< 23h/240H 120v/120V Pos: sitting >
You have finished praying for bless.
< 24h/240H 120v/120V Pos: sitting >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.
< 24h/240H 120v/120V Pos: sitting >
You have finished praying for bless.
< 24h/240H 120v/120V Pos: sitting >
A young zarbonite starts casting a spell.
< 24h/240H 120v/120V Pos: sitting >
A young zarbonite completes her spell...
< 25h/240H 120v/120V Pos: sitting >
You have finished praying for taint.
< 26h/240H 120v/120V Pos: sitting >
A young zarbonite leaves south.
< 27h/240H 120v/120V Pos: sitting >
You have finished praying for taint.
< 28h/240H 120v/120V Pos: sitting >
You have finished praying for remove poison.
< 29h/240H 120v/120V Pos: sitting >
You have finished praying for remove poison.
< 30h/240H 120v/120V Pos: sitting >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 30h/240H 120v/120V Pos: sitting >
You have finished praying for silence.
< 31h/240H 120v/120V Pos: sitting >
You have finished praying for taint.
< 33h/240H 120v/120V Pos: sitting >
You have finished praying for cure disease.
< 34h/240H 120v/120V Pos: sitting >
You have finished praying for plane shift.
< 36h/240H 120v/120V Pos: sitting >
You have finished praying for plane shift.
< 37h/240H 120v/120V Pos: sitting >
You have finished praying for mass heal.
< 39h/240H 120v/120V Pos: sitting >
You have finished praying for vitality.
< 40h/240H 120v/120V Pos: sitting >
You have finished praying for vitality.
< 41h/240H 120v/120V Pos: sitting >
You have finished praying for vitality.
< 42h/240H 120v/120V Pos: sitting >
You have finished praying for vitality.
< 43h/240H 120v/120V Pos: sitting >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding. It will also increase your ability to hit your foes.
< 44h/240H 120v/120V Pos: sitting >
You have finished praying for vitality.
< 45h/240H 120v/120V Pos: sitting >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 46h/240H 120v/120V Pos: sitting >
You have finished praying for mass heal.
< 46h/240H 120v/120V Pos: sitting >
You have finished praying for mass heal.
< 48h/240H 120v/120V Pos: sitting >
You have finished praying for full heal.
< 49h/240H 120v/120V Pos: sitting >
You have finished praying for full heal.
< 50h/240H 120v/120V Pos: sitting >
You have finished praying for full heal.
< 52h/240H 120v/120V Pos: sitting >
You have finished praying for true seeing.
< 54h/240H 120v/120V Pos: sitting >
You have finished praying for invigorate.
< 55h/240H 120v/120V Pos: sitting >
You have finished praying for word of recall.
< 56h/240H 120v/120V Pos: sitting >
You have finished praying for full heal.
< 58h/240H 120v/120V Pos: sitting >
You have finished praying for vitality.
< 59h/240H 120v/120V Pos: sitting >
You have finished praying for invigorate.
< 60h/240H 120v/120V Pos: sitting >
You have finished praying for invigorate.
< 61h/240H 120v/120V Pos: sitting >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 62h/240H 120v/120V Pos: sitting >
You have finished praying for invigorate.
< 62h/240H 120v/120V Pos: sitting >
You have finished praying for invigorate.
< 63h/240H 120v/120V Pos: sitting >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.
< 64h/240H 120v/120V Pos: sitting >
You have finished praying for full heal.
< 65h/240H 120v/120V Pos: sitting >
You have finished praying for invigorate.
< 66h/240H 120v/120V Pos: sitting >
You have finished praying for healing salve.
< 67h/240H 120v/120V Pos: sitting >
You have finished praying for healing salve.
< 68h/240H 120v/120V Pos: sitting >
You have finished praying for healing salve.
< 70h/240H 120v/120V Pos: sitting >
You have finished praying for healing salve.
< 71h/240H 120v/120V Pos: sitting >
You have finished praying for healing salve.
< 72h/240H 120v/120V Pos: sitting >
You have finished praying for healing salve.
Your prayers are complete.
< 74h/240H 120v/120V Pos: sitting >
You clamber to your feet.
< 74h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 77h/240H 120v/120V Pos: standing >
Autosaving...
< 78h/240H 120v/120V Pos: standing >
< 81h/240H 120v/120V Pos: standing >
Hint: Type "spells" to see what spells your class is able to use.
< 81h/240H 120v/120V Pos: standing >
< 82h/240H 120v/120V Pos: standing >
< 87h/240H 120v/120V Pos: standing >
< 89h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 89h/240H 120v/120V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.
< 96h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 101h/240H 120v/120V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in. Mobs trying to hunt you down cannot leave their zone.
< 111h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 113h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 125h/240H 120v/120V Pos: standing >
Hint: If someone wants to group with you and says "f/c", that means you need to type "follow <person>" and "consent <person>"
< 126h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 137h/240H 120v/120V Pos: standing >
Autosaving...
< 138h/240H 120v/120V Pos: standing >
Hint: Knocking your foe down will increase the damage you do to him.
< 141h/240H 120v/120V Pos: standing >
A captive illithid's flesh begins to shimmer, then gains a harder look to it.
< 142h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 149h/240H 120v/120V Pos: standing >
< 151h/240H 120v/120V Pos: standing >
< 152h/240H 120v/120V Pos: standing >
< 154h/240H 120v/120V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.
< 156h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 161h/240H 120v/120V Pos: standing >
Hint: Want to see what's for sale? Try the 'list' command in a shop.
< 171h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 173h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 185h/240H 120v/120V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.
< 186h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 197h/240H 120v/120V Pos: standing >
Autosaving...
< 198h/240H 120v/120V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in. Mobs trying to hunt you down cannot leave their zone.
< 201h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 208h/240H 120v/120V Pos: standing >
Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.
< 216h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 220h/240H 120v/120V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.
< 231h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 232h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Want to see who has the world's artifacts? Try the "artifact" command! Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Autosaving...
< 240h/240H 120v/120V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you. Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose. Check the help files for your class to see what's available.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
A gentle rothe enters from the south.
< 240h/240H 120v/120V Pos: standing >
A gentle rothe leaves south.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled.
< 240h/240H 120v/120V Pos: standing >
A captive illithid looks physically stronger.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Autosaving...
< 240h/240H 120v/120V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Things in your inventory weighing you down? Wearing or holding your containers may ease the load.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Autosaving...
< 240h/240H 120v/120V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Autosaving...
< 240h/240H 120v/120V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
Hint: Walking around in the dark? Buy a torch or lantern and hold it, or ask a cleric to cast continual light on a piece of your equipment.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
A gentle rothe enters from the south.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
Hint: Loosing the battle? Try to 'flee'. But don't flee too many times, or you might run into something even nastier!
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Autosaving...
< 240h/240H 120v/120V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
The corpse of a Drow Elf is lying here.
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
The winds of time have reclaimed the corpse of Poomio.
The corpse of Poomio crumbles to dust and blows away.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave enters from the south.
< 240h/240H 120v/120V Pos: standing >
A svrifneblin slave leaves south.
< 240h/240H 120v/120V Pos: standing >
< 240h/240H 120v/120V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you. Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
A captive illithid's flesh begins to shimmer, then gains a harder look to it.
< 240h/240H 120v/120V Pos: standing >
A gentle rothe leaves south.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.
< 240h/240H 120v/120V Pos: standing >
A gentle rothe enters from the south.
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Autosaving...
< 240h/240H 120v/120V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
< 240h/240H 120v/120V Pos: standing >
The Breaking Room
Obvious exits: -S
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.
The Breaking Room
Obvious exits: -S
A gentle rothe chews some cud.
A creature with a squidlike head is wearing a strange helmet.
A duergar slave stands here ready to torture captives.
< 240h/240H 120v/120V Pos: standing >
A gentle rothe leaves south.
< 240h/240H 120v/120V Pos: standing >
A swarm of insects starts casting an offensive spell.
< 240h/240H 120v/120V Pos: standing >
A swarm of insects completes his spell...
A swarm of insects utters the word 'pawwzf'
You resist the effects of a swarm of insects's spell!
< 240h/240H 120v/120V Pos: standing >
A swarm of insects starts casting an offensive spell.
< 240h/240H 120v/120V Pos: standing >
A swarm of insects completes his spell...
A swarm of insects utters the word 'pawwzf'
A swarm of insects creates a hammer out of thin air that smashes into you!
OUCH! That really did HURT!
< 123h/240H 120v/120V Pos: standing >
A swarm of insects starts casting an offensive spell.
< 123h/240H 120v/120V Pos: standing >
A swarm of insects completes his spell...
A swarm of insects utters the word 'pawwzf'
A swarm of insects creates a hammer out of thin air that smashes into you!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 4h/240H 120v/120V Pos: standing >
A swarm of insects starts casting an offensive spell.
< 4h/240H 120v/120V Pos: standing >
A swarm of insects completes his spell...
A swarm of insects utters the word 'pawwzf'
A swarm of insects's massive hammer is the last thing you ever see.