<worn as a badge> a beacon of courage (glowing) (illuminating)
<worn on head> a bark and leaf cap
<worn on face> a frogskin mask
<worn around neck> a necklace of tails and feathers (magic) (humming)
<worn around neck> a ghastly bone torque
<worn on body> an incomplete suit of chainmail of the elements (magic) (glowing)
<worn about waist> a tigerskin belt [poor]
<worn on belt buckle>a rugged adventurers satchel (magic) (illuminating)
<worn on arms> a pair of bark sleeves
<held as shield> a small round wooden shield
<worn on hands> some blood-stained hide mitts
<worn on finger> a small metallic ring (magic)
<primary weapon> a flaming sabre (magic) (glowing)
<worn on legs> leggings carved from minotaur bones (magic)
<worn on feet> a pair of bark lined boots
The lightning bolt hits a gargoyle with full impact.
A gargoyle is mortally wounded, and will die soon, if not aided.
< 372h/442H 176v/176V Pos: standing >
[Damage: 6 ] Your kick shatters a gargoyle's skull.
A gargoyle is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a gargoyle's gurgling and choking signals his demise.
< 372h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 372h/442H 176v/176V Pos: standing >
< 372h/442H 176v/176V Pos: standing >
You get a small pile of coins from the corpse of a gargoyle.
There were: 4 platinum coins, 4 gold coins, 13 silver coins, 13 copper coins.
< 372h/442H 176v/176V Pos: standing >
Ok.
You put 4 platinum, 4 gold, 13 silver, and 13 copper coins into a large leather backpack.
< 372h/442H 176v/176V Pos: standing >
Into what?
< 372h/442H 176v/176V Pos: standing >
Score information for Alenderiel
Level: 56 Race: Grey Elf Class: Druid Sex: Male
Hit points: 372(442) Moves: 176(176)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 51 platinum 125 gold 225 silver 151 copper
Playing time: 0 days / 3 hours/ 11 minutes
Received data: 1.0535 MB this session.
Send data: 0.0063 MB this session.
Compression ratio: none
Send data: 0.0063 MB this session.
Status: Standing.
Fireshielded
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 0
Detecting: Evil Good Magic Heat
Protected from: Fire Cold Lightning Gas Acid Animals
Enchantments: Farsee
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse: 16 Spell Pulse: 0.82
Leaderboard Points: 570
Active Spells:
--------------
mielikki vitality (8 minutes)
barkskin (13 minutes)
natures blessing (37 minutes)
pulchritude (19 minutes)
aid (19 minutes)
animal vision (34 minutes)
serendipity (18 minutes)
well-rested bonus (79 minutes)
protection from animals (18 minutes)
< 372h/442H 176v/176V Pos: standing >
< 373h/442H 176v/176V Pos: standing >
You must commune with nature more before invoking its power.
< 373h/442H 176v/176V Pos: standing >
< 374h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 374h/442H 176v/176V Pos: standing >
You must commune with nature more before invoking its power.
< 375h/442H 176v/176V Pos: standing >
You must commune with nature more before invoking its power.
< 376h/442H 176v/176V Pos: standing >
You must commune with nature more before invoking its power.
< 377h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 377h/442H 176v/176V Pos: standing >
You must commune with nature more before invoking its power.
< 377h/442H 176v/176V Pos: standing >
A gargoyle hatchling enters from the north.
< 377h/442H 176v/176V Pos: standing >
A gargoyle hatchling suddenly attacks YOU!
A gargoyle hatchling misses you.
Sorry, you aren't allowed to do that in combat.
< 377h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: hatchling sta EP: excellent >
You start chanting...
< 377h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: hatchling sta EP: excellent >
Casting: sunray
< 377h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: hatchling sta EP: excellent >
You dodge a gargoyle hatchling's vicious attack.
A gargoyle hatchling's kick hits you directly in the face.
[Damage: 1 ] A gargoyle hatchling is burned severely as he hits you!
< 373h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: hatchling sta EP: few scratches >
You complete your spell...
a gargoyle hatchling seems to be blinded!
[Damage: 165 ] A gargoyle hatchling is struck by your ray of sunlight, and is destroyed instantly!
A gargoyle hatchling is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a gargoyle hatchling's gurgling and choking signals his demise.
< 373h/442H 176v/176V Pos: standing >
You get a few coins from the corpse of a gargoyle hatchling.
There were: 2 gold coins, 8 silver coins, 7 copper coins.
< 373h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
Ok.
You put 0 platinum, 2 gold, 8 silver, and 7 copper coins into a large leather backpack.
< 373h/442H 176v/176V Pos: standing >
Into what?
< 373h/442H 176v/176V Pos: standing >
Within a Rock Cavern
Obvious exits: -North
A few drops of fresh blood are scattered around the area.
The corpse of a gargoyle hatchling is lying here.
[2] The corpse of a gargoyle is lying here.
The corpse of a gargoyle hatchling is lying here.
A treacherous hole in the ceiling leads up into the Savannah.
< 373h/442H 176v/176V Pos: standing >
Among a Pit
The Savannah ends to the west here with a steep incline in the
foothills. The vegetation ceases to grow here as well, as if the
soil is too parched to grow even the tiniest weed. Just before
the western mountains begin there is a large, visible hole in the
rocks that leads down into one of the infamous Pits of Cerberus.
Travellers are warned that the Pits can be quite dangerous for the
unexperienced and should proceed below with great caution.
Obvious exits: -North -East
A treacherous hole in the earth leads down into the pits.
A tall giraffe stands here, chewing on palm leaves.
< 374h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 374h/442H 176v/176V Pos: standing >
Your current terrain is: Desert.
< 374h/442H 176v/176V Pos: standing >
A Herd of Camels
Here lies another grazing ground for the animals of the region.
Currently a small group of camels have taken over the area by
snorting and stomping their feet at the other wildlife to scare
them away. The camels now stand chewing on the weeds and small
plants that grow in the soil here, content to the most that a
camel can be. The path around the mountain is just to the east
of here and there is an entrance to a pit to the south.
Obvious exits: -East -South
A lush, tropical palm tree, grows here.
A hungry wild dog scavenges for food out on the Savannah.(Red Aura)
A tall giraffe stands here, chewing on palm leaves.
An ugly camel chews on the plants here.
A large camel grazes here.
A large camel grazes here.
< 375h/442H 171v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 375h/442H 171v/176V Pos: standing >
You currently have the following spell slots available:
1st circle: 12 of 12
2nd circle: 11 of 11
3rd circle: 10 of 10
4th circle: 5 of 9 ( 17 seconds)
5th circle: 6 of 8 ( 9 seconds)
6th circle: 0 of 7 ( 35 seconds)
7th circle: 2 of 6 ( 22 seconds)
8th circle: 6 of 6
9th circle: 5 of 5
10th circle: 5 of 5
11th circle: 4 of 4
12th circle: 1 of 1
< 376h/442H 171v/176V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.
< 376h/442H 171v/176V Pos: standing >
Score information for Alenderiel
Level: 56 Race: Grey Elf Class: Druid Sex: Male
Hit points: 377(442) Moves: 171(176)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 51 platinum 125 gold 225 silver 151 copper
Playing time: 0 days / 3 hours/ 12 minutes
Received data: 1.0647 MB this session.
Send data: 0.0065 MB this session.
Compression ratio: none
Send data: 0.0065 MB this session.
Status: Standing.
Fireshielded
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 0
Detecting: Evil Good Magic Heat
Protected from: Fire Cold Lightning Gas Acid Animals
Enchantments: Farsee
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse: 16 Spell Pulse: 0.82
Leaderboard Points: 570
Active Spells:
--------------
mielikki vitality (8 minutes)
barkskin (13 minutes)
natures blessing (37 minutes)
pulchritude (19 minutes)
aid (19 minutes)
animal vision (34 minutes)
serendipity (18 minutes)
well-rested bonus (79 minutes)
protection from animals (18 minutes)
< 377h/442H 171v/176V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.
< 377h/442H 171v/176V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.
< 378h/442H 176v/176V Pos: standing >
A grazing giraffe leaves east.
< 379h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.
< 380h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 380h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 381h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 382h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 383h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 384h/442H 176v/176V Pos: standing >
A heavy snow is being blown randomly about by a brisk wind.
< 384h/442H 176v/176V Pos: standing >
You start chanting...
< 385h/442H 176v/176V Pos: standing >
Casting: regeneration
< 385h/442H 176v/176V Pos: standing >
You complete your spell...
You begin to regenerate rapidly.
< 385h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 385h/442H 176v/176V Pos: standing >
Score information for Alenderiel
Level: 56 Race: Grey Elf Class: Druid Sex: Male
Hit points: 388(442) Moves: 176(176)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 51 platinum 125 gold 225 silver 151 copper
Playing time: 0 days / 3 hours/ 13 minutes
Received data: 1.0693 MB this session.
Send data: 0.0066 MB this session.
Compression ratio: none
Send data: 0.0066 MB this session.
Status: Standing.
Fireshielded
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 0
Detecting: Evil Good Magic Heat
Protected from: Fire Cold Lightning Gas Acid Animals
Enchantments: Farsee
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse: 16 Spell Pulse: 0.82
Leaderboard Points: 570
Active Spells:
--------------
regeneration (5 minutes)
mielikki vitality (7 minutes)
barkskin (12 minutes)
natures blessing (36 minutes)
pulchritude (18 minutes)
aid (18 minutes)
animal vision (33 minutes)
serendipity (17 minutes)
well-rested bonus (78 minutes)
protection from animals (17 minutes)
< 388h/442H 176v/176V Pos: standing >
< 391h/442H 176v/176V Pos: standing >
A wild dog leaves south.
< 398h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 402h/442H 176v/176V Pos: standing >
Experience till level: 29871181
< 405h/442H 176v/176V Pos: standing >
The sun vanishes behind the southern horizon.
< 410h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 413h/442H 176v/176V Pos: standing >
You are carrying: (1/11)
a large leather backpack
< 422h/442H 176v/176V Pos: standing >
A Herd of Camels
Obvious exits: -East -South
A lush, tropical palm tree, grows here.
An ugly camel chews on the plants here.
A large camel grazes here.
A large camel grazes here.
< 423h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
< 423h/442H 176v/176V Pos: standing >
Among a Pit
The Savannah ends to the west here with a steep incline in the
foothills. The vegetation ceases to grow here as well, as if the
soil is too parched to grow even the tiniest weed. Just before
the western mountains begin there is a large, visible hole in the
rocks that leads down into one of the infamous Pits of Cerberus.
Travellers are warned that the Pits can be quite dangerous for the
unexperienced and should proceed below with great caution.
Obvious exits: -North -East
A treacherous hole in the earth leads down into the pits.
< 430h/442H 171v/176V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
< 434h/442H 171v/176V Pos: standing >
You currently have the following spell slots available:
1st circle: 12 of 12
2nd circle: 11 of 11
3rd circle: 10 of 10
4th circle: 5 of 9 ( 17 seconds)
5th circle: 8 of 8
6th circle: 7 of 7
7th circle: 6 of 6
8th circle: 6 of 6
9th circle: 5 of 5
10th circle: 5 of 5
11th circle: 4 of 4
12th circle: 1 of 1
< 441h/442H 171v/176V Pos: standing >
1st CIRCLE:
animal friendship
barkskin
fortitude
pulchritude
2nd CIRCLE:
aid
disease
sticks to snakes
3rd CIRCLE:
faerie fire
faerie fog
flame blade
protection from animals
4th CIRCLE:
create spring
lightning bolt
poison
serendipity
5th CIRCLE:
earthquake
natures touch
tranquility
6th CIRCLE:
earthen maul
endurance
regeneration
7th CIRCLE:
cyclone
dispel magic
mielikki vitality
8th CIRCLE:
animal vision
pass without trace
9th CIRCLE:
consecrate land
sunray
wandering woods
10th CIRCLE:
creeping doom
moonwell
natures blessing
11th CIRCLE:
elemental aura
12th CIRCLE:
moonstone
nova
< 442h/442H 171v/176V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
< 442h/442H 171v/176V Pos: standing >
You materialize in the air plane!
The Elemental Plane of Air
All around you, guest of wind blow in every direction
as small whirlwinds dance around.
Every so often a small chuck of floating rock can be seen in the distance
and bellowing smoke can sometimes be seen. Gravity does not seem to exist here
and travel looks possible in any direction.
Obvious exits: -North -East -South -West -Up -Down
< 442h/442H 171v/176V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
< 442h/442H 173v/176V Pos: standing >
You start chanting...
< 442h/442H 176v/176V Pos: standing >
Casting: elemental aura **
< 442h/442H 176v/176V Pos: standing >
Casting: elemental aura *
< 442h/442H 176v/176V Pos: standing >
Casting: elemental aura
< 442h/442H 176v/176V Pos: standing >
You complete your spell...
Nothing seems to happen.
< 442h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 11th circle of knowledge.
< 442h/442H 176v/176V Pos: standing >
You quickly scan the area.
Alenderiel who is in the distance to your north.
Alenderiel who is in the distance to your east.
Alenderiel who is in the distance to your south.
Alenderiel who is in the distance to your west.
Alenderiel who is in the distance above you.
Alenderiel who is in the distance below you.
< 442h/442H 176v/176V Pos: standing >
Your current terrain is: Plane-of-Air.
< 442h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
< 442h/442H 176v/176V Pos: standing >
You are carrying: (1/11)
a large leather backpack
< 442h/442H 176v/176V Pos: standing >
The Elemental Plane of Air
Obvious exits: -North -East -South -West -Up -Down
< 442h/442H 176v/176V Pos: standing >
Try flapping your arms! (Couldn't hurt)
You can't leave that way.
< 442h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
Your communion with nature is now complete...
< 442h/442H 176v/176V Pos: standing >
Try flapping your arms! (Couldn't hurt)
You can't leave that way.
< 442h/442H 176v/176V Pos: standing >
Try flapping your arms! (Couldn't hurt)
You can't leave that way.
< 442h/442H 176v/176V Pos: standing >
Try flapping your arms! (Couldn't hurt)
You can't leave that way.
< 442h/442H 176v/176V Pos: standing >
You are using:
<worn as a badge> a beacon of courage (glowing) (illuminating)
<worn on head> a bark and leaf cap
<worn on face> a frogskin mask
<worn around neck> a necklace of tails and feathers (magic) (humming)
<worn around neck> a ghastly bone torque
<worn on body> an incomplete suit of chainmail of the elements (magic) (glowing)
<worn about body> some apprentice monk robes (illuminating)
<worn about waist> a tigerskin belt [poor]
<worn on belt buckle>a rugged adventurers satchel (magic) (illuminating)
<worn on arms> a pair of bark sleeves
<held as shield> a small round wooden shield
<worn on hands> some blood-stained hide mitts
<worn on finger> a small metallic ring (magic)
<primary weapon> a flaming sabre (magic) (glowing)
<worn on legs> leggings carved from minotaur bones (magic)
<worn on feet> a pair of bark lined boots
< 442h/442H 176v/176V Pos: standing >
Someone suddenly attacks YOU!
A winter wolf's crush grazes you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
< 438h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: few scratches >
You start chanting...
< 438h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: few scratches >
A winter wolf's crude crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's decent crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's crude crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's fine crush strikes you.
[Damage: 3 ] A winter wolf is burned severely as he hits you!
< 384h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: few scratches >
Casting: sunray
< 384h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: few scratches >
You complete your spell...
[Damage: 189 ] You unleash light in a focused, searing ray at a winter wolf!
< 384h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: few wounds >
You start chanting...
< 384h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: few wounds >
You dodge a winter wolf's vicious attack.
A winter wolf's crude crush wounds you.
Your spell flows around a winter wolf, leaving him unharmed!
A winter wolf's decent crush strikes you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
< 363h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: few wounds >
Casting: sunray
< 363h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: few wounds >
You complete your spell...
a winter wolf seems to be blinded!
[Damage: 188 ] You unleash light in a focused, searing ray at a winter wolf!
< 363h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: nasty wounds >
You start chanting...
< 363h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: winter sta EP: nasty wounds >
A winter wolf's decent crush strikes you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf misses you.
A winter wolf's crush strikes you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
< 330h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
Casting: sunray
< 330h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
You complete your spell...
[Damage: 114 ] You unleash light in a focused, searing ray at a winter wolf!
< 330h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
You miss a winter wolf.
You miss a winter wolf.
< 330h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
You start chanting...
< 330h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
A winter wolf's crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's decent crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
< 311h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
Casting: natures touch
< 311h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
You complete your spell...
The warmth of nature fills your body.
< 311h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: few wounds E: winter sta EP: nasty wounds >
You miss a winter wolf.
You start chanting...
< 431h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: nasty wounds >
Casting: sunray
< 431h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: nasty wounds >
A winter wolf's decent crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's weak crush grazes you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
A winter wolf's weak crush wounds you.
[Damage: 1 ] A winter wolf is burned severely as he hits you!
< 410h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: nasty wounds >
You complete your spell...
[Damage: 137 ] You unleash light in a focused, searing ray at a winter wolf!
< 410h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: awful >
You start chanting...
< 410h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: awful >
Casting: sunray
< 410h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC:few scratches E: winter sta EP: awful >
You complete your spell...
[Damage: 122 ] A winter wolf is struck by your ray of sunlight, and is destroyed instantly!
A winter wolf is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a winter wolf's gurgling and choking signals his demise.
A winter wolf vanishes into thin air.
< 410h/442H 176v/176V Pos: standing >
You do not see or have the corpse.
< 410h/442H 176v/176V Pos: standing >
You don't have anything to put in it.
< 410h/442H 176v/176V Pos: standing >
Into what?
< 410h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 413h/442H 176v/176V Pos: standing >
The Elemental Plane of Air
Obvious exits: -North -East -South -West -Up -Down
< 417h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 424h/442H 176v/176V Pos: standing >
You quickly scan the area.
Alenderiel who is in the distance to your north.
Alenderiel who is in the distance to your east.
Alenderiel who is in the distance to your south.
Alenderiel who is in the distance to your west.
Alenderiel who is in the distance above you.
Alenderiel who is in the distance below you.
< 430h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 436h/442H 176v/176V Pos: standing >
Obvious exits:
North- The Elemental Plane of Air
East- The Elemental Plane of Air
South- The Elemental Plane of Air
West- The Elemental Plane of Air
Up- The Elemental Plane of Air
Down- The Elemental Plane of Air
< 441h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 442h/442H 176v/176V Pos: standing >
Your innate abilities: ('*' marked innates are always active)
*infravision
*outdoor sneak
plane shift [too tired to use again]
charm animal
shapechange
*forest sight
*magic resistance
*longsword master
< 442h/442H 176v/176V Pos: standing >
You are using:
<worn as a badge> a beacon of courage (glowing) (illuminating)
<worn on head> a bark and leaf cap
<worn on face> a frogskin mask
<worn around neck> a necklace of tails and feathers (magic) (humming)
<worn around neck> a ghastly bone torque
<worn on body> an incomplete suit of chainmail of the elements (magic) (glowing)
<worn about body> some apprentice monk robes (illuminating)
<worn about waist> a tigerskin belt [poor]
<worn on belt buckle>a rugged adventurers satchel (magic) (illuminating)
<worn on arms> a pair of bark sleeves
<held as shield> a small round wooden shield
<worn on hands> some blood-stained hide mitts
<worn on finger> a small metallic ring (magic)
<primary weapon> a flaming sabre (magic) (glowing)
<worn on legs> leggings carved from minotaur bones (magic)
<worn on feet> a pair of bark lined boots
< 442h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 442h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
Your communion with nature is now complete...
< 442h/442H 176v/176V Pos: standing >
You start chanting...
< 442h/442H 176v/176V Pos: standing >
Casting: elemental aura **
< 442h/442H 176v/176V Pos: standing >
Casting: elemental aura *
< 442h/442H 176v/176V Pos: standing >
Casting: elemental aura
< 442h/442H 176v/176V Pos: standing >
You complete your spell...
Nothing seems to happen.
< 442h/442H 176v/176V Pos: standing >
You feel nature's energy flow into your 11th circle of knowledge.
Your communion with nature is now complete...
< 442h/442H 176v/176V Pos: standing >
Elemental Aura
=========================================
* Area of effect: <caster>
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Generic
When cast on an elemental plane, this spell allows the Druid to temporarily
possess some properties of that plane. The specific properties vary from
plane to plane, although, rumors tell that most planes possess statistical
elements and many others. There is also a chance that the caster will
achieve FULL elemental form, infusing them with added powers.
< 442h/442H 176v/176V Pos: standing >
< 442h/442H 176v/176V Pos: standing >
Your innate abilities: ('*' marked innates are always active)
*infravision
*outdoor sneak
plane shift
charm animal
shapechange
*forest sight
*magic resistance
*longsword master
< 442h/442H 176v/176V Pos: standing >
Autosaving...
< 442h/442H 176v/176V Pos: standing >
You materialize in the water plane!
The Elemental Plane of Water
The endlessly shifting ebb and flow of water currents through this plane
make travel through the plane somewhat cumbersome and entirely arduous.
Native creatures of the plane roam about on the periphery of the area,
perhaps circling and awaiting the chance to attack. What little light
filters through the water barely allows for vision beyond a few feet in
any direction. The sounds of things lurking in the darkness far off
reverberate constantly.
Obvious exits: -North -East -South -West -Up -Down
< 442h/442H 176v/176V Pos: standing >
Elemental Aura
=========================================
* Area of effect: <caster>
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Generic
When cast on an elemental plane, this spell allows the Druid to temporarily
possess some properties of that plane. The specific properties vary from
plane to plane, although, rumors tell that most planes possess statistical
elements and many others. There is also a chance that the caster will
achieve FULL elemental form, infusing them with added powers.
A Lich enters from the east.
< 442h/442H 176v/176V Pos: standing >
A Lich starts casting an offensive spell.
< 442h/442H 176v/176V Pos: standing >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH! That really did HURT!
< 391h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
You dodge a Lich's vicious attack.
A Lich misses you.
< 391h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
Sparkling magic surrounds a Lich as he begins his chant.
A Lich starts casting an offensive spell.
< 391h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
You resist the effects of a Lich's spell!
< 391h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
Someone suddenly attacks YOU!
A Lich misses you.
< 359h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
You miss a Lich.
You miss a Lich.
< 359h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
You resist the effects of a Lich's spell!
< 359h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
A Lich starts casting an offensive spell.
< 359h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
< 345h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: small wounds E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'buoblg qrunsoqpze yugh'
A Lich's mighty magic fist slams into you!
OUCH! That really did HURT!
You start chanting...
< 205h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
< 193h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
A Lich misses you.
You dodge a Lich's vicious attack.
A Lich looks at you.
< 193h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
Casting: sunray
Sparkling magic surrounds a Lich as he begins his chant.
A Lich starts casting an offensive spell.
< 193h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
A Lich completes his spell...
A Lich utters the words 'buoblg qrunsoqpze yugh'
A Lich's mighty magic fist slams into you!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 35h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: awful E: A Lich sta EP: excellent >
You complete your spell...
Your spell flows around a Lich, leaving him unharmed!
< 35h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: awful E: A Lich sta EP: excellent >
A Lich starts casting an offensive spell.
< 35h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: awful E: A Lich sta EP: excellent >
The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!
< 25h/442H 176v/176V Pos: standing >
< T: Alenderiel TP: sta TC: awful E: A Lich sta EP: excellent >
A Lich completes his spell...
A Lich utters the words 'buoblg qfjgpuio paie'
A huge fist crushes you completely, leaving nothing but a wet smear.
Your apprentice monk robes was completely destroyed by the massive blow!