Try to go solo =)
posted by Duvel
2000-11-30 11:11:38
<- Back Down to comments Down to last comment
Yawn =( w priest does let stupid hardons in without doing shit=P
o>Entrance to the Dark Chapel
Exits: West.

o>Look n
You see something strange.

o>
Voltron tells you 'pout :P'

o>Open harrow
Ok.

o>Exit
North - The glare of the sun burns your eyes.
West  - The Dark Hall

o>
Saving Duvel.

o>Time
According to the Dúnadan calendar, it is:
8am on Monday, the 24th of Blotmath, Year 2854 of the Third Age.
The present Tan Istar, Lord of the Istari Council is Balvan.
Real time is Thu Nov 30 10:07:50 2000 GMT.
Last reboot due to a crash at Tue Nov 28 14:24:26 2000 GMT

o>Close harrow
Ok.

o>Time
According to the Dúnadan calendar, it is:
8am on Monday, the 24th of Blotmath, Year 2854 of the Third Age.
The present Tan Istar, Lord of the Istari Council is Balvan.
Real time is Thu Nov 30 10:07:52 2000 GMT.
Last reboot due to a crash at Tue Nov 28 14:24:26 2000 GMT

o>Rest
You sit down and rest your tired bones.

o>Change Linkdrop 0
Ok.

o>Score
639/639 hit, and 136/136 moves.

o>
You stop resting, and stand up.

o>The Dark Hall
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
Exits: East South.

o>Look n
Nothing special there...

o>Look d
Nothing special there...

o>Look e

o>Look s

o>
You suddenly notice a hardened ranger.

*>Look w
Nothing special there...

*>
You suddenly notice a hardened ranger.
A hardened ranger hits your right foot very hard and tickles it.

* HP:Fine a hardened ranger:Healthy>Look
The Dark Hall
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is here, fighting YOU.
A hardened ranger hits your left arm very hard and tickles it.
You hit a hardened ranger's head extremely hard.

* HP:Fine a hardened ranger:Fine>Bash

A hardened ranger hits your right hand and tickles it.

A hardened ranger hits your body extremely hard and tickles it.

A hardened ranger says 'At was yoor lyst mastake Dovel! I will remember ioo!'
Your bash at a hardened ranger sends him sprawling.

* HP:Fine a hardened ranger:Fine>
A hardened ranger hits your left leg extremely hard and tickles it.

* HP:Fine a hardened ranger:Fine>
A hardened ranger hits your body very hard and tickles it.

* HP:Fine a hardened ranger:Fine>
You hit a hardened ranger's left foot extremely hard.

* HP:Fine a hardened ranger:Fine>Tell voltron laugh rangers come in w priest=)
Ok.

* HP:Fine a hardened ranger:Fine>Label ff
Ok.

* HP:Fine a hardened ranger (ff):Fine>
A hardened ranger hits your right hand extremely hard and tickles it.

* HP:Fine a hardened ranger (ff):Fine>
A hardened ranger (ff) seems to have recovered his senses.

* HP:Fine a hardened ranger (ff):Fine>
You hit a hardened ranger (ff)'s head extremely hard.

* HP:Fine a hardened ranger (ff):Fine>Flee
You flee head over heels.
The Dark Hall
Exits: North South West.

o HP:Fine>The Dark Hall
Exits: North East.

o HP:Fine>The Dark Hall
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
You suddenly notice a hardened ranger (ff).
A hardened ranger (ff) hits your right foot very hard and tickles it.
A hardened ranger hits your right leg extremely hard and tickles it.

* HP:Fine a hardened ranger (ff):Fine>
Voltron tells you 'eheh'

* HP:Fine a hardened ranger (ff):Fine>
You hit a hardened ranger (ff)'s body extremely hard.

* HP:Fine a hardened ranger (ff):Hurt>Flee
You flee head over heels.
The Dark Hall
Exits: North East.

o HP:Fine>
You suddenly notice a hardened ranger.

* HP:Fine>
Someone quickly approaches, trying to hit you.

* HP:Fine Someone:Hurt>No way! 
You are fighting for your life!

* HP:Fine Someone:Hurt>
You suddenly notice a hardened ranger (ff).
A hardened ranger (ff) hits your right leg extremely hard and tickles it.

* HP:Fine a hardened ranger (ff):Hurt>
A hardened ranger (ff) swiftly dodges your attempt to hit him.

* HP:Fine a hardened ranger (ff):Hurt>
A hardened ranger joins a hardened ranger (ff)'s fight.
A hardened ranger hits your right hand hard and tickles it.

* HP:Fine a hardened ranger (ff):Hurt>Flee
You flee head over heels.
The Dark Hall
Exits: North South West.

o HP:Fine>The Dark Hall
A hardened ranger is walking around, looking for tracks.
A hardened ranger (ff) is standing here.
Exits: North East.
A hardened ranger (ff) hits your head hard and tickles it.
A hardened ranger hits your body extremely hard and tickles it.

* HP:Hurt a hardened ranger (ff):Hurt>
You hit a hardened ranger (ff)'s right foot very hard.

* HP:Hurt a hardened ranger (ff):Hurt>Flee
You flee head over heels.
The Praying Room
A spirit floats towards you and howls with an evil laughter.
Exits: West.

* HP:Hurt>
Someone quickly approaches, trying to hit you.

* HP:Hurt Someone:Hurt>No way! 
You are fighting for your life!
You suddenly notice a hardened ranger.
You swiftly dodge a spirit's attempt to hit you.

* HP:Hurt Someone:Hurt>Flee
You flee head over heels.
The Dark Hall
Exits: North East.

o HP:Hurt>
Alas, you cannot go that way...

o HP:Hurt>The Dark Hall
Exits: North South West.

o HP:Hurt>The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Hurt>Score
431/639 hit, and 122/136 moves.

* HP:Hurt>Score
432/639 hit, and 122/136 moves.

* HP:Hurt>Score
432/639 hit, and 123/136 moves.

* HP:Hurt>Score
433/639 hit, and 123/136 moves.

* HP:Hurt>Look
The Small Library
A brass lantern has been set on the ground.

* HP:Hurt>Flush Quick
You begin to search ...

* HP:Hurt>The Dark Hall
A hardened ranger is walking around, looking for tracks.
A hardened ranger (ff) is standing here.
Exits: North South West.
A hardened ranger (ff) hits your left foot extremely hard and tickles it.
A hardened ranger hits your right arm extremely hard and tickles it.

* HP:Hurt a hardened ranger (ff):Hurt>Bash ff

A hardened ranger hits your body very hard and tickles it.

A hardened ranger (ff) strongly hits your left arm and tickles it.

A hardened ranger (ff) says 'Prepare to die, Duvel!'
Your bash at a hardened ranger (ff) sends him sprawling.

* HP:Hurt a hardened ranger (ff):Hurt>
You hit a hardened ranger (ff)'s left leg extremely hard.

* HP:Hurt a hardened ranger (ff):Hurt>
A hardened ranger hits your body very hard and tickles it.

* HP:Hurt a hardened ranger (ff):Hurt>
You hit a hardened ranger (ff)'s left leg extremely hard and shatter it.

* HP:Hurt a hardened ranger (ff):Wounded>
A hardened ranger has arrived from the north.
You suddenly notice a hardened ranger.

* HP:Hurt a hardened ranger (ff):Wounded>
A hardened ranger strongly hits your body and tickles it.

* HP:Hurt a hardened ranger (ff):Wounded>Flee
You flee head over heels.
The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Hurt>
A hardened ranger (ff) seems to have recovered his senses.
A hardened ranger (ff) has arrived from the east.

* HP:Hurt>
You suddenly notice a hardened ranger.

* HP:Hurt>The Dark Hall
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
A hardened ranger hits your body extremely hard and tickles it.
A hardened ranger hits your right leg extremely hard.
You feel a strong ache there!

* HP:Hurt a hardened ranger:Healthy>Bash ff
Bash who or what ?

* HP:Hurt a hardened ranger:Healthy>
You hit a hardened ranger's right leg extremely hard.
A hardened ranger hits your right arm extremely hard and tickles it.

* HP:Hurt a hardened ranger:Fine>Tell
Who do you wish to tell what?

* HP:Hurt a hardened ranger:Fine>
A hardened ranger (ff) has arrived from the west.
You suddenly notice a hardened ranger.

* HP:Hurt a hardened ranger:Fine>Flee
You flee head over heels.
The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Hurt>Time
According to the Dúnadan calendar, it is:
9am on Monday, the 24th of Blotmath, Year 2854 of the Third Age.
The present Tan Istar, Lord of the Istari Council is Balvan.
Real time is Thu Nov 30 10:08:50 2000 GMT.
Last reboot due to a crash at Tue Nov 28 14:24:26 2000 GMT

* HP:Hurt>
A hardened ranger has arrived from the east.
You suddenly notice a hardened ranger.

* HP:Hurt>
A hardened ranger stops using a hooded brass lantern.

* HP:Hurt>
You suddenly notice a hardened ranger.

* HP:Hurt>
A hardened ranger hits your right arm hard and tickles it.

* HP:Wounded a hardened ranger:Healthy>Tell voltron fuck
Ok.

* HP:Wounded a hardened ranger:Healthy>No way! 
You are fighting for your life!

* HP:Wounded a hardened ranger:Healthy>Flee
You flee head over heels.
The Dark Hall
Exits: North South West.

o HP:Wounded>
You suddenly notice a hardened ranger.

* HP:Wounded>
A hardened ranger puts a hooded brass lantern on his belt.
A hardened ranger lights a hooded brass lantern.

* HP:Wounded>
A hardened ranger has arrived from the west.
You suddenly notice a hardened ranger (ff).
A hardened ranger hits your left arm extremely hard.
You feel a strong ache there!

* HP:Wounded a hardened ranger:Healthy>Tell go
Who do you wish to tell what?
A hardened ranger (ff) hits your right foot extremely hard.

* HP:Wounded a hardened ranger:Healthy>
You hit a hardened ranger's left hand extremely hard and tickle it.

* HP:Wounded a hardened ranger:Fine>
You suddenly notice a hardened ranger.

* HP:Wounded a hardened ranger:Fine>Tell voltron 4
Ok.

* HP:Wounded a hardened ranger:Fine>Flee
PANIC! 
You can't quit the fight!

* HP:Wounded a hardened ranger:Fine>
A hardened ranger hits your right leg extremely hard.
You feel a strong ache there!

* HP:Wounded a hardened ranger:Fine>Flee
You flee head over heels.
The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Wounded>
A hardened ranger has arrived from the east.
You suddenly notice a hardened ranger.

* HP:Wounded>
A hardened ranger hits your right arm extremely hard.

* HP:Wounded a hardened ranger:Healthy>No way! 
You are fighting for your life!
You try to hit a hardened ranger, but he parries successfully.

* HP:Wounded a hardened ranger:Healthy>Flee
You flee head over heels.
The Dark Hall
A hardened ranger is walking around, looking for tracks.
A hardened ranger (ff) is standing here.
Exits: North South West.
A hardened ranger (ff) hits your right foot and tickles it.
A hardened ranger quickly approaches, trying to hit you.

* HP:Wounded a hardened ranger (ff):Wounded>
A hardened ranger hits your head hard.

* HP:Wounded a hardened ranger (ff):Wounded>No way! 
You are fighting for your life!

* HP:Wounded a hardened ranger (ff):Wounded>Flee
You flee head over heels.
The Dark Hall
Exits: North East.

o HP:Wounded>
Voltron tells you ':('
A hardened ranger (ff) has arrived from the north.
You suddenly notice a hardened ranger.
A hardened ranger quickly approaches, trying to hit you.

* HP:Wounded a hardened ranger:Fine>
A hardened ranger (ff) quickly approaches, trying to hit you.
You hit a hardened ranger's left hand extremely hard.

* HP:Wounded a hardened ranger:Fine>No way! 
You are fighting for your life!

* HP:Wounded a hardened ranger:Fine>Flee
You flee head over heels.
The Dark Hall
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
You suddenly notice a hardened ranger.
A hardened ranger hits your body hard.
A hardened ranger hits your head extremely hard.
You feel a strong ache there!

* HP:Bad a hardened ranger:Fine>
You suddenly notice a hardened ranger.

* HP:Bad a hardened ranger:Fine>Flee
You flee head over heels.
The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Bad>The Dark Hall
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hardened ranger (ff) is standing here.
Exits: North South West.
A hardened ranger (ff) strongly hits your right hand.
A hardened ranger hits your body extremely hard.
You feel a strong ache there!
You wish that your wounds would stop BLEEDING so much!
A hardened ranger hits your body and tickles it.
You wish that your wounds would stop BLEEDING so much!
A hardened ranger hits your head extremely hard.
You wish that your wounds would stop BLEEDING so much!

* HP:Bad a hardened ranger (ff):Wounded>No way! 
You are fighting for your life!

* HP:Bad a hardened ranger (ff):Wounded>
You hit a hardened ranger (ff)'s head extremely hard.

* HP:Bad a hardened ranger (ff):Wounded>Flee
You flee head over heels.
The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Bad>
Alas, you cannot go that way...

* HP:Bad>The Dark Hall
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
A hardened ranger (ff) is standing here.
Exits: North South West.
A hardened ranger quickly approaches, trying to hit you.

* HP:Bad a hardened ranger:Fine>No way! 
You are fighting for your life!
A hardened ranger (ff) quickly approaches, trying to hit you.

* HP:Bad a hardened ranger:Fine>
A hardened ranger (ff) strongly hits your left foot.
You wish that your wounds would stop BLEEDING so much!

* HP:Bad a hardened ranger:Fine>Flee
You flee head over heels.
The Dark Hall
Exits: North East.

o HP:Bad>The Praying Room
A spirit floats towards you and howls with an evil laughter.
Exits: West.

* HP:Bad>
Alas, you cannot go that way...

* HP:Bad>The Dark Hall
Exits: North East.

o HP:Bad>
Alas, you cannot go that way...
You suddenly notice a hardened ranger.

* HP:Bad>
Alas, you cannot go that way...
You suddenly notice a hardened ranger.

* HP:Bad>
You suddenly notice a hardened ranger.

* HP:Bad>Open shelf
I see no shelf here.
A hardened ranger hits your right arm.
You wish that your wounds would stop BLEEDING so much!

* HP:Bad a hardened ranger:Fine>No way! 
You are fighting for your life!
A hardened ranger hits your right leg hard.
You wish that your wounds would stop BLEEDING so much!
You suddenly notice a hardened ranger (ff).
A hardened ranger (ff) hits your body very hard and shatters it.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful a hardened ranger:Fine>Flee
You flee head over heels.
The Dark Hall
Exits: North South West.

o HP:Awful>Open shelf
I see no shelf here.

o HP:Awful>The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Awful>Change Mood Wimpy
Ok.

* HP:Awful>
A hardened ranger has arrived from the east.
You suddenly notice a hardened ranger.
A hardened ranger barely hits your left arm and tickles it.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful a hardened ranger:Fine>
You suddenly notice a hardened ranger (ff).
A hardened ranger (ff) strongly hits your left foot and shatters it.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful a hardened ranger:Fine>
Ok.
You try to hit a hardened ranger, but he parries successfully.

* HP:Awful a hardened ranger:Fine>Flee
You flee head over heels.
The Dark Hall
A hardened ranger is walking around, looking for tracks.
Exits: North South West.
You suddenly notice a hardened ranger.
A hardened ranger tries to hit you, but your parry is successful.
You wish that your wounds would stop BLEEDING so much!
A hardened ranger tries to hit you, but your parry is successful.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful a hardened ranger:Healthy>Flee
You flee head over heels.
The Dark Hall
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
Exits: East South.

o HP:Awful>The Dark Hall
A hardened ranger is walking around, looking for tracks.
A hardened ranger is walking around, looking for tracks.
Exits: North South West.

* HP:Awful>
A hardened ranger has arrived from the west.
A hardened ranger (ff) has arrived from the west.
You suddenly notice a hardened ranger.

* HP:Awful>open shelf
I see no shelf here.
You suddenly notice a hardened ranger.

* HP:Awful>The Small Library
A brass lantern has been set on the ground.
Exits: East.

* HP:Awful>open shelf
Ok.

* HP:Awful>
A hardened ranger has arrived from the east.
A hardened ranger has arrived from the east.
A hardened ranger has arrived from the east.
You suddenly notice a hardened ranger.
A hardened ranger strongly hits your left foot and shatters it.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful a hardened ranger:Fine>
You suddenly notice a hardened ranger (ff).
A hardened ranger (ff) hits your body and shatters it.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful a hardened ranger:Fine>No way! 
You are fighting for your life!
You hit a hardened ranger's left arm extremely hard and tickle it.

* HP:Awful a hardened ranger:Fine>
You suddenly notice a hardened ranger.
A hardened ranger strongly hits your right leg and shatters it.
You wish that your wounds would stop BLEEDING so much!

* HP:Awful a hardened ranger:Fine>Flee
You flee head over heels.
The Hidden Room
An evil priest is here chanting and praying to some foul entity (Glowing).
Exits: East Down.

* HP:Awful>Look s
Nothing special there...
A hardened ranger has suddenly arrived.
A hardened ranger has suddenly arrived.
A hardened ranger has suddenly arrived.
A hardened ranger (ff) has suddenly arrived.

* HP:Awful>
A hardened ranger stops using a hooded brass lantern.

* HP:Awful>
You suddenly notice a hardened ranger.

* HP:Awful>
Alas, you cannot go that way...

* HP:Awful>The Dark Hall
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
The corpse of a small brown snake is lying here.
Exits: East South.

o HP:Awful>
A hardened ranger has suddenly arrived.
A hardened ranger has suddenly arrived.
You suddenly notice a hardened ranger.
A hardened ranger hits your left arm extremely hard and shatters it.
You feel a strong ache there!
You are incapacitated and will slowly die, if not aided.

* HP:Dying a hardened ranger:Fine>
You are mortally wounded and will die soon if not aided.

* HP:Dying a hardened ranger:Fine>
Ouch! 
You lose a level!

You are dead! Sorry...


o HP:Awful>Stat
OB: 106%, DB: -34%, PB: 81%, Armour: 0%. Wimpy: 0. Mood: wimpy.
Needed: 717,967 xp, 0 tp. Gold: 0. Alert: normal.
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Mumma2000-11-30 11:43:17
why the fakk didn't u run outa there? :p
Tryksh2000-11-30 11:48:29
Why didnt you deathtrap?
Glader2000-11-30 12:04:24
To Mumma: Moron, probably was sun?
To Tryksh: Total agree.
Reivax2000-11-30 12:13:13
On the other hand, Hardons don't kill w priest.
Alcion2000-11-30 12:27:18
Deal with rangers is that they track you if they cross your tracks. They don't
need to see you. Supa-rangers suck ass. Comf.
Ughár2000-11-30 14:05:06
Comf on mobdeath man, coulda just went down and dt'd though
Gonfor2000-11-30 14:08:48
I doubt if he'd DT'd that he would have escaped without losing a level. The rangers did virtually all of the damage and with this new death system I think a DT would have still been a mob death. Then again, with this unpredictable new death system, who knows? As for why he didn't flee out, Mumma, I think it had something to do with this: North - The glare of the sun burns your eyes.
Uinen2000-11-30 14:17:32
Well then the trick would have been to DT before they can do any real damage.. If it's a day, and you already see 4 rangers inside, then it doesn't take to be Einstein to figure out the outcome.
Draaz2000-11-30 14:35:37
well.. iv said it once if i have said it a milllllion times.. REMOVE THE ASHOLERANGERWHORES.. or make then all into young rangers.. that way they are still anoying .. but not hard to kill..
Lothar2000-11-30 15:05:40
Yes, i ask too, why didnt you go d?
The Snotty Bree2000-11-30 16:08:24

I don't agree! Could as well move noc entrance to oermg!
Evan2000-11-30 18:07:15
Comfort on mobrip. I dont play that much darkie but even i know they can enter
wpriest. Nother way "due to our nice wp/pk" rules u could yell some.
If a whitie heard u would "only" suffer pkdeath... But then its a choise to
make loose wps+xp or loose xp+age
nushenak2000-11-30 18:57:40
well ok we have rangers there, but they shouldnt enter dark places and shouldnt enter closables and they should be somewhat slower and smaller

that way they stil is around but only abit suckier


but thats just me
Unknown2000-11-30 19:08:25
draaz, why would you want to have it easy as darkie? There's something for you to play already, we call them pukes.
Grang2000-11-30 21:59:57
dont remove hardons, but downtone them (if that's a word). also, i dont
agree with dting, would have saved level, but it's cheap
Malak2000-11-30 22:43:31
Actually, i have noticed they lowered Ranger defence in the last few months, but they are still very hard to deal with if you are solo. Sometimes I like to run breeish when other pk sucks, but the second I get spotted by a Ranger anywhere on lane/rtf, I may as well leave, because they really will 'hunt me to the ends of the earth' =p Sure, they suck for darkies, sure they are annoying as hell, but I suppose the west does need them. I just don't like how if I have not been spotted anywhere by a Ranger/yelling mob, but happen to rest somewhere 3-5 rooms from their routes of travel, they will sniff me out and find me. Kinda lame like that.
Kykle2000-11-30 23:28:09
Damn too bad i wasnt in w priest!
Oscarmeyer2000-12-01 00:13:39
Hardons are just yet another effort to discourage hugegroupings. (*LOL*) Sorry, I hope that sarcasm was obvious. If hardons are going to be that friggin' nasty, at LEAST they should be made not to enter certain areas. Mob areas should be included, or at least underground areas: (bench s bree, sk, morthan, golden, scarred, ferny, OW, w priest, etc). It is pathetic that a troll can mobdie just by being out of warrens. There was no way at ALL he could have avoided a death, it was just a matter of how he died: mobdeath, dt, or fleeing into sun. Kinda like when hardons met me 2 zones north of morthan and tracked me to 4 zones south of morthan, without seeing me again in between. They shouldn't enter closables, especially with 'big' mobs, and shouldn't go south of morthan unless they meet just north, etc. *whine* *whine* *whine*
Malak2000-12-01 02:21:00
Nods Oscar... If anything, they encourage larger sized groups as it takes a group of 2-3 to kill two of them without taking much damage yourself. If you are legend, not matter what race/class, you ain't gonna win vs.2 (unless sweet link to blind them if shaman, or target a labeled one as warrior) =p
Grimble2000-12-01 18:18:34
Hardons are fine how they are. If they get downtowned then every orc and their brother will sit oermg and spamkill level 3 pukes all day long. If you cant deal with the hardons or have a shitty link, just avoid the bree area - thats what I do most of the time since I cant outspam them bastards with my link unless its a very good day.
Duvel2000-12-04 12:52:42
Well true I could have gone into DT but the rangers did hit me before I could go down, so I thought it would be mobdeath. First it was only 2, I can survive 2 to bad hps or something but then 2 other came help (talk about overkill ;)
And rangers are ok as they are, they don't need to be weaker, just an area as W priest or old wight shouldn't be entered by RANGERS since that are EVIL areas, it is just total nonsense=) as troll you can only hide at necro then, that sucks, pukes just need to check necro priest for trolls to kill em =P
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