The death of [30 Healer] Zack (Gnome)

in Entrance to the Sun Temple

from the perspective of [56 Pyrokinetic] Om The Empire of Lloth (Githyanki)

<worn as a badge>    a spherical chunk of the swamp fane runestone [superior] [84%]             
<worn on head>       a polished mithril and dragonscale helmet [85%]             
<worn on eyes>       an eyepatch of a cRazY MaN [superior] [88%]             
<worn in ear>        a sphere of entrapped souls [74%]             
<worn in ear>        a butterfly earring (glowing) (illuminating)
<worn on face>       a white hot mask of living flame [superior] (glowing)
<worn around neck>   a frost-covered braided necklace[313h 4m 10s]
<worn around neck>   a cloak of dragons (glowing)
<worn on body>       the robe of lords of damage (glowing) [80%]             
<worn about body>    a cloak of swirling mist (invis)
<worn as quiver>     a majestic bluejay feather (illuminating)
<worn about waist>   the threads of astral projection of intelligence (glowing)
<worn on arms>       some glowing dragonscale vambraces [64%]             
<held as shield>     a scale from the elder golden wyrm [67%]             
<worn around wrist>  a ceremonial brass bracelet [83%]             
<worn around wrist>  a bracelet of finger bones of agility
<worn on hands>      a pair of royal blacksmith gloves
<worn on finger>     a ring of twisted gray mist
<worn on finger>     a ring of twisted gray mist
<primary weapon>     an unhatched platinum dragon egg (glowing) (illuminating)
<worn on feet>       some gnomish rocket boots (humming)

Obvious exits: -N -E -S

< 428h/536H 176v/199V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        
   Tharnadia Rifts                               
   The Battlefield                               (slightly evil)
   Clan Stoutdorf Settlement                     (very evil)
   Kobold Settlement                             (slightly good)
   Pits of Cerberus                              (slightly good)
   Orrak                                         (evil)
   Pharr Valley Swamp                            
   The Swamp Laboratory of Khul'Lor              (good)
   Myrloch Vale                                  (slightly good)
   Village of Werrun                             (good)
   The Dark Stone Tower of the Northern Realms   (slightly evil)
   The Stone Tomb of Kelek                       (pure evil)
  *Tower of High Sorcery                         (extremely good)
   Nizari                                        (slightly good)
   Bloodstone Keep                               (slightly evil)
   The Elemental Groves                          (slightly evil)
   Faerie Realm                                  (extremely evil)
   Temple of Flames                              (slightly evil)
   The Prisons of Carthapia                      (good)
   The High Moor Forest                          (slightly evil)
   Fort Boyard                                   (slightly evil)
   Labyrinth of No Return                        (good)
   Drustl's Yerdonia Enslaved                    (slightly good)
   The Obsidian Citadel                          (evil)
  *The Temple of the Sun                         (slightly evil)
   The Mountain of the Banished                  (slightly good)
   Nakral's Crypt                                (slightly good)
   The Ruins of Undermountain                    (slightly evil)
   The Outcasts Tower                            (extremely good)
   The Lair of the Swamp Troll King              (slightly evil)
   The Fields Between                            (slightly good)
   The Githyanki Fortress                        (good)
   Crystalspyre Mountains                        (slightly evil)
   The Citadel                                   (slightly evil)
   The Twin Keeps of Devastated Tharnadia        (good)
   Rogue Plains                                  (slightly evil)
  *The Desert City of Venan'Trut                 (extremely good)
   The Ruins of Tharnadia's Old Quarter          (good)
  *City of Torrhan                               (good)
   Zalkapfaan, City of the Headless Horde        (evil)
   New Cave city                                 (slightly evil)
   Ice Tower                                     (slightly good)
   Desolate Under Fire                           (slightly good)
  *Plane of Air                                  (very good)
   IceCrag Castle                                (slightly evil)
   Quintaragon Castle                            (good)
   The Ethereal Plane                            (good)
   Plane of Fire                                 (evil)
   Prison of Fort Boyard                         (extremely evil)
  *The Sky City of Ultarium                      (good)
   The Jade Empire                               (slightly good)
   Jotunheim                                     (very good)
   The Para-Elemental Plane of Smoke             (slightly good)
   Lair of the Gibberling King                   (slightly evil)
   Plane of Water                                (slightly evil)
   The Kingdom of Torg                           (slightly good)
   The Ancient Halls of Ironstar                 (slightly good)
   Shadamehr Keep                                (very evil)
   Forest of Mir                                 (good)
   The Caverns of Armageddon                     (very good)
   The Forest City of Aravne                     (slightly evil)
   Plane of Earth                                (slightly good)
  *Tribal Oasis                                  (extremely good)
  *The Trakkia Mountains                         (very good)
   The Forgotten Mansion                         (slightly evil)
   The Transparent Tower                         (very evil)
   Krethik Keep                                  (slightly evil)
   Sea Kingdom                                   (slightly good)
   Domain of Lost Souls                          (very evil)
   The Hall of Knighthood                        (evil)
   The Temple to Skrentherlog                    (slightly evil)
   Arachdrathos Guilds                           (slightly good)
   Sevenoaks                                     (slightly evil)
   Lost Temple of Tikitzopl                      (good)
   Alatorin - the Forge City                     (good)
   Temple of the Earth                           (good)
   Mazzolin                                      (good)
   Ruined Temple of Tezcatlipoca                 (slightly good)
   The Depths of Duris                           (evil)
   The Astral Plane                              (slightly good)
   Pit of Dragons                                (good)
   The Keep of Evil                              (slightly evil)
   Valley of the Snow Ogres                      (slightly evil)
   The Scorched Valley                           (slightly good)
   The Tempest Court                             
   The Great Shaboath                            (good)
   Ny'Neth                                       (good)
   Plane of Fire, Brass                          
   Githzerai Stronghold                          (slightly good)
   Ceothia                                       (slightly evil)
   The Realm of Barovia                          (slightly good)
   Plane of Fire, Brass                          (slightly evil)
   Bahamut's Palace                              (slightly good)
   Dragonnia                                     (slightly evil)
   Tiamat                                        (slightly good)
   The Fortress of Dreams                        (slightly good)
   Apocalypse Castle                             (slightly good)
   Ny'Neth's Stronghold                          (slightly good)
   Negative Material Plane                       (slightly evil)
   The Realm of Barovia Continued                (slightly good)
   The Charcoal Palace                           (slightly good)
   Vecna's Tomb                                  (good)
   The Bronze Citadel                            (good)
   Ny'Neth's Stronghold Continued                (slightly evil)
   The Hall of the Ancients                      (very good)
   Castle Ravenloft                              (good)
  *Celestial Plane                               (evil)
   The 222nd Layer of the Abyss                  (slightly evil)
   The Royal Mausoleum of Castle IceCrag         (slightly evil)

* = already completed this boot.

< 429h/536H 179v/199V Pos: standing >
Main Path Along the Forest Floor
Obvious exits: -N -S
A treejumper searches the area for food.

< 432h/536H 182v/199V Pos: standing >
Split in the Path at a Giant Rock
Obvious exits: -E -S -W

< 432h/536H 181v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 433h/536H 181v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 433h/536H 182v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 433h/536H 182v/199V Pos: standing >
Detour in the Main Path
Obvious exits: -N -W

< 434h/536H 182v/199V Pos: standing >
You quickly scan the area.
A forest guard who is not far off to your north.
A forest guard who is not far off to your north.
A trapper who is a brief walk away to your west.
A satyr who is a brief walk away to your west.
A treant who is a brief walk away to your west.
A hunter who is a brief walk away to your west.

< 434h/536H 182v/199V Pos: standing >
Main Path Approaching Aravne
Obvious exits: -N -S

< 436h/536H 183v/199V Pos: standing >
Before the Entry Tree of Aravne
Obvious exits: -E -S -W -U
A wooden sign is attached to the tree here.
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger

< 436h/536H 181v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 436h/536H 182v/199V Pos: standing >
On a Wooden Staircase
Obvious exits: -U -D

< 438h/536H 183v/199V Pos: standing >
Entrance to the Commons District
Obvious exits: -N -E -D
A tough looking gate guard looks ready to defend the city.
A tough looking gate guard looks ready to defend the city.
A tough looking gate guard looks ready to defend the city.
A tough looking gate guard looks ready to defend the city.

< 438h/536H 182v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 438h/536H 183v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 439h/536H 183v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 439h/536H 184v/199V Pos: standing >
You quickly scan the area.
A pockmarked whore who is close by to your north.
A bounty hunter who is not far off to your north.
A tourist who is not far off to your north.
A pockmarked whore who is a brief walk away to your north.
A rowdy drunk who is a brief walk away to your north.
A rowdy drunk who is a brief walk away to your north.
A rowdy drunk who is a brief walk away to your north.
Gungol who is a brief walk away to your north.
A large treejumper who is not far off to your east.
A large treejumper who is not far off to your east.
A young forest hound who is not far off to your east.
A young forest hound who is not far off to your east.
A tourist who is not far off to your east.
A crank turner who is not far off to your east.
A cargo mover who is not far off to your east.
A cargo mover who is not far off to your east.
A forest guard who is not far off below you.
A forest guard who is not far off below you.
A forest guard who is not far off below you.
A forest guard who is not far off below you.

< 439h/536H 185v/199V Pos: standing >
A Wooden Skyway in the Commons District
Obvious exits: -N -S
A whore with a pockmarked face slouches about.

< 440h/536H 185v/199V Pos: standing >
The Commons District Free Market
Obvious exits: -N# -E -S -W
A ruthless looking bounty hunter stalks his prey.
A tourist makes his way toward through the District.

< 440h/536H 184v/199V Pos: standing >
Your body vibrates as you fan out your molecules.
Gungols Drink and Drop Stop
Obvious exits: -S#
A whore with a pockmarked face slouches about.
A rather rowdy drunk stammers some nonsense and knocks back some ale.
A rather rowdy drunk stammers some nonsense and knocks back some ale.
A rather rowdy drunk stammers some nonsense and knocks back some ale.
Gungol attempts to out drink his customers, an amazing feat.

< 440h/536H 184v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 441h/536H 184v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 441h/536H 185v/199V Pos: standing >
Your body vibrates as you fan out your molecules.
The Commons District Free Market
Obvious exits: -N# -E -S -W
A ruthless looking bounty hunter stalks his prey.
A tourist makes his way toward through the District.

< 442h/536H 186v/199V Pos: standing >
Skyway through the Commons District Home Trees
Obvious exits: -E -W

< 442h/536H 185v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 443h/536H 187v/199V Pos: standing >
A Home Tree in the Commons District.
Obvious exits: -N -E -W -U

< 444h/536H 188v/199V Pos: standing >
Skyway through the Commons District Home Trees
Obvious exits: -N -S
A large treejumper follows her master
A large treejumper follows her master
A forest cat tugs at its tether.
A forest hound saunters after his master.
A forest hound saunters after his master.
A beastmaster walks his newest trainees about Aravne

< 445h/536H 188v/199V Pos: standing >
A Home Tree in the Commons District
Obvious exits: -N -E -S -U
A trained treeclimber hops about, flexing its claws.
A trained treeclimber hops about, flexing its claws.
A trained treeclimber hops about, flexing its claws.
An animal trainer cruises the district, pets in tow.

< 445h/536H 187v/199V Pos: standing >
Skyway Connecting the Home Trees and Grand Walk
Obvious exits: -N -S

< 445h/536H 187v/199V Pos: standing >
West end of the Grand Way
Obvious exits: -N -E -S
A visiting trader is here looking to make deals.

< 446h/536H 187v/199V Pos: standing >
On the Grand Way
Obvious exits: -E -W
A whore with a pockmarked face slouches about.
A healer walks the district proving her skill.
A skillful youth juggles several wooden globes.

< 447h/536H 188v/199V Pos: standing >
Guard Post on the Grand Way
Obvious exits: -E -W
A member of the Aravne commons guards patrols here.
A member of the Aravne commons guards patrols here.
A tough looking gate guard looks ready to defend the city.

< 447h/536H 187v/199V Pos: standing >
Foot of the Great Stairway
Obvious exits: -W -U

< 447h/536H 187v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 448h/536H 187v/199V Pos: standing >
You quickly scan the area.
An Aravne commons guard who is close by to your west.
An Aravne gate guard who is close by to your west.
A pockmarked whore who is not far off to your west.
A juggler who is not far off to your west.
A visiting trader who is a brief walk away to your west.
A tourist who is not far off above you.
A healer who is not far off above you.

< 448h/536H 188v/199V Pos: standing >
On the Great Stairway
Obvious exits: -U -D

< 449h/536H 188v/199V Pos: standing >
On the Great Stairway
Obvious exits: -U -D
A tourist makes his way toward through the District.
A healer walks the district proving her skill. (casting) 

< 449h/536H 188v/199V Pos: standing >
Upper landing on the Great Stairway
Obvious exits: -N -U -D
A healer walks the district proving her skill.

< 449h/536H 187v/199V Pos: standing >
On a Narrow Stairway
Obvious exits: -U -D

< 449h/536H 187v/199V Pos: standing >
On a Narrow Stairway
Obvious exits: -U -D

< 450h/536H 186v/199V Pos: standing >
On a Narrow Stairway
Obvious exits: -U -D

< 450h/536H 186v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 450h/536H 186v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 453h/536H 192v/199V Pos: standing >
On a Narrow Stairway
Obvious exits: -U -D

< 454h/536H 191v/199V Pos: standing >
On a Narrow Stairway
Obvious exits: -U -D

< 454h/536H 191v/199V Pos: standing >
Upper landing on the Great Stairway
Obvious exits: -N -U -D
A healer walks the district proving her skill.

< 455h/536H 192v/199V Pos: standing >
A tourist enters from below.

< 457h/536H 195v/199V Pos: standing >
Main Sprawl Customs Gate
Obvious exits: -N -E -S
A visiting trader is here looking to make deals.
A tough looking gate guard looks ready to defend the city.
A tough looking gate guard looks ready to defend the city.
A tough looking gate guard looks ready to defend the city.
A tough looking gate guard looks ready to defend the city.

< 457h/536H 195v/199V Pos: standing >
The Grand Skyway
Obvious exits: -E -S

< 457h/536H 194v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 458h/536H 195v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 458h/536H 195v/199V Pos: standing >
You can't seem to find anything to enter.

< 459h/536H 197v/199V Pos: standing >
You can't seem to find anything to enter.

< 459h/536H 198v/199V Pos: standing >
You can't seem to find anything to enter.

< 459h/536H 198v/199V Pos: standing >
You can't seem to find anything to enter.

< 460h/536H 199v/199V Pos: standing >
You can't seem to find anything to enter.

< 460h/536H 199v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -W

< 460h/536H 198v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -S

< 461h/536H 197v/199V Pos: standing >
Intersection of Merchants Way and The Grand Skyway
Obvious exits: -N -S -W

< 461h/536H 196v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -S

< 461h/536H 195v/199V Pos: standing >
Intersection of The Grand Skyway and Home Avenue
Obvious exits: -E -S -NW

< 461h/536H 195v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 462h/536H 195v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 462h/536H 196v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 462h/536H 196v/199V Pos: standing >
The Grand Skyway
Obvious exits: -NW -SE

< 464h/536H 198v/199V Pos: standing >
North Intersection of The Grand Skyway and Merchants Way
Obvious exits: -N -W -SE
A flind bodyguard ensures his masters safety.
A flind bodyguard ensures his masters safety.
A flind bodyguard ensures his masters safety.
A visiting dignitary walks the streets, amused.

< 465h/536H 197v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 465h/536H 197v/199V Pos: standing >
The Grand Skyway
Obvious exits: -S -W

< 465h/536H 196v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 466h/536H 197v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 466h/536H 197v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -E

< 466h/536H 197v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 467h/536H 197v/199V Pos: standing >
You quickly scan the area.
A city guard who is not far off to your north.
An off-duty worker who is not far off to your north.

< 467h/536H 198v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -S

< 468h/536H 198v/199V Pos: standing >
Intersection of The Grand Skyway and Home Avenue
Obvious exits: -N -E -S
An Aravne city guard patrols the area.
An off-duty worker wanders the skyways.

< 470h/536H 197v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -S

< 470h/536H 196v/199V Pos: standing >
Dragonfall Pit on The Grand Skyway
Obvious exits: -N -S -W#

< 470h/536H 195v/199V Pos: standing >

< 473h/536H 199v/199V Pos: standing >
Your body vibrates as you fan out your molecules.
Entrance to the Sun Temple
Obvious exits: -E# -W#
A Gnome (small) stands here.
A young ape swings through the jungle and leaps across the rocks.

< 473h/536H 198v/199V Pos: standing >
You quickly scan the area.
A sun lightholder who is close by to your west.
A sun lightseeker who is a brief walk away to your west.
A sun lightbringer who is a brief walk away to your west.
A sun lightholder who is a brief walk away to your west.
A sun guardian who is a brief walk away to your west.
A sun guardian who is in the distance to your west.
A sun guardian who is in the distance to your west.
The material projection of Solos who is in the distance to your west.

< 473h/536H 198v/199V Pos: standing >
Psionicists use the command will to use their abilities.

< 478h/536H 198v/199V Pos: standing >
Entrance to the Sun Temple
Obvious exits: -E# -W#
A Gnome (small) stands here.
A young ape swings through the jungle and leaps across the rocks.

< 480h/536H 198v/199V Pos: standing >
Psionicists use the command will to use their abilities.

< 482h/536H 198v/199V Pos: standing >
Your body vibrates as you fan out your molecules.
Dragonfall Pit on The Grand Skyway
Obvious exits: -N -S -W#

< 489h/536H 197v/199V Pos: standing >
Psionicists use the command will to use their abilities.

< 491h/536H 199v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -E -S
An official looking notice is posted here.

< 491h/536H 198v/199V Pos: standing >
The Wilds
Obvious exits: -E -W

< 493h/536H 197v/199V Pos: standing >
The Wilds
Obvious exits: -S -W
A HUGE forest constrictor slides through the area.
A small constrictor curls about the branches.

< 493h/536H 196v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 493h/536H 196v/199V Pos: standing >

< 506h/536H 199v/199V Pos: standing >
Pardon?

< 506h/536H 199v/199V Pos: standing >
Pardon?

< 507h/536H 199v/199V Pos: standing >
Pardon?

< 507h/536H 199v/199V Pos: standing >
The Wilds
Obvious exits: -S -W
A HUGE forest constrictor slides through the area.
A small constrictor curls about the branches.

< 507h/536H 199v/199V Pos: standing >
The Wilds
Obvious exits: -E -W

< 508h/536H 198v/199V Pos: standing >
You quickly scan the area.
A forest constrictor who is close by to your east.
A small constrictor who is close by to your east.

< 508h/536H 198v/199V Pos: standing >

		Score information for Om

Level: 51   Race: Githyanki   Class: Psionicist / Psycheporter Sex: Male
Hit points: 509(536)   Mana: 884(884)   Moves: 198(199)
Coins carried:   10 platinum    34 gold     0 silver     0 copper
Coins in bank: 3681 platinum  12473 gold  11319 silver     7 copper
Playing time: 5 days / 0 hours/ 37 minutes
Received data: 0.0171 MB this session.
Send data:     0.0004 MB this session.
Compression ratio: 58%
Title: Legionnaire of The Empire
Status:  Standing.
Epic points: 50  Skill points: 2  Current task: find runestone of Lost Temple of Tikitzopl
Epic Bonus: Epic Points Bonus (1.96%)
Frags:   +1.15   Deaths:   44
Detecting:       Life
Protected by:    Spirit Ward
Enchantments:    Inertial-Barrier Ultravision Fly Haste Waterbreathing
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 6
Combat Pulse:   17 Spell Pulse:  0.90 
Leaderboard Points: 1181 

Active Spells:
--------------
adrenaline control (28 minutes)
combat mind (8 minutes)
enhance agility (5 minutes)
enhance dexterity (5 minutes)
enhance constitution (5 minutes)
enhance strength (5 minutes)
fly (56 minutes)
cannibalize (5 minutes)
displacement (less than a minute remaining)
inertial barrier (15 minutes)
molecular control (9 minutes)
biofeedback (4 minutes)


< 509h/536H 198v/199V Pos: standing >
Pardon?

< 513h/536H 198v/199V Pos: standing >
The Grand Skyway
Obvious exits: -N -E -S
An official looking notice is posted here.

< 513h/536H 197v/199V Pos: standing >
You quickly scan the area.
An Aravne gate guard who is not far off to your north.
An Aravne gate guard who is not far off to your north.
An Aravne gate guard who is not far off to your north.
A wandering noble who is rather far off to your north.
A kings walk guard who is in the distance to your north.
A forest constrictor who is not far off to your east.
A small constrictor who is not far off to your east.
A city guard who is a brief walk away to your south.

< 513h/536H 197v/199V Pos: standing >
Dragonfall Pit on The Grand Skyway
Obvious exits: -N -S -W#

< 514h/536H 197v/199V Pos: standing >
Your body vibrates as you fan out your molecules.
Entrance to the Sun Temple
Obvious exits: -E# -W#
A Gnome (small) stands here.
A young ape swings through the jungle and leaps across the rocks.

< 515h/536H 197v/199V Pos: standing >
You quickly scan the area.
A sun lightbringer who is close by to your west.
A sun lightbringer who is close by to your west.
A sun lightholder who is not far off to your west.
A sun lightseeker who is not far off to your west.
A sun lightholder who is a brief walk away to your west.
A sun lightbringer who is a brief walk away to your west.
A sun lightholder who is a brief walk away to your west.
A sun guardian who is a brief walk away to your west.
A sun guardian who is in the distance to your west.
A sun guardian who is in the distance to your west.

< 515h/536H 197v/199V Pos: standing >
You begin to focus your will...

< 517h/536H 199v/199V Pos: standing >
Casting: psychic crush 

< 518h/536H 199v/199V Pos: standing >
Your mental manipulations become a reality...
A Gnome suddenly clutches their head, as if trying to shrug off some unknown malady.
[Damage: 188 ] A Gnome crumples to the ground, blood seeping from his ears as your psychic crush tears his mind to pieces.
A Gnome is dead! R.I.P.
You receive your share of experience.