<worn as a badge> a gold hair pin
<worn on head> a legendary bone coif from Golden Hall of the Crown
<worn in ear> a sapphire earring (glowing)
<worn on face> a torn batskin mask [superior]
<worn around neck> a fine necklace of seashells [superior] (glowing)
<worn around neck> a goblin unholy symbol (glowing)
<worn on body> a frozen copper robe
<worn about body> a goblin holy cloak [poor] (glowing)
<worn about waist> a black leather belt fastened by golden buckles [superior]
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms> some demonic runed sleeves
<worn around wrist> a bracer of the serpent guard
<worn on hands> the claws of the scrag
<worn on finger> a blue Cimmerian ring
<primary weapon> a red-bladed dagger with a silver hilt [poor] (glowing)
<held> a glowing quill (glowing)
<worn on feet> some boots of the forest
You chill a grand knight.
< 154h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: few wounds >
-=[You attack a grand knight.]=- [0 hits]
You start chanting...
< 154h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: few wounds >
You complete your spell...
[Damage: 22 ] You chill a grand knight.
-=[a grand knight attacks you.]=- [0 hits]
< 154h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: nasty wounds >
You start chanting...
< 154h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: nasty wounds >
You complete your spell...
[Damage: 22 ] You chill a grand knight.
< 154h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: nasty wounds >
You start chanting...
< 154h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: nasty wounds >
-=[a grand knight attacks you.]=- [1 hits]
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: nasty wounds >
Casting: chill touch
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: nasty wounds >
You complete your spell...
[Damage: 22 ] You chill a grand knight.
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: pretty hurt >
-=[You attack a grand knight.]=- [0 hits]
You start chanting...
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: pretty hurt >
Casting: chill touch
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: pretty hurt >
You complete your spell...
[Damage: 41 ] You chill a grand knight.
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: awful >
You don't have that spell memorized.
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: awful >
You don't have that spell memorized.
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: awful >
-=[a grand knight attacks you.]=- [0 hits]
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: awful >
-=[You attack a grand knight.]=- [0 hits]
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: awful >
You start chanting...
< 143h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: knight sta EP: awful >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a grand knight!
[Damage: 36 ] [Damage: 36 ] The shadowy hand tears away the remaining life of a grand knight.
A grand knight is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a grand knight.
You have killed 1 of 1 Human(s) for boon # 1409.
< 143h/159H 110v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 143h/159H 110v/110V Pos: standing >
You get a few coins from the corpse of a grand knight.
There were: 1 platinum coin, 9 gold coins.
< 143h/159H 110v/110V Pos: standing >
Ok.
You put 1 platinum, 9 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.
< 143h/159H 110v/110V Pos: standing >
You don't have anything to put in it.
< 143h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 143h/159H 110v/110V Pos: standing >
On Refuge Street
Stones of light blue contrast have been chiseled and perfected in every
detail then embedded into the ground masking an intricate road of cobblestone.
Each stone has a brilliant radiance about it, the surface as been sanded to
a smooth finish and gleams with each flicker of light upon its surface. A
row of large clay pots containing a single light blue flower tipped with
white adorns the northern city wall facing the city. The street continues
on to the east and west. A checkered roadway begins off to the west. A
heavily scent of nectar and honey lingers here.
Obvious exits: -East -West
< 143h/159H 109v/110V Pos: standing >
Rapture Way and Refuge Street
Perfectly squared inlaid stones of light blue have been checkered with
the white stones lining Rapture Way. The checkered street stretches off to
the east and south. A stairway leading up the northwestern section of the
wall leads up to an open-air tower. Each stair has been cut perfectly.
Small groves have been chiseled into each stair offering a better grip on
the stairs to avoid slipping during rain. A small bright brass sign has
been placed at the bottom of the stairs. The air is crisp and dry. A
sense of tranquillity fills the area here.
Obvious exits: -East -South -Up
The Newhaven armorer is hard at work here.
< 143h/159H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .
< 143h/159H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .
< 143h/159H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .
< 143h/159H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .
< 143h/159H 108v/110V Pos: standing >
Atop the Northwest Tower of Newhaven
Yellowish brown stone has been carefully chiseled with delicate
detail and perfectly lined up and mortared together to form a massive
tower. The tower over looks the northwestern land and walls surrounding
the city. Large parapets of perfectly squared stone line the top of the
tower, offering shelter to the defenders of the city from any possible
missile fire below the city wall. A large banner of blue and white has
been centered and hung down the tower wall facing outside the city as a
thick maple flagpole protrudes toward the sky supporting a banner
emblazoned with the city's crest. Slivers of granite have been
embedded into the tower's stones reinforcing its structural
integrity.
Obvious exits: -Down
The corpse of a grand knight is lying here.
A knight commander of Newhaven stands here.
< 143h/159H 108v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 143h/159H 109v/110V Pos: standing >
You get a spellbook from a rugged adventurers satchel.
< 143h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 143h/159H 110v/110V Pos: standing >
You sit down and relax.
< 144h/159H 110v/110V Pos: sitting >
You start meditating...
< 144h/159H 110v/110V Pos: sitting >
Autosaving...
< 144h/159H 110v/110V Pos: sitting >
You are currently memorizing the following spells:
7 seconds: ( 1st) slashing darkness
14 seconds: ( 1st) slashing darkness
21 seconds: ( 1st) slashing darkness
28 seconds: ( 1st) slashing darkness
35 seconds: ( 1st) slashing darkness
42 seconds: ( 1st) slashing darkness
49 seconds: ( 1st) slashing darkness
59 seconds: ( 2nd) chill touch
69 seconds: ( 2nd) chill touch
79 seconds: ( 2nd) chill touch
89 seconds: ( 2nd) chill touch
99 seconds: ( 2nd) chill touch
109 seconds: ( 2nd) chill touch
119 seconds: ( 2nd) chill touch
126 seconds: ( 1st) slashing darkness
You can memorize 6 3rd and 5 4th circle spell(s).
You continue your study.
< 145h/159H 110v/110V Pos: sitting >
< 145h/159H 110v/110V Pos: sitting >
Character attributes for Salmirgz
Level: 20 Race: Gnome Class: Necromancer
Age: 95 yrs / 13 mths Height: 41 inches Weight: 50 lbs Size: small
Actual (Base) Actual (Base)
Str: 85 (100) Pow: 86 ( 81)
Dex: 108 ( 93) Int: 125 ( 96)
Agi: 120 (100) Wis: 89 ( 93)
Con: 90 (100) Cha: 83 ( 87) Luc: 83 ( 83)
Equipped Items: 17 Carried weight: 16
Armor Points: -209 Reduces melee damage taken by 20.9%
Melee Critical Percentage(int): 13%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 11%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 100%
Hitroll: fairly good Damroll: better than average
Alignment: extremely evil
Saving Throws: PAR[slightly below average] FEA[slightly above average]
BRE[slightly below average] SPE[superior]
Load carried: Not a problem
< 146h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 147h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 148h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 150h/159H 110v/110V Pos: sitting >
You feel your skill in meditate improving.
You have finished memorizing slashing darkness.
< 151h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 152h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 153h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 154h/159H 110v/110V Pos: sitting >
You have just begun the trek to your next level!
< 155h/159H 110v/110V Pos: sitting >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.
< 156h/159H 110v/110V Pos: sitting >
< 156h/159H 110v/110V Pos: sitting >
You have finished memorizing chill touch.
< 157h/159H 110v/110V Pos: sitting >
You have finished memorizing chill touch.
< 158h/159H 110v/110V Pos: sitting >
You have finished memorizing chill touch.
< 159h/159H 110v/110V Pos: sitting >
You have finished memorizing chill touch.
< 159h/159H 110v/110V Pos: sitting >
You have finished memorizing chill touch.
< 159h/159H 110v/110V Pos: sitting >
Character attributes for Salmirgz
Level: 20 Race: Gnome Class: Necromancer
Age: 95 yrs / 13 mths Height: 41 inches Weight: 50 lbs Size: small
Actual (Base) Actual (Base)
Str: 85 (100) Pow: 86 ( 81)
Dex: 108 ( 93) Int: 125 ( 96)
Agi: 120 (100) Wis: 89 ( 93)
Con: 90 (100) Cha: 83 ( 87) Luc: 83 ( 83)
Equipped Items: 17 Carried weight: 16
Armor Points: -209 Reduces melee damage taken by 20.9%
Melee Critical Percentage(int): 13%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 11%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 100%
Hitroll: fairly good Damroll: better than average
Alignment: extremely evil
Saving Throws: PAR[slightly below average] FEA[slightly above average]
BRE[slightly below average] SPE[superior]
Load carried: Not a problem
< 159h/159H 110v/110V Pos: sitting >
You have finished memorizing chill touch.
< 159h/159H 110v/110V Pos: sitting >
You have finished memorizing chill touch.
< 159h/159H 110v/110V Pos: sitting >
You have memorized the following spells:
( 2nd circle) 7 - chill touch
( 1st circle) 7 - slashing darkness
And you are currently memorizing the following spells:
3 seconds: ( 1st) slashing darkness
You can memorize 6 3rd and 5 4th circle spell(s).
< 159h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
Your studies are complete.
< 159h/159H 110v/110V Pos: sitting >
You clamber to your feet.
< 159h/159H 110v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 159h/159H 110v/110V Pos: standing >
You put 1 spellbook(s) into a rugged adventurers satchel.
< 159h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 159h/159H 110v/110V Pos: standing >
You quickly scan the area.
You see nothing.
< 159h/159H 110v/110V Pos: standing >
Rapture Way and Refuge Street
Perfectly squared inlaid stones of light blue have been checkered with
the white stones lining Rapture Way. The checkered street stretches off to
the east and south. A stairway leading up the northwestern section of the
wall leads up to an open-air tower. Each stair has been cut perfectly.
Small groves have been chiseled into each stair offering a better grip on
the stairs to avoid slipping during rain. A small bright brass sign has
been placed at the bottom of the stairs. The air is crisp and dry. A
sense of tranquillity fills the area here.
Obvious exits: -East -South -Up
< 159h/159H 109v/110V Pos: standing >
You quickly scan the area.
A grand knight who is close by to your east.
The armorer who is close by to your east.
The citizen who is a brief walk away to your south.
A warder who is a brief walk away to your south.
The citizen who is a brief walk away to your south.
A girl who is a brief walk away to your south.
The boy who is a brief walk away to your south.
The citizen who is a brief walk away to your south.
Artos Chistori, Avenger of Newhaven who is rather far off to your south.
A knight commander who is close by above you.
< 159h/159H 109v/110V Pos: standing >
You quickly scan the area.
A grand knight who is close by to your east.
The armorer who is close by to your east.
The citizen who is a brief walk away to your south.
A warder who is a brief walk away to your south.
The citizen who is a brief walk away to your south.
A girl who is a brief walk away to your south.
The boy who is a brief walk away to your south.
The citizen who is a brief walk away to your south.
Artos Chistori, Avenger of Newhaven who is rather far off to your south.
A knight commander who is close by above you.
< 159h/159H 109v/110V Pos: standing >
On Refuge Street
Stones of light blue contrast have been chiseled and perfected in every
detail then embedded into the ground masking an intricate road of cobblestone.
Each stone has a brilliant radiance about it, the surface as been sanded to
a smooth finish and gleams with each flicker of light upon its surface. A
row of large clay pots containing a single light blue flower tipped with
white adorns the northern city wall facing the city. The street continues
on to the east and west. A checkered roadway begins off to the west. A
heavily scent of nectar and honey lingers here.
Obvious exits: -East -West
A grand knight of Newhaven strolls along here.
The Newhaven armorer is hard at work here.
< 159h/159H 108v/110V Pos: standing >
Why don't you just lie down and pretend you're dead instead?
< 159h/159H 110v/110V Pos: standing >
You start chanting...
< 159h/159H 110v/110V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near the armorer!
[Damage: 32 ] [Damage: 32 ] The shadowy hand slashes the armorer viciously.
-=[the armorer attacks you.]=- [0 hits]
< 159h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:excellent E: armorer sta EP: small wounds >
You start chanting...
< 159h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:excellent E: armorer sta EP: small wounds >
You feel less righteous.
You feel less righteous.
< 159h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:excellent E: armorer sta EP: small wounds >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.
< 159h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:excellent E: armorer sta EP: small wounds >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near the armorer!
[Damage: 16 ] [Damage: 16 ] The shadowy hand slashes the armorer viciously.
< 159h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:excellent E: armorer sta EP: few wounds >
You start chanting...
< 159h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:excellent E: armorer sta EP: few wounds >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near the armorer!
[Damage: 26 ] [Damage: 26 ] The shadowy hand slashes the armorer viciously.
You suddenly see the armorer's foot in your chest.
-=[the armorer attacks you.]=- [1 hits]
< 146h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: armorer sta EP: few wounds >
[Damage: 5 ] -=[You attack the armorer.]=- [1 hits]
< 146h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: armorer sta EP: few wounds >
You start chanting...
< 146h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: armorer sta EP: few wounds >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near the armorer!
[Damage: 31 ] [Damage: 31 ] The shadowy hand slashes the armorer viciously.
< 146h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: armorer sta EP: nasty wounds >
You start chanting...
< 146h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: armorer sta EP: nasty wounds >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near the armorer!
[Damage: 31 ] [Damage: 31 ] The shadowy hand slashes the armorer viciously.
-=[You attack the armorer.]=- [0 hits]
-=[the armorer attacks you.]=- [1 hits]
< 132h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: armorer sta EP: pretty hurt >
You start chanting...
< 132h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: armorer sta EP: pretty hurt >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near the armorer!
[Damage: 27 ] [Damage: 27 ] The shadowy hand slashes the armorer viciously.
< 132h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: armorer sta EP: awful >
You start chanting...
< 132h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC: small wounds E: armorer sta EP: awful >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near the armorer!
[Damage: 27 ] [Damage: 27 ] The shadowy hand tears away the remaining life of the armorer.
The armorer is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The armorer's death cry reverberates in your head as he falls to the ground.
It appears you were able to salvage a piece of equipment from your enemy.
You have killed 1 of 1 Human(s) for boon # 1409.
< 132h/159H 110v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 132h/159H 110v/110V Pos: standing >
You get a gleaming longsword [superior] from the corpse of the armorer.
You get a few coins from the corpse of the armorer.
There were: 1 platinum coin, 10 gold coins.
You get a tarnished crystal horn from the corpse of the armorer.
< 132h/159H 110v/110V Pos: standing >
Ok.
You put 1 platinum, 10 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.
< 132h/159H 110v/110V Pos: standing >
You put 2 items into a rugged adventurers satchel.
< 132h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 132h/159H 110v/110V Pos: standing >
Rapture Way and Refuge Street
Perfectly squared inlaid stones of light blue have been checkered with
the white stones lining Rapture Way. The checkered street stretches off to
the east and south. A stairway leading up the northwestern section of the
wall leads up to an open-air tower. Each stair has been cut perfectly.
Small groves have been chiseled into each stair offering a better grip on
the stairs to avoid slipping during rain. A small bright brass sign has
been placed at the bottom of the stairs. The air is crisp and dry. A
sense of tranquillity fills the area here.
Obvious exits: -East -South -Up
< 132h/159H 109v/110V Pos: standing >
Alas, you cannot go that way. . . .
< 132h/159H 109v/110V Pos: standing >
Atop the Northwest Tower of Newhaven
Yellowish brown stone has been carefully chiseled with delicate
detail and perfectly lined up and mortared together to form a massive
tower. The tower over looks the northwestern land and walls surrounding
the city. Large parapets of perfectly squared stone line the top of the
tower, offering shelter to the defenders of the city from any possible
missile fire below the city wall. A large banner of blue and white has
been centered and hung down the tower wall facing outside the city as a
thick maple flagpole protrudes toward the sky supporting a banner
emblazoned with the city's crest. Slivers of granite have been
embedded into the tower's stones reinforcing its structural
integrity.
Obvious exits: -Down
The corpse of a grand knight is lying here.
A knight commander of Newhaven stands here.
< 132h/159H 108v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 133h/159H 110v/110V Pos: standing >
You don't have anything to put in it.
< 133h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 133h/159H 110v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 133h/159H 110v/110V Pos: standing >
You get a spellbook from a rugged adventurers satchel.
< 133h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 133h/159H 110v/110V Pos: standing >
You sit down and relax.
< 133h/159H 110v/110V Pos: sitting >
You start meditating...
< 133h/159H 110v/110V Pos: sitting >
You have memorized the following spells:
( 2nd circle) 7 - chill touch
( 1st circle) 1 - slashing darkness
And you are currently memorizing the following spells:
7 seconds: ( 1st) slashing darkness
14 seconds: ( 1st) slashing darkness
21 seconds: ( 1st) slashing darkness
28 seconds: ( 1st) slashing darkness
35 seconds: ( 1st) slashing darkness
42 seconds: ( 1st) slashing darkness
49 seconds: ( 1st) slashing darkness
You can memorize 6 3rd and 5 4th circle spell(s).
You continue your study.
< 135h/159H 110v/110V Pos: sitting >
You stop meditating.
a gleaming longsword [superior]
some granite dust
a piece of ancient granite
a small piece of electrum
a set of moorwood pan pipes (humming)
a strange black stone
a tarnished crystal horn
a human-made crystal cap from Newhaven
a brutal bone cord
[8] a slab of beef
a small pile of coins
a pair of rugged outdoors boots [poor]
a pair of worn leather sleeves
< 135h/159H 110v/110V Pos: sitting >
You start meditating...
< 135h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 137h/159H 110v/110V Pos: sitting >
You are still a very long way from your next level.
< 137h/159H 110v/110V Pos: sitting >
< 137h/159H 110v/110V Pos: sitting >
You feel your skill in meditate improving.
You have finished memorizing slashing darkness.
< 137h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 139h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 140h/159H 110v/110V Pos: sitting >
The snow is coming down faster now.
< 142h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 142h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 144h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
Your studies are complete.
< 146h/159H 110v/110V Pos: sitting >
You clamber to your feet.
< 146h/159H 110v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 146h/159H 110v/110V Pos: standing >
You put 1 spellbook(s) into a rugged adventurers satchel.
< 146h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 146h/159H 110v/110V Pos: standing >
Hint: Type toggle group to let others know that you're interested in grouping.
< 147h/159H 110v/110V Pos: standing >
Atop the Northwest Tower of Newhaven
Obvious exits: -Down
The corpse of a grand knight is lying here.
A knight commander of Newhaven stands here.
< 147h/159H 110v/110V Pos: standing >
You quickly scan the area.
You see nothing.
< 148h/159H 110v/110V Pos: standing >
Rapture Way and Refuge Street
Perfectly squared inlaid stones of light blue have been checkered with
the white stones lining Rapture Way. The checkered street stretches off to
the east and south. A stairway leading up the northwestern section of the
wall leads up to an open-air tower. Each stair has been cut perfectly.
Small groves have been chiseled into each stair offering a better grip on
the stairs to avoid slipping during rain. A small bright brass sign has
been placed at the bottom of the stairs. The air is crisp and dry. A
sense of tranquillity fills the area here.
Obvious exits: -East -South -Up
< 148h/159H 109v/110V Pos: standing >
You quickly scan the area.
A grand knight who is close by to your east.
The citizen who is not far off to your south.
The lawkeeper who is a brief walk away to your south.
The citizen who is rather far off to your south.
A girl who is rather far off to your south.
The boy who is rather far off to your south.
The citizen who is rather far off to your south.
A knight commander who is close by above you.
< 148h/159H 109v/110V Pos: standing >
You quickly scan the area.
A grand knight who is close by to your east.
The citizen who is not far off to your south.
The lawkeeper who is a brief walk away to your south.
The citizen who is rather far off to your south.
A girl who is rather far off to your south.
The boy who is rather far off to your south.
The citizen who is rather far off to your south.
A knight commander who is close by above you.
< 148h/159H 109v/110V Pos: standing >
You quickly scan the area.
A grand knight who is close by to your east.
The citizen who is not far off to your south.
The lawkeeper who is a brief walk away to your south.
The citizen who is rather far off to your south.
A girl who is rather far off to your south.
The boy who is rather far off to your south.
The citizen who is rather far off to your south.
A knight commander who is close by above you.
< 148h/159H 109v/110V Pos: standing >
On Refuge Street
Stones of light blue contrast have been chiseled and perfected in every
detail then embedded into the ground masking an intricate road of cobblestone.
Each stone has a brilliant radiance about it, the surface as been sanded to
a smooth finish and gleams with each flicker of light upon its surface. A
row of large clay pots containing a single light blue flower tipped with
white adorns the northern city wall facing the city. The street continues
on to the east and west. A checkered roadway begins off to the west. A
heavily scent of nectar and honey lingers here.
Obvious exits: -East -West
Fresh blood splatters cover the area.
The corpse of the armorer is lying here.
A grand knight of Newhaven strolls along here.
< 148h/159H 108v/110V Pos: standing >
Clad in full platemail, the knight scans the surrounding
area for any signs of danger. His massive great helm and
visor has been topped with a vibrant blue and white plume.
His blue cloak has been fastened to his shoulder plates
making it easier to control if a fray should arise.
A grand knight appears to be Human and is in excellent condition.
He's medium in size.
< 149h/159H 109v/110V Pos: standing >
You ARE mad!
< 149h/159H 110v/110V Pos: standing >
You start chanting...
< 149h/159H 110v/110V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a grand knight!
[Damage: 32 ] [Damage: 32 ] The shadowy hand slashes a grand knight viciously.
A grand knight's kick parts your hair but does little else.
-=[a grand knight attacks you.]=- [0 hits]
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: few wounds >
You start chanting...
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: few wounds >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a grand knight!
[Damage: 17 ] [Damage: 17 ] The shadowy hand slashes a grand knight viciously.
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: few wounds >
-=[You attack a grand knight.]=- [0 hits]
You start chanting...
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: few wounds >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a grand knight!
[Damage: 23 ] [Damage: 23 ] The shadowy hand slashes a grand knight viciously.
-=[a grand knight attacks you.]=- [0 hits]
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: nasty wounds >
You start chanting...
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: nasty wounds >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a grand knight!
[Damage: 27 ] [Damage: 27 ] The shadowy hand slashes a grand knight viciously.
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: pretty hurt >
[Damage: 4 ] -=[You attack a grand knight.]=- [1 hits]
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: pretty hurt >
You start chanting...
< 150h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: pretty hurt >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a grand knight!
[Damage: 15 ] [Damage: 15 ] The shadowy hand slashes a grand knight viciously.
-=[a grand knight attacks you.]=- [1 hits]
< 146h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: awful >
You start chanting...
< 146h/159H 110v/110V Pos: standing >
< T: Salmirgz TP: sta TC:few scratches E: knight sta EP: awful >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a grand knight!
[Damage: 22 ] A grand knight is stunned!
[Damage: 22 ] The shadowy hand tears away the remaining life of a grand knight.
A grand knight is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a grand knight.
You have killed 1 of 1 Human(s) for boon # 1409.
< 146h/159H 110v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 146h/159H 110v/110V Pos: standing >
You get a few coins from the corpse of a grand knight.
There were: 1 platinum coin, 10 gold coins.
< 146h/159H 110v/110V Pos: standing >
Ok.
You put 1 platinum, 10 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.
< 146h/159H 110v/110V Pos: standing >
You don't have anything to put in it.
< 146h/159H 110v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 146h/159H 110v/110V Pos: standing >
Rapture Way and Refuge Street
Perfectly squared inlaid stones of light blue have been checkered with
the white stones lining Rapture Way. The checkered street stretches off to
the east and south. A stairway leading up the northwestern section of the
wall leads up to an open-air tower. Each stair has been cut perfectly.
Small groves have been chiseled into each stair offering a better grip on
the stairs to avoid slipping during rain. A small bright brass sign has
been placed at the bottom of the stairs. The air is crisp and dry. A
sense of tranquillity fills the area here.
Obvious exits: -East -South -Up
< 146h/159H 109v/110V Pos: standing >
Alas, you cannot go that way. . . .
< 146h/159H 109v/110V Pos: standing >
Atop the Northwest Tower of Newhaven
Yellowish brown stone has been carefully chiseled with delicate
detail and perfectly lined up and mortared together to form a massive
tower. The tower over looks the northwestern land and walls surrounding
the city. Large parapets of perfectly squared stone line the top of the
tower, offering shelter to the defenders of the city from any possible
missile fire below the city wall. A large banner of blue and white has
been centered and hung down the tower wall facing outside the city as a
thick maple flagpole protrudes toward the sky supporting a banner
emblazoned with the city's crest. Slivers of granite have been
embedded into the tower's stones reinforcing its structural
integrity.
Obvious exits: -Down
The corpse of a grand knight is lying here.
A knight commander of Newhaven stands here.
< 146h/159H 108v/110V Pos: standing >
You stop using a rugged adventurers satchel.
< 146h/159H 109v/110V Pos: standing >
You get a spellbook from a rugged adventurers satchel.
< 146h/159H 109v/110V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 146h/159H 109v/110V Pos: standing >
You sit down and relax.
< 146h/159H 110v/110V Pos: sitting >
You start meditating...
< 146h/159H 110v/110V Pos: sitting >
You have memorized the following spells:
( 2nd circle) 7 - chill touch
( 1st circle) 2 - slashing darkness
And you are currently memorizing the following spells:
7 seconds: ( 1st) slashing darkness
14 seconds: ( 1st) slashing darkness
21 seconds: ( 1st) slashing darkness
28 seconds: ( 1st) slashing darkness
35 seconds: ( 1st) slashing darkness
42 seconds: ( 1st) slashing darkness
You can memorize 6 3rd and 5 4th circle spell(s).
You continue your study.
< 148h/159H 110v/110V Pos: sitting >
You have gained some progress, but still have a ways to go yet towards your next level.
< 148h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 150h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 152h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 153h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 155h/159H 110v/110V Pos: sitting >
You have finished memorizing slashing darkness.
< 157h/159H 110v/110V Pos: sitting >
Hint: Type "toggle" to see a list of various commands you can toggle. Try them out! Some are quite handy.
A Kobold snaps into visibility.
< 158h/159H 110v/110V Pos: sitting >
A Kobold snaps into visibility.
< 158h/159H 110v/110V Pos: sitting >
A Kobold completes his spell...
Ripples of ChAoTiC energy slam into you as reality comes crashing down.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You abandon your studies.
A tentacle of solified mist coils itself around you
tossing you to the ground.
Ice crystals form around you as intense cold causes your body to freeze.
Ripples of ChAoTiC energy engulf you
blasting the life from your body.