The Ophidian Order Mirror
From Ancient Anguish Mud Wiki - AAwiki
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.
Contents
- 1 Apothecary's Handbook
- 2 Ancient Anguish Beastiary
- 3 The Book of Armaments
- 4 The Book of Artifacts
- 5 The Explorer's Guide
- 5.1 Duender: Home of the Eldar
- 5.2 The Elven Crypt of the Vampire
- 5.3 Elinom Scalps
- 5.4 Gabaldon: Home of the Druids
- 5.5 The Haunted Ship
- 5.6 Hopkins Garden
- 5.7 Manspider Caves: The Gateway to Down Below
- 5.8 Neville: The Northeast Village
- 5.9 Pearl Diving
- 5.10 Sadris: Village of the Plague
- 5.11 Sydryth: Home of the Friendly Tree Sprites
- 5.12 The Wayfarer's Rest
- 6 List of Contributors
- 7 Projects under Development
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 ------------------- Southwest 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 | | | +--------------------------------------+
List of Contributors
-==- List of Contributors to the Ophidian Order -==- Constantine Mattock Tempest Hektor Gromlakh Percival Eristam
Projects under Development
Charky's pots
Grey label, "Disease" in black letters, clear liquid: Makes you "terribly ill". You can't do much without getting tired and falling down. Highly annoying, and the falling down puts you in serious danger if you enter combat. Avoid like the plague. Red label, "Armsmaster" written in black letters, clear liquid: "The liquid sparkles as it goes down. You feel strange but good. You look quickly around." Battle messages made me think it made me a bit more accurate in battle, but I did not notice a change in stats/skills/etc. Good one. Blue label, "regeneration" written in black letters, clear liquid (I sense a pattern...). Gives a 3/3 heal every 20 seconds. Excellent pot. Green label, "Poison" written in black letters, clear liquid. "You feel a pain as if something stings inside your stomach." Took me from "unpoisoned" to "Very poisoned." Avoid like the plague. Yellow label, "Berserker" written in black letters, clear liquid. Seemed to have a haste effect. Excellent pot. White label, "Meditation" written in black letters, clear liquid. "The liquid sparkles as it goes down. You feel strange but good. You frown." Later got "you feel cleansed" messages. Purge effect? Good, not great. If you are not a character of high int/wis (or possibly not also a maxxed human), you cannot read the label. You can only identify the color of the label and see that "something" is written in an ancient language.
The Ultimate Collection of IDs
--- Academy A ring of elder This ring belongs to an elder in an academy far in the northern regions of Anguish. --- Brunswik A pack of dromedary The pipeweed comes from a remote part of the world. --- Drakhiya A canvas pack A pack purchased in the city of Drakhiya. A great bow A powerful bow used by archers in the guard of the Caliph of Drakhiya. A quiver You sense this quiver was made by Guard. --- Drowgar The Evil Eye You sense that this sphere can be used to observe others. A leathery eggshell You sense that this is the eggshell of a type of spider that lives underground, south of Lullingstone River. A yellow root Chewing this root might cure some poisons! --- Ebon Manor A silver chainmail You see a horribly wounded young man in a desolate yard. His chainmail looks quite familiar. --- Fairy Circle A goose quill This quill is used for writing. A piece of paper This paper gives the impression of writing. --- Glassblower's Workshop A glass blower's pipe You sense that this tool was originally forged somewhere near Drakhiya. A pale pink tunic The robe was made for a woman who wanted to cover up. A pair of green leggings The leggings were made somewhere in the south of Anguish. A well-used leather apron You detect faint traces of glass on the apron. --- Hobbitat Some banded mail greaves of blade turning This is a banded mail greaves of blade turning. It provides protection from slashing weapons. --- Ilderia A suit of radiant armour The armour flares up with brilliant light, almost blinding you! As the brilliance dies down you learn that this is a strong armour that has been fashioned from light itself. You have heard rumours about a race that could control light and colour through song, possibly this armour will respond to singing. --- Knight's Retreat A balanced warhammer This warhammer was crafted by a skilled blacksmith. A barbut It is dark. You can hear the muffled sounds of battle and the scent of sweat and blood reaches your nose. Suddenly, there is a deafening 'CLANG!' that sets off a ringing in your ears. A blackened gladius You sense that this weapon is more effective when wielded in the off-hand by a warrior skilled in fighting with two weapons. A brigandine plate You sense that this fine piece of armour will become more effective when worn whilst killing orcs. A fancy shield This shield was commissioned by a man of the nobility who never knew that it is particularly effective when used by a paladin. An iron-shod staff You learn that this weapon is magically enchanted and has a small chance of paralyzing the wielder's opponent. A military shortsword You see a pile of swords that look almost identical to this sword and hear the sounds of many blacksmiths at work. Some old leather gloves You see a Knight delivering a gloveslap to an orc. A pair of studded leather boots These boots were commissioned, and given to Fad, by an unnamed noble knight. A plated full arm You sense the years of experience and tremendous skill of the blacksmith that created this arm. A rumpled towel You see someone drying themself off in a steam-filled room. A small glass vial of destruction When the liquid in this vial is poured on a weapon, said weapon then does a little more damage than it should. A small glass vial of paralysis When the liquid in this vial is poured on a bladed weapon, said weapon then has a small chance of paralyzing the wielder's opponent. A standard chainmail You sense that this chainmail was created by Hanness, the smith, in Nepeth. A standard heater You see a pile of shields almost identical to this heater. --- Listan (Listalia) An ancient scroll This is an ancient 'remove curse' scroll. You sense that it is very important and significant. It can only be used by a very powerful priestess. A bubbly brown potion This potion is designed to awaken people under a spell. An elvish bow You sense that the wood to make this bow came from the elven forests. A glowing ankh You detect a powerful aura around this symbol. Its glowing runes are possibly divine in origin. A jar of bat wings The jar is not magical, though it could be used for magical potions. A shiny pearl The pearl glows softly. You can sense it would contain magic quite well, and thus might be used for a potion. --- Nepeth A dark red potion This potion will restore a lot of spellpower. A long staff This staff once belonged to a powerful spellcaster. A quarterstaff This quarterstaff once belonged to a citizen of Nepeth. --- Neville Some cuirbouilli leather armour You sense that the leather of this armour has been boiled to make it particularly tough. --- Numerologist Hut A long skirt This skirt was probably owned by someone deeply interested in numbers. A pair of silver-rimmed spectacles These spectacles were once worn by a former mage. A thin blouse This blouse was owned by someone who loved knowledge. --- Ravel A neutral mask The mask seems to be a tool for those who would prefer to remain unseen. A portion of gremlin food The gremlin food, although the most disgusting looking thing you have ever laid eyes on, seems to be quite beneficial if eaten. It seems to lower your resistance to magical healing. Some powder of sympathy [blue] This powder takes health from its owner and transfers it to whoever the owner sprinkles it on. --- Spider Swamps A gold chain This belt was designed to protect its wearer from various minor magics. A silver circlet This is a powerful elvish artifact. Magic seems to flow from it in pulsing waves. From what little you can tell, it will help protect the wearer from fire, cold, magic, and poison. A silver runed chest The runes on the chest are part of an enchantment that protects it from damage and age. A silver runed key Something in the key resists your spell. A tiny lantern This lantern is magical. It will never need fuel to burn. A yellow mushroom This mushroom can neutralize poison, if you eat it. --- Star Caverns The Starblade sapphire When you insert the Starblade sapphire into the Starblade, it will endow the warrior with enhanced cold resistance and makes the sword stronger. The Starblade topaz When the Starblade topaz is inserted into the Starblade, it will endow the warrior with enhanced magic resistance and makes the sword stronger. --- Sylvanthic Woods A radiant shortsword This shortsword was crafted by an expert weaponsmith. A silver longbow You sense that this is a very ancient longbow. --- Tantallon A flyer This flyer was printed in a small shop in Nepeth. Some medicinals You sense that ingredients for these medicinals were collected in a glade hidden somewhere in the elven forest south of Tantallon. A wooden folding chair (unfolded). This chair was painstakingly crafted by a master artisan. --- Treasure Hunts a gleaming dagger This dagger was once in the possession of a skilled rogue, and was used by him in many nefarious deeds. --- Wyndom Battlefield A black knife This knife once rested in a hidden sheath on the leg of an evil warlord's servant. --- Not Area Specific A portrait of <player name> The paper was taken from trees in the southern elven forest. A red spellbook This is a magical spellbook, used as a focus for storing and casting spells. ---- Wayfarer's Rest A travel ration The travel ration was packed by a lady half-elf innkeeper.
Players Guide to Treasure Hunting:
Each treasure hunt is made up of an outer chamber and an inner chamber; the description of each room varies depending on the type of treasure hunt area. The alignment of the player reading the treasure map determines the type of treasure hunt (see table below). In addition to the base description for each room, there is a random description added to the inner chamber and usually the outer chamber. The random description contains the object that is searchable for finding the treasure in the inner chamber. Positive Alignment: Glade Grove Shrine Temple Negative Alignment: Mine Cave Crypt Tomb --- GLADE Outer chamber: You are on a faint path through a small forest. Ancient, vine-covered trees line the path on both sides. The path continues towards a small glade. Inner chamber: You are in a small clearing in the woods, ringed by age-old trees. There is a sense of enchantment in the air. Random descriptions: A jagged crevice runs along the ground. Some old bones are piled to one side. --- GROVE Outer chamber: You are on a faint path leading through a stand of tall trees. The path continues on towards a hidden grove. Inner chamber: You find yourself in a small round clearing in the trees, carpeted by soft green grass. The place seems somehow holy. Random descriptions: Some small stones are piled off to one side. Tall grass grows everywhere here. Some old bones are piled to one side. Brambles grow about the base of the trees. Some small berry bushes grow nearby. A pile of leaves is nearby. A pretty dryad. (no eq, coins) The dryad has flawless green skin and is clad in garments seemingly made out of leaves. Her dark green hair is pinned up about her head, and her hazel eyes blink prettily at you. Special Attack: Charm A walking tree. (no eq, coins) It's a stately old oak. But it seems to be walking around! A wood nymph. (eq, coins) The wood nymph has the shapely form of a beautiful woman, clad in flowing white robes. Her long blond hair is adorned with blossoms and forest leaves, and her eyes twinkle with merriment and mischief. Special Attack: Charm A shining unicorn. (no eq, coins) It's a grey-white equine with a shining golden horn. A satyr. (eq, coins) It's a handsome satyr, with the upper body of a man and the lower parts of a goat. Horns spring from his head. Special Attack: Charm --- CRYPT --- TOMB Outer chamber: You are just within the entrance of an old tomb. Dim light filters in from outside. You can make out an entrance to an inner chamber. Inner chamber: You are deep within a subterranean tomb. Strange hieroglyphics are etched upon the marble walls. Random descriptions: There is some trash piled in one corner. Some old ashes are scattered around. Some old straw is piled in one corner. A giant bat. (no eq, no coins) It's a huge bat with a three foot wingspan. It glares at you savagely and bares deadly fangs. A skeletal warrior. (eq, coins) It's the bone-white skeleton of an ancient warrior chief, still clad in the corroded armour of a long-dead age. It moves purposefully, restless even in death due to some ancient curse. --- CAVE --- MINE --- TEMPLE --- SHRINE Outer chamber: You are at the entrance to a shrine. Stone idols depict the gods of good. You can make out an entrance to an inner chamber. Inner chamber: You are within the inner sanctum of a hidden shrine. Random descriptions: Holy writings are engraved upon the marble walls. Scripted runes are carved upon the marble walls. A huge idol covered in beaten gold is sitting here. Brocade hangings cover one wall. A thick tapestry covers one wall. A statue of a woman warrior. (no eq, no coins) It's a marble sculpture of a tall, statuesque woman in flowing robes, bearing a sword. The statue is standing as if guarding something. An archpriest. (eq, coins) The archpriest is garbed in ostentatious-looking gold and white robes and mitre. He is the high representative of the gods of good. A holy priest. (eq, coins) The priest is a man in white robes, a follower of the gods of good. Containers housing treasure: a bronze coffer a steel chest a bronze chest a wooden coffer a bronze strongbox a wooden strongbox Items acquired in thunts: Weapons a gleaming dagger a javelin a peculiar long knife a strange long knife a peculiar morningstar a strange morningstar a peculiar broadsword a strange broadsword a peculiar scimitar a strange scimitar a peculiar leaf sword a strange leaf sword a peculiar dagger a strange dagger Armour a crude golden crown a crude brass circlet a plain brass anklet a jeweled choker a mummy wrapping Other a small trinket a rough bauble a bauble a treasure map a wanderer's map a sorcerer's map a bottle of fine brandy a bottle of honey mead a fine moonstone coins a greenleaf a rolled greenleaf a black pearl a cloudy mirror a small rose quartz a yellow sign a murky blue potion a dark blue potion a green potion a yellow potion a magenta potion a dark red potion a vial of unholy water a phial of whiteleaf essence a rough smoky quartz a pocket map a rough amethyst a fine black pearl a poor lockpick a bottle of aged wine a huge jacinth