<worn on head> a flaming bone coif
<worn on eyes> an eyepatch of despair [poor] (magic) [70%]
<worn in ear> a small leaf shaped earring
<worn in ear> a dangling dematite earring [poor]
<worn on face> a glittering iron mask
<worn around neck> a symbol of Baphomet [poor] (magic)
<worn on body> a suit of durethium chainmail [superior]
<worn on back> a large leather backpack
<worn on belt buckle>a dark silver belt buckle
<attached to belt> a map of Tharnadia (illuminating)
<worn on arms> some static electrum sleeves from The Savannah of Broken Trusts
<worn around wrist> an icy steel wristguard
<worn around wrist> a decent silver wristguard
<worn on finger> a ring of barbarian flesh [superior]
<worn on finger> a ring of the Tentabeast (magic) (glowing)
<primary weapon> a longsword named 'the Answerer' (magic) (glowing)
<secondary weapon> a dagger called 'Domination' (magic)
< 75h/271H 101v/112V Pos: standing >
..M.^
....M.M
^..@.^M
.....^M
....M
It is pitch black...
< 75h/271H 97v/112V Pos: standing >
^....
...M.^.
...@.MM
^....^M
....^
It is pitch black...
< 76h/271H 94v/112V Pos: standing >
..M.^
.^....^
...@.^.
.....MM
....^
It is pitch black...
< 76h/271H 91v/112V Pos: standing >
You dodge a bash from someone, who loses its balance and falls.
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand kne EP: excellent >
You miss someone.
You score a CRITICAL HIT!!!!!
[Damage: 4 ] -=[Your punch wounds someone.]=-
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand kne EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand kne EP: few scratches >
Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand kne EP: few scratches >
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand kne EP: few scratches >
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand kne EP: few scratches >
[Damage: 2 ] -=[Your fine punch grazes someone.]=-
[Damage: 2 ] -=[Your fine punch grazes someone.]=-
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand kne EP: few scratches >
Someone rises to its feet.
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand sta EP: few scratches >
Someone dodges your futile attack.
Someone dodges your futile attack.
< 76h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand sta EP: few scratches >
-=[Someone's fine bite strikes you very hard.]=-
-=[Someone's fine bite strikes you very hard.]=-
As someone attempts to attack you, you intercept the attack with your hands and twist someone's arm!
< 56h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand sta EP: few scratches >
[Damage: 1 ] -=[Your crude punch grazes someone.]=-
You miss someone.
< 56h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand sta EP: few scratches >
-=[Someone's fine bite strikes you very hard.]=-
You dodge someone's vicious attack.
< 46h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand sta EP: few scratches >
< 46h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand sta EP: few scratches >
Someone dodges your futile attack.
Someone dodges your futile attack.
< 46h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC:pretty hurt E: sand sta EP: few scratches >
-=[Someone's bite seriously wounds you.]=-
-=[Someone's fine bite seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
< 27h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
< 27h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
Someone dodges your futile attack.
You miss someone.
< 27h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
-=[Someone's bite 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!
< 8h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
< 8h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
You attempt to flee...
PANIC! You couldn't escape!
< 8h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
[Damage: 1 ] -=[Your crude punch grazes someone.]=-
[Damage: 1 ] -=[Your crude punch grazes someone.]=-
< 8h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
-=[Someone's decent bite 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!
< 0h/271H 91v/112V Pos: standing >
< T: Mekonis TP: sta TC: awful E: sand sta EP: few scratches >
You attempt to flee...
..M..
..^....
^..@M.^
.......
^....
It is pitch black...
You flee westward!
< 0h/271H 58v/112V Pos: standing >
< 0h/271H 58v/112V Pos: standing >
Pardon?
< 0h/271H 62v/112V Pos: standing >
You sit down.
< 1h/271H 64v/112V Pos: sitting >
< 2h/271H 71v/112V Pos: sitting >
< 3h/271H 79v/112V Pos: sitting >
< 3h/271H 80v/112V Pos: sitting >
< 4h/271H 82v/112V Pos: sitting >
< 4h/271H 84v/112V Pos: sitting >
< 4h/271H 86v/112V Pos: sitting >
< 5h/271H 88v/112V Pos: sitting >
< 5h/271H 90v/112V Pos: sitting >
< 5h/271H 91v/112V Pos: sitting >
< 5h/271H 92v/112V Pos: sitting >
< 5h/271H 94v/112V Pos: sitting >
< 6h/271H 98v/112V Pos: sitting >
< 7h/271H 103v/112V Pos: sitting >
You clamber to your feet.
< 7h/271H 106v/112V Pos: standing >
...^.
......^
..M@...
^...M.^
.....
It is pitch black...
< 8h/271H 103v/112V Pos: standing >
.....
....^..
...@..^
..M....
...M.
It is pitch black...
< 8h/271H 99v/112V Pos: standing >
....M
...^..^
...@.^^
.M....^
..M.^
It is pitch black...
< 8h/271H 96v/112V Pos: standing >
...M.
..^..^.
...@^^M
M....^M
.M.^.
It is pitch black...
< 9h/271H 92v/112V Pos: standing >
..M.^
.^..^.M
...@^MM
....^MM
M.^.M
It is pitch black...
< 9h/271H 90v/112V Pos: standing >
^..^.
...^^MM
...@^MM
.M.^.M^
...MM
It is pitch black...
< 9h/271H 87v/112V Pos: standing >
Hint: Type 'terrain' to see what kind of terrain you are in. Druids benefit from Forest or Field terrain.
It is pitch black...
< 9h/271H 84v/112V Pos: standing >
It is pitch black...
< 10h/271H 84v/112V Pos: standing >
It is pitch black...
< 10h/271H 84v/112V Pos: standing >
It is pitch black...
< 10h/271H 84v/112V Pos: standing >
It is pitch black...
< 11h/271H 84v/112V Pos: standing >
It is pitch black...
< 11h/271H 83v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 12h/271H 85v/112V Pos: standing >
It is pitch black...
< 12h/271H 86v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 13h/271H 89v/112V Pos: standing >
It is pitch black...
< 13h/271H 90v/112V Pos: standing >
The Feeding Pens
Rotten pieces of meat that got left behind lie all over the area. The
sand here is colored a nasty looking blood red from the brutal slaughter
of humans and other things that the tribe eats. There are many corpses
about this fair size enclosure of rocks. Even the sides of the rocks have
been colored a dark blood red. There are also people who have recently
died, who have been stacked up in piles as food for the tribe.
Obvious exits: -East -West
Fresh blood splatters cover the area.
A wemic commoner goes about his daily business.
Something really naughty and mischievious is running around here.
< 13h/271H 91v/112V Pos: standing >
The Feeding Pens
Rotten pieces of meat that got left behind lie all over the area. The
sand here is colored a nasty looking blood red from the brutal slaughter
of humans and other things that the tribe eats. There are many corpses
about this fair size enclosure of rocks. Even the sides of the rocks have
been colored a dark blood red. There are also people who have recently
died, who have been stacked up in piles as food for the tribe.
Obvious exits: -East -West
Fresh blood splatters cover the area.
A wemic commoner goes about his daily business.
Something really naughty and mischievious is running around here.
< 15h/271H 99v/112V Pos: standing >
A wemic commoner enters from the east.
< 16h/271H 103v/112V Pos: standing >
You are unable to find any tracks.
< 16h/271H 103v/112V Pos: standing >
The Incarnate of Mischief leaves east.
< 16h/271H 106v/112V Pos: standing >
It is pitch black...
< 17h/271H 106v/112V Pos: standing >
< 17h/271H 107v/112V Pos: standing >
< 19h/271H 112v/112V Pos: standing >
You sit down.
< 19h/271H 112v/112V Pos: sitting >
< 20h/271H 112v/112V Pos: sitting >
< 21h/271H 112v/112V Pos: sitting >
< 23h/271H 112v/112V Pos: sitting >
< 24h/271H 112v/112V Pos: sitting >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.
< 25h/271H 112v/112V Pos: sitting >
< 25h/271H 112v/112V Pos: sitting >
< 25h/271H 112v/112V Pos: sitting >
< 26h/271H 112v/112V Pos: sitting >
< 27h/271H 112v/112V Pos: sitting >
< 28h/271H 112v/112V Pos: sitting >
Autosaving...
< 30h/271H 112v/112V Pos: sitting >
< 33h/271H 112v/112V Pos: sitting >
Hint: At level 30 you get the option to adopt a class specialization if you choose. Check the help files for your class to see what's available.
< 41h/271H 112v/112V Pos: sitting >
< 42h/271H 112v/112V Pos: sitting >
The snow's coming down pretty fast now.
< 44h/271H 112v/112V Pos: sitting >
< 45h/271H 112v/112V Pos: sitting >
< 46h/271H 112v/112V Pos: sitting >
< 50h/271H 112v/112V Pos: sitting >
The first hint of daylight can be seen on the northern horizon.
< 51h/271H 112v/112V Pos: sitting >
< 52h/271H 112v/112V Pos: sitting >
< 53h/271H 112v/112V Pos: sitting >
Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.
< 57h/271H 112v/112V Pos: sitting >
< 57h/271H 112v/112V Pos: sitting >
< 60h/271H 112v/112V Pos: sitting >
The first rays of sunlight signal that day is approaching.
< 67h/271H 112v/112V Pos: sitting >
< 68h/271H 112v/112V Pos: sitting >
A wemic acolyte leaves north.
< 70h/271H 112v/112V Pos: sitting >
< 72h/271H 112v/112V Pos: sitting >
Hint: Things in your inventory weighing you down? Wearing or holding your containers may ease the load.
< 73h/271H 112v/112V Pos: sitting >
< 74h/271H 112v/112V Pos: sitting >
A wemic commoner enters from the north.
< 81h/271H 112v/112V Pos: sitting >
< 85h/271H 112v/112V Pos: sitting >
A wemic commoner leaves west.
< 86h/271H 112v/112V Pos: sitting >
A wemic acolyte enters from the north.
< 86h/271H 112v/112V Pos: sitting >
A wemic commoner enters from the west.
< 87h/271H 112v/112V Pos: sitting >
A wemic acolyte starts casting a spell.
< 87h/271H 112v/112V Pos: sitting >
A wemic acolyte completes her spell...
A wemic acolyte utters the words 'sfahzqhuai yfaw diesilla'
< 88h/271H 112v/112V Pos: sitting >
Hint: Typing "aggressive 0" will make you automatically attack any aggressive monsters that enter the room. Type "aggressioff" to turn this off.
< 89h/271H 112v/112V Pos: sitting >
A wemic acolyte starts casting a spell.
< 89h/271H 112v/112V Pos: sitting >
A wemic acolyte completes her spell...
A wemic acolyte utters the words 'sfahzqhuai yfaw aque'
< 90h/271H 112v/112V Pos: sitting >
A wemic acolyte starts casting a spell.
< 91h/271H 112v/112V Pos: sitting >
A wemic commoner enters from the south.
< 91h/271H 112v/112V Pos: sitting >
A wemic acolyte completes her spell...
A wemic acolyte utters the words 'sfahzqhuai yfaw oag'
< 91h/271H 112v/112V Pos: sitting >
A wemic acolyte starts casting a spell.
< 92h/271H 112v/112V Pos: sitting >
A wemic commoner leaves east.
< 92h/271H 112v/112V Pos: sitting >
A wemic acolyte stops chanting abruptly!
< 92h/271H 112v/112V Pos: sitting >
A wemic commoner leaves north.
< 93h/271H 112v/112V Pos: sitting >
Autosaving...
< 94h/271H 112v/112V Pos: sitting >
A wemic acolyte leaves east.
< 94h/271H 112v/112V Pos: sitting >
Hint: Pay attention to what your group does. If someone does something you don't understand, ask why.
< 105h/271H 112v/112V Pos: sitting >
The Incarnate of Mischief enters from the east.
< 107h/271H 112v/112V Pos: sitting >
< 108h/271H 112v/112V Pos: sitting >
A wemic commoner enters from the north.
< 109h/271H 112v/112V Pos: sitting >
You clamber to your feet.
< 109h/271H 112v/112V Pos: standing >
The Village Center
The wemic village's center lies here with a small platform, which is
only a large hunk of black rock, placed in the center of the area. There
are several other rocks in the area where wemics can be seen listening to
their master preach about the happenings of the tribe. Along with all the
rocks around the area, the filth of the tribe has been well spread around
all over the place, from one of their great kills, to a challenge among
the youths.
Obvious exits: -North -East -South -West
A wemic commoner goes about his daily business.
Something really naughty and mischievious is running around here.
< 110h/271H 112v/112V Pos: standing >
The Tribal Path
This path is very religious for the wemics, and is decorated with all
sorts of things. There are heads, on spikes, driven into the ground to
show the victories the tribe has gotten. The path is made out of small
pebbles to keep the sand in place. There are also several weeds along the
edges of the path to show that there really is a path among this sand.
Obvious exits: -North -East -South
A wemic commoner goes about his daily business.
< 111h/271H 110v/112V Pos: standing >
The Village Center
The wemic village's center lies here with a small platform, which is
only a large hunk of black rock, placed in the center of the area. There
are several other rocks in the area where wemics can be seen listening to
their master preach about the happenings of the tribe. Along with all the
rocks around the area, the filth of the tribe has been well spread around
all over the place, from one of their great kills, to a challenge among
the youths.
Obvious exits: -North -East -South -West
A wemic commoner goes about his daily business.
Something really naughty and mischievious is running around here.
< 111h/271H 108v/112V Pos: standing >
The Central Path
The path continues east and west here, weaving through the huts and
the training grounds for young wemics. The sands are very hot to the touch
and not many adventurers or wemic walk around on it during the day,
although the wemic can endure it a lot more dure to their thick paws.
There are several crudly made huts around there area and some big boulders
not far off, where running water can be heard.
Obvious exits: -East -South
< 112h/271H 107v/112V Pos: standing >
The Village Center
The wemic village's center lies here with a small platform, which is
only a large hunk of black rock, placed in the center of the area. There
are several other rocks in the area where wemics can be seen listening to
their master preach about the happenings of the tribe. Along with all the
rocks around the area, the filth of the tribe has been well spread around
all over the place, from one of their great kills, to a challenge among
the youths.
Obvious exits: -North -East -South -West
A wemic commoner goes about his daily business.
Something really naughty and mischievious is running around here.
< 112h/271H 108v/112V Pos: standing >
A wemic commoner leaves west.
< 112h/271H 108v/112V Pos: standing >
The Tribal Path
This path is very religious for the wemics, and is decorated with all
sorts of things. There are heads, on spikes, driven into the ground to
show the victories the tribe has gotten. The path is made out of small
pebbles to keep the sand in place. There are also several weeds along the
edges of the path to show that there really is a path among this sand.
Obvious exits: -North -East -South
A wemic commoner goes about his daily business.
< 113h/271H 108v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 113h/271H 109v/112V Pos: standing >
A wemic commoner enters from the north.
< 113h/271H 110v/112V Pos: standing >
A wemic commoner leaves east.
< 113h/271H 110v/112V Pos: standing >
Path to the Watering Hole
This is probably the most used path in the village, due to the fact that
every single wemic comes here daily to bathe, get fresh water, cook, and
even just drink. Even during the middle of the day when the sun shines
far over head, beating down on the sand, raising temperatures beyond belief
there are still wemics goign to the watering whole for a cool dip or just
some drinks and to chat.
Obvious exits: -East -West
A wemic commoner goes about his daily business.
A wemic child plays in the sand here.
< 113h/271H 109v/112V Pos: standing >
The Watering Hole
This small area among the rocks is where a spring shoots up out of the
ground at an amazing rate, providing an abundance of water for such a
small area. There are even some more varieties of plants around this
location. The water is crystal clear, and must come from some underground
natural spring.
Obvious exits: -West
A small fountain comes up out of the rocks here.
A wemic commoner goes about his daily business.
< 114h/271H 110v/112V Pos: standing >
Path to the Watering Hole
This is probably the most used path in the village, due to the fact that
every single wemic comes here daily to bathe, get fresh water, cook, and
even just drink. Even during the middle of the day when the sun shines
far over head, beating down on the sand, raising temperatures beyond belief
there are still wemics goign to the watering whole for a cool dip or just
some drinks and to chat.
Obvious exits: -East -West
A wemic commoner goes about his daily business.
A wemic child plays in the sand here.
< 116h/271H 108v/112V Pos: standing >
The Tribal Path
This path is very religious for the wemics, and is decorated with all
sorts of things. There are heads, on spikes, driven into the ground to
show the victories the tribe has gotten. The path is made out of small
pebbles to keep the sand in place. There are also several weeds along the
edges of the path to show that there really is a path among this sand.
Obvious exits: -North -East -South
A wemic commoner goes about his daily business.
< 117h/271H 107v/112V Pos: standing >
The sun rises over the northern horizon.
< 117h/271H 108v/112V Pos: standing >
You attempt your skills at tracking.
< 118h/271H 112v/112V Pos: standing >
A wemic commoner leaves east.
< 118h/271H 112v/112V Pos: standing >
A wemic child enters from the north.
You find traces of tracks leading south.
The Village Center
The wemic village's center lies here with a small platform, which is
only a large hunk of black rock, placed in the center of the area. There
are several other rocks in the area where wemics can be seen listening to
their master preach about the happenings of the tribe. Along with all the
rocks around the area, the filth of the tribe has been well spread around
all over the place, from one of their great kills, to a challenge among
the youths.
Obvious exits: -North -East -South -West
Something really naughty and mischievious is running around here.
< 118h/271H 110v/112V Pos: standing >
You find traces of tracks leading west.
The Central Path
The path continues east and west here, weaving through the huts and
the training grounds for young wemics. The sands are very hot to the touch
and not many adventurers or wemic walk around on it during the day,
although the wemic can endure it a lot more dure to their thick paws.
There are several crudly made huts around there area and some big boulders
not far off, where running water can be heard.
Obvious exits: -East -South
A wemic commoner goes about his daily business.
< 119h/271H 108v/112V Pos: standing >
You find traces of tracks leading south.
The Central Path
The path leads up into the village here where it breaks off into several
other parts of the village. The village is very primitive with not much
special construction. The village has small little huts that are made
out of stones, wood from the jungle, and local desert plant life. There
are also several snakeskin types huts.
Obvious exits: -North -South -West
< 119h/271H 109v/112V Pos: standing >
You find traces of tracks leading west.
The Central Path
The path continues east and west here, weaving through the huts and
the training grounds for young wemics. The sands are very hot to the touch
and not many adventurers or wemic walk around on it during the day,
although the wemic can endure it a lot more dure to their thick paws.
There are several crudly made huts around there area and some big boulders
not far off, where running water can be heard.
Obvious exits: -East -South -West
A wemic mercenary patrols here.
A wemic commoner goes about his daily business.
A wemic commoner goes about his daily business.
< 120h/271H 110v/112V Pos: standing >
You find traces of tracks leading west.
The Central Path
The path leads up into the village here where it breaks off into several
other parts of the village. The village is very primitive with not much
special construction. The village has small little huts that are made
out of stones, wood from the jungle, and local desert plant life. There
are also several snakeskin types huts.
Obvious exits: -East -West
A wemic child plays in the sand here.
A wemic commoner goes about his daily business.
< 120h/271H 108v/112V Pos: standing >
You find traces of tracks leading west.
The Central Path
The path continues east and west here, weaving through the huts and
the training grounds for young wemics. The sands are very hot to the touch
and not many adventurers or wemic walk around on it during the day,
although the wemic can endure it a lot more dure to their thick paws.
There are several crudly made huts around there area and some big boulders
not far off, where running water can be heard.
Obvious exits: -North -East -West
A wemic child plays in the sand here.
< 121h/271H 109v/112V Pos: standing >
You find traces of tracks leading north.
A Path Through the Sands
This small path weaves in and out of huts, and is well traveled, almost
as much as the central path. Small scaprs off meat are left out for
the local animals, or even the children. The sky beats down on the sand
all day so much that hardly any wemic roam about, even though their
thick animal paws can withstand the heat more than most other animals,
they still prefer to stay in the shade.
Obvious exits: -North -South -West
[2] The corpse of a Human is lying here.
Zoma (Human)(medium) stands here.
A wemic child plays in the sand here.
< 122h/271H 110v/112V Pos: standing >
The snow is coming down faster now.
< 122h/271H 110v/112V Pos: standing >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.
< 122h/271H 110v/112V Pos: standing >
The trail appears to end here.
< 123h/271H 112v/112V Pos: standing >
You get a map of Tharnadia from the corpse of Mekonis.
You get a small leaf shaped earring from the corpse of Mekonis.
You get a dangling dematite earring [poor] from the corpse of Mekonis.
You get an eyepatch of despair [poor] from the corpse of Mekonis.
You get a dagger called 'Domination' from the corpse of Mekonis.
You get a longsword named 'the Answerer' from the corpse of Mekonis.
You get a scarlet silk sash from the corpse of Mekonis.
You get a pair of crystal spurred boots from the corpse of Mekonis.
You get a suit of durethium chainmail [superior] from the corpse of Mekonis.
You get a symbol of Baphomet [poor] from the corpse of Mekonis.
You get a dark silver belt buckle from the corpse of Mekonis.
You can't carry any more.
< 123h/271H 112v/112V Pos: standing >
Zoma gets a frozen gold eyepatch from the corpse of Zoma.
Zoma gets a frost-rimed emerald wristguard from the corpse of Zoma.
Zoma gets a pitted cured leather cloak from the corpse of Zoma.
Zoma gets some human-made marble greaves from Newhaven from the corpse of Zoma.
Zoma gets a dented adamantium circlet from the corpse of Zoma.
Zoma gets some well-crafted marble cuirass from the corpse of Zoma.
Zoma gets a skin-wrapped emerald choker from the corpse of Zoma.
Zoma gets a chipped jade ring [superior] from the corpse of Zoma.
Zoma gets a bunch of stuff from the corpse of Zoma.
< 123h/271H 112v/112V Pos: standing >
You can't carry any more.
< 124h/271H 112v/112V Pos: standing >
You shrug into a suit of durethium chainmail [superior].
You clasp a scarlet silk sash around your waist.
You place a pair of crystal spurred boots on your feet.
You wear a dangling dematite earring [poor] on your left ear.
You wear a small leaf shaped earring on your right ear.
You duck your head and place a symbol of Baphomet [poor] around your neck.
You slide an eyepatch of despair [poor] over your eyes.
You wield a longsword named 'the Answerer'.
You wield a dagger called 'Domination'.
You attach a dark silver belt buckle to your belt.
You attach a map of Tharnadia to your belt.
It glows brightly.
< 124h/271H 112v/112V Pos: standing >
Zoma shrugs into some well-crafted marble cuirass.
Zoma slides his legs into some human-made marble greaves from Newhaven.
Zoma dons a dented adamantium circlet on his head.
Zoma slips his finger into a chipped jade ring [superior].
Zoma places a frost-rimed emerald wristguard around his wrist.
Zoma places a skin-wrapped emerald choker around his neck.
Zoma slides a frozen gold eyepatch over his eyes.
Zoma wears a pitted cured leather cloak about his body.
< 139h/286H 112v/112V Pos: standing >
You get a glittering iron mask from the corpse of Mekonis.
You get an icy steel wristguard from the corpse of Mekonis.
You get a decent silver wristguard from the corpse of Mekonis.
You get some static electrum sleeves from The Savannah of Broken Trusts from the corpse of Mekonis.
You get some sparkling brass greaves from Newhaven from the corpse of Mekonis.
You get a flaming bone coif from the corpse of Mekonis.
You get a pitted leather medallion from the corpse of Mekonis.
You get a ring of barbarian flesh [superior] from the corpse of Mekonis.
You get a ring of the Tentabeast from the corpse of Mekonis.
You get a few coins from the corpse of Mekonis.
There were: 2 silver coins, 12 copper coins.
You get a slab of beef from the corpse of Mekonis.
You get a large leather backpack from the corpse of Mekonis.
You can't carry any more.
< 139h/286H 112v/112V Pos: standing >
Zoma gets a three-pronged dagger from the corpse of Zoma.
Zoma gets a rugged adventurers satchel from the corpse of Zoma.
Zoma gets a magical essence of Damroll from the corpse of Zoma.
Zoma gets a gauze bandage from the corpse of Zoma.
Zoma gets a gauze bandage from the corpse of Zoma.
Zoma gets a slab of beef from the corpse of Zoma.
Zoma gets a slab of beef from the corpse of Zoma.
Zoma gets a slab of beef from the corpse of Zoma.
Zoma gets a bunch of stuff from the corpse of Zoma.
< 140h/286H 112v/112V Pos: standing >
You slide your legs into some sparkling brass greaves from Newhaven.
You cover your arms with some static electrum sleeves from The Savannah of Broken Trusts.
You don a flaming bone coif on your head.
You place a ring of the Tentabeast on your left ring finger.
You place a ring of barbarian flesh [superior] on your right ring finger.
You place a decent silver wristguard around your left wrist.
You place an icy steel wristguard around your right wrist.
You duck your head and place a pitted leather medallion around your neck.
You cover your face with a glittering iron mask.
You strap a large leather backpack on your back.
Your hands are full.
< 140h/286H 112v/112V Pos: standing >
You get a small bandage from the corpse of Mekonis.
< 218h/364H 145v/145V Pos: standing >
A wemic child leaves north.
< 219h/364H 145v/145V Pos: standing >
Your hands are full.
< 219h/364H 145v/145V Pos: standing >
the corpse of Mekonis appears to be empty.
< 219h/364H 145v/145V Pos: standing >
Zoma puts a three-pronged dagger into a rugged adventurers satchel.
< 219h/364H 145v/145V Pos: standing >
You are using:
<worn on head> a flaming bone coif
<worn on eyes> an eyepatch of despair [poor] (magic) [70%]
<worn in ear> a small leaf shaped earring
<worn in ear> a dangling dematite earring [poor]
<worn on face> a glittering iron mask
<worn around neck> a symbol of Baphomet [poor] (magic)
<worn around neck> a pitted leather medallion
<worn on body> a suit of durethium chainmail [superior]
<worn on back> a large leather backpack
<worn about waist> a scarlet silk sash
<worn on belt buckle>a dark silver belt buckle
<attached to belt> a map of Tharnadia (illuminating)
<worn on arms> some static electrum sleeves from The Savannah of Broken Trusts
<worn around wrist> an icy steel wristguard
<worn around wrist> a decent silver wristguard
<worn on finger> a ring of barbarian flesh [superior]
<worn on finger> a ring of the Tentabeast (magic) (glowing)
<primary weapon> a longsword named 'the Answerer' (magic) (glowing)
<secondary weapon> a dagger called 'Domination' (magic)
<worn on legs> some sparkling brass greaves from Newhaven
<worn on feet> a pair of crystal spurred boots (magic)
You are using:
<worn on head> a flaming bone coif
<worn on eyes> an eyepatch of despair [poor] (magic) [70%]
<worn in ear> a small leaf shaped earring
<worn in ear> a dangling dematite earring [poor]
<worn on face> a glittering iron mask
<worn around neck> a symbol of Baphomet [poor] (magic)
<worn around neck> a pitted leather medallion
<worn on body> a suit of durethium chainmail [superior]
<worn on back> a large leather backpack
<worn about waist> a scarlet silk sash
<worn on belt buckle>a dark silver belt buckle
<attached to belt> a map of Tharnadia (illuminating)
<worn on arms> some static electrum sleeves from The Savannah of Broken Trusts
<worn around wrist> an icy steel wristguard
<worn around wrist> a decent silver wristguard
<worn on finger> a ring of barbarian flesh [superior]
<worn on finger> a ring of the Tentabeast (magic) (glowing)
<primary weapon> a longsword named 'the Answerer' (magic) (glowing)
A wemic warrior enters from the north.
Zoma puts a wicked dagger into a rugged adventurers satchel.
Zoma puts a blackened dagger [superior] into a rugged adventurers satchel.
<secondary weapon> a dagger called 'Domination' (magic)
<worn on legs> some sparkling brass greaves from Newhaven
<worn on feet> a pair of crystal spurred boots (magic)
< 221h/364H 145v/145V Pos: standing >
A wemic child enters from the south.
< 221h/364H 145v/145V Pos: standing >
< 221h/364H 145v/145V Pos: standing >
A Path Through the Sands
This small path weaves in and out of huts, and is well traveled, almost
as much as the central path. Small scaprs off meat are left out for
the local animals, or even the children. The sky beats down on the sand
all day so much that hardly any wemic roam about, even though their
thick animal paws can withstand the heat more than most other animals,
they still prefer to stay in the shade.
Obvious exits: -North -South -West
[2] The corpse of a Human is lying here.
A wemic child plays in the sand here.
A wemic warrior stands here, ready for battle.
Zoma (Human)(medium) stands here.
< 222h/364H 145v/145V Pos: standing >
< 222h/364H 145v/145V Pos: standing >
Zoma puts a magical essence of Damroll into a rugged adventurers satchel.
< 222h/364H 145v/145V Pos: standing >
You would need a lot of luck and great equipment!
< 223h/364H 145v/145V Pos: standing >
An Orc enters from the south.
An Orc enters from the south.
< 223h/364H 145v/145V Pos: standing >
An Orc leaves north.
An Orc leaves north.
< 223h/364H 145v/145V Pos: standing >
An Orc enters from the north.
An Orc enters from the north.
< 223h/364H 145v/145V Pos: standing >
-=[An Orc's powerful pierce strikes you very hard.]=-
< 195h/364H 145v/145V Pos: standing >
< T: Mekonis TP: sta TC: few wounds E: An Orc sta EP: excellent >
An Orc starts casting a spell.
< 195h/364H 145v/145V Pos: standing >
< T: Mekonis TP: sta TC: few wounds E: An Orc sta EP: excellent >
You miss an Orc.
An Orc parries your futile lunge at him.
You miss an Orc.
< 195h/364H 145v/145V Pos: standing >
< T: Mekonis TP: sta TC: few wounds E: An Orc sta EP: excellent >
Everything is blurry after an Orc's head came crashing into your skull.
OUCH! That really did HURT!
CRASSSHHHH! Your head is pulsating, the world around you suddenly becomes black.
< 117h/364H 145v/145V Pos: on your ass >
Your eyes dry out!!!
You have been blinded!