The death of [ 4 Warrior] Sox (Minotaur)

in The Tropical Jungles of Khomani-Khan

from the perspective of [ 4 Warrior] Sox (Minotaur)

<primary weapon>     a two-handed sword
<secondary weapon>   a long steel sword


< 36h/36H 170v/170V Pos: standing >

< 36h/36H 170v/170V Pos: standing >

< 36h/36H 170v/170V Pos: standing >
 Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Greater God ] Ashyel : the answer to your question is probably Maybe

There are 1 visible god(s) on.

 Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[ 1 Warrior         ] Sox  (Minotaur)
[ 5 Mercenary       ] Sidon  (Orc)[Serf]
[54 Necrolyte       ] Kobie La Resistance (Kobold)[Knight]
[53 Trickster       ] Bardo La Resistance (inv) (Orc)[Noble]
[ 3 Necromancer     ] Zlon  (Kobold)[Serf]
[ 3 Monk            ] Nibo Yay Flowers (Orc) (AFK)[Serf]

There are 6 mortal(s) on.

Total visible players: 7.
Total connections: 15.

Record number of connections this boot: 37.

< 36h/36H 170v/170V Pos: standing >

< 36h/36H 170v/170V Pos: standing >
You have now turned Paging mode off.

< 36h/36H 170v/170V Pos: standing >
Damage Display is now ON

< 36h/36H 170v/170V Pos: standing >
Mock Combat Chamber
Obvious exits: -West
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 36h/36H 170v/170V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South# -West
Ackum, the master warrior, is here.

< 36h/36H 169v/170V Pos: standing >
Ok.

< 36h/36H 169v/170V Pos: standing >
Hint: Experiment with different social commands. Some are useful in actual game play. Example: "beckon" asks someone to follow and consent to you, or "moving" announces that you are moving ahead.
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South

< 36h/36H 168v/170V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up

< 36h/36H 168v/170V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West# -Down

< 36h/36H 168v/170V Pos: standing >
Ok.

< 36h/36H 170v/170V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
A disheveled commoner squats in a corner.

< 36h/36H 169v/170V Pos: standing >

< 36h/36H 169v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 36h/36H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 36h/36H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 36h/36H 167v/170V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West

< 36h/36H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 168v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 36h/36H 167v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West

< 36h/36H 166v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 167v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 36h/36H 167v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East

< 36h/36H 166v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 166v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 166v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 36h/36H 166v/170V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East -West

< 36h/36H 165v/170V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West
A small snake swims in the swamp.

< 36h/36H 164v/170V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West

< 36h/36H 164v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 165v/170V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East -South

< 36h/36H 165v/170V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East -West

< 36h/36H 165v/170V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West

< 36h/36H 164v/170V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.

< 36h/36H 163v/170V Pos: standing >
Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down

< 36h/36H 163v/170V Pos: standing >

< 36h/36H 170v/170V Pos: standing >
Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 36h/36H 169v/170V Pos: standing >
Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East -West

< 36h/36H 168v/170V Pos: standing >
A Dense Forest
   The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West

< 36h/36H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/36H 167v/170V Pos: standing >
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South

< 36h/36H 167v/170V Pos: standing >
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West

< 36h/36H 166v/170V Pos: standing >
 
  MMM^^..^.   
 ^MMM^.....*  
 MMM^^.....*  
 MMM^^@....*  
 ^MM^^^^^.**  
 ^MMM^..^^**  
  MMM^^****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 36h/36H 165v/170V Pos: standing >
 
  MM^^..^.*   
 MMM^.....**  
 MM^^.....**  
 MM^^.@...**  
 MM^^^^^.***  
 MMM^..^^***  
  MM^^*****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 36h/36H 164v/170V Pos: standing >
 
  M^^..^.**   
 MM^.....***  
 M^^.....***  
 M^^..@..***  
 M^^^^^.****  
 MM^..^^****  
  M^^******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 36h/36H 162v/170V Pos: standing >
 
  ^^..^.***   
 M^.....****  
 ^^.....****  
 ^^...@.****  
 ^^^^^.*****  
 M^..^^*****  
  ^^*******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 36h/36H 161v/170V Pos: standing >
 
  ^..^.****   
 ^.....*****  
 ^.....*****  
 ^....@*****  
 ^^^^.******  
 ^..^^******  
  ^********   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
A double-headed dragonfly cruises around the marshlands, looking for a place to lay its egg.

< 36h/36H 159v/170V Pos: standing >
A double-headed dragonfly suddenly attacks YOU!
A double-headed dragonfly's weak sting wounds you.
Sorry, you aren't allowed to do that in combat.

< 35h/36H 159v/170V Pos: standing >
< T: Sox TP: sta TC:few scratches E: double sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 35h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC:few scratches E: double sta EP: excellent >
 A double-headed dragonfly's sting strikes you.
A double-headed dragonfly's crude sting strikes you.

< 31h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP: excellent >
 [Damage:  7 ] You kick a double-headed dragonfly, cracking his exoskeleton.

< 31h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 You miss a double-headed dragonfly.

< 31h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 A double-headed dragonfly's weak sting wounds you.
A double-headed dragonfly's weak sting wounds you.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 [Damage:  3 ] Your fine punch strikes a double-headed dragonfly.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 A double-headed dragonfly misses you.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 A double-headed dragonfly dodges your futile attack.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 The sun vanishes behind the southern horizon.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 A double-headed dragonfly misses you.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 Your kick bounces off a double-headed dragonfly's tough exoskeleton.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 You miss a double-headed dragonfly.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 A double-headed dragonfly misses you.

< 29h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 You miss a double-headed dragonfly.
A double-headed dragonfly's crude sting strikes you.

< 27h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 You dodge a double-headed dragonfly's vicious attack.

< 27h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 A double-headed dragonfly dodges your futile attack.
You wield a two-handed sword.

< 27h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 You wield a long steel sword.

< 27h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: double sta EP:  small wounds >
 A double-headed dragonfly's sting wounds you.
A double-headed dragonfly misses you.

< 26h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 A double-headed dragonfly dodges your futile attack.

< 26h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 A double-headed dragonfly's crude sting strikes you.

< 24h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 A double-headed dragonfly dodges your futile attack.
A double-headed dragonfly dodges your futile attack.

< 24h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 Your kick bounces off a double-headed dragonfly's tough exoskeleton.

< 24h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 A double-headed dragonfly's weak sting wounds you.

< 23h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.

< 23h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 [Damage:  1 ] Your weak slash wounds a double-headed dragonfly.
A double-headed dragonfly dodges your futile attack.

< 23h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 A double-headed dragonfly's sting strikes you.
You dodge a double-headed dragonfly's vicious attack.

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 You miss a double-headed dragonfly.
You miss a double-headed dragonfly.
You parry a double-headed dragonfly's lunge at you.

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 The snow is coming down faster now.

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 You are using:
<primary weapon>     a two-handed sword
<secondary weapon>   a long steel sword

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 A double-headed dragonfly misses you.
You parry a double-headed dragonfly's lunge at you.

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  small wounds >
 You feel your skill in 2h slashing improving.
[Damage:  3 ] Your slash strikes a double-headed dragonfly.

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You dodge a double-headed dragonfly's vicious attack.

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly dodges your futile attack.
You miss a double-headed dragonfly.

< 22h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly's weak sting strikes you.

< 21h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly dodges your futile attack.

< 21h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly misses you.
You parry a double-headed dragonfly's lunge at you.

< 21h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 
< 21h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You miss a double-headed dragonfly.
A double-headed dragonfly dodges your futile attack.

< 21h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You dodge a double-headed dragonfly's vicious attack.
A double-headed dragonfly misses you.

< 21h/36H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly dodges your futile attack.
A double-headed dragonfly dodges your futile attack.
You feel your skill in 2h slashing improving.
You raise a level!
[Damage:  6 ] Your fine slash strikes a double-headed dragonfly very hard.
A double-headed dragonfly misses you.
You dodge a double-headed dragonfly's vicious attack.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You feel your skill in riposte improving.
You parry a double-headed dragonfly's lunge at you.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly dodges your futile attack.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You dodge a double-headed dragonfly's vicious attack.
You dodge a double-headed dragonfly's vicious attack.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You miss a double-headed dragonfly.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly misses you.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You miss a double-headed dragonfly.
[Damage:  1 ] Your weak slash wounds a double-headed dragonfly.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly misses you.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 Your kick bounces off a double-headed dragonfly's tough exoskeleton.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly dodges your futile attack.
A double-headed dragonfly dodges your futile attack.
A double-headed dragonfly dodges your futile attack.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly misses you.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 The night has begun.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly dodges your futile attack.
You dodge a double-headed dragonfly's vicious attack.
You parry a double-headed dragonfly's lunge at you.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly misses you.
You dodge a double-headed dragonfly's vicious attack.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You miss a double-headed dragonfly.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly misses you.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 A double-headed dragonfly dodges your futile attack.

< 43h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 As a double-headed dragonfly strikes you, the power of your ancestors fill you with RAGE!
A double-headed dragonfly's sting strikes you.
You parry a double-headed dragonfly's lunge at you.

< 40h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You miss a double-headed dragonfly.
A double-headed dragonfly dodges your futile attack.
You miss a double-headed dragonfly.

< 40h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You feel your skill in parry improving.
A double-headed dragonfly misses you.

< 40h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  few wounds >
 You feel your skill in kick improving.
[Damage: 10 ] You kick a double-headed dragonfly, cracking his exoskeleton.

< 40h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  nasty wounds >
 You feel your skill in dual wield improving.
You feel your skill in 2h slashing improving.
You miss a double-headed dragonfly.
A double-headed dragonfly dodges your futile attack.
You miss a double-headed dragonfly.

< 40h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  nasty wounds >
 A double-headed dragonfly misses you.
A double-headed dragonfly's sting strikes you.

< 37h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  nasty wounds >
 A double-headed dragonfly dodges your futile attack.
A double-headed dragonfly dodges your futile attack.
[Damage:  2 ] Your weak slash strikes a double-headed dragonfly hard.
A double-headed dragonfly dodges your futile attack.

< 37h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP: pretty hurt >
 You parry a double-headed dragonfly's lunge at you.
A double-headed dragonfly's crude sting strikes you.

< 35h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP: pretty hurt >
 Hint: Knocking your foe down will increase the damage you do to him.

< 35h/58H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP: pretty hurt >
 You feel your skill in double attack improving.
[Damage:  4 ] Your decent slash seriously wounds a double-headed dragonfly.
A double-headed dragonfly dodges your futile attack.
A double-headed dragonfly dodges your futile attack.
You raise a level!
[Damage:  4 ] Your decent slash seriously wounds a double-headed dragonfly.
You parry a double-headed dragonfly's lunge at you.
A double-headed dragonfly's weak sting wounds you.

< 54h/78H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  awful >
 Your kick bounces off a double-headed dragonfly's tough exoskeleton.

< 54h/78H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  awful >
 A double-headed dragonfly's crude sting strikes you.

< 52h/78H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  awful >
 You feel your skill in double attack improving.
[Damage:  4 ] Your decent slash enshrouds a double-headed dragonfly in a mist of blood.
A double-headed dragonfly is stunned!
You miss a double-headed dragonfly.
You miss a double-headed dragonfly.
You miss a double-headed dragonfly.

< 52h/78H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  awful >
 You dodge a double-headed dragonfly's vicious attack.
A double-headed dragonfly's weak sting wounds you.

< 51h/78H 160v/170V Pos: standing >
< T: Sox TP: sta TC: few wounds E: double sta EP:  awful >
 [Damage:  3 ] Your crude slash enshrouds a double-headed dragonfly in a mist of blood.
[Damage:  2 ] Your weak slash seriously wounds a double-headed dragonfly.
A double-headed dragonfly is incapacitated and will slowly die, if not aided.

< 51h/78H 160v/170V Pos: standing >
<[Damage:  6 ] Your slash hits a double-headed dragonfly.
A double-headed dragonfly is mortally wounded, and will die soon, if not aided.
You raise a level!
[Damage:  5 ] Your final slash sends a double-headed dragonfly's head bouncing along the ground.
A double-headed dragonfly 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 a carnal satisfaction as a double-headed dragonfly's gurgling and choking signals his demise.

< 75h/102H 160v/170V Pos: standing >

< 75h/102H 162v/170V Pos: standing >
 
  ^..^.****   
 ^.....*****  
 ^.....*****  
 ^....@*****  
 ^^^^.******  
 ^..^^******  
  ^********   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a double-headed dragonfly is lying here.

< 76h/102H 166v/170V Pos: standing >
 
 ..***  
 ..@**  
 .****  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 76h/102H 166v/170V Pos: standing >
Saving Sox.

< 77h/102H 168v/170V Pos: standing >

< 77h/102H 170v/170V Pos: standing >

< 78h/102H 170v/170V Pos: standing >

< 78h/102H 170v/170V Pos: standing >

< 79h/102H 170v/170V Pos: standing >

< 79h/102H 170v/170V Pos: standing >
You are close to the half-way point in the journey towards your next level.

< 79h/102H 170v/170V Pos: standing >

< 80h/102H 170v/170V Pos: standing >

< 81h/102H 170v/170V Pos: standing >
No-one by that name here...

< 83h/102H 170v/170V Pos: standing >
No-one by that name here...

< 84h/102H 170v/170V Pos: standing >

< 84h/102H 170v/170V Pos: standing >
No-one by that name here...

< 84h/102H 170v/170V Pos: standing >

< 86h/102H 170v/170V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 86h/102H 170v/170V Pos: standing >
 
 ..***  
 ..@**  
 .****  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 87h/102H 170v/170V Pos: standing >

< 89h/102H 170v/170V Pos: standing >

< 91h/102H 170v/170V Pos: standing >
 
 ..***  
 ..@**  
 .****  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 91h/102H 170v/170V Pos: standing >

< 93h/102H 170v/170V Pos: standing >

< 93h/102H 170v/170V Pos: standing >
Autosaving...

< 94h/102H 170v/170V Pos: standing >

< 96h/102H 170v/170V Pos: standing >

< 96h/102H 170v/170V Pos: standing >

< 97h/102H 170v/170V Pos: standing >

< 99h/102H 170v/170V Pos: standing >

< 101h/102H 170v/170V Pos: standing >
Minotaur
=========================================
Minotaur are a half bull, half human race, with the torso of a man, and the
head and legs and feet of a bull. Huge horns protrude from the head. Minotaur
are one of the neutral races of Duris, and as such can pick which side of the
race war they will be on at birth.

All Minotaurs start in their hometown, Nax.

Minotaurs can see in both day and night with their amazing eyesight, and they
can withstand a large amount of damage. Be warned though, once a Minotaur sustains
a significant amount of damage, their primal rage will take over, and they will not
be able to control their actions nor channel spells. Despite their bad tempers,
honor and pride are ALL to a Minotaur.

==Weakness==
Minotaurs lose their temper often, being partly bulls, and not quite being able to
ignore that aspect of their nature, whenever a Minotuar loses more then 50% of his
hit points, he will become enraged with bloodlust and attack anything in his path,
friend and foe alike!

Minotaur have hoof-like feet and can wear special types of horseshoes. Also, due to
their huge horns they can not wear anything on their heads. They have been known
however, to wear things on their horns, and sometimes things in their large noses,
or on their tail.

==See also==
* Races
* Innate


==Class list==
* Warrior     : Swordsman, Guardian
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Mercenary   : Brigand, Bounty Hunter
* BeRSeRKeR   : MaUleR, RaGeloRd

==Racial Statistics==
Strength    : 180
Agility     : 80
Dexterity   : 80
Constitution: 168
Power       : 65
Intelligence: 85
Wisdom      : 85
Charisma    : 70
Luck        : 85
Karma       : 100

==Racial Traits==
Combat Pulse : poor
Spell Pulse  : very bad

==Innate abilities==
 doorbash
*ultravision
 charge (obtained at level 11)
*dayvision
'*' Designates passive ability.


The following help topics also matched your search:
 Minotaurs rage


< 101h/102H 170v/170V Pos: standing >
Hint: Been to the website yet?  Point your browser to http://www.durismud.com.

< 101h/102H 170v/170V Pos: standing >

< 102h/102H 170v/170V Pos: standing >

< 102h/102H 170v/170V Pos: standing >

< 102h/102H 170v/170V Pos: standing >

< 102h/102H 170v/170V Pos: standing >

		Character attributes for Sox

Level: 4   Race: Minotaur   Class: Warrior 
Age: 60 yrs / 0 mths  Height: 79 inches Weight: 235 lbs  Size: huge

STR: excellent        AGI: very good         DEX: excellent
POW: good             INT: good              WIS: good
CON: good             CHA: good             LUCK: good

Armor Points: 12  Increases melee damage taken by 1.2%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 6% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 120% 
Bloodlust Damage Bonus(vs mob only): 10% 
Hitroll: average	Damroll: average
Alignment: extremely evil

Saving Throws: PAR[pathetic]  FEA[pathetic]
               BRE[slightly better than bad]  SPE[bad]

Load carried: Not a problem

< 102h/102H 170v/170V Pos: standing >

< 102h/102H 170v/170V Pos: standing >
Someone suddenly attacks YOU!
A Grey Elf snaps into visibility.
A Grey Elf's impressive slash strikes you very hard.
OUCH!  That really did HURT!

< 88h/102H 170v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: A Grey Elf sta EP: excellent >
 
< 88h/102H 170v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: someone sta EP: excellent >
 You roll on the floor laughing.

< 88h/102H 170v/170V Pos: standing >
< T: Sox TP: sta TC: small wounds E: someone sta EP: excellent >
 A Grey Elf snaps into visibility.
A Grey Elf's mighty slash causes you to grimace in pain.
OUCH!  That really did HURT!
A Grey Elf's powerful pierce enshrouds you in a mist of blood.
OUCH!  That really did HURT!
A Grey Elf's impressive slash enshrouds you in a mist of blood.
A Grey Elf's impressive slash causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You feel your skill in parry improving.
Your upper body is disconnected from your legs as a Grey Elf slashes you.