<worn on head> a burnt obsidian cap
<worn around neck> a glowing softwood collar
<worn about body> a roperskin cloak
<worn about waist> a dwarf skin belt
<worn on arms> a pair of studded leather sleeves
<wielding twohanded> a massive great axe
<worn on legs> a pair of studded leather leggings
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 7
Detecting: Evil Good
Enchantments: Ultravision
Bartender Quests Remaining: 4
Combat Pulse: 18 Spell Pulse: 0.85
Leaderboard Points: 249
< 259h/378H 155v/165V Pos: standing >
You start chanting...
< 259h/378H 155v/165V Pos: standing >
A pudgy commoner leaves north.
You complete your spell...
Bands of magic armor wrap around you!
< 259h/378H 155v/165V Pos: standing >
You get a handful of coins from the corpse of a traveling merchant.
There were: 1 platinum coin, 7 gold coins.
< 259h/378H 155v/165V Pos: standing >
It appears to be the corpse of a traveling merchant.
Nothing.
< 259h/378H 156v/165V Pos: standing >
a Well Traveled Path
Obvious exits: -North -East
Fresh blood covers everything in the area.
The corpse of a traveling merchant is lying here.
A peasant commoner wanders here with his head held low.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A traveling merchant wanders here looking to buy some wares.(Gold Aura)
< 259h/378H 156v/165V Pos: standing >
You sit down and relax.
< 260h/378H 165v/165V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - invigorate
( 3rd circle) 3 - cause light
And you are currently praying for the following spells:
17 seconds: ( 4th) dispel good
35 seconds: ( 4th) dispel good
52 seconds: ( 4th) dispel good
74 seconds: ( 5th) cause serious
95 seconds: ( 5th) cause serious
113 seconds: ( 3rd) armor
You can pray 4 1st and 4 2nd circle spell(s).
You continue your praying.
< 261h/378H 165v/165V Pos: sitting >
You start meditating...
< 261h/378H 165v/165V Pos: sitting >
A peasant commoner leaves east.
< 261h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the east.
< 261h/378H 165v/165V Pos: sitting >
You have gained some progress, and are nearing the half-way point in the trek to your next level.
< 262h/378H 165v/165V Pos: sitting >
A peasant commoner leaves north.
< 263h/378H 165v/165V Pos: sitting >
A pudgy commoner enters from the north.
< 264h/378H 165v/165V Pos: sitting >
A village commoner enters from the east.
< 265h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the east.
< 265h/378H 165v/165V Pos: sitting >
You have finished praying for dispel good.
< 265h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the north.
< 265h/378H 165v/165V Pos: sitting >
A peasant commoner leaves east.
< 267h/378H 165v/165V Pos: sitting >
A wandering adventurer leaves north.
< 267h/378H 165v/165V Pos: sitting >
You have finished praying for dispel good.
< 268h/378H 165v/165V Pos: sitting >
A peasant commoner leaves east.
< 269h/378H 165v/165V Pos: sitting >
You stop meditating.
< 269h/378H 165v/165V Pos: sitting >
A peasant commoner leaves east.
< 270h/378H 165v/165V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - invigorate
( 4th circle) 2 - dispel good
( 3rd circle) 3 - cause light
And you are currently praying for the following spells:
9 seconds: ( 4th) dispel good
30 seconds: ( 5th) cause serious
52 seconds: ( 5th) cause serious
69 seconds: ( 3rd) armor
You can pray 4 1st and 4 2nd circle spell(s).
< 270h/378H 165v/165V Pos: sitting >
You start meditating...
< 270h/378H 165v/165V Pos: sitting >
Autosaving...
< 271h/378H 165v/165V Pos: sitting >
A wandering merchant enters from the east.
< 271h/378H 165v/165V Pos: sitting >
You have finished praying for dispel good.
< 272h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the east.
< 272h/378H 165v/165V Pos: sitting >
A village commoner leaves north.
< 275h/378H 165v/165V Pos: sitting >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 275h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the east.
< 276h/378H 165v/165V Pos: sitting >
You have finished praying for cause serious.
< 278h/378H 165v/165V Pos: sitting >
A peasant commoner leaves east.
< 278h/378H 165v/165V Pos: sitting >
You have finished praying for cause serious.
< 281h/378H 165v/165V Pos: sitting >
A peasant commoner leaves north.
< 282h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the east.
< 282h/378H 165v/165V Pos: sitting >
A muscular villager enters from the north.
< 283h/378H 165v/165V Pos: sitting >
A peasant commoner leaves north.
< 284h/378H 165v/165V Pos: sitting >
A traveling merchant leaves north.
< 284h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the north.
< 284h/378H 165v/165V Pos: sitting >
You have finished praying for armor.
Your prayers are complete.
< 286h/378H 165v/165V Pos: sitting >
You clamber to your feet.
< 287h/378H 165v/165V Pos: standing >
a Well Traveled Path
The ground here is hard and unforgiving. Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here. Signs that
show that this path has been traveled quite often. Songs of birds fill this
place with unbridled peace and joy. A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up
A traveling merchant wanders here looking to buy some wares.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)
< 287h/378H 163v/165V Pos: standing >
A wandering adventurer leaves south.
< 287h/378H 163v/165V Pos: standing >
You feel unholy power coursing through your limbs!
Your fine slash wounds a traveling merchant.
< 287h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: merchant sta EP: few scratches >
You dodge a traveling merchant's vicious attack.
You parry a traveling merchant's lunge at you.
You suddenly see a traveling merchant's foot in your chest.
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few scratches >
Your fine slash wounds a traveling merchant.
Your fine slash strikes a traveling merchant.
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few scratches >
You start chanting...
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few scratches >
Casting: dispel good *
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few scratches >
You complete your spell...
A red aura surrounds you as you shoot out a black bolt of energy from your hands to destroy a traveling merchant.
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: small wounds >
A wandering merchant enters from the south.
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: small wounds >
A traveling merchant misses you.
A traveling merchant misses you.
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: small wounds >
A peasant commoner leaves south.
< 280h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: small wounds >
Your fine slash strikes a traveling merchant.
You jam your elbow into a traveling merchant's side, bruising her!
Your fine slash strikes a traveling merchant.
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few wounds >
You start chanting...
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few wounds >
You complete your spell...
A red aura surrounds you as you shoot out a black bolt of energy from your hands to destroy a traveling merchant.
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few wounds >
You parry a traveling merchant's lunge at you.
A traveling merchant misses you.
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few wounds >
Your slash strikes a traveling merchant.
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few wounds >
You start chanting...
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: few wounds >
You complete your spell...
A red aura surrounds you as you shoot out a black bolt of energy from your hands to destroy a traveling merchant.
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: nasty wounds >
A traveling merchant misses you.
You parry a traveling merchant's lunge at you.
A traveling merchant's kick parts your hair but does little else.
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: nasty wounds >
Your fine slash strikes a traveling merchant.
You score a CRITICAL HIT!!!!!
Your impressive slash strikes a traveling merchant very hard.
< 281h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: pretty hurt >
Your kick crashes into a traveling merchant's chest.
< 329h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
A traveling merchant's impressive punch strikes you hard.
< 293h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
You score a CRITICAL HIT!!!!!
Your impressive slash seriously wounds a traveling merchant.
Your fine slash strikes a traveling merchant hard.
< 293h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: merchant sta EP: awful >
A traveling merchant misses you.
A traveling merchant's fine punch strikes you.
< 274h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: awful >
Your fine slash seriously wounds a traveling merchant.
Your slash seriously wounds a traveling merchant.
< 274h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: awful >
Hint: You can drag a corpse to safety by typing 'drag corpse <direction>'.
< 274h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: awful >
A wandering merchant leaves south.
< 274h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant sta EP: awful >
You parry a traveling merchant's lunge at you.
You dodge a bash from a traveling merchant, who loses her balance and falls.
< 274h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: merchant kne EP: awful >
Your impressive slash causes a traveling merchant to grimace in pain.
Your impressive slash grievously wounds a traveling merchant.
A traveling merchant is incapacitated and will slowly die, if not aided.
< 274h/378H 163v/165V Pos: standing >
<You score a CRITICAL HIT!!!!!
You beautifully slash a traveling merchant into two parts - both dead.
A traveling merchant is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A traveling merchant's death cry reverberates in your head as she falls to the ground.
You have killed 1 of 1 Human(s) for boon # 1509.
< 274h/378H 163v/165V Pos: standing >
You get a handful of coins from the corpse of a traveling merchant.
There were: 1 platinum coin, 8 gold coins.
< 274h/378H 163v/165V Pos: standing >
It appears to be the corpse of a traveling merchant.
Nothing.
< 274h/378H 163v/165V Pos: standing >
You sit down and relax.
< 274h/378H 163v/165V Pos: sitting >
You have memorized the following spells:
( 5th circle) 2 - cause serious
1 - invigorate
( 3rd circle) 1 - armor
3 - cause light
And you are currently praying for the following spells:
17 seconds: ( 4th) dispel good
35 seconds: ( 4th) dispel good
52 seconds: ( 4th) dispel good
You can pray 4 1st and 4 2nd circle spell(s).
You continue your praying.
< 274h/378H 163v/165V Pos: sitting >
You start meditating...
< 274h/378H 164v/165V Pos: sitting >
You feel your skill in meditate improving.
You have finished praying for dispel good.
< 276h/378H 165v/165V Pos: sitting >
You have finished praying for dispel good.
< 281h/378H 165v/165V Pos: sitting >
A peasant commoner enters from the south.
< 282h/378H 165v/165V Pos: sitting >
A peasant commoner leaves south.
< 284h/378H 165v/165V Pos: sitting >
The sun hangs low on the southern sky.
< 284h/378H 165v/165V Pos: sitting >
You have finished praying for dispel good.
Your prayers are complete.
< 285h/378H 165v/165V Pos: sitting >
a Well Traveled Path
Obvious exits: -South -Up
Fresh blood splatters cover the area.
The corpse of a traveling merchant is lying here.
A village commoner wanders here in search of something to do.(Gold Aura)
< 286h/378H 165v/165V Pos: sitting >
A village commoner leaves south.
< 286h/378H 165v/165V Pos: sitting >
You clamber to your feet.
< 286h/378H 165v/165V Pos: standing >
a Well Traveled Path
The smell of life is great and grand here. The hauntingly beautiful songs
of birds are carried by the majestic wind. The sound of villagers moving about
also invades the purity of the air. The ground here is a very hard packed
dirt. The path seems to be rather well traveled with broken twigs, crushed
leaves, and faded footprints adorning the ground.
Obvious exits: -North -East
The corpse of a traveling merchant is lying here.
A village commoner wanders here in search of something to do.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A small villager wanders here looking for something to do.(Gold Aura)
A muscular villager wanders here looking to start a fight.(Gold Aura)
< 286h/378H 163v/165V Pos: standing >
A wandering merchant enters from the east.
You feel unholy power coursing through your limbs!
You miss a muscular villager.
< 286h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: excellent >
You parry a muscular villager's lunge at you.
A muscular villager's punch strikes you.
< 273h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: muscular sta EP: excellent >
Your slash strikes a muscular villager.
Your fine slash strikes a muscular villager.
< 273h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: muscular sta EP: few scratches >
You parry a muscular villager's lunge at you.
A muscular villager misses you.
You suddenly see a muscular villager's foot in your chest.
< 267h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: muscular sta EP: few scratches >
Your slash strikes a muscular villager.
Your impressive slash strikes a muscular villager.
< 267h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: muscular sta EP: small wounds >
You start chanting...
< 267h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: muscular sta EP: small wounds >
Casting: dispel good *
< 267h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: muscular sta EP: small wounds >
You complete your spell...
A red aura surrounds you as you shoot out a black bolt of energy from your hands to destroy a muscular villager.
< 267h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: few wounds E: muscular sta EP: few wounds >
Your kick crashes into a muscular villager's chest.
< 340h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: few wounds >
You parry a muscular villager's lunge at you.
You parry a muscular villager's lunge at you.
< 340h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: few wounds >
You score a CRITICAL HIT!!!!!
Your impressive slash strikes a muscular villager very hard.
Your decent slash strikes a muscular villager.
< 340h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.
< 340h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
You parry a muscular villager's lunge at you.
You parry a muscular villager's lunge at you.
< 340h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
Your fine slash strikes a muscular villager hard.
A muscular villager dodges your futile attack.
< 340h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
A muscular villager's fine punch strikes you.
A muscular villager misses you.
< 329h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
A peasant commoner leaves north.
< 329h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
You score a CRITICAL HIT!!!!!
Your slash seriously wounds a muscular villager.
Your fine slash strikes a muscular villager.
< 329h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
A wandering adventurer leaves north.
< 329h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
A muscular villager misses you.
You parry a muscular villager's lunge at you.
You suddenly see a muscular villager's foot in your chest.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: nasty wounds >
Your fine slash strikes a muscular villager very hard.
Your decent slash strikes a muscular villager.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: pretty hurt >
A wandering merchant leaves east.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: pretty hurt >
You parry a muscular villager's lunge at you.
A muscular villager misses you.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: pretty hurt >
Your impressive slash seriously wounds a muscular villager.
Your impressive slash seriously wounds a muscular villager.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
A pudgy commoner enters from the east.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
A village commoner leaves east.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
Sorry, you aren't allowed to do that in combat.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
You parry a muscular villager's lunge at you.
You dodge a muscular villager's vicious attack.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
a Well Traveled Path
Obvious exits: -North -East
The corpse of a traveling merchant is lying here.
A pudgy commoner wanders here looking for something to eat.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A small villager wanders here looking for something to do.(Gold Aura)
A muscular villager stands here, fighting YOU!(Gold Aura)
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
Your slash seriously wounds a muscular villager.
You attempt to knee a muscular villager, but don't quite make it.
Your slash enshrouds a muscular villager in a mist of blood.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
A peasant commoner leaves east.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
The Gods of Duris have given you and your allies the following boons:
ID Duration Racewar Description
1440 Forever All Notch the Wisdom attribute when you capture the Marduk nexus.
1441 Forever All Notch the Strength attribute when you capture the Antu nexus.
1442 Forever All Notch the Intelligence attribute when you capture the Enlil nexus.
1443 Forever All Notch the Constitution attribute when you capture the Ningishzida nexus.
1505 Forever Evil Receive 'a bottle of Past Experiences' when you kill 1 General Kimordril(s).
1509 R 14:28:24 All Gain 200% bonus to exp when you kill 1 Human(s).
1518 R 14:29:08 All Gain 300% bonus to exp when you kill 1 Undead(s).
Displaying 7 result(s).
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
A muscular villager misses you.
A muscular villager misses you.
A muscular villager's kick parts your hair but does little else.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
A pudgy commoner leaves east.
< 322h/378H 163v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: muscular sta EP: awful >
Your slash strikes a muscular villager very hard.
Your slash grievously wounds a muscular villager.
A muscular villager is incapacitated and will slowly die, if not aided.
A muscular villager slumps to the ground.
< 322h/378H 163v/165V Pos: standing >
<You are already standing.
< 322h/378H 163v/165V Pos: standing >
<You beautifully slash a muscular villager into two parts - both dead.
A muscular villager is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a muscular villager dies in agony.
You have killed 1 of 1 Human(s) for boon # 1509.
< 322h/378H 163v/165V Pos: standing >
You get a small pile of coins from the corpse of a muscular villager.
There were: 5 gold coins, 13 silver coins, 17 copper coins.
< 322h/378H 163v/165V Pos: standing >
It appears to be the corpse of a muscular villager.
Nothing.
< 322h/378H 163v/165V Pos: standing >
Ok.
You put 3 platinum, 30 gold, 13 silver, and 17 copper coins into a rugged adventurers satchel.
< 322h/378H 163v/165V Pos: standing >
a Well Traveled Path
The ground here is a hard packed dirt. Some broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here. All of which are signs that this path is very well traveled. The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace. A calm gentle breeze blows here causing some charred leaves to fly
about.
Obvious exits: -East -West
A drow-made granite nose ring lies here on the ground.
A pudgy commoner wanders here looking for something to eat.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
A wandering merchant wanders here looking to buy some wares.(Gold Aura)
A young villager wanders here, singing songs of joy.(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
A wandering merchant wanders here looking to buy some wares.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A young villager wanders here, singing songs of joy.(Gold Aura)
< 322h/378H 162v/165V Pos: standing >
A wandering merchant leaves west.
< 322h/378H 164v/165V Pos: standing >
A village commoner leaves east.
< 323h/378H 165v/165V Pos: standing >
a Well Traveled Path
The path here seems to be rather well traveled. The ground here has been
packed down very tightly. Small pebbles and faded footprints adorn the ground
here. The songs of birds can be heard, carried by the winds of Odin. The air
here is crisp, pure and fresh. The path continues on to the North and to the
West.
Obvious exits: -North -West
The corpse of a traveling merchant is lying here.
A village commoner wanders here in search of something to do.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)
< 323h/378H 163v/165V Pos: standing >
a Well Traveled Path
The ground here is a hard packed dirt. Some broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here. All of which are signs that this path is very well traveled. The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace. A calm gentle breeze blows here causing some charred leaves to fly
about.
Obvious exits: -East -West
A drow-made granite nose ring lies here on the ground.
A pudgy commoner wanders here looking for something to eat.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
A wandering merchant wanders here looking to buy some wares.(Gold Aura)
A young villager wanders here, singing songs of joy.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
A young villager wanders here, singing songs of joy.(Gold Aura)
< 323h/378H 161v/165V Pos: standing >
A peasant commoner leaves west.
You feel unholy power coursing through your limbs!
You score a CRITICAL HIT!!!!!
Your impressive slash strikes a pudgy commoner very hard.
< 323h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: small wounds >
A peasant commoner leaves west.
< 323h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: small wounds >
You parry a pudgy commoner's lunge at you.
You suddenly see a pudgy commoner's foot in your chest.
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: small wounds >
Your impressive slash strikes a pudgy commoner hard.
Your fine slash strikes a pudgy commoner.
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
You have memorized the following spells:
( 5th circle) 2 - cause serious
1 - invigorate
( 4th circle) 2 - dispel good
( 3rd circle) 1 - armor
3 - cause light
And you are currently praying for the following spells:
17 seconds: ( 4th) dispel good
You can pray 4 1st and 4 2nd circle spell(s).
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
A young villager leaves east.
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
A pudgy commoner steps back, and your kick misses him.
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
You dodge a pudgy commoner's vicious attack.
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
Your fine slash strikes a pudgy commoner hard.
Your decent slash strikes a pudgy commoner.
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
A young villager leaves east.
< 315h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
A pudgy commoner's fine punch strikes you.
< 305h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
A wandering merchant leaves west.
< 305h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
Your slash strikes a pudgy commoner very hard.
Your fine slash strikes a pudgy commoner.
< 305h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
A pudgy commoner dodges, and you miss your kick at his legs.
< 305h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
You parry a pudgy commoner's lunge at you.
A pudgy commoner's kick parts your hair but does little else.
< 305h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: few wounds >
Your fine slash strikes a pudgy commoner very hard.
Your fine slash strikes a pudgy commoner hard.
< 305h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: nasty wounds >
A pudgy commoner misses you.
A pudgy commoner misses you.
< 305h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: nasty wounds >
You jam your elbow into a pudgy commoner's side, bruising him!
Your fine slash strikes a pudgy commoner very hard.
Your slash strikes a pudgy commoner hard.
< 306h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: pretty hurt >
A pudgy commoner's fine punch strikes you.
< 296h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: pretty hurt >
A pudgy commoner dodges, and you miss your kick at his legs.
< 296h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: pretty hurt >
Your slash seriously wounds a pudgy commoner.
< 296h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: pretty hurt >
A wandering adventurer enters from the west.
< 296h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: pretty hurt >
You parry a pudgy commoner's lunge at you.
A pudgy commoner misses you.
< 296h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: pretty hurt >
Your impressive slash enshrouds a pudgy commoner in a mist of blood.
Your fine slash enshrouds a pudgy commoner in a mist of blood.
< 296h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
A pudgy commoner misses you.
You suddenly see a pudgy commoner's foot in your chest.
< 287h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.
< 287h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
Your fine slash enshrouds a pudgy commoner in a mist of blood.
You miss a pudgy commoner.
< 287h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
Sorry, you aren't allowed to do that in combat.
< 287h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
A pudgy commoner misses you.
< 287h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
a Well Traveled Path
Obvious exits: -East -West
A drow-made granite nose ring lies here on the ground.
A wandering adventurer roams here looking for some excitement.(Gold Aura)
A pudgy commoner stands here, fighting YOU!(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
< 287h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
A village commoner leaves west.
< 287h/378H 162v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: pudgy sta EP: awful >
Your slash grievously wounds a pudgy commoner.
A pudgy commoner is incapacitated and will slowly die, if not aided.
Your final slash sends a pudgy commoner's head bouncing along the ground.
A pudgy commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A pudgy commoner's death cry reverberates in your head as he falls to the ground.
You have killed 1 of 1 Human(s) for boon # 1509.
< 287h/378H 162v/165V Pos: standing >
You get a small pile of coins from the corpse of a pudgy commoner.
There were: 1 platinum coin, 6 gold coins, 9 silver coins, 20 copper coins.
< 287h/378H 162v/165V Pos: standing >
It appears to be the corpse of a pudgy commoner.
Nothing.
< 287h/378H 162v/165V Pos: standing >
a Well Traveled Path
The path here seems to be rather well traveled. The ground here has been
packed down very tightly. Small pebbles and faded footprints adorn the ground
here. The songs of birds can be heard, carried by the winds of Odin. The air
here is crisp, pure and fresh. The path continues on to the North and to the
West.
Obvious exits: -North -West
The corpse of a traveling merchant is lying here.
A traveling merchant wanders here looking to buy some wares.(Gold Aura)
A young villager wanders here, singing songs of joy.(Gold Aura)
A small villager wanders here looking for something to do.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)
< 287h/378H 160v/165V Pos: standing >
Ok.
You put 1 platinum, 6 gold, 9 silver, and 20 copper coins into a rugged adventurers satchel.
< 287h/378H 162v/165V Pos: standing >
A wandering merchant enters from the north.
< 287h/378H 162v/165V Pos: standing >
You feel unholy power coursing through your limbs!
Your slash wounds a traveling merchant.
< 288h/378H 165v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: merchant sta EP: few scratches >
A Lich snaps into visibility.
< 288h/378H 165v/165V Pos: standing >
< T: Ghar TP: sta TC: small wounds E: merchant sta EP: few scratches >
A Lich completes his spell...
A Lich utters the words 'power word blind'
Suddenly, the world goes black!
You have been blinded!
< 288h/378H 165v/165V Pos: standing >
< T: someone TP: sta TC: small wounds E: someone sta EP: few scratches >
Someone completes his spell...
Someone utters the word 'immolate'
A fiery conflagration spews from someone striking you full on!
OUCH! That really did HURT!
You dodge someone's vicious attack.
You parry someone's lunge at you.
< 245h/378H 165v/165V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP: few scratches >
Someone's fine punch strikes you.
Someone's kick parts your hair but does little else.
< 227h/378H 165v/165V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP: few scratches >
Your fine slash wounds someone.
Your fine slash strikes someone.
< 227h/378H 165v/165V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP: few scratches >
You attempt to flee...
You can't see a damn thing, you're blinded!
You flee northward!
< 227h/378H 141v/165V Pos: standing >
Pardon?
< 227h/378H 143v/165V Pos: standing >
The fire burns white hot as it consumes your flesh!
< 204h/378H 144v/165V Pos: standing >
Someone completes his spell...
Someone utters the words 'bigbys clenched fist'
Someone'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!
You can't see a damn thing, you're blinded!
< 41h/378H 142v/165V Pos: standing >
You can't see a damn thing, you're blinded!
< 41h/378H 141v/165V Pos: standing >
You wish that your wounds would stop BLEEDING so much!
You feel unholy power coursing through your limbs!
You are knocked to the ground by someone's mighty bash!
Sparkling magic surrounds someone as he begins his chant.
< 40h/378H 141v/165V Pos: sitting >
< T: someone TP: sit TC: awful E: someone sta EP: few scratches >
Someone completes his spell...
Someone utters the words 'bigbys clenched fist'
Someone's giant fist of force is the last thing you ever see.
Your something was completely destroyed by the massive blow!
Your something was completely destroyed by the massive blow!
Your something was completely destroyed by the massive blow!