The death of [28 Monk] Joan (Human)

in A Cage

from the perspective of [30 Warrior] Raza *-* Bloodlust *-* (Thri-Kreen)

<worn as a badge>    a symbol of a sword thrust through a cresent moon [superior]
<worn on head>       a jeweled reed skull from Ixarkon
<worn on eyes>       a magical spyglass
<worn on face>       a bronze mask
<worn around neck>   a dented cloth gorget from Ixarkon [80%]
<worn around neck>   a dark bronze medallion from Storm Port
<worn about body>    a griffon feather cloak [superior] (illuminating)
<worn on back>       a double-buckled Alatorin backpack
<worn as quiver>     the masters quiver (glowing)
<worn about waist>   a girdle of giant strength [poor]
<worn on belt buckle>a twisted wolf pendant
<worn on arms>       some brutal softwood arm plates from Ixarkon
<worn on lower arms> the sleeves of the swamp troll [superior]
<held as shield>     a hardened cloth buckler from Ixarkon
<worn around wrist>  a brutal softwood bracelet from Ixarkon
<worn around wrist>  a masterly-crafted cloth bracer from Ixarkon
<worn on lower wrist>a durithalite bracelet
<worn on lower wrist>the blackened bracer of the squall
<worn on hands>      the claws of the ruiner
<worn on lower hands>some razor-knuckled blood crystal gloves
<primary weapon>     the lost sword of Cymrych Hugh [poor]
<secondary weapon>   the dragon tailed whip of corruption
<third weapon>       an icy mace dubbed 'Rising Frost'
<worn on legs>       some gladiators leg plates (glowing)

 .^.^.^.@.^^^^..  
 .^.^^^^M^^^^.^^  
 .^..^^^...^^^^^  
  ^^^^.M^^^^^^M   
   .^^^^MMMMMM    
Vast Plains of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 119v/168V Pos: standing >
 
   ^^..^^^^^^.    
  ..^^.^.^..^..   
 ^...^.^....^^.^  
 ^.^........^^^^  
 ^.^.^.^@..^^^^.  
 ..^.^^^^M^^^^.^  
 ^.^..^^^...^^^^  
  .^^^^.M^^^^^^   
   ..^^^^MMMMM    
Vast Plains of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 117v/168V Pos: standing >
 
   .^^..^^^^^^    
  ...^^.^.^..^.   
 M^...^.^....^^.  
 .^.^........^^^  
 ^^.^.^.@...^^^^  
 ...^.^^^^M^^^^.  
 .^.^..^^^...^^^  
  ^.^^^^.M^^^^^   
   ^..^^^^MMMM    
Rocky Hillside of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 116v/168V Pos: standing >
 
   ..^^..^^^^^    
  ^...^^.^.^..^   
 ^M^...^.^....^^  
 ^.^.^........^^  
 .^^.^.^@^...^^^  
 ^...^.^^^^M^^^^  
 ^.^.^..^^^...^^  
  ^^.^^^^.M^^^^   
   .^..^^^^MMM    
Vast Plains of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 114v/168V Pos: standing >
 
   ...^^..^^^^    
  ^^...^^.^.^..   
 .^M^...^.^....^  
 ^^.^.^........^  
 ^.^^.^.@.^.M.^^  
 ^^...^.^^^^.^^^  
 ^^.^.^..^^^...^  
  .^^.^^^^.M^^^   
   ^.^..^^^^MM    
Rocky Hillside of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 113v/168V Pos: standing >
 
   ....^^..^^^    
  ^^^...^^.^.^.   
 ^.^M^...^.^....  
 ^^^.^.^........  
 ^^.^^.^@^.^.M.^  
 ^^^...^.^^^^.^^  
 ^^^.^.^..^^^...  
  ^.^^.^^^^.M^^   
   .^.^..^^^^M    
Vast Plains of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 111v/168V Pos: standing >
 
   ^....^^..^^    
  ^^^^...^^.^.^   
 ^^.^M^...^.^...  
 ^^^^.^.^.......  
 M^^.^^.@.^.^.M.  
 ^^^^...^.^^^^.^  
 M^^^.^.^..^^^..  
  ^^.^^.^^^^.M^   
   ^.^.^..^^^^    
Rocky Hillside of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 110v/168V Pos: standing >
 
   ^^^...^^.^.    
  ^.^M^...^.^..   
 ^^^^.^.^.......  
 M^^.^^.^.^.^.M.  
 ^^^^...@.^^^^.^  
 M^^^.^.^..^^^..  
 M^^.^^.^^^^.M^^  
  ^^.^.^..^^^^M   
   .^^^^^^^^^M    
Rocky Hillside of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 108v/168V Pos: standing >
 
   ^^^^...^^.^    
  ^^.^M^...^.^.   
 M^^^^.^.^......  
 MM^^.^^.^.^.^.M  
 M^^^^..@^.^^^^.  
 MM^^^.^.^..^^^.  
 MM^^.^^.^^^^.M^  
  ^^^.^.^..^^^^   
   ^.^^^^^^^^^    
Vast Plains of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 107v/168V Pos: standing >
 
   M^^^^...^^.    
  M^^.^M^...^.^   
 MM^^^^.^.^.....  
 MMM^^.^^.^.^.^.  
 MM^^^^.@.^.^^^^  
 MMM^^^.^.^..^^^  
 MMM^^.^^.^^^^.M  
  M^^^.^.^..^^^   
   ^^.^^^^^^^^    
Vast Plains of the Eagle Ridge Delta
Obvious exits: -North -East  -South -West 

< 407h/407H 105v/168V Pos: standing >
A Colossal Pair of Gates
   A towering metal archway leads into a vast wasteland of ruined stone-
works. Once two enormous metallic gates hung from this arch, but in the many
years since this city stood, the gates rusted and fell to the earth, leaving
only the arch overhead as a memory of greatness. The gates lie off to one
side.
   Many tracks can be seen in the soft earth that leads underneath the
arch. It is obvious that more lead in, to the north, than lead south and
away from the desolation.
Obvious exits: -North -South

< 407h/407H 104v/168V Pos: standing >
A Ruined City Street
   The devastation extends for miles in each direction. Huge blocks of
stone are strewn about, the remains of the buildings that once lined this
street. All movement must be done slowly and carefully, lest a twisted
ankle result. Weeds have sprung up here and there, lending a slight bit of
color to a landscape that is otherwise entirely gray. This appears to have
once been a residential street.
Obvious exits: -North -East  -South -West 

< 407h/407H 103v/168V Pos: standing >
Along a Thoroughfare in a City of Ruins
   This was obviously one of the main streets through this city, as the
space between the shells of former buildings is nearly twice that of the
adjacent roads. Simply being larger did not spare this street the fate of
its neighbors, though... large blocks of granite, limestone, and sandstone
litter the street all the way to its center. There is no stretch of more
than ten feet where the road is level, and enormous cracks threaten to
trap a foot or hoof and never let go.
Obvious exits: -North -South
A piece of water flows over the ground here.

< 407h/407H 103v/168V Pos: standing >
Along a Thoroughfare in a City of Ruins
   This was obviously one of the main streets through this city, as the
space between the shells of former buildings is nearly twice that of the
adjacent roads. Simply being larger did not spare this street the fate of
its neighbors, though... large blocks of granite, limestone, and sandstone
litter the street all the way to its center. There is no stretch of more
than ten feet where the road is level, and enormous cracks threaten to
trap a foot or hoof and never let go.
Obvious exits: -North -South -West #
A piece of water flows over the ground here.

< 407h/407H 102v/168V Pos: standing >
Along a Thoroughfare in a City of Ruins
   This was obviously one of the main streets through this city, as the
space between the shells of former buildings is nearly twice that of the
adjacent roads. Simply being larger did not spare this street the fate of
its neighbors, though... large blocks of granite, limestone, and sandstone
litter the street all the way to its center. There is no stretch of more
than ten feet where the road is level, and enormous cracks threaten to
trap a foot or hoof and never let go.
Obvious exits: -North -East # -South
A ten-foot spider picks its way across the rubble here.

< 407h/407H 102v/168V Pos: standing >
Along a Thoroughfare in a City of Ruins
   This was obviously one of the main streets through this city, as the
space between the shells of former buildings is nearly twice that of the
adjacent roads. Simply being larger did not spare this street the fate of
its neighbors, though... large blocks of granite, limestone, and sandstone
litter the street all the way to its center. There is no stretch of more
than ten feet where the road is level, and enormous cracks threaten to
trap a foot or hoof and never let go.
Obvious exits: -North -South
A many-legged creature moves effortlessly over the debris here.

< 407h/407H 101v/168V Pos: standing >
The South End of the Plaza of Statues
   When the city was new this must have been a breathtaking sight. The
ground is still cracked and uneven, but there is a definite scarcity of
debris that indicates that there were never any buildings for hundreds of
yards around. To the north there stand a series of five statues, towering
at least eighty feet into the air.
Obvious exits: -North -East  -South -West 

< 407h/407H 101v/168V Pos: standing >
The Plaza of Statues
   Now, of course, the pavement is cracked, the footing treacherous.
There was obviously a time, though, when this was one of the largest agoras
on Duris. The sea of stone stretches for a hundred yards to the east and
west, and much farther to the north and south.
Obvious exits: -North -East  -South -West 
A gleaming marble statue of a beautiful woman towers here.

< 407h/407H 100v/168V Pos: standing >
The Plaza of Statues
   When the city was new this must have been a breathtaking sight. The
ground is still cracked and uneven, but there is a definite scarcity of
debris that indicates that there were never any buildings for hundreds of
yards around. This is the east side of the plaza; directly to the west
there stand a series of five statues, towering at least eighty feet into
the air.
Obvious exits: -North -South -West 

< 407h/407H 99v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 100v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 100v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 101v/168V Pos: standing >
The Plaza of Statues
   When the city was new this must have been a breathtaking sight. The
ground is still cracked and uneven, but there is a definite scarcity of
debris that indicates that there were never any buildings for hundreds of
yards around. This is the east side of the plaza; directly to the west
there stand a series of five statues, towering at least eighty feet into
the air.
Obvious exits: -North -South -West 
(Q)A young man wanders about, examining the destruction.(Gold Aura)

< 407h/407H 101v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 101v/168V Pos: standing >
Alas, you cannot go that way. . . .
A naive adventurer suddenly attacks YOU!
A naive adventurer misses you.

< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 The Plaza of Statues
Obvious exits: -North -South -West 
(Q)A naive adventurer stands here, fighting YOU!(Gold Aura)

< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 
		Score information for Raza

Level: 30   Race: Thri-Kreen   Class: Warrior Sex: Male
Hit points: 407(407)  Moves: 102(168)
Coins carried:    1 platinum    16 gold    41 silver    55 copper
Coins in bank: 1020 platinum   240 gold     4 silver     7 copper
Playing time: 0 days / 10 hours/ 41 minutes
Received data: 0.1456 MB this session.
Send data:     0.0026 MB this session.
Compression ratio: 82%
Title: DreadLord  *-* Bloodlust *-*
Status:  Standing, fighting a naive adventurer.
         Coldshielded
Epic points(total): 77(77)
Epic Bonus: Movement Regen Bonus (0.01%)
Frags:   +0.30   Deaths:   4
Detecting:       Evil Good Life
Protected from:  Low Circle spells
Enchantments:    Ultravision Farsee Fly Armor Haste
Bartender Quests Remaining: 8
Combat Pulse:   19 Spell Pulse:  1.00 
Leaderboard Points:  330 

Active Spells:
--------------
accelerated healing (41 minutes)
stone skin (less than a minute remaining)
endurance (1 minute)
cold snap (5 minutes)
armor (11 minutes)
bless (1 minute)
rested bonus (50 minutes)
elephantstrength (7 minutes)
hawkvision (7 minutes)


< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 You are carrying: (2/12)
a slab of beef
a rugged adventurers satchel (illuminating)

< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 You parry a naive adventurer's lunge at you.

< 407h/407H 102v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: young sta EP: excellent >
 You miss a naive adventurer.
[Damage: 13 ] -=[Your impressive bludgeon causes a naive adventurer to grimace in pain.]=-
[Damage: 15 ] -=[Your impressive whip hits a naive adventurer.]=-
A naive adventurer is mortally wounded, and will die soon, if not aided.
[Damage:  2 ] You beautifully slash a naive adventurer into two parts - both dead.
A naive adventurer is dead! R.I.P.
You receive your share of experience.
The last gasps of a naive adventurer cause a sickening chill to run up your spine.

< 407h/407H 102v/168V Pos: standing >
It appears to be the corpse of a naive adventurer.
5 coins

< 407h/407H 102v/168V Pos: standing >
the corpse of a naive adventurer does not contain the essence.

< 407h/407H 102v/168V Pos: standing >
You get 5 coins from the corpse of a naive adventurer.
There were: 2 silver coins, 3 copper coins. 

< 407h/407H 103v/168V Pos: standing >
You eat the slab of beef.

< 407h/407H 103v/168V Pos: standing >
The Plaza of Statues
   When the city was new this must have been a breathtaking sight. The
ground is still cracked and uneven, but there is a definite scarcity of
debris that indicates that there were never any buildings for hundreds of
yards around. This is the east side of the plaza; directly to the west
there stand a series of five statues, towering at least eighty feet into
the air.
Obvious exits: -North -East  -South -West 

< 407h/407H 103v/168V Pos: standing >
A Narrow Side Street
   This short road was very small, even when the city was still whole;
now, with the buildings that once lined it having collapsed, the road is
all but impossible to navigate. Mounds of chipped stone are as high as
eight feet off the ground, and progress down the street in either direction
is very, very slow.
   Close by to the west lies a strange series of five gigantic statues.
Obvious exits: -East  -West 

< 407h/407H 102v/168V Pos: standing >
A Narrow Side Street
   This short road was very small, even when the city was still whole;
now, with the buildings that once lined it having collapsed, the road is
all but impossible to navigate. Mounds of chipped stone are as high as
eight feet off the ground, and progress down the street in either direction
is very, very slow.
   Not far to the west lies a strange series of five gigantic statues.
To the north a small building might be in good enough shape to explore.
Obvious exits: -North# -East  -West 
A many-legged creature moves effortlessly over the debris here.

< 407h/407H 102v/168V Pos: standing >
An Intersection of Ruined Streets
   This street threads north and south between twin rows of devastated
buildings. From the amount of rubble in the street, indicating buildings of
several stories, and the gaping spaces where large picture-windows used to
be, it can be surmised that this street used to house many of the city's
shops. A ways to the north a grand building, most improbably, still stands
erect. To the west lies another street, and to the east is a wild burst of
growth that may have once been a city park.
Obvious exits: -North -East  -South -West 

< 407h/407H 101v/168V Pos: standing >
Just Inside a Large Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   Although the flora extends crazily in all directions, there is
enough space for movement in all directions as well.
Obvious exits: -North -East  -South -West 

< 407h/407H 101v/168V Pos: standing >
Within a Public Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   Although the flora extends crazily in all directions, there is
enough space for movement in all directions as well.
Obvious exits: -North -East  -South -West 
A spider with too many legs is spinning at a web here.

< 407h/407H 100v/168V Pos: standing >
Deep Within a Sprawling Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   Although the flora extends crazily in all directions, there is
enough space for movement in all directions as well.
Obvious exits: -North -East  -South -West 
A squirrel stands here, blinking at you with its one eye.

< 407h/407H 98v/168V Pos: standing >
The Far Side of a Public Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   The park is bounded by a short, crumbling wall of red brick on the
east, but paths through the vegetation can be taken in the other directions.
Obvious exits: -North -South -West 
A dark bird with too many wings flies from tree to tree.

< 407h/407H 97v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 98v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 98v/168V Pos: standing >
A Corner in the City Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   The park is bounded by a short, crumbling wall of red brick on the
north and east, but paths through the vegetation can be taken in the other
directions.
Obvious exits: -South -West 

< 407h/407H 97v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 98v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 98v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 99v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 100v/168V Pos: standing >
A Sprawling Public Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   The park is bounded by a short, crumbling wall of red brick on the
north, but paths through the vegetation can be taken in the other
directions.
Obvious exits: -East  -South -West 
A squirrel stands here, blinking at you with its one eye.
A dark bird with too many wings flies from tree to tree.
One of the rats has climbed up from the sewers.

< 407h/407H 98v/168V Pos: standing >
A Sprawling Public Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   The park is bounded by a short, crumbling wall of red brick on the
north, but paths through the vegetation can be taken in the other
directions.
Obvious exits: -East  -South -West 

< 407h/407H 97v/168V Pos: standing >
A Quiet Corner in the City Park
   Perhaps 'park' isn't the best way to describe this chaotic rash of
competing trees, shrubs, and weeds. This place does, however, look like a
park might be expected to look if left untended for a century or two. At
least the surroundings are drunk with life, and not death, as is the case
in the city proper.
   The park is bounded by a short, crumbling wall of red brick on the
north and west, but paths through the vegetation can be taken to the south
and east.
Obvious exits: -East  -South -West 

< 407h/407H 102v/168V Pos: standing >

< 407h/407H 104v/168V Pos: standing >
A Shattered Gate
   Standing in the middle of the field of debris is a shattered metal gate
alongside a crumbling red brick wall that stretches to the north and south.
The gate had been shut and locked with a very large iron chain, but something
bashed the gate open from the inside, shattering the chain into a thousand
rusted pieces that now lie at your feet. A small metal plaque is set into the
wall on the right side of the gate.
Obvious exits: -East  -West 

< 407h/407H 104v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 105v/168V Pos: standing >
A Path Through The Debris
   A path of sorts exists through the debris field here running roughly in an
east-west direction. A red brick wall and a smashed gate can be seen close by
to the east and a small clearing can be seen to the west.
Obvious exits: -East  -West 

< 407h/407H 107v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 107v/168V Pos: standing >
Alas, you cannot go that way. . . .

< 407h/407H 108v/168V Pos: standing >
A Crosspath
   Four paths intersect here amidst the ruins of a large water fountain. The
fountain was once carved with creatures of all kinds, but time has eroded the
figures into unrecognizable lumps. Ruins of large buildings can be seen to
the north, west, and south. A broken sign lies here buried in some rubble.
Obvious exits: -North -East  -South -West 

< 407h/407H 108v/168V Pos: standing >
Outside A Ruined Building
   The path ends at the entrance to a large, ruined building. The roof appears
to have collapsed, but the door has remained intact. Vines and weeds have begun
to overtake the building. The path leads back to the south.
Obvious exits: -North# -South
A zoo keeper walks through here, cleaning up dung.(Gold Aura)
One of the rats has climbed up from the sewers.
You dodge a bash from a zoo keeper, who loses his balance and falls.

< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP: excellent >
 
< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP: excellent >
 
< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP: excellent >
 The perfect match!

< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP: excellent >
 The zoo keeper moves through the zoo, cleaning up after
the animals.  He wears a dirty white uniform, stained
after years of re-use.
A zoo keeper appears to be Human and is in excellent condition.
He's medium in size.
He seems to be moving much faster than normal..


< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP: excellent >
 [Damage: 14 ] -=[Your impressive slash strikes a zoo keeper.]=-
[Damage: 12 ] -=[Your impressive bludgeon strikes a zoo keeper.]=-
[Damage: 16 ] -=[Your impressive whip strikes a zoo keeper hard.]=-
[Damage: 13 ] -=[Your impressive slash strikes a zoo keeper.]=-
[Damage: 13 ] -=[Your impressive bludgeon strikes a zoo keeper hard.]=-
Your icy mace dubbed 'Rising Frost' calls upon the chill of night.
You unleash a blast of freezing wind at a zoo keeper, encasing him in a layer of frost.
[Damage: 39 ] A zoo keeper screams in agony as your biting cold freezes his soul!
The chilling cold causes a zoo keeper to stammer, apparently weakened.
[Damage: 16 ] -=[Your impressive slash strikes a zoo keeper very hard.]=-
[Damage: 13 ] -=[Your bludgeon strikes a zoo keeper very hard.]=-

< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP:  nasty wounds >
 It stops snowing.

< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP:  nasty wounds >
 
		Score information for Raza

Level: 30   Race: Thri-Kreen   Class: Warrior Sex: Male
Hit points: 407(407)  Moves: 108(168)
Coins carried:    1 platinum    16 gold    43 silver    58 copper
Coins in bank: 1020 platinum   240 gold     4 silver     7 copper
Playing time: 0 days / 10 hours/ 41 minutes
Received data: 0.1521 MB this session.
Send data:     0.0027 MB this session.
Compression ratio: 82%
Title: DreadLord  *-* Bloodlust *-*
Status:  Standing, fighting a zoo keeper.
         Coldshielded
Epic points(total): 77(77)
Epic Bonus: Movement Regen Bonus (0.01%)
Frags:   +0.30   Deaths:   4
Detecting:       Evil Good Life
Protected from:  Low Circle spells
Enchantments:    Ultravision Farsee Fly Armor Haste
Bartender Quests Remaining: 8
Combat Pulse:   19 Spell Pulse:  1.00 
Leaderboard Points:  330 

Active Spells:
--------------
accelerated healing (41 minutes)
stone skin (less than a minute remaining)
endurance (1 minute)
cold snap (5 minutes)
armor (11 minutes)
bless (1 minute)
rested bonus (50 minutes)
elephantstrength (7 minutes)
hawkvision (7 minutes)


< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP:  nasty wounds >
 
< 407h/407H 108v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: keeper kne EP:  nasty wounds >
 [Damage: 12 ] -=[Your impressive slash seriously wounds a zoo keeper.]=-
A zoo keeper rises to his feet.
[Damage: 13 ] -=[Your impressive bludgeon seriously wounds a zoo keeper.]=-
[Damage: 13 ] -=[Your impressive whip enshrouds a zoo keeper in a mist of blood.]=-
[Damage: 15 ] -=[Your slash causes a zoo keeper to grimace in pain.]=-
[Damage: 11 ] -=[Your impressive bludgeon causes a zoo keeper to grimace in pain.]=-
A zoo keeper is stunned!
You score a CRITICAL HIT!!!!!
[Damage: 10 ] You beautifully slash a zoo keeper into two parts - both dead.
A zoo keeper is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a zoo keeper.

< 407h/407H 108v/168V Pos: standing >
It appears to be the corpse of a zoo keeper.
a small pile of coins

< 407h/407H 108v/168V Pos: standing >
the corpse of a zoo keeper does not contain the essence.

< 407h/407H 108v/168V Pos: standing >
You get a small pile of coins from the corpse of a zoo keeper.
There were: 1 platinum coin, 6 gold coins, 13 silver coins, 17 copper coins. 

< 407h/407H 109v/168V Pos: standing >

< 407h/407H 113v/168V Pos: standing >
The first rays of sunlight signal that day is approaching.
Outside A Ruined Building
Obvious exits: -North# -South
Puddles of fresh blood cover the ground.
The corpse of a zoo keeper is lying here.
One of the rats has climbed up from the sewers.

< 407h/407H 122v/168V Pos: standing >
Open what?

< 407h/407H 125v/168V Pos: standing >
Ok.

< 407h/407H 127v/168V Pos: standing >
Within A Ruined Building
   The roof has collapsed throughout most of the building, although patches
of it still stand in some places. A row of rusted cages lines this path and
leads north to another exit. The smell in this building is horrible, as if
death itself has taken up residence.
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of a malformed vulture is lying here.
A dwarven-made hemp badge lies here on the ground.
A Human (medium) of Arc stands here, fighting a malformed vulture.(Gold Aura)
A malformed vulture stands in mid-air here, fighting a Human.(Red Aura)

< 407h/407H 127v/168V Pos: standing >
Ok.

< 407h/407H 128v/168V Pos: standing >
A Human's decent punch strikes a malformed vulture.
A Human's fine punch strikes a malformed vulture very hard.

< 407h/407H 130v/168V Pos: standing >
A malformed vulture misses a Human.
A Human nimbly swivels out of the path of a malformed vulture's attack.

< 407h/407H 131v/168V Pos: standing >

< 407h/407H 131v/168V Pos: standing >
You feel your skill in bash improving.
[Damage:  3 ] Your bash knocks a Human to the ground!

< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC: nasty wounds E: A Human sit EP:  few wounds >
 A Human's decent punch strikes a malformed vulture hard.
A Human's impressive punch seriously wounds a malformed vulture.

< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC:pretty hurt E: A Human sit EP:  few wounds >
 A malformed vulture misses a Human.
A malformed vulture misses a Human with a clumsy kick.

< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC:pretty hurt E: A Human sit EP:  few wounds >
 [Damage: 15 ] -=[Your impressive slash strikes a Human very hard.]=-
A Human tucks in his arms, rolls away from you's attack, then thrust his feet skywards, and leaps to his feet!
[Damage:  9 ] -=[Your bludgeon strikes a Human.]=-
[Damage: 11 ] -=[Your whip strikes a Human hard.]=-
[Damage: 11 ] -=[Your impressive slash strikes a Human very hard.]=-
[Damage:  8 ] -=[Your bludgeon strikes a Human hard.]=-
[Damage: 10 ] -=[Your impressive slash strikes a Human very hard.]=-
[Damage:  9 ] -=[Your fine bludgeon strikes a Human very hard.]=-

< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC:pretty hurt E: A Human sta EP: pretty hurt >
 
< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC:pretty hurt E: A Human sta EP: pretty hurt >
 A Human's fine punch strikes a malformed vulture very hard.
A Human's punch enshrouds a malformed vulture in a mist of blood.
A Human's decent punch seriously wounds a malformed vulture.
A Human's crude punch seriously wounds a malformed vulture.

< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC: awful E: A Human sta EP: pretty hurt >
 [Damage: 14 ] You leap towards a Human and sink your jaws dripping with venom deep in his flesh.
A Human shivers slightly.

< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC: awful E: A Human sta EP:  awful >
 A Human nimbly swivels out of the path of a malformed vulture's attack.

< 407h/407H 133v/168V Pos: standing >
< T: vulture TP: sta TC: awful E: A Human sta EP:  awful >
 A Human attempts to flee.
A Human leaves east.

< 407h/407H 133v/168V Pos: standing >
A Cage
   This room used to hold a creature of some kind, but the bars have long been
shattered away. The roof is more intact than in most of the building providing
more cover. A large nest is here in the room, and the bones and bodies of many
dead creatures are scattered about.
Obvious exits: -West 
A Human (medium) of Arc stands here.(Gold Aura)

< 407h/407H 134v/168V Pos: standing >
[Damage:  3 ] Your bash knocks a Human to the ground!

< 407h/407H 137v/168V Pos: standing >
< T: Raza TP: sta TC:excellent E: A Human sit EP:  awful >
 [Damage: 12 ] -=[Your impressive slash enshrouds a Human in a mist of blood.]=-
You score a CRITICAL HIT!!!!!
[Damage: 25 ] -=[Your powerful bludgeon hits a Human.]=-
A Human is mortally wounded, and will die soon, if not aided.
[Damage:  3 ] The crack of your whip is the last thing a Human hears before death.
A Human is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!