greyish feathers, and a sharply-pointed long bill. Its cry seems to be the laugh of a Bedlamite. Northern Wilderness
Mockingbird It is a large, nondescript grey bird, which is warbling a lovely and melodious song. Wilderness
Peregrine Falcon This is a fierce and deadly peregrine falcon. It is used for sending messages quickly and efficiently over long distances. Hobbitat
Pileated Woodpecker This very large black and white bird has a red crest and a very sharp, strong bill. Wilderness
Raven Large, with glossy blue-black feathers, this bird of prey perches high in the trees, solemnly surveying the world below. Wilderness
Redstart It is a small, black bird with a white breast and red blazes on the wings and tail. Wilderness
Skua This bird looks like a chunky herring gull, with a dark brown, square-cut tail. It has a viciously curving beak. Northern Wilderness
Snow Goose It is a small white goose with black wing tips. It is honking at you. Northern Wilderness
Snowy Owl This is a large, white owl with a round head. It has large yellow, staring eyes. Wilderness
Solemn Raven Large, with glossy blue-black feathers, this bird of prey perches high in the trees, solemnly surveying the world below. Southern Wilderness
White Seagull This sleek white bird is walking alertly across the beach, leaving forked footprints in the sand. Its curved sharp beak snaps as it caws. Beaches

Mammals & Other Humanoids

Name: Description: Native to:
Ancient Yeti This ancient yeti is covered from head to toe in filthy white fur. It bares its toothless gums in a hideous grimace. Northern Wilderness
Angel It is a winged man in flowing white robes. A golden halo surrounds his head, and the righteousness of the gods fills his eyes. Treasure Hunts
Arctic Weasel It is a large arctic weasel. It has snow white fur that contrasts with its beady black eyes. A little larger than a housecat, the arctic weasel looks dangerous as it bares its sharp teeth at you and bristles its fur. Yeti Caves
Arctic Hare It's a very large hare, covered in white fur, with black tips on its short ears. You can see sharp claws protruding from its furry feet. Northern Wilderness
Arctic Fox It's a beautiful white fox with a black nose and a bushy tail. Northern Wilderness
Arctic Wolf This is a large white timber wolf. It has a narrow, long muzzle, and a lithe, powerful body. Northern Wilderness
Arctic Wolf (2) This large arctic wolf looks dangerous. It has white fur that blends in with the snow and some deadly looking teeth. Yeti Caves
Bat It is a large bat, about one foot in size. Wilderness
Beaver A broad-tailed beaver sails calmly across the water. Marshlands
Begrimed Harpy The filthy, clawed, half-human beast is screeching obscenities. Its huge wings beat the air as it flies at you, talons bared. Southern Swamps
Black Panther This large and lithe cat prowls around restlessly. It has glossy black fur and bright golden eyes. Southern Swamps
Black Slug This slow moving creature leaves a trail of slime behind it as it creeps along the ground. Southern Wilderness
Brown Bear This dark brown bear lumbers towards you, its massive frame rippling with muscle. Its sharp-toothed jaws snap at you menacingly. Wilderness
Caribou It looks like a huge, shaggy brown deer with whitish fur on its neck and mane. It is snorting loudly and waving its broad, branched antlers. Northern Wilderness
Coati This is a coati about two cubits long. It looks like a raccoon, but has a much longer pointed snout and tail. Southern Wilderness
Coyote This grey coyote is slightly smaller than a wolf. It is exceptionally fast and has powerful jaws full of sharp teeth. Wilderness
Dall Sheep It's an agile, charcoal-grey sheep standing as tall as a dwarf at the shoulders. It has massive, curving horns flaring out and away from its large head. Northern Wilderness
Dire Wolf This dark, hulking wolf turns towards you with blood dripping from its fangs. It wants to feast on your very soul! Southern Swamps
Earthquaker This Earthquaker is a massive being. It has an enormous body, and powerful arms. Its rough skin and overall toughness allow it to survive down here in the caverns. Star Caverns
Elephant Seal More than a perch in length, this is one of the more formidable creatures in these arctic wastes. It rears up on its tail and shakes its flippers, roaring and inflating its large red nose. Northern Wilderness
Ferocious Jaguar This ferocious jaguar snarls as you disrupt its hunting and allow its prey to escape. Hungrily, it turns on you. Southern Wilderness
Fisher This fisher must be over two cubits in length. It has dark brownish black fur, and wicked-looking teeth and claws. Southern Wilderness
Forest Hare This is an ordinary forest hare, just a bit larger than normal. Wilderness
Fox A long-furred little fox with a red-silver tail. Zhamarr
Giant Rat It's a rodent of unusual size, easily large enough to eat your average cat. It has gleaming bloodshot eyes and sharp yellow teeth. Treasure Hunts
Giant Troll This giant, avaricious troll has made a career of waylaying unwary travellers and extracting tolls from them to cross the bridge. His greenish skin and sickly bloodshot eyes are as terrifying as his massive muscles. You recall a horrible rumour that you heard in the Hobbitat bar...that this troll is one of twins. Troll Bridge
Giant Troll (2) This giant, avaricious troll has made a home under this bridge, and a career of waylaying unwary travellers. He peers at you greedily with bloodshot eyes, and his grotesque features twist into a blood-curdling smile. His muscular arms and huge hands make him look as if he could snap your neck like a twig. Troll Bridge
Grey Wolf This grey wolf is the largest and strongest member of the dog family. It has a muscular body and strong jaws full of sharp teeth. Wilderness
Grimy Troll A mud-covered, greenish-brown-skinned troll sits on a stump munching on an unidentifiable bone. Swamps
Grizzley Bear A great, shaggy, dark brown grizzly bear roars at you and snaps its huge jaws. Wilderness
Gyasculus This peculiar large beast is covered with strange furry scales. The legs of one side of its body are shorter than those of the other, adapting it to its hillside environment. Southern Wilderness
Huge Moose This moose is larger than a horse, and bears massive palmate antlers on top of its head. It bellows at you tremendously and shakes the dewlap under its chin. Northern Wilderness
Hungry Shrew This ravenous small rodent may envy the mouse its size, but it has the vicious disposition of a starving dog. Wilderness
Imposing Marmot It is a large, silvery-grey animal with a long tail, that looks like a woodchuck. It is sounding a shrill alarm whistle! Wilderness
Jumping Mouse This tiny mouse has a tail almost twice as long as its body. Its strong legs move it across the ground at high speeds as it looks for nuts and seeds. Wilderness
Large Badger This large badger has strong, hunkering shoulders and long vicious claws. It is well suited to a life of digging. Its close-set, razor-sharp teeth gnash at you threateningly. Wilderness
Large Brown Rat It is a large rat, a full foot long. Surprisingly, it does not seem to fear you so much. Wilderness
Large Elk This is a large elk that is towering in front of you. It has a shaggy neck mane and a set of large, spreading, pointed antlers. Wilderness
Large Rat This rat is significantly larger than your average sized sewer-rat. You can see several scars on its body from past fights, and from the glint in its eyes it's prepared to earn more to defend its home. Tantallon Sewers
Large Stag It's a fully grown male red deer, with a low, compact rack of antlers. He paws the ground as it looks at you. Wilderness
Large Wolf This is a large wolf, growling at you in a low tone and baring its strong, sharp teeth. Wilderness
Leopard Seal This sizable seal is white, with many small grey spots peppering its fur. Its flippers may make it look awkward, but it has teeth sharp enough to tear a penguin into pieces. Northern Wilderness
Little Chipmunk This little skittering chipmunk has alternating dark and light stripes down its back, and a bushy tail. It is searching for food among the leaves on the forest floor. Wilderness
Lynx It's a huge shaggy, tawny coloured cat. It has a stumpy tail, tufted ears, and very large feet that allow it to move quickly over the snowy terrain. Wilderness
Magical stone Golem This stone golem has large arms and legs, and looks like a very vicious fighter. Star Caverns
Mama Troll This must be the mama of the twin trolls who watch the bridge. She is even uglier than her sons! She does not look at all pleased that you have entered her home without an invitation. Troll Bridge
Marmoset This small furry marmoset looks a lot like a squirrel as it jumps from tree to tree. Its eyes regard you with intelligence. Southern Wilderness
Marten This is a yellowish-brown marten. It resembles a mink, but its ears are more prominent. Southern Wilderness
Mink This is a long-bodied mink with a rich dark brown coat. Its eyes are very bright. Wilderness
Musk Ox It's a huge ox-like creature, covered with dark brown shaggy hair hanging nearly to its feet. It has massive horns that curve down close to its broad head, and then up and out to pointed tips. Nothern Wilderness
Muskrat The muskrat's glossy brown fur glistens as it swims through the swamp water with elegant ease. Marshland
Old Pig A dirty old pig. It's skinny and surely ugly. Zhamarr
Old Yeti This yeti seems to be fairly old. His fur is light grey with streaks of white in it. His dark brown eyes glitter and seem to reflect a deep sorrow. He is very large and towers above you. His ape-like features are frightening but this creature seems to be peaceful. He looks very strong. Yeti Caves
Opossum This hungry opossum is hanging from a tree limb by its tail. It is prying the bark off the tree with its sharp claw, sniffing with its pointed snout for food. Wilderness
Ounce It's a wildcat of moderate size, with sharp teeth, curved claws, and a snarling expression. Southern Desert
Packrat This packrat is a small but quick creature. He peers at you with cold beady eyes. He has long, spindly arms and legs, and an extremely hairy body. Wilderness, Star Caverns
Pine Marten This is a yellowish-brown pine marten. It resembles a mink, but its ears are more prominent. Wilderness
Pine Vole This pine vole is about the length of your hand. It looks like a mole with larger eyes and notable ears. It is gnawing on some foliage. Wilderness
Polar Bear It's a huge white bear with a black nose, lips and eyes. Standing on its hind legs, it is swatting at you with its massive, heavily clawed paws. Northern Wilderness
Quilled Porcupine It's a heavy, short-bodied porcupine, gnawing on some tree bark. It would be cute but for the barbed quills which cover all of its body except for the stomach. Wilderness
Raccoon This intelligent raccoon peers at you from behind its bandit mask and twitches its bushy, ringed tail. Wilderness
Red Fox This beautiful red fox has black legs and a bushy, white-tipped tail. It is both wily and good-humoured. Wilderness
Reindeer It is a large deerlike animal, with broad antlers and a thick brown double coat. Its ears and tail are short and twitching excitedly. Northern Wilderness
Sable This is a sable about one cubit long, with a lush brown coat. It looks like a sophisticated type of weasel. Wilderness
Small Bat A furry little bat hangs here from the ceiling. He does not even notice your presence because he is sleeping. Star Caverns
Small Fawn This is a small and delicate fawn, whose eyes peer at you quizzically. Its buff coat is marked by rows and sprinklings of white spots. Wilderness
Small Lemur This small lemur has a fox-like face and a long striped tail. Southern Wilderness
Snow Leopard The heavy pelt of this large cat is almost pure white. It bares its huge teeth at you. Northern Wilderness
Stoat This animal is the ermine, but in its summer garb. It looks like a large weasel with dark brown fur above and white below. It is grunting at you. Wilderness
Timber Wolf This large wolf has a long snout, a thin yet muscular body, and long legs that propel it rapidly across the terrain. Its yellow eyes gaze at you with primal intelligence. Northern Wilderness
Tiny Vole It's a small grey rodent with dark feet and a long tail. It is stamping its hind feet in alarm. Wilderness
Treant It is a treant, a being strangely related to both humans and trees. It is nearly undistinguishable from the surrounding trees, except for its somewhat humanoid shape. Wilderness
Walrus This huge flippered animal is more than seven cubits in length, and must weigh as much as ten men. It has two large tusks that curve out at you menacingly. Northern Wilderness
Water Rat This sleek little rodent nibbles on the marsh grass with its yellowed, sharply-honed teeth. Marshlands
Weasel The little creature of the forest. It has come here to feast upon the treasures of the pantry. Zhamarr
White-tailed Skunk It's a black-furred skunk with two broad white stripes down its back. Its bushy tail is lifted in a threatening posture. Wilderness
White Ape This is a specimen of the great white ape. Long thought to be extinct, this carnivorous ape stands twice as tall as a man and three times as broad. Its body is covered in tufts of white fur, and, unlike its lesser relations, it has learned to use weapons and armour. Treasure Hunts
Wild Boar This large wild boar runs back and forth, grunting angrily. Wilderness
Wild Dog It is a large dog, with a short, yellowish-brown fur. It looks at you cautiously with its small, black eyes, ready to defend itself. Wilderness
Wolverine The wolverine looks like a small bear except for its heavy, bushy tail. It is a powerful and ferocious hunter with broad shoulders and sharp teeth and claws. Wilderness
Woodrat This woodrat is slightly smaller than its cousin, the packrat, but has the same hairy tail and sharp teeth. Wilderness

Reptiles & Amphibians

Name: Description: Native to:
Alligator This huge alligator is doing its best to look like a log. Perhaps it would like you to join it for supper. Marshland
Boa Constrictor A large, thick living coil hangs down from a tree branch. Attached to it is the head and piercing eyes of an immense, hungry boa constrictor. Southern Wilderness
Gecko This is a very tiny green gecko. It is scurrying around the sandy ground, looking for bugs to eat. Rodentid Temple
Guardian Naga The guardian naga appears to be a serpent of enormous size. Its snakelike body is tremendously thick, and at least forty feet in length, covered with thick scaly hide, a mottled green in colour. Bizarrely, its face has almost human features, its unblinking eyes filled with intelligence; yet, even so, its venomous fangs and flickering, forked tongue prove its serpentine nature. Treasure Hunts
Huge Serpent This is a serpent of enormous size. Its sinuous body is as thick as the thickest tree trunks, and is covered with thick platelike scales in a mottled pattern. Its tremendous tail is barbed with spikelike spines, and its huge fangs drip poisonous venom. Treasure Hunts
Iguana A large greenish-yellow lizard with a frill and unblinking yellow eyes. It slithers its forked tongue at you. Southern Desert
Large Toad A large toad with huge bulging eyes and powerful hindquarters. It croaks at you mournfully. Wilderness
Lizard This is a small striped lizard. It is darting behind bushes and digging in the sand. Rodentid Temple
Rattlesnake This dusty, deadly snake shakes its rattles in an unmistakeable warning. Venom drips from its fangs. Southern Desert
Snake This is a long, thin snake. It hisses gently at your examination. You can see two long, sharp fangs. Rodentid Temple
Tiny Basilisk A tiny winged reptile with appallingly bad breath. It glares at you balefully. Southern Desert
Wyndlass A tentacled swamp-horror with venom-dripping long fangs. It is about the size of a horse. Zhammar

Fish & Sea Creatures

Name: Description: Native to:
Black Shark This is a large black shark with a huge jaw that looks like it could swallow you whole. It stares at you hungrily. Pearl Diving
Giant Squid You tremble as you look into an eye that is almost as large as you yourself. This giant squid waves its tentacles toward you attempting to pull you into its huge mouth. Ocean

Insects

Name: Description: Native to:
Big Grasshopper The grasshopper is very big and could easily pose a threat to any croplands in the area. Perhaps you should kill it. Wilderness
Giant Spider It is a huge hairy spider, about 6 feet in diameter. It stares fixedly at you with its large red eyes. Wilderness
Giant Tick This huge tick snaps its razor-sharp pincers at you. It could drink a great deal of your blood. Wilderness
Giant Wasp It is a giant wasp, bearing a strong resemblance to its well-known cousins, but about one foot in length and armed with a dangerous looking stinger. Wilderness
Large Spider It is a large spider, standing about two feet tall on its thick, hairy legs. Wilderness

Undead & Miscellaneous

Name: Description: Native to:
Aerial Servant This servant is somekind of magical air elemental. You can actually see right through it! It's whirling nervously around with a ladle in its hand. Zhammar
Mournful Shade The trapped spirit of a deceased traveler gazes at you imploringly. Southern Swamps
Shambling Mound This animated pile of vegetation has no doubt lain in waiting for quite a while, looking for a hapless adventurer to ambush. It consists of about four barrels of massed vegetation, mostly grass and seaweed, and emits a foul rotting stench. It seems to be able to extend its body out and try to strike and smother its victims, and by the looks of the equipment entangled in its mass, it has been quite successful in its attempts. Merrick's Castle
Stone Leech This dark grey, oval shaped leech prefers to feed on adventurer's blood. It is in good shape. Wilderness

The Book of Armaments

Chapter Two, Verses Nine to Twenty-One.

      "And Saint Atila raised the hand grenade up on high, saying,
      'Oh, Lord, bless this thy hand grenade that with it thou mayest blow
      thy enemies to tiny bits, in thy mercy.'  And the Lord did grin, and
      people did feast upon the lambs, and sloths, and carp, and anchovies,
      and orangutans, and breakfast cereals, and fruit bats, and large --"

      ...skip a bit, Brother...

      "And the Lord spake, saying, 'First shalt thou take out the
      Holy Pin.  Then, shalt thou count to three, no more, no less.  Three
      shalt be the number thou shalt count, and the number of the counting
      shalt be three.  Four shalt thou not count, nor either count thou two,
      excepting that thou then proceed to three.  Five is right out.  Once
      the number three, being the third number, be reached, then lobbest thou
      thy Holy Hand Grenade of Antioch towards thou foe, who being naughty
      in my sight, shall snuff it.'"

Shields of Ancient Anguish

The following rating system is based upon the blocking value of each shield,
not strictly from evals.

A range in rating denotes a quality variance, such as ranger's woodcraft ability
when making the shield, or other unique property that causes the blocking value 
to change.  Treasure hunt shields are found below.


Shield:				Rating:		Area:
-----------------------------------------------------------------
Andeli shield			7.0		Andeli
black shield			7.4		Mt. Kresh
brown goblin shield		5.4		Ravel
brown goblin shield (polished)	6.4		Ravel
dwarven shield			7.2		Gralain's Tomb
fancy shield			9.1		Knight's Retreat
fine hide shield		6.5 - 6.8	Ranger-made
fine hoplon shield		7.0		Zhamarr
flying shield			?		Andeli
green shield			7.2		Scythe Camp
lizard buckler			5.2		Lizard Swamps
metal targe shield bearing...	6.4		Nepeth
piece of squash shell		5.2		Hopkin's Garden
red goblin shield		6.3		Ravel
red goblin shield (polished)	7.3		Ravel
round hide shield		6.2		Ranger-made
rowan shield			5.4		Northern Battlefield
Scorpion shield			7.0		Chaos Tower
scraggly hide shield		5.8		Ranger-made
Shield of Gralain		?		Gralain's Tomb
Shroud of Gustanado		4.0 - 7.5	Cyrano
silver goblin shield		7.1		Ravel
silver goblin shield (polished)	8.1		Ravel
small wooden shield		5.6		Wandering orcs/goblins
spiked shield			7.5		Drow Outpost
standard heater			6.0		Knight's Retreat
striped shield			?		Southeastern Isle
sturdy hide shield		6.1 - 6.4	Ranger-made
warrior's shield		6.7		Anasazi
Wigwog Skin			?		Greenhaven



Treasure Hunt shields:

Shield:				Rating:		Before ID:
-----------------------------------------------------------------
* long shield			7.8 - 8.2	N/A
* round shield			6.0 - 6.4	N/A
* buckler			4.8 - 5.2	N/A
dwarvish shield			8.6 - ?		* long shield
dwarvish shield			6.8 - 7.0	* round shield
dwarvish buckler		5.8 - 6.2	* buckler
cold shield			?		* long shield
cold shield			? 		* round shield
cold shield			?		* buckler
magic shield			?		* long shield
magic shield			? 		* round shield
magic shield			?		* buckler

The Book of Artifacts

Armour

Artifact:			NPC:			Special Ability:
------------------------------------------------------------------------------------------------------
Armour of Gaius		Dion			Bonus attacks during battle
Armour of Ichor		Zackwell			Wearer can "drain" corpses for healing, lowers alignment
Battle Armour		Effaw			Varying bonus depending on embedded gem
Black Robe		Old Wise Sage		+20 cold and fire resistance, +30 magic resistance
Bracers of Skill		Hopkins			Displays skill progression, enhances skill raising (questionable)
Darkhelm			Zackwell			Lowers alignment
Desert Robe		Drakhiya Guards		+2 fire resistance
Dragon Platemail		Ceranyx			+10 magic and fire resistance
Drute's Bauble		Drute's Tomb		Allows remote emotes
Fishing Hat		Salty John		bonus for fishing (varies)
Flying Shield		Friedrich			Can be ridden for faster travel
Garnet Ring		Kestran			+35 cold resistance, +10 magic resistance
Gauntlet of Tarran		Torran			+40 blocking
Gauzy Veil		Dancing Girl		+5 seduction (female)
Gold Cape		Iannis			+35 magic resistance
Gold Chain		Spider Swamps		Cold, fire, poision, magic resistance (varies)
Golden Amulet		Old Wise Sage		Increases defense when fighting
Harem Pants		Harem Girl		+10 seduction (female)
Helm of Hanza		Dion			Provides extra-large map
Magic Surcoat		Evil Overlord		+20 cold, fire, poison, magic resistance
Medallion of Night		Achrya			+15 cold and fire resistance, +10 magic resistance, lowers alignment
Nightblue Cloak		Astaroth			+2 INT, lowers alignment
Onyx Medallion		Cassandra		Prevents magic use, when in inventory
Pair of Delicate Earrings	Linnhe			Prevents natural disarming
Purple Cloak		Old Shaman		Changes gender from Male to Female and vice-versa
Red Turban		Drakhiya Guards		+5 fire resistance, allows passage past guards in Drakhiya Palace
Reflective Bracers		Boner			+2 CON (when brawling)
Resplendent Robe		Kutusov			-25 trade
Ring of Light		Ariola			Provides light
Spidermedallion		Drow Mage		+2 INT
Spider Silk Cloak		N/A			Defense against theft
Spider Silk Boots		N/A			+10 climbing
Spider Silk Gloves		N/A			+10 climbing
Silver Amulet (Listan)	Old Sage			Protects against red-eyed elf lightning attacks
Silver Amulet (Tantallon)	Magic Shop		Provides truesight, defense against rogue theft
Silver Circlet		Spider Swamps		Cold, fire, poision, magic resistance (varies)
Silver Talisman		Frigere			Increased AC for undead
Shield of Gralain		Gralain			+5 blocking (non-dwarf) or +20 blocking (dwarf)
Shroud of Gustanado	Lucas			Weightless when worn, lowers from perfect protection through battles
Slap Glove		Old One-Eye		+1 STR, +1 DEX (when brawling)
Spiked Collar		Brumal Hound		Bonus random attacks
Spiked Shield		Enormous Spider		Bonus random attacks
Star Armour		Effaw			+5 magic, cold, fire, poison resistance, light source (with all gems)
Strangely-patterened Cloak	Annac			Enhances stealth for rogues
Sturdy Ring		Hawkeye			Bonus melee damage, penalty for defense
Thinking Cap		Master Flame		-1 DEX, +2 INT (mages) or +2 WIS (clerics)
Weird-looking Blue Robe	Murris			+20 magic resistance
Wigwog Skin		Wigwog			+10 fire resistance, +5 magic resistance
------------------------------------------------------------------------------------------------------

Weapons

Artifact:			NPC:			Special Ability:
------------------------------------------------------------------------------------------------------
Andellen's Wrath		Andellen			High level curved blade, bonus against humans
Blackened Staff		Yeti Mage		+1 DEX, -1 CON
Blade of Sethic		Dalmath			Bonus varies depending on active rune (requires green gem dagger)
Blade of Losoth		Drow Mage		Bonus for elves/half-elves and mages
Crosier of Pain		Lich of Patriarch		+2 WIS, -1 STR, CON
Crystal Blade		Astaroth			+2 DEX
Darksword		Old Smith			+20 magic resistance
Destructor		Blor			+1 DEX (dwarves)
Draqisfang		Masrur			Transforms to weapon of highest skill
Elvenheart		Zorgon			+4 STR (elf) or +3 STR (half-elf)
Elven Quarterstaff		Illarin			Bonus vs. orcs, provides light
Gemmed Rondel Dagger	Ghost of Janeissan		+20 alert combat/ambushing, -30 dispossesion, +103 parry, +29 riposte
Glimmer			Alton			Bonus study hours for mages
Malign Pikestaff		Giant Troll		+1 STR (orcs), -1 WIS
Mace of Crushing		Drow Priestess		Bonus for clerics
Mace of Darkness		Venletta			Darkens room
Morning Star		Optio			Bonus versus humans
Onix, Horn of Power	Tole			Healing bonus
Pendragon		Gilbert			Bonus for humans of positive alignment
Rakar, Mattock of the Giants	Auglirmir			Special attack, "ravage" opponent
Rowan Staff		Zhephani			Wind attack, "energize" to charge, "engulf" opponent
Scepter of Fools		Lasker			Cures plague when wielded
Shadowspawn the Stiletto	Red-eyed Elf		+4 STR, +100 alert for rogues
Silver Longbow (unique)	Lelyia			+20 archery
Silver Longsword		Silversmith		Bonus versus undead and elves
Snake Staff		Serpentari Priest		Poison attacks on random hits
Starblade			Ancient Werewolf		+20 magic, cold, fire, poison resistance, light source (all gems), bonus attacks
Sword of Gilian		Dwarven Smith		+1 CON
Sword of Virgis		Ariola			+15 longsword skill for females, +10 poison res, +15 magic res
Wolfblade		Ancient Werewolf		varying bonus depending on embedded gem
------------------------------------------------------------------------------------------------------

Miscellaneous

Artifact:			NPC:			Special Ability:
------------------------------------------------------------------------------------------------------
Evil Eye			Venletta			User can "observe" other players, same as mage spell Scry
Jar of Thick Ointment	Lizard High Priest		Prevents fire damage from heat in Ceranyx's cave
Jar of Thin Ointment	Lizard King		Prevents dropping of weapons in Lizard Swamp
Night Stone		Dancing Black Flame	Can be smashed on the ground to provide darkness
------------------------------------------------------------------------------------------------------

Treasure Hunt Items

Treasure Hunt armour types:

Helmet, helm, gloves, gauntlets, greaves, demigreaves, vambraces, 
demivambraces, leathers, cap, boots, leggings, armour, chainmail, platemail,
shield, buckler, hauberk, collar, gorget, shirt, coif, jacket.

After identification:

Fine (good quality)
Very Fine (exceptional quality)
Elvish (light-weight)
Dwarvish (highest quality)
...of Fire Resistance (+10-20 fire resistance)
...of Warmth (+10-20 cold resistance)
...of Protection (+10-20 magic resistance)
...of Swimming (+10-20 swimming)
...of Climbing (+10-20 climbing)
...of Brilliance (provides light)
...of Stealth (+10-20 stealth)

Treasure hunt weapon types:

Axe, broadsword, sword, rapier, cutlass, sabre, maul, knife,
morningstar, staff, cudgel, mace, dagger, club.

After identification:

Flaming (fire damage)
Frost (cold damage)
Holy (bonus vs. evil)
Unholy (bonus vs. good)
Elvish (lightweight)
Magic (enhanced skill advancement)
...of Undead Slaying (bonus vs. undead)
...of Giant Slaying (bonus vs. giants)
...of Dragon slaying (bonus vs. dragons)
...of the Defender (bonus defense)

Treasure hunt shields types:

Buckler, kite shield, long shield, round shield

After identification:

Elvish (lightweight)
Dwarvish (highest quality)
Magic (magic resistance, not visible in abilities)
Cold (fire resistance, not visible in abilities)
Fire (cold resistance, not visible in abilities)

The Explorer's Guide

Duender: Home of the Eldar


This peaceful elven city is nestled along the most common path
to the forests south of the Lullingstone; the western edge of
Crescent Lake.  It is rumored that over one thousand elves make
their residence here.  Among them is the wise Namril, one of the
first Eldar of ages long ago, and Mithel, keeper of the Library
of Duender.

The city is a quiet, peaceful place to visit, for those with 
elven blood and those without.  A portion of the city is reserved,
however, for members of the Eldar guild, including the only 
eating establishment in town.

--------------
Eldar Elixirs
--------------

One of the most notable figures in Duender is Sithus the Sage.  He
can furnish any adventurer with the following elixirs:

           1. Eldar Healing Elixir           -----  500 gcs 
           2. Eldar Neural Elixir            -----  500 gcs 
           3. Eldar Cold Protection Elixir   -----  500 gcs 
           4. Eldar Fire Protection Elixir   -----  500 gcs 
           5. Eldar Magic Protection Elixir  -----  500 gcs 
           6. Eldar Poison Protection Elixir -----  500 gcs 

While not quite as potent as Shanni's or other magical potions found
elsewhere in the world, the elixirs provide a helpful alternative to
the potions of Nepeth.

--------------
Eldar Tavern
--------------

Available only to the privileged members of the Eldar (and those
clever enough to find another way inside), Lanara the waitress can
prepare the following food and drink:

              Food                             Drink
          Salad   -  20                      Milk  -  15  
          Stew    -  160                     Juice -  55  
          Steak   -  320                     Tea   - 150  

----------------------
Brannon, the Fletcher
----------------------

An old friend of Marika's, he makes his residence in a small hut to
the south of the city gates.  Ask him about Marika and give him one
of her bows as evidence that she is still alive.

He sells fine steel-tipped arrows and cheaper flint-tipped arrows, 
small quivers and bows for a hefty sum, even for elvish quality.

The Elven Crypt of the Vampire


The horrific vampire Zackwell was decapitated, his body and head 
imprisoned in separate tombs to prevent their reunion.  The crypt
lies southwest of Listalia, the entrance hidden beneath a pile of
dead leaves.

This area is small but provides easy access to one of the most
powerful unique armours in the realm.

-------------------
Entering the Crypt
-------------------

Smashing the door produces a fireball, causing minor damage to 
whoever does the smashing.  Istaltec, an undead elf guarding
the crypt, will be hostile toward any race other than elf or 
half-elf.

-------------------
Summoning Zackwell
-------------------

1. Find the skull in the northeastern coffin, by smashing or breaking
   the lock.
2. Find the mirror by searching equipment in the far southeastern room.
3. West of the equipment room, "shine light in eye" using the mirror.
   If there is no moon or sunlight present, the door will not open.
4. Go south into the tomb, smash the coffin and attach skull to body.

-------------------
Fighting Zackwell
-------------------

You should know that Zackwell, being a vampire, has a powerful biting
attack that drains your hps and heals him.  This can reverse the tide
of combat substantially, so be sure to fight him only if are doing 
considerable damage (enough to offset his biting attacks).  

If the door resets while fighting Zackwell, you must "pull arm" to
open the door.

-----------------
Armour of Ichor
-----------------

If you happen to acquire the unique Armour of Ichor from Zackwell, you
will need to embed the blood crystal in order to use the "drain corpse"
function.  In the far northeastern room, "enter grotto" and defeat the
revenant within.  Embed the blood crystal into the armour and it is 
complete.  "Enter crack" to leave the room.

Elinom Scalps

Elinom, the vengeful dwarf, can be found outside of ranger camp in the
far northern woods.  His hatred for giants, trolls, and ogres has
provided a profitable venture for any adventurer's with the ability
to kill them.  He pays you, in gold, for the following scalps:
(sorted according to area)

--=============================================================--
Name:				Location:		Value:

Gayant, a fire giant		Giant Conference	490 coins
Lofo, a frost giant		Giant Conference	525 coins
Horst, a hill giant		Giant Conference	
Ferragus, a stone giant		Giant Conference	525 coins
young frost giant		Giant Conference	350 coins
Ordainer of the Silver Circle	Rune			595 coins
large ogre cook 		Rune 			350 coins
Novice of the Silver Circle	Rune			525 coins
Keeper of the Silver Circle	Rune			560 coins
frost giant jarl		Steading		665 coins
frost giant			Steading		525 coins
frost giant housecarl		Steading		595 coins
frost giant wyrdwoman		Steading		630 coins
frost giant whelp		Steading		305 coins
frost giant brat		Steading		280 coins
frost giant wench		Steading		490 coins
putrid grey troll		West of Tantallon	135 coins
gruesome white troll		West of Tantallon	105 coins
mama troll			Troll Bridge		195 coins
giant troll (lesser)    	Troll Bridge		225 coins
giant troll (greater)		Troll Bridge		240 coins
hill giant			Wandering		490 coins
giant ogre			Wandering		450 coins
big ogre			Wandering		350 coins
ogre				Wandering		250 coins
brown ogre			Treasure Hunts		
blue ogre			Treasure Hunts		
Rold the gem giant		Diamond Monolith	665 coins
Bokwa the fierce		Scythe Camp		255 coins
large ogre			Asyvan's Domain		325 coins
massive stone giant		Flame Pit		665 coins
stone giant			Flame Pit		560 coins

--=============================================================--

Special thanks to Hektor for contributing to this list!

Gabaldon: Home of the Druids

While the druids have not yet produced a sizable population enough to
support an adventuring class, Gabaldon is inhabited entirely by these
nature-loving people.  The village is tucked away in a secluded forest
with no hostile creatures.  The Arch-Druid Linnhe is a powerful magic
user who is joined by two mid-level druids if attacked.

Gabaldon is located deep within the elven forest, south of Duender and
Ilderia, and north of the Sylvanthic woods.

--------------
The Mini-Quest
--------------

If you offer to help Linnhe she will inform you that there are three
artifacts that have gone missing after a recent orc raid.  These items
are crucial for their rituals and need to be recovered:

 - A sacrificial knife
 - A carving of a juniper tree
 - A golden chalice

You can find the knife by searching the hole in a tree by the herbalist
Gwynlyn.  The carving can be found by searching the bushes in the far
southwest corner of the druid forest.  The chalice can be found at the
bottom of the well in the center of the village.

You are rewarded with coins when you return all three items to Linnhe.

-------------
Things to do:
-------------

Curious adventurer's may spend time in the fields just outside of the
village.  It may be possible to harvest certain crops if the rain has
been plentiful.

The History of the Druids are chronicled in a large volume in one of 
the druid's houses.  Reading this work may be enlightening to those 
seeking wisdom.

A most wonderful eating establishment can be found south of the town
center (see below).

---------------
Knead's Arising
---------------

The Knead's Arising Bakery is open from 6 a.m. to 9 p.m. daily.  The
proprietor, Brianna, can be found sleeping in her home (north of the
herb garden) when not working.  The bakery specializes in baked goods
and teas (which can be used to refill wineskins to carry with you).
If you order the tea to drink in the bakery, it does not get you 
drunk.  If you take it with you, it will.

It serves the following items:

Teas:
Peppermint (68 gps)
Camomile   (68 gps)
Blackberry (68 gps)
Rosehip    (68 gps)

Muffins:
Blueberry  (44 gps)
Poppyseed  (44 gps)

Round Loaves of Bread:
Wholewheat (100 gps)
Honey      (100 gps)
Multigrain (100 gps)
Honey and Cinnamon (100 gps)
Herb       (100 gps)

Sandwiches:

Vegetable sandwich (76 gps)

--------------
Known Bugs:
--------------

- If you order tea from Knead's Arising it does not make you drunk.
  If you refill your wineskin with the same tea, it does make you drunk.


--------------
Other Notes:
--------------

- The two druid farmers in the fields are stackable low-level kills.

The Haunted Ship

The Haunted Ship

On the northeastern coastline, near Hobbitat, lies a wrecked ship
covered in dead plants. On the side of the ship there is a large hole
which you can enter, at your own risk.

This area is arguably the most benefical area to lower-level 
adventurers.

-----------
Once Inside
-----------

After you have managed to make your way through the large hole
in the side of the ship, you will find yourself in what appears
to have once been a kitchen. However, whatever it was that left
the hole in the side of the ship demolished everything in this room.
Ship rats seem to be abundant in the kitchen, as well as in the 
Storage room just north of the kitchen. Separated from the kitchen 
by a closed door, nothing but junk can be found in the storage room. 
Upon close examination of these rats you will notice they are far 
from ordinary.

South of the kitchen is a small cabin where the Cook used to live.
However, now it is occupied by a zombie! That is right, the undead
now run this haunted ship. Many of the undead creatures in the
ship will have weapons and some even armour, to help you make a 
good fetch of coins during your haunted adventure. The cooks cabin
has an exit to the east which just reconnects to the main passage
of the ship.

East of the kitchen you'll find access to two doors, one to the 
north and another to the east. You also have the option to follow
the passage on to the south. The northern door leads you into
a room that you can only guess, from the smashed bunks, once housed
many sailors. Now it is home to two skeletons, and a threatening 
spirits. If these are your first adventures beware, the spirit
is one of the tougher undead found on the ship. 

If you go through the eastern door you will find yourself in 
another bunk room for sailors, though this one is still more intact.
Two zombies and a skeleton still call this room their dwelling, if
undead can be said to have homes.

Following the passage to the south you find yourself at a sort of 
crossroads. To the west leads you back to the Cook's former 
quarters, the east to a set of upward-leading stairs, and the 
south leads to a set of downward-leading stairs. If you choose to go
downstairs, be ready for rats abound. 

Following the stairs down you find yourself in the area known
as the 'hold'. Ships commonly use holds as a storage area.
However, all you find here are rats. Following the hold north
leads to only some more zombies. 

If you head back to the crossroads of the ship, and go east, you'll
find yourself climbing stairs to the 2nd level of the ship. Once you
reach the next level you can immediately see a cabin to your west.
This is the first mate's cabin, or was when he was alive. Now only
another spirit awaits you here. One thing can be said for the first mate,
he kept a clean room by comparison to the rest of the crew.

Here you can either follow the staircase up further onto the deck
of the ship, or follow the passage north away from the stairs.
North of the staircase is leads you to two doors. However, before
you explore what lies behind these doors, notice that this portion
of the ship seems to be of 'better' quality than the rest.

The door to the north leads to a small cabin. This cabin is special
for a few reasons. The undead seem to shy from it, as if evil is
forbidden from this one room. In addition, you find yourself healing
and regaining stamina faster when you are in it.

The door to the west, however, is not another comfy room. Instead 
it leads to the Captain's cabin. This room holds hidden secrets
for the observant adventurer. Because all pirates hide their gold.
You notice a padded door leading north out of the Captain's cabin.
Beware because behind this door you will be attacked on sight.
The Captain himself occupies this room, or at least his Ghost does.
In addition a skeleton and spirit fight beside him. A tough fight
indeed. However, if you manage to send the evil ghost back to hell
you can search his private room. Pay special attention to the details,
try and find his journal. 

Backtracking to the stairs you can now follow them upwards onto the
deck of the ship. The ship's desk runs north and south and a final
few undead remain on deck, as well as those pesky rats. You'll find
no secrets here.

-------------
Things to do:
-------------

- Find the Captain's Journal
- Find the Hidden Treaure
- Use the Healing Room
- Rid the Ship of all the Undead
- Exchange your treasure at a bank for gold coins.

Hopkins Garden

Northeast of Neville lives an eccentric mage known as Hopkins. He
has surrounded himself with an elaborate menagerie of strange
plants and animals of his own creation, the likes of which cannot
be found elsewhere in the land.

He is also known for turning people into frogs...

---------------
The Mini-Quest
---------------

Along Snag Creek (just northwest of Tantallon) can be found a 
cute little frog.  When you speak to the frog, you discover that
it was once a beautiful princess, cursed by Hopkins and turned
into a frog.  She pleads for help in releasing her from the frog
curse.

First, talk to Hopkins about the frog, and say "potion".  He will
provide you with a list of ingredients to find for him.
Unfortunately, his memory is failing in his old age, so his 
instructions are not entirely accurate:

 ______       _____    ________    _     _____
/      \_____/     \__/        \__/ \___/     \
|                                              \__
|   A first class beer from the Scythe camp       \
|   Some pea soup from the town of Dalair          \_
|   A carnation from Neville                     |
|   A guide to Hobbitat                              |
\   Some hay from the city of Nepeth                 \
 |  A pretzel from the bar in Arcadia                 \
 |  An orc newspaper from Balan                       |
/   A bag of bachzran spice from the goblins in Ravel |
|                                                    /
\___________________________________________________/

The true locations for the ingredients are as follows:

1. First class bear from Balan
2. Pea soup from Ravel
3. Carnation from Nepeth
4. Guide to Hobbitat from Hobbitat (a shop in the tunnels)
5. Some hay from Arcadia
6. A pretzel from Neville (Crossed Swords Bar)
7. An orc newspaper from Dalair
8. Bag of Bachzran spice from Scythe Camp (on Kzoaki)

Once you have gathered up the necessary ingredients, return
to Hopkins and give him the list.  He will proceed to "use"
the ingredients and then hand you an empty bottle.  Go to 
the water pump (north and east from his room) and fill the
bottle with water.  Return it to Hopkins and he will provide
you with the potion.

Give the potion to the frog and (disappointedly) return the
crown to Hopkins, and he will gift you with a most precious
magical item.

Note: This potion may also be used to cure the frog curse
on players.

-------------
Things to do
-------------

In the northwest area of Hopkins garden can be found a pond.
Here, you can "get clay" and work on your pottery ability. 
Also, you can find a hollow reed and breathe under the water
here.

Other enjoyable activities in the garden:

- Pick gems and cheese from the various trees 
- Help the bunnyspid solve it's hunger problem
- Pick various vegetables and try to eat them

Manspider Caves: The Gateway to Down Below


The vast underground world of "Down Below" is home to many
strange, dark-dwelling creatures, including the Manspiders
and the Drowgar.  Sharing an interesting past, both of these
unfortunate creatures can be found dwelling within the dark
caverns south of Sydryth.  These caverns twist and wind deep
into the surface with a small cave-in separating the overworld
from the underworld of "Down Below".

These caves are home to Venletta and her minions, a vile 
priestess commanding immense power.  Recently, she has
discovered the secrets of the drowgar school of magic by
recovering a lost tome of knowledge.  This tome now rests west
of Venletta's chambers.

-------------------
Entering the caves
-------------------

Southeast of Sydryth lies the entrance to the cave.  When you
are standing before a mighty cleft, you must first 'enter cleft',
and then 'enter hole'.  You will fall deep into cave and land
safely below on a spiderweb walkway (perhaps with minor bumps and
bruises).

-------------------
Exitting the caves
-------------------

Up twice from the manspider child, "push rock" and you will slide
to freedom back to the entrance of the caves.

--------------------------------------------
Reaching the Tome of Magic without fighting
--------------------------------------------

Observant explorer's can reach the Drowgar tome of magic, and
Venletta herself, without fighting.

1. Go to the southwestern-most room on the spiderweb walkway.
2. Jump down, and enter crack.
3. Say "train" to Tarellis, the Drowgar.
4. Return back through the crack, and "climb handholds".
5. Follow the cave northeast, east, past the spider, and further
   down.
6. Go all east to the spider trainer, then south.  Search the
   eggshells to find an unhatched egg.
7. Take the egg north, west, and south.
8. At the acolyte, pull curtain and continue south.
9. Say 'spy' to the sentry, and proceed west.
10. Give the egg to Shettal, and proceed west.

You are now in Venletta's chamber.  You can continue west to the
Tome of Magic or choose to fight Venletta.

------------------
Fighting Venletta
------------------

As Venletta uses a leather bola to fight, it is advisable to set
an alias to stand or have a fighter disarm her when she wields it.
She is a powerful foe and has the ability to poison you.  Once
killed, 'search shelf' to find a fragile sphere (ability to scry
one time) or the Evil Eye (ability to scry with unlimited uses).
She may wield the Mace of Darkness (unique) that darkens the room
when wielded.

-------------
Things to do
-------------

- Ask the manspider historian about the history of the Drow, 
  Drowgar, the Manspiders, Losoth, and Down Below.  
- If you enjoy self-inflicted pain, have a seat on the throne 
  in the Drowgar Leader's room.  You will become extremely 
  poisoned.
- Find the yellow root in Shettal's room and chew on it.  Over
  time, it will cure minor poison.
- Examine the cave-in rooms for clues on the entrance to Down
  Below.
- Jump down from the web walkway in various other places.  You
  can find a pet spider (don't forget to feed it!) and a trampoleen.

Neville: The Northeast Village

Once a small village, Neville has now become a bustling marketplace
for the adventurous traveller. Located to the northeast of Tantallon,
and east of Nepeth, it is rather easy to find. Probably best known for 
their fine tobacco dealer, Puffy, Neville has a wide variety of services 
available to fit your needs. 

In addition to the business district of Neville, it also houses two of 
the lands most interesting groups. The first of which is the religious
group known as the Monks of Antana. The monks are a peaceful people
who reside in a temple in the northern portion of Neville. On the 
eastern side of the village you can find the fabled Society of Killers.
While the very name strikes fear into the hearts of residents, very little
is known of the Society due to their reticent nature.

--------------------
Puffy's Tobacco Shop
--------------------

Listed by the Tourism Council as the hottest spot in Neville, Puffy's 
Tobacco Shop is there to pamper your pipeweed addictions. However, he
only keeps a limited stock of his items, so come early!

     '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'
     |              --==Puffy's Smoking Emporium==--             |
     |===========================================================|
     | Item               Description                     Cost   |
     | ====               ===========                     ====   |
     | Pipeweed (5 bowls per packet):                            |
     | * Hobbitat Gold    The finest available.            650   |
     | * Arcadian Red     Hand-raised with care.           300   |
     | * Neville Blend    Locally grown.                   175   |
     | Cigars (5 per box):                                       |
     | * Royal Select     Smoked by the King himself!      500   |
     | * Bishop's Seal    Blessed by local monks!          325   |
     | * Neville Choice   Locally aged and hand-rolled.    175   |
     | Pipes:                                                    |
     | * Hobbitat-made    Stylishly carved from                  |
     |                    imported mahogany!              1000   |
     | * Ranger-made      Hand-carved and sturdy.          300   |
     '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~'


-----------
Ancient Inn
-----------

While many travellers prefer the quick stop of the Eastroad Inn near 
Tantallon, the Ancient Inn offers a more homelike feeling. At the cost
of 50 gold coins per night you will receive a room that you can decorate
to your liking, and you don't have to worry about privacy. All of the rooms
have been designed with VERY thick walls.

Also, you can use "echo" commands in these rooms, which allow you to truly
control the environment that you are in.

----------------
Oterim, The Sage
----------------

Just cattycorner from the Ancient Inn you will find a small one-room house
occupied by a man by the name of Oterim. Oterim is up there in years, yet he
still offers his services as a weaponmaster for a meager price. For a mere 
200 gold coins he will check your weapon to see if it is well suited to you. 
However, his eyes are old and sometimes he may not be the most helpful.

------------------
Constable Picckard
------------------

Maintaning law and order in Neville falls upon the shoulders of Constable
Picckard. Often fawned upon by the women of Neville for his ruggid good looks,
he runs Neville in a swift and efficient manner. Currently he is offering
rewards for the capture/death of certain criminals known to frequent Neville.
You can make extra gold by helping to end the reign of terror.

    +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+
    |                 -=> * WANTED * <=-                 |
    |                                                    |
    +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+
    |                                                    |
    |   Snivvel       for treason                        |
    |   Slinky        for stealing jewelry               |
    |   Belob         for performing illegal magic       |
    |   Hork          for inciting bar brawls            |
    |   Fenton        for mugging an old lady            |
    |   Agrajag       for killing a famous mage          |
    |   Vargas        for assault                        |
    |                                                    |
    +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+

------------------
Society of Killers
------------------

On the east end of the village there is a dark room where you will find a wiry man
by the name of Sliver. He is bad news, but can help you to join the Society of Killers.
Otherwise known as the SK, the Society allows players who join to kill each other in
open combat without fear of retribution by law.

-------------
The Old Smith
-------------

There may be more than meets the eye with the Old Smith of Neville. You'll find 
him in a small dirty Smithy on the north side of the village. He often sells
weapons to help you begin your adventures, but he can also make weapons if you
can bring him the design and materials.

----------------
The Town Butcher
----------------

The butchershop in Neville has rumors milling around constantly about the 
ingredients used to make their sausages. However, it still remains one of 
the high points of the Neville economy. The butcher is a burly man who
looks like he might have seen a few battles, bearing the mark of the Scythe. A 
small sign hangs over the butcher's counter.

+--------------------------+
|                          |
|     Buy our sausages     |
|    Only 80 coins each    |
|                          |
|   Sell us your corpses   |
| Good money for good meat |
|                          |
+--------------------------+

-------
Tannery
-------

Every good adventurer knows that equipment is a must for any quest or
adventure, and the Neville Tannery can help you there. They specialize
in a wide assortment of leather products. 

+-----------------------------+
|                             |
|   Leather goods sold here   |
|                             |
| cuirbouilli leather.....700 |
| suede leather gloves....200 |
| suede leather boots.....200 |
| leather overalls........120 |
| small leather sack.......70 |
|                             |
|      We also buy pelts      |
|                             |
+-----------------------------+

-----------
Silversmith
-----------

Next door to the tanner you can find the local Silversmith. The Smith is a
kind old man who specializes in anything silver. Take a moment and check out
your reflection in his full length silver mirror.

+-------------------------------+
|                               |
| Your silver needs served here |
|                               |
| a silver longsword.......1250 |
| a silver knife............650 |
| a silver bangle...........250 |
| a silver ring.............200 |
|                               |
|   We also buy silver items    |
|                               |
+-------------------------------+

It is rumored that his silver items are especially effective against magical and
undead creatures.

------------------
Crossed Swords Bar
------------------

Nothing better at the end of a long day of adventuring than sitting back
with friends and having a nice drink. The Cross Swords Bar isn't like 
some of the other drinking establishments with their wimpy drinks, for
here they are known for their whiskey. 

+--------------------+
|                    |
| THE CROSSED SWORDS |
|        MENU        |
|                    |
|   lager.......15   |
|   ale.........70   |
|   stout......120   |
|   whiskey....260   |
|   pretzel.....30   |
|                    |
+--------------------+

There are a few things you should know about the establishment before you 
venture inside. Often times there will be a dark stranger present in the bar,
but don't be afraid, he is there to sell maps to treasurs galore. It might be
to your benefit to purchase one of these maps. There is also a backroom to 
the bar, but it is not for the weak of heart. However, if you need to unload
some stolen goods then it is the place to go. He also sells a few select items,
such as tools for disarming traps and shivs. 

----------------
Temple of Antana
----------------

In the north of the village lies the Temple of Antana; a magnificent structure
to behold.  The monks of Antana live in this temple, some say they never leave.
Here, a tired adventurer may meditate to regain stamina (at a cost) at the
waterfall.  Ishmial the monk can be found in the gardens outside of the temple
proper; he provides healing salves, monks robes, and healing herbs to monks with
sufficient mana.

Confessionals are held every few hours; everyone is welcome to confess their sins,
however only monks of Antana will benefit from the mana.

By entering the waterwall, you are presented with the entrance to the guild hall
of the Monks of Antana.  Johan and Arenson guard the entrance and are quite 
powerful foes, should they be challenged.  They are known to heal each other in
combat.

At the entrance, you can read the list of every monk ever entered into the guild.

Once inside, there are storage rooms for monks to the north and down.  At the
top of the temple is a large telescope which can be used by monks to "observe" 
players who are outdoors.  Also, there is a wineseller and donation clerk who will
accept donated coins for mana, and who provides trash bags for gathering mana.

Monks can communicate with the high priest (to determine confessional times) and
the guild storage guards to get a remote list of eq in the guild storage.  This can
be achieved using the "lineto" command.

-----------------------
OTHER THINGS TO EXPLORE
-----------------------

- If puffy is ever not around, find a way to get the pipe from his display.
- Help the old man to walk again. (quest)
- Design your own room at the Ancient Inn.
- Join the SK, but be careful.
- Examine the waterfall in the Monk Temple.

Pearl Diving

-------------
Pearl Diving
-------------

Northeast of the Wayfarer's Rest lies a sandy beach, and off it's 
shores is one of the most prosperous oyster colonies on the
continent.  This small area is great for gathering oysters which
provide a tasty treat as well as abundant pearls which can be sold
for profit.  The somewhat rare black pearls are highly valued, and
often more than one can be found per trip.

-----------------
Gathering Oysters
-----------------

First, swim east into the ocean and go down to the sandy floor.
Here, you must simply "search" to uncover the oysters.  When you
have gathered all you can carry, go back up to the surface and
quickly swim west (or else you may sink back down to the bottom).
Remember that there are several spots to search, and each one
may contain oysters.  Also remember to bring light, as it is
dark in the depths of the ocean.

The only hostile creature in this area is a black shark, which
can be difficult to fight while moving through the depths.  If
you encounter it, you can easily move away and continue searching,
swim up and back to shore, or fight it.

Remember that drinking liquids while underwater can prove harmful.
Use "quaff potion" instead of "drink potion" to save yourself some
time, and hitpoints.

-----------------
Obtaining Pearls
-----------------

With oysters in hand, you can simply open them and 'eat muscle'.
Once it is eaten, look at the oyster and you will see if there 
is a pearl inside.  If there is, take pearl from oyster.  If
not, sell the empty shell and continue.  A handy place to sell 
your treasure is just southwest at the Wayfarer's Rest.

A standard pearl sells for about 100 coins, the large black pearl
sells for about 300 coins.  Empty oysters sell for 1 coin.

Sadris: Village of the Plague

Heed the warning signs; if you venture into Sadris you are
likely to contract the plague.  The once-magnificent town has
decayed into an overgrown, rotting cesspool of filth and disease
with few inhabitants.  Any explorer should exercise caution when
travelling here.
                    _________________________
                   |                         |
                   |    THIS VILLAGE HAS     |
                   <                         >
                   |    BEEN QUARANTINED     |
                   |_________________________|

"Bring out yer dead!"

--------------
Things to do
--------------

The cause of the plague is mysterious - the primary purpose of 
exploring here should be to determine the cause of the deadly
disease.  The well in the center of town is of significance, as
it is the primary source of drinking water for the people.  You
must go to the source, beneath the town, to determine the cause.

Pass the drunken dwarf in the north side of town - he can only be
passed by killing him.  Once dead, continue north and enter the 
pond.  Here, dive down and search the mud,  You will find a hatch;
pull the hatch and you will be sucked into a cavern below.  Be
sure to have a light source with you.

Following the cavern south, you will find a malicious necromancer.
Kill her (Nidas), and continue south through the door.  Searching 
this room will reveal a hidden door to the east; following this 
door, you will find yourself at the bottom of the well.  Examine
everything and you will find the source of the plague.

Further south, break the lock on the cabinets and find the papers
within.  They identify a fool, Lasker, who is responsible for the
plague in his maddened state.  With papers in hand, travel west and
push the depression.  You will be attacked by Lasker, angered by 
your curiosity.

------------------
Curing the Plague
------------------

There are three ways to cure the plague:

1. Wait it out (this may take more than one day)
2. A cleric can cure the plague with the 'heal' prayer
3. By wielding the Scepter of Fools, a unique staff held by Lasker

------------------
Killing Lasker
------------------

If you have the papers in-hand, Lasker will be hostile toward you.
After killing him, you can keep the papers with you and return to
kill him again.  This can prove useful if you need the Scepter of 
Fools to reset and don't want to risk contracting the plague.

Sydryth: Home of the Friendly Tree Sprites

High atop the trees north of the Shantih lies a village of
happy, albeit slightly troubled, tree sprites.  These small 
creatures bide their time defending against goblins and
cultivating their world-famous crop: mint leaves.

The village consists of several small huts amongst the treetops,
connected by a network of small wooden rope bridges.  

-----------------------
Gathering mint leaves:
-----------------------

On the eastern side of the village, hidden behind a wall of leaves,
can be found a supply of mint sprigs.  The powerful aroma of the 
mint is strong enough to put anyone to sleep, so you may want to 
make a few trips to the treetops containing the sprigs.  If you
happen to fall asleep, don't panic... remember that the sprites
are friendly creatures.

You can sell the mint leaves to the Candy Shoppe for a small profit,
which also allows you to buy more candy (see below).

---------------------
Sydryth Candy Shoppe
---------------------

A day of exploration in Sydryth is not complete without sampling 
the famous mint candy of the sprites.  The following items can be
purchased from the candy shop:

     After dinner mint     15 gold coins.
     Mint shake            35 gold coins.
     Licorice              50 gold coins.
     Chocolate bar         80 gold coins.
     Lollipop              100 gold coins.
     Pack of Gum           150 gold coins.

-----------
Poison Ivy
-----------

With the pleasantries of the forest comes the inconvenience of a
most itchy encounter -- poison ivy.  If you happen to stumble into
a patch of poison ivy while exploring, gather up some red mushrooms
from the forest floor and take them to the village elder.  She will
produce an immediate curing potion!

-------------------
Other things to do:
-------------------

- Complete the quest!  Type 'list' at your class hall for details.
- Below the village can be found a mighty tree.  If you have a sharp
  instrument, such as a knife, you can carve a message into the tree
  to be read by others.  This is a popular activity among young, 
  enamored lovers.

The Wayfarer's Rest

The Wayfarer's Rest is a remote inn located north of the southern swamps.
Here, adventurer's can rent a room to heal, purchase food and drink, and
sell their wares.  The establishment is run by Hester and offers fair
prices for both buying and selling.  The location is safe from wandering
monsters thereby providing a relaxing sanctuary to heal, and a campfire
for cooking or incinerating.

Ask about the disappearances in the swamps and the lizardman village.


+--------------------------------------+
|                                      |
|         THE WAYFARER'S REST          |
|                                      |
| some bread and butter.............21 |
| a piece of berry pie..............40 |
| a cup of seafood gumbo............67 |
| a slab of roast boar.............100 |
|                                      |
| a barley beer.....................10 |
| a sour mash.......................30 |
| a berry wine......................80 |
| a swamp devil....................150 |
|                                      |
| a travel ration...................50 |
| a jug of moonshine................90 |
|                                      |
| rent a room...................varies |
|                                      |
+--------------------------------------+

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