The death of [34 Storm Druid] Gajran The Resistance (Grey Elf)

in A Dark Dwelling

from the perspective of [38 Spiritualist] Mussa *-* Bloodlust *-* (Orc)

<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       a rusty hardwood crown from Village of Split Shield
<worn on eyes>       an emerald-rimmed glass monocle [poor]
<worn in ear>        an earring of bone
<worn in ear>        a green and black oval earring [superior]
<worn on face>       a mask of leaves and bark [superior]
<worn around neck>   the amulet of the spider queen
<worn around neck>   a dolomite unholy symbol (glowing)
<worn on body>       a glittering bark chainmail from Village of Split Shield
<worn about body>    a well-used bark mantle from Village of Split Shield [88%]
<worn on back>       a large leather backpack
<worn as quiver>     an angelic bark quiver from Village of Split Shield
<worn about waist>   a filthy stained loincloth [superior]
<worn around wrist>  the neck-charm of Savannah of Broken Trusts [superior]
<worn around wrist>  the neck-charm of Savannah of Broken Trusts [superior]
<worn on finger>     a bloody clay ring from Village of Split Shield
<worn on finger>     a soft feathered ring
<held>               a tako-skull witchdoctor's totem [poor] (glowing)
<held>               a squat obsidian totem
<worn on legs>       some static hide leg plates from Village of Split Shield
<worn on feet>       boots of endurance [poor]

  M^^.^******   
 ^M^..^*******  
 MM^.^.*****.*  
 MMM^^.@***.^^  
 MMM^^.^.***.^  
 MMMM^^M.***^.  
  MMMM^^..***   
   MMMM^...*    
The Desolate Grasslands Near Skulldrach Lake
Obvious exits: -North -East  -South -West 

< 497h/497H 156v/241V Pos: standing >
 
   ^^.^*****    
  M^..^******   
 MM^.^.*****.*  
 MMM^^..***.^^  
 MMM^^.@.***.^  
 MMMM^^M.***^.  
 MMMMM^^..****  
  MMMMM^...**   
   MMMMM^.^.    
The Dreary and Rocky Hillside of Chief Bloodeye
Obvious exits: -North -East  -South -West 

< 497h/497H 155v/241V Pos: standing >
 
   ^.^******    
  ^..^*******   
 M^.^.*****.**  
 MM^^..***.^^.  
 MM^^.^@***.^^  
 MMM^^M.***^.M  
 MMMM^^..****.  
  MMMM^...***   
   MMMM^.^..    
The Desolate Grasslands Near Skulldrach Lake
Obvious exits: -North -East  -South -West 

< 497h/497H 156v/241V Pos: standing >
 
   .^*******    
  ..^********   
 ^.^.*****.***  
 M^^..***.^^.*  
 M^^.^.@**.^^*  
 MM^^M.***^.M.  
 MMM^^..****.*  
  MMM^...****   
   MMM^.^..*    
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East  -South -West 

< 497h/497H 154v/241V Pos: standing >
 
   ^********    
  .^********M   
 .^.*****.****  
 ^^..***.^^.**  
 ^^.^.*@*.^^**  
 M^^M.***^.M.*  
 MM^^..****.**  
  MM^...*****   
   MM^.^..**    
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East  -South -West 

< 497h/497H 153v/241V Pos: standing >
 
   *********    
  ^********M*   
 ^.*****.*****  
 ^..***.^^.***  
 ^.^.**@.^^***  
 ^^M.***^.M.**  
 M^^..****.***  
  M^...******   
   M^.^..***    
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East  -South -West 

< 497h/497H 151v/241V Pos: standing >
 
   *********    
  ********M**   
 .*****.*****M  
 ..***.^^.****  
 .^.***@^^****  
 ^M.***^.M.***  
 ^^..****.****  
  ^...*******   
   ^.^..****    
The Desolate Grasslands Near Skulldrach Lake
Obvious exits: -North -South -West 

< 497h/497H 150v/241V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 150v/241V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 151v/241V Pos: standing >
 
   *******M*    
  *****.*****   
 ..***.^^.****  
 .^.***.^^****  
 ^M.***@.M.***  
 ^^..****.****  
 M^...********  
  M^.^..*****   
   M.^.^.***    
A Small Gnoll of Soggy Grass
Obvious exits: -North -East  -South -West 

< 497h/497H 149v/241V Pos: standing >
 
   ******M**    
  ****.*****M   
 .***.^^.*****  
 ^.***.^^*****  
 M.***^@M.****  
 ^..****.*****  
 ^...*********  
  ^.^..******   
   .^.^.****    
The Desolate Grasslands Near Skulldrach Lake
Obvious exits: -North -East  -South -West 

< 497h/497H 148v/241V Pos: standing >
A Trail Leading into a Swamp
      A trail to one of the darkest places on Duris lies ahead, a trail
into the swamp of horrors.  Orcish hordes, Troll raiders, Ogre shaman,
even Drow sorcerers flock here to bathe in the vast slaughtering and
to bring on Dakhira's insanity upon them, to force them into a BloodLust!
This area reeks of evil.  Corpses of many thigns lie around here,
scattered and torn up by who knows what.
Obvious exits: -North -South
A large wormrotted sign juts from the moist earth.
A huge troll guardian prevents passage to the unwelcome.(Red Aura)

< 497h/497H 147v/241V Pos: standing >

< 497h/497H 147v/241V Pos: standing >

< 497h/497H 148v/241V Pos: standing >
You quickly scan the area.
A zombie who is close by to your north.
An orc anti-paladin who is close by to your north.
An orc anti-paladin who is not far off to your north.
A conclave of shadows who is not far off to your north.
A huge skeleton who is a brief walk away to your north.
A conclave of shadows who is a brief walk away to your north.
A conclave of shadows who is rather far off to your north.
A huge skeleton who is in the distance to your north.
A tall psychomia treant who is in the distance to your north.

< 497h/497H 148v/241V Pos: standing >
You quickly scan the area.
A zombie who is close by to your north.
An orc anti-paladin who is close by to your north.
An orc anti-paladin who is not far off to your north.
A conclave of shadows who is not far off to your north.
A huge skeleton who is a brief walk away to your north.
A conclave of shadows who is a brief walk away to your north.
A conclave of shadows who is rather far off to your north.
A huge skeleton who is in the distance to your north.

< 497h/497H 150v/241V Pos: standing >
You sit down and relax.

< 497h/497H 152v/241V Pos: sitting >

		Score information for Mussa

Level: 37   Race: Orc   Class: Shaman / Spiritualist Sex: Male
Hit points: 497(497)  Moves: 178(241)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 2121 platinum     0 gold     0 silver     0 copper
Playing time: 2 days / 3 hours/ 19 minutes
Received data: 0.0721 MB this session.
Send data:     0.0011 MB this session.
Compression ratio: 83%
Title: Spawn  *-* Bloodlust *-*
Status:  Sitting around, resting.
Epic points(total): 455(455)
Epic Bonus: Experience Bonus (0.00%)
Frags:   +1.57   Deaths:   11
Detecting:       Invisible Evil Good Life
Protected from:  Low Circle spells
Protected by:    Slow Poison
Enchantments:    Ultravision Fly Armor Levitation
Bartender Quests Remaining: 8
Combat Pulse:   18 Spell Pulse:  1.00 
Leaderboard Points:  528 

Active Spells:
--------------
stone skin (2 minutes)
endurance (3 minutes)
climb (7 minutes)
ravenflight (33 minutes)
pantherspeed (34 minutes)
detect invisibility (less than a minute remaining)
cold ward (36 minutes)
fire ward (36 minutes)
sense spirit (38 minutes)
spirit armor (37 minutes)


< 497h/497H 178v/241V Pos: sitting >

< 497h/497H 185v/241V Pos: sitting >

< 497h/497H 195v/241V Pos: sitting >

< 497h/497H 203v/241V Pos: sitting >

< 497h/497H 214v/241V Pos: sitting >

< 497h/497H 215v/241V Pos: sitting >

< 497h/497H 241v/241V Pos: sitting >
You clamber to your feet.

< 497h/497H 241v/241V Pos: standing >
A Trail Leading into a Swamp
Obvious exits: -North -South
A large wormrotted sign juts from the moist earth.
A huge troll guardian prevents passage to the unwelcome.(Red Aura)

< 497h/497H 241v/241V Pos: standing >
You quickly scan the area.
A zombie who is not far off to your north.
A conclave of shadows who is not far off to your north.
A conclave of shadows who is not far off to your north.
A zombie who is not far off to your north.
An orc anti-paladin who is not far off to your north.
A conclave of shadows who is not far off to your north.
A feral dire wolf who is a brief walk away to your north.
A zombie who is a brief walk away to your north.
The swamp wight of the Clavikord who is rather far off to your north.

< 497h/497H 241v/241V Pos: standing >

< 497h/497H 241v/241V Pos: standing >
The Swamp of the Clavikord
     The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself.  This swamp is
filled with some of the most vile things in the realm.  Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds.  The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror.  Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp.  This swamp invites the very evil of Duris to come here
and feed on the misfortunate.  All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death.  If there is a heaven for necromancers,
this would be it.  The death here even has its own particular smell.
Obvious exits: -North -East  -South -West 
An orc anti-paladin roams through the swamp, searching for something.(Red Aura)

< 497h/497H 239v/241V Pos: standing >
The Swamp of the Clavikord
     The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself.  This swamp is
filled with some of the most vile things in the realm.  Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds.  The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror.  Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp.  This swamp invites the very evil of Duris to come here
and feed on the misfortunate.  All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death.  If there is a heaven for necromancers,
this would be it.  The death here even has its own particular smell.
Obvious exits: -North -East  -South -West 
A zombie strolls about, looking for corpses to feast upon.(Red Aura)
Shadows swim through the ether, evil and unsought.(Red Aura)
A globe of darkness floats near a conclave of shadows's head.
Shadows swim through the ether, evil and unsought.(Red Aura)
A globe of darkness floats near a conclave of shadows's head.
A zombie strolls about, looking for corpses to feast upon.(Red Aura)
An orc anti-paladin roams through the swamp, searching for something.(Red Aura)
Shadows swim through the ether, evil and unsought.(Red Aura)
A globe of darkness floats near a conclave of shadows's head.

< 497h/497H 237v/241V Pos: standing >
The Swamp of the Clavikord
     The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself.  This swamp is
filled with some of the most vile things in the realm.  Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds.  The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror.  Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp.  This swamp invites the very evil of Duris to come here
and feed on the misfortunate.  All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death.  If there is a heaven for necromancers,
this would be it.  The death here even has its own particular smell.
Obvious exits: -North -East  -South -West 
Nose to  the air, this feral dire wolf sniffs out his prey.(Red Aura)
A zombie strolls about, looking for corpses to feast upon.(Red Aura)

< 497h/497H 235v/241V Pos: standing >
The Swamp of the Clavikord
     The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself.  This swamp is
filled with some of the most vile things in the realm.  Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds.  The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror.  Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp.  This swamp invites the very evil of Duris to come here
and feed on the misfortunate.  All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death.  If there is a heaven for necromancers,
this would be it.  The death here even has its own particular smell.
Obvious exits: -North -East  -South -West 
Moaning in freakish agony, a decaying wight wanders this swamp.(Red Aura)

< 497h/497H 233v/241V Pos: standing >
The Swamp of the Clavikord
     The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself.  This swamp is
filled with some of the most vile things in the realm.  Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds.  The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror.  Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp.  This swamp invites the very evil of Duris to come here
and feed on the misfortunate.  All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death.  If there is a heaven for necromancers,
this would be it.  The death here even has its own particular smell.
Obvious exits: -North -East  -South -West 
A battle-scarred troll lumbers through the area.(Red Aura)
Shambling about unsteadily, this skeleton wanders through the swamps.(Red Aura)

< 497h/497H 232v/241V Pos: standing >
The Swamp of the Clavikord
     The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself.  This swamp is
filled with some of the most vile things in the realm.  Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds.  The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror.  Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp.  This swamp invites the very evil of Duris to come here
and feed on the misfortunate.  All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death.  If there is a heaven for necromancers,
this would be it.  The death here even has its own particular smell.
Obvious exits: -North -East  -South -West 

< 497h/497H 230v/241V Pos: standing >
The Swamp of the Clavikord
     The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself.  This swamp is
filled with some of the most vile things in the realm.  Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds.  The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror.  Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp.  This swamp invites the very evil of Duris to come here
and feed on the misfortunate.  All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death.  If there is a heaven for necromancers,
this would be it.  The death here even has its own particular smell.
Obvious exits: -North -East  -South -West 

< 497h/497H 229v/241V Pos: standing >
A Swampy Trail
   This swampy trail runs through one of the many swamps in Duris, and
is surrounded with willow trees, beautiful flowers, murky things, and
dark places.  The trail seems to have been formed from the passings of
many slimy feet upon the wet cat-tails and the tall grass.  There are
reminents of old battles here.  There appears to be some lizard skin
near the side of the trail.
Obvious exits: -North -South

< 497h/497H 227v/241V Pos: standing >
A Swampy Trail
   This swampy trail runs through one of the many swamps in Duris, and
is surrounded with willow trees, beautiful flowers, murky things, and
dark places.  The trail seems to have been formed from the passings of
many slimy feet upon the wet cat-tails and the tall grass.  There are
reminents of old battles here.  There appears to be some lizard skin
near the side of the trail.
Obvious exits: -South -West 

< 497h/497H 226v/241V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 226v/241V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 227v/241V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 227v/241V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 228v/241V Pos: standing >
Before a Weeping Willow Tree
    A huge willow tree rises up into the swamp here, hanging its long
dangling branches down into the swamp, creating a drape that falls over
a huge area of the swamp.  Its roots, almost ten feet in diamater, spawn
out in all directions creating a huge web of roots.  There appears to be
a small entrance to some sort of underground cavern that has been wedged
inbetween the roots of this huge tree.
Obvious exits: -East  -Down #
Nose to  the air, this feral dire wolf sniffs out his prey.(Red Aura)

< 497h/497H 226v/241V Pos: standing >

< 497h/497H 227v/241V Pos: standing >
You are knocked to the ground by a feral dire wolf's mighty bash!

< 496h/497H 228v/241V Pos: sitting >
< T: Mussa TP: sit TC:few scratches E: wolf sta EP: excellent >
 A feral dire wolf dodges your futile attack.

< 496h/497H 228v/241V Pos: sitting >
< T: Mussa TP: sit TC:few scratches E: wolf sta EP: excellent >
 -=[A feral dire wolf's bite grazes you.]=-
-=[A feral dire wolf's fine bite wounds you.]=-

< 483h/497H 228v/241V Pos: sitting >
< T: Mussa TP: sit TC:few scratches E: wolf sta EP: excellent >
 
< 483h/497H 228v/241V Pos: sitting >
< T: Mussa TP: sit TC:few scratches E: wolf sta EP: excellent >
 You score a CRITICAL HIT!!!!!
[Damage:  4 ] -=[Your impressive punch wounds a feral dire wolf.]=-

< 483h/497H 228v/241V Pos: sitting >
< T: Mussa TP: sit TC:few scratches E: wolf sta EP: few scratches >
 
< 483h/497H 228v/241V Pos: sitting >
< T: Mussa TP: sit TC:few scratches E: wolf sta EP: few scratches >
 You clamber to your feet.

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP: few scratches >
 You are already about as tense as you can get.

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP: few scratches >
 A feral dire wolf misses you.
A feral dire wolf's kick parts your hair but does little else.
You are already standing.

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP: few scratches >
 You start chanting...

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP: few scratches >
 You complete your spell...
You point at a feral dire wolf.
[Damage: 83 ] A feral dire wolf's entire body spasms uncontrollably as its soul is wracked with unbearable pain.
A feral dire wolf dodges your futile attack.

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP:  few wounds >
 You start chanting...

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP:  few wounds >
 You complete your spell...
You point at a feral dire wolf.
[Damage: 86 ] A feral dire wolf's entire body spasms uncontrollably as its soul is wracked with unbearable pain.
A feral dire wolf misses you.

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP:  awful >
 You start chanting...

< 483h/497H 228v/241V Pos: standing >
< T: Mussa TP: sta TC:few scratches E: wolf sta EP:  awful >
 You complete your spell...
You point at a feral dire wolf.
[Damage: 37 ] With a gasp, a feral dire wolf realizes its soul will disturb it no more.
A feral dire wolf is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a feral dire wolf's gurgling and choking signals its demise.

< 483h/497H 228v/241V Pos: standing >
You are well on your way towards your next level.

< 483h/497H 229v/241V Pos: standing >
the corpse of a feral dire wolf appears to be empty.

< 483h/497H 230v/241V Pos: standing >
You don't have anything to put in it.

< 483h/497H 230v/241V Pos: standing >
You sit down and relax.

< 483h/497H 231v/241V Pos: sitting >
You have memorized the following spells:
( 8th circle)  1 - spirit jump
               1 - tormenting spirits
( 7th circle)  1 - ravenflight
( 6th circle)  5 - greater mending
               1 - earthen grasp
( 5th circle)  1 - sense spirit
               6 - molten spray
( 4th circle)  1 - pantherspeed
               6 - mending
( 3rd circle)  4 - scalding blast
               2 - purify spirit
               1 - cold ward
               1 - fire ward
( 2nd circle)  9 - flameburst
( 1st circle)  9 - ice missile
               1 - spirit armor

And you are currently memorizing the following spells:
    9 seconds:  ( 7th) greater soul disturbance
   19 seconds:  ( 7th) greater soul disturbance
   28 seconds:  ( 7th) greater soul disturbance

You can memorize no more spells.
You continue your study.

< 483h/497H 231v/241V Pos: sitting >
You start meditating...

< 483h/497H 232v/241V Pos: sitting >
You feel like a potion could do you good once again.
Unseen things vanish from your sight.

< 483h/497H 233v/241V Pos: sitting >
Hint: Beware of guards!  Some guards will come to the aid of your victims!

< 484h/497H 235v/241V Pos: sitting >

< 484h/497H 239v/241V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 486h/497H 241v/241V Pos: sitting >

< 486h/497H 241v/241V Pos: sitting >
This must be the worst blizzard ever.

< 486h/497H 241v/241V Pos: sitting >

< 487h/497H 241v/241V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 488h/497H 241v/241V Pos: sitting >

< 489h/497H 241v/241V Pos: sitting >

		Score information for Mussa

Level: 37   Race: Orc   Class: Shaman / Spiritualist Sex: Male
Hit points: 490(497)  Moves: 241(241)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 2121 platinum     0 gold     0 silver     0 copper
Playing time: 2 days / 3 hours/ 20 minutes
Received data: 0.0789 MB this session.
Send data:     0.0012 MB this session.
Compression ratio: 83%
Title: Spawn  *-* Bloodlust *-*
Status:  Sitting around, resting.
         Memorizing Meditating
Epic points(total): 455(455)
Epic Bonus: Experience Bonus (0.00%)
Frags:   +1.57   Deaths:   11
Detecting:       Evil Good Life
Protected from:  Low Circle spells
Protected by:    Slow Poison
Enchantments:    Ultravision Fly Armor Levitation
Bartender Quests Remaining: 8
Combat Pulse:   18 Spell Pulse:  1.00 
Leaderboard Points:  528 

Active Spells:
--------------
stone skin (1 minute)
endurance (2 minutes)
climb (6 minutes)
ravenflight (32 minutes)
pantherspeed (33 minutes)
cold ward (35 minutes)
fire ward (35 minutes)
sense spirit (37 minutes)
spirit armor (36 minutes)


< 490h/497H 241v/241V Pos: sitting >
You have finished memorizing greater soul disturbance.
You snap out of your meditative trance, memorization complete.

< 490h/497H 241v/241V Pos: sitting >
You clamber to your feet.

< 490h/497H 241v/241V Pos: standing >
You are already about as tense as you can get.

< 490h/497H 241v/241V Pos: standing >

< 491h/497H 241v/241V Pos: standing >

< 491h/497H 241v/241V Pos: standing >
The tree seems to be closed.

< 492h/497H 241v/241V Pos: standing >
Ok.

< 492h/497H 241v/241V Pos: standing >
The Entrance to the Village of the Lizardmen
    A huge network of dwellings of the feared lizard men.  The network
spawns out in a serries of tunnels and caves.  There is a large amount
of water in these caverns and tunnels, but there is still a little bit
of breathing room.  The caverns seems to have been dug out by the
lizard men themselves, or else by their pets.
Obvious exits: -North -Up   
A lizardman guard keeps watchful eye over the area.(Red Aura)
A lizardman guard keeps watchful eye over the area.(Red Aura)

< 492h/497H 239v/241V Pos: standing >
Ok.

< 493h/497H 239v/241V Pos: standing >
You quickly scan the area.
A lizardman tribesman who is not far off to your north.
A lizardman tribesman who is a brief walk away to your north.
A lizardman tribesman who is a brief walk away to your north.
A lizardman tribesman who is a brief walk away to your north.
A lizardman tribesman who is a brief walk away to your north.
A hooded lizardman who is a brief walk away to your north.
A hooded lizardman who is a brief walk away to your north.
A hooded lizardman who is a brief walk away to your north.
A lizardman worshiper who is a brief walk away to your north.
A lizardman worshiper who is a brief walk away to your north.

< 493h/497H 239v/241V Pos: standing >
A Path Through the Village
   This path, which is mainly a tunnel, runs through the lizard man
village.  About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards.  The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East  -South -West 

< 493h/497H 238v/241V Pos: standing >
You quickly scan the area.
A lizardman tribesman who is close by to your north.
A lizardman tribesman who is not far off to your north.
A lizardman tribesman who is not far off to your north.
A lizardman tribesman who is not far off to your north.
A lizardman tribesman who is not far off to your north.
A hooded lizardman who is not far off to your north.
A hooded lizardman who is not far off to your north.
A hooded lizardman who is not far off to your north.
A lizardman worshiper who is not far off to your north.
A lizardman worshiper who is not far off to your north.
A lizardman tribesman who is not far off to your east.
A Grey Elf who is a brief walk away to your east.
A lizardman guard who is close by to your south.
A lizardman guard who is close by to your south.
A lizardman tribesman who is close by to your west.
A lizardman tribesman who is close by to your west.
A lizardman tribesman who is close by to your west.
A lizardman tribesman who is close by to your west.
A lizardman tribeswoman who is not far off to your west.
A lizardman tribesman who is a brief walk away to your west.
A lizardman tribesman who is a brief walk away to your west.

< 493h/497H 238v/241V Pos: standing >

< 494h/497H 239v/241V Pos: standing >
A Path Through the Village
   This path, which is mainly a tunnel, runs through the lizard man
village.  About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards.  The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East  -South -West 
[2] The corpse of a lizardman tribesman is lying here.

< 494h/497H 240v/241V Pos: standing >

< 494h/497H 240v/241V Pos: standing >
A Path Through the Village
   This path, which is mainly a tunnel, runs through the lizard man
village.  About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards.  The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East  -South -West 
[3] The corpse of a lizardman tribesman is lying here.
This lizardman strolls through the water of the swamp, here.(Red Aura)

< 495h/497H 239v/241V Pos: standing >
A Dark Dwelling
     This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive.  Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields.  Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things.
Obvious exits: -West 
Fresh blood splatters cover the area.
The corpse of a lizardman tribesman is lying here.
A Grey Elf (medium)  The Resistance stands here.

< 495h/497H 239v/241V Pos: standing >
You start chanting...
You feel your skill in quick chant improving.

< 495h/497H 241v/241V Pos: standing >

< 496h/497H 241v/241V Pos: standing >
Casting: greater soul disturbance 

< 496h/497H 241v/241V Pos: standing >
You complete your spell...
You point at a Grey Elf.
[Damage: 81 ] A Grey Elf's entire body spasms uncontrollably as his soul is wracked with unbearable pain.
A Grey Elf's dark bone quiver from the Lizardman Swamps of Clavikord is corrupted by spiritual anger!

< 496h/497H 241v/241V Pos: standing >
You start chanting...

< 496h/497H 241v/241V Pos: standing >

< 497h/497H 241v/241V Pos: standing >
You complete your spell...
You point at a Grey Elf.
[Damage: 82 ] A Grey Elf's entire body spasms uncontrollably as his soul is wracked with unbearable pain.

< 497h/497H 241v/241V Pos: standing >
You start chanting...

< 497h/497H 241v/241V Pos: standing >
Casting: greater soul disturbance *

< 497h/497H 241v/241V Pos: standing >
Casting: greater soul disturbance 

< 497h/497H 241v/241V Pos: standing >
You complete your spell...
You point at a Grey Elf.
[Damage: 84 ] A Grey Elf's entire body spasms uncontrollably as his soul is wracked with unbearable pain.

< 497h/497H 241v/241V Pos: standing >
You don't have that spell memorized.

< 497h/497H 241v/241V Pos: standing >
You start chanting...

< 497h/497H 241v/241V Pos: standing >

< 497h/497H 241v/241V Pos: standing >

< 497h/497H 241v/241V Pos: standing >
Casting: molten spray 

< 497h/497H 241v/241V Pos: standing >
You complete your spell...
You point at a Grey Elf.
Your spell flows around a Grey Elf, leaving him unharmed!

< 497h/497H 241v/241V Pos: standing >
You start chanting...

< 497h/497H 241v/241V Pos: standing >

< 497h/497H 241v/241V Pos: standing >
Casting: tormenting spirits 

< 497h/497H 241v/241V Pos: standing >
You complete your spell...
You lock your stare upon a Grey Elf, close your eyes, and call upon the spirits of the other realms!

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 A Grey Elf blocks your futile lunge at him.

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 You start chanting...

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 A Grey Elf misses you.
You dodge a Grey Elf's vicious attack.

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 [Damage: 14 ] Your ancestors plague a Grey Elf with anguish and pain...
A Grey Elf briefly fades from sight, then reappears.

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 Casting: molten spray 

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 You complete your spell...
You point at a Grey Elf.
Your spell flows around a Grey Elf, leaving him unharmed!

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 You start chanting...

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 Casting: molten spray *

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 A Grey Elf misses you.
You dodge a Grey Elf's vicious attack.

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 Casting: molten spray 

< 497h/497H 241v/241V Pos: standing >
< T: Mussa TP: sta TC:excellent E: A Grey Elf sta EP:  nasty wounds >
 You complete your spell...
You point at a Grey Elf.
[Damage: 125 ] Your blast of molten spray slams into a Grey Elf, burning holes into his flesh.
A Grey Elf is mortally wounded, and will die soon, if not aided.

< 497h/497H 241v/241V Pos: standing >
You start chanting...

< 497h/497H 241v/241V Pos: standing >
You complete your spell...
You point at a Grey Elf.
[Damage:  3 ] Your molten spray melts what remains of a Grey Elf into a puddle of liquid flesh.
A Grey Elf's brutal leather torque from Valley of Crushk melted from the intense heat!
A Grey Elf's pair of winded boots of health melted from the intense heat!
A Grey Elf's magical platinum belt melted from the intense heat!
A Grey Elf is dead! R.I.P.
You receive your share of experience.
You raise a level!
The smell of fresh blood enters your body, infusing you with power!