The death of [20 Reaver] Karr (Goblin)

in A Lavish Hallway

from the perspective of [20 Reaver] Karr (Goblin)

<worn as a badge>    a soulstone scabbard (magic)
<worn on head>       a rusty dragonscale cap from The Bronze Citadel
<worn on eyes>       a drow-made obsidian visor
<worn in ear>        a tarnished and aged silver stud
<worn on face>       a mask of the minotaur [superior]
<worn around neck>   a silver brooch [poor] (glowing)
<worn around neck>   a string of disembodied hands
<worn on body>       a suit of heavy spiked siege armor (magic)
<worn about body>    some blue platemail
<worn about waist>   a lifting belt [superior] (magic)
<worn on arms>       some bracers of defense (magic)
<worn around wrist>  a black leather bracelet set with amethyst (magic)
<worn around wrist>  a golden bracer of a serpent (magic) [89%]
<worn on hands>      the clawed hands of the pit fiend [85%]
<worn on finger>     a lustrous golden-red ring (magic)
<worn on finger>     a black opal ring (magic)
<primary weapon>     the lost blade of the Astral Dancer, 'Ender' (glowing)
<secondary weapon>   a slender longsword [superior]
<worn on legs>       some dyed demon-skin leggings (magic)
<worn on feet>       some boots of forest running [83%]

( 4th circle)  1 - sleep
( 3rd circle)  1 - chill touch

And you are currently memorizing the following spells:
   23 seconds:  ( 3rd) chill touch
   46 seconds:  ( 3rd) chill touch
   69 seconds:  ( 2nd) magic missile
   92 seconds:  ( 2nd) magic missile
  115 seconds:  ( 2nd) magic missile
  138 seconds:  ( 2nd) magic missile
  161 seconds:  ( 4th) sleep
  184 seconds:  ( 4th) sleep

You can memorize 4 1st circle spell(s).
You continue your study.

< 35h/204H 87v/131V Pos: sitting >
You don't know how to meditate.

< 35h/204H 88v/131V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - sleep
( 3rd circle)  1 - chill touch

And you are currently memorizing the following spells:
    4 seconds:  ( 3rd) chill touch
   27 seconds:  ( 3rd) chill touch
   50 seconds:  ( 2nd) magic missile
   73 seconds:  ( 2nd) magic missile
   96 seconds:  ( 2nd) magic missile
  119 seconds:  ( 2nd) magic missile
  142 seconds:  ( 4th) sleep
  165 seconds:  ( 4th) sleep

You can memorize 4 1st circle spell(s).

< 58h/204H 131v/131V Pos: sitting >
You don't know how to meditate.

< 60h/204H 131v/131V Pos: sitting >
You are still a very long way from your next level.

< 61h/204H 131v/131V Pos: sitting >
You have finished memorizing chill touch.

		Score information for Karr

Level: 20   Race: Goblin   Class: Reaver Sex: Male
Hit points: 65(204)  Moves: 131(131)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:  400 platinum     0 gold     1 silver     0 copper
Playing time: 0 days / 1 hours/ 8 minutes
Received data: 0.1616 MB this session.
Send data:     0.0056 MB this session.
Compression ratio: 83%
83%
Status:  Sitting around, resting.
         Memorizing
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   1
Detecting:       Magic Life
Protected by:    Slow Poison
Enchantments:    Ultravision Farsee Armor Aware Haste
Bartender Quests Remaining: 8
Combat Pulse:   12 Spell Pulse:  0.70 
Leaderboard Points:  199 

Active Spells:
--------------
Auctions Disabled (1 minute)
barkskin (20 minutes)
sense life (7 minutes)
well-rested bonus (132 minutes)


< 65h/204H 131v/131V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - sleep
( 3rd circle)  2 - chill touch

And you are currently memorizing the following spells:
   20 seconds:  ( 3rd) chill touch
   43 seconds:  ( 2nd) magic missile
   66 seconds:  ( 2nd) magic missile
   89 seconds:  ( 2nd) magic missile
  112 seconds:  ( 2nd) magic missile
  135 seconds:  ( 4th) sleep
  158 seconds:  ( 4th) sleep

You can memorize 4 1st circle spell(s).

< 68h/204H 131v/131V Pos: sitting >
Hint: Type "group" to see your groupmates' health and movement.

< 69h/204H 131v/131V Pos: sitting >

< 74h/204H 131v/131V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - sleep
( 3rd circle)  2 - chill touch

And you are currently memorizing the following spells:
    0 seconds:  ( 3rd) chill touch
   23 seconds:  ( 2nd) magic missile
   46 seconds:  ( 2nd) magic missile
   69 seconds:  ( 2nd) magic missile
   92 seconds:  ( 2nd) magic missile
  115 seconds:  ( 4th) sleep
  138 seconds:  ( 4th) sleep

You can memorize 4 1st circle spell(s).

< 74h/204H 131v/131V Pos: sitting >
You have finished memorizing chill touch.

< 74h/204H 131v/131V Pos: sitting >
You clamber to your feet.
You abandon your studies.

< 75h/204H 131v/131V Pos: standing >
You are not using it.

< 75h/204H 131v/131V Pos: standing >
You get a slab of beef from a rugged adventurers satchel.

< 75h/204H 131v/131V Pos: standing >
You eat the slab of beef.

< 75h/204H 131v/131V Pos: standing >
You are carrying: (3/12)
a slab of beef
a rugged adventurers satchel (magic)
a spellbook

< 76h/204H 131v/131V Pos: standing >
You sit down and relax.

< 78h/204H 131v/131V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - sleep
( 3rd circle)  3 - chill touch

And you are currently memorizing the following spells:
   23 seconds:  ( 2nd) magic missile
   46 seconds:  ( 2nd) magic missile
   69 seconds:  ( 2nd) magic missile
   92 seconds:  ( 2nd) magic missile
  115 seconds:  ( 4th) sleep
  138 seconds:  ( 4th) sleep

You can memorize 4 1st circle spell(s).
You continue your study.

< 79h/204H 131v/131V Pos: sitting >
You don't know how to meditate.

< 79h/204H 131v/131V Pos: sitting >
Ok.

< 82h/204H 131v/131V Pos: sitting >

< 97h/204H 131v/131V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - sleep
( 3rd circle)  3 - chill touch

And you are currently memorizing the following spells:
    7 seconds:  ( 2nd) magic missile
   30 seconds:  ( 2nd) magic missile
   53 seconds:  ( 2nd) magic missile
   76 seconds:  ( 2nd) magic missile
   99 seconds:  ( 4th) sleep
  122 seconds:  ( 4th) sleep

You can memorize 4 1st circle spell(s).

< 99h/204H 131v/131V Pos: sitting >
You have finished memorizing magic missile.

< 109h/204H 131v/131V Pos: sitting >
You have finished memorizing magic missile.

< 138h/204H 131v/131V Pos: sitting >
Hint: The main stat for armor class is agility. You can improve your armor class with equipment.

< 141h/204H 131v/131V Pos: sitting >
You have finished memorizing magic missile.

< 167h/204H 131v/131V Pos: sitting >
Autosaving...

< 171h/204H 131v/131V Pos: sitting >
You have finished memorizing magic missile.

< 196h/204H 131v/131V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - sleep
( 3rd circle)  3 - chill touch
( 2nd circle)  4 - magic missile

And you are currently memorizing the following spells:
   18 seconds:  ( 4th) sleep
   41 seconds:  ( 4th) sleep

You can memorize 4 1st circle spell(s).

< 201h/204H 131v/131V Pos: sitting >
You have finished memorizing sleep.

< 204h/204H 131v/131V Pos: sitting >
Epic Zones -----------------------------------------

   Heaven                                        
   The Twisting Tunnels of the Durian Underdark  
   Court of the Muse                             (slightly good)
   The Battlefield                               (slightly evil)
   The Swamp Laboratory of Khul'Lor              (very evil)
   Clan Stoutdorf Settlement                     (slightly evil)
  *Kobold Settlement                             (slightly good)
  *The High Moor Forest                          (very good)
  *The Stone Tomb of Kelek                       (very evil)
  *Orrak                                         (slightly good)
   Pits of Cerberus                              (slightly good)
  *Myrloch Vale                                  (slightly good)
  *Pharr Valley Swamp                            (slightly good)
  *Village of Werrun                             (slightly evil)
   Nizari                                        (good)
  *The Dark Stone Tower of the Northern Realms   (slightly good)
  *Tower of High Sorcery                         (slightly good)
  *Bloodstone Keep                               (evil)
  *The Temple of the Sun                         (slightly evil)
   The Elemental Groves                          (very good)
   Temple of Flames                              
   Drustl's Yerdonia Enslaved                    
   The Obsidian Citadel                          (slightly evil)
  *The Ruins of Undermountain                    (slightly evil)
   The Mountain of the Banished                  (slightly good)
   Nakral's Crypt                                (good)
   The Outcasts Tower                            (slightly good)
   Fort Boyard                                   (good)
   Crystalspyre Mountains                        (slightly evil)
   The Prisons of Carthapia                      (slightly evil)
   Faerie Realm                                  (slightly evil)
  *The Ruins of Tharnadia's Old Quarter          (slightly good)
  *The Fields Between                            (good)
   The Githyanki Fortress                        (very evil)
   Labyrinth of No Return                        (slightly good)
   The Desert City of Venan'Trut                 (slightly good)
   Rogue Plains                                  
   City of Torrhan                               (very good)
   The Lair of the Swamp Troll King              (evil)
   Zalkapfaan, City of the Headless Horde        (slightly good)
   New Cave city                                 (evil)
   Ice Tower                                     (slightly good)
   Desolate Under Fire                           
   The Citadel                                   (slightly good)
   The Twin Keeps of Devastated Tharnadia        
   IceCrag Castle                                (good)
   Prison of Fort Boyard                         (slightly evil)
   The Ancient Halls of Ironstar                 (slightly good)
   The Jade Empire                               (slightly good)
   Mazzolin                                      (slightly good)
   Forest of Mir                                 
   Quintaragon Castle                            (slightly good)
  *The Sky City of Ultarium                      (evil)
   Lair of the Gibberling King                   (slightly good)
  *Plane of Air                                  (good)
   The Kingdom of Torg                           (slightly evil)
  *Tribal Oasis                                  (slightly evil)
   The Para-Elemental Plane of Smoke             (slightly evil)
   Plane of Water                                (slightly good)
   Shadamehr Keep                                (slightly evil)
   The Temple to Skrentherlog                    (slightly good)
   Alatorin - the Forge City                     (slightly evil)
   The Trakkia Mountains                         (slightly evil)
   The Ethereal Plane                            (slightly good)
   The Caverns of Armageddon                     (evil)
   The Forest City of Aravne                     (slightly evil)
   Plane of Fire                                 (slightly good)
  *Ruined Temple of Tezcatlipoca                 (slightly evil)
   The Astral Plane                              
   Jotunheim                                     (slightly good)
  *The Transparent Tower                         (slightly evil)
  *Krethik Keep                                  (evil)
   Temple of the Earth                           (slightly good)
   Sea Kingdom                                   (slightly good)
   Plane of Earth                                (slightly evil)
   Sevenoaks                                     (slightly good)
  *The Keep of Evil                              (good)
   The Forgotten Mansion                         (slightly good)
   Domain of Lost Souls                          (evil)
   The Hall of Knighthood                        (slightly good)
  *The Depths of Duris                           (slightly good)
   Arachdrathos Guilds                           (slightly good)
   Valley of the Snow Ogres                      
   The Great Shaboath                            (slightly good)
   The Tempest Court                             
   Pit of Dragons                                
   Ny'Neth                                       (slightly good)
   Lost Temple of Tikitzopl                      (slightly good)
   The Scorched Valley                           
   The Realm of Barovia                          
   The Royal Mausoleum of Castle IceCrag         
   Plane of Fire, Brass                          (slightly good)
   Githzerai Stronghold                          
   Ceothia                                       (slightly good)
   Tiamat                                        
   The Fortress of Dreams                        
  *Bahamut's Palace                              (slightly evil)
   Dragonnia                                     
   The Charcoal Palace                           
   Vecna's Tomb                                  
   Ny'Neth's Stronghold                          
   Apocalypse Castle                             (slightly evil)
   The Realm of Barovia Continued                
   The Hall of the Ancients                      (slightly evil)
   The Bronze Citadel                            (slightly evil)
   Ny'Neth's Stronghold Continued                
   Negative Material Plane                       
   Celestial Plane                               
   The 222nd Layer of the Abyss                  
   Castle Ravenloft                              

* = already completed this boot.

< 204h/204H 131v/131V Pos: sitting >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 204h/204H 131v/131V Pos: sitting >

< 204h/204H 131v/131V Pos: sitting >
You have finished memorizing sleep.
Your studies are complete.

< 204h/204H 131v/131V Pos: sitting >
You clamber to your feet.

< 204h/204H 131v/131V Pos: standing >
Approaching an Underworld Lake
Obvious exits: -North -South

< 204h/204H 131v/131V Pos: standing >

<map>
Zone: The Shaughin Settlement.
Room: A Side Passage in the Underdark
</map>
A Side Passage in the Underdark
     This cavern leads off from the greater underdark caverns
which lie to the north, slowly narrowing to the south where it
appears the cavern walls transform from natural rock into the
more smooth walls indicative of the work of sentient beings.  A
strange purple moss adorns the cavern walls here, giving
off a subtle and eerie light.  The floor appears slightly wet,
with blotches of mud in various forms of dryness scattered
throughout the cavern.
Obvious exits: -North -South

< 204h/204H 130v/131V Pos: standing >
  M..oooooM   
 M  ..oo..o.  
    MM..M ..  
     M@MM M,  
      ^M  MM  
              
              
A Narrowing Cavern
Obvious exits: -North -East  -South -West 

< 204h/204H 129v/131V Pos: standing >
  ..Mooo..^   
 MM..oooooMM  
 M  ..oo..o.  
    MM@.M ..  
     M.MM M,  
      ^M  MM  
              
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East  -South -West 

< 204h/204H 128v/131V Pos: standing >
  ..o....MM   
 M..Mooo..^M  
 MM..oooooMM  
 M  ..@o..o.  
    MM..M ..  
     M.MM M,  
      ^M  M   
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East  -South -West 

< 204h/204H 126v/131V Pos: standing >
  ...MM.,     
 ...o....MM   
 M..Mooo..^M  
 MM..o@oooMM  
 M  ..oo..o.  
    MM..M ..  
     M.MM M   
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East  -South -West 

< 204h/204H 124v/131V Pos: standing >
  ..MM.,      
 ..o....MM    
 ..Mooo..^M   
 M..oo@ooMMM  
   ..oo..o.M  
   MM..M ..M  
    M.MM M,   
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East  -South -West 

< 204h/204H 121v/131V Pos: standing >
  M,,M,,M     
 ...MM.,      
 ..o....MM    
 ..Moo@..^M   
 M..oooooMMM  
   ..oo..o.M  
   MM..M ..   
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East  -South -West 

< 204h/204H 119v/131V Pos: standing >
  ,,M,,M      
 ..MM.,       
 .o....MM     
 .Mooo@.^M    
 ..oooooMMMM  
  ..oo..o.MM  
  MM..M ..M   
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East  -South -West 

< 204h/204H 118v/131V Pos: standing >
  ,M,,M       
 .MM.,        
 o....MM      
 Mooo.@^M     
 .oooooMMMM   
 ..oo..o.MM   
  M..M ..MM   
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East  -South -West 

< 204h/204H 116v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Basalt Cave
</map>
A Basalt Cave
   This cave is lined with rich basalt that has softly crumbled into a myriad
of shapes upon the ground and a fine sand through the middle of the passage.
It runs from north to south with the Great Llzazan cavern to the north and
darkness to the south.
Obvious exits: -North -South -West 

< 204h/204H 115v/131V Pos: standing >
Alas, you cannot go that way. . . .

< 204h/204H 115v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Basalt Cave
</map>
A Basalt Cave
   The basalt here has crumbled from above to form a fine sand in the bottom
of the cave. It is very still and quiet as it runs form north to south
connecting eventually to the north to the Great Llzazan cavern. A strange
hall begins to the south.
Obvious exits: -North -South

< 204h/204H 113v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Hall of Golems
</map>

<map>
Zone: Mazzolin.
Room: A Hall of Golems
</map>
A Hall of Golems
   This most unusual hall is lined with eight strong and tall golems that are
fashioned after mighty drow warriors. The baslat here has been polished to a
high gloss to allow the reflections of the mighty warriors to glint
flawlessly off the floor.
Obvious exits: -North -South
A mighty statue of a drow warrior stands at the ready.
A mighty statue of a drow warrior stands at the ready.
A mighty statue of a drow warrior stands at the ready.
A mighty statue of a drow warrior stands at the ready.
A mighty statue of a drow warrior stands at the ready.
A mighty statue of a drow warrior stands at the ready.
A mighty statue of a drow warrior stands at the ready.
A mighty statue of a drow warrior stands at the ready.

< 204h/204H 113v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Long Polished Basalt Hallway
</map>

<map>
Zone: Mazzolin.
Room: A Long Polished Basalt Hallway
</map>
A Long Polished Basalt Hallway
   This hallway has a plished basalt floor and walls with a rough cavernous
ceiling rising high overhead. There are numerous trappings and paintings on
the wall each depicting a different scene in the conquest of the drow of
Mazzolin over the illithids of Izaraka.
Obvious exits: -North -South
A crafting recipe lies here collecting dust.
A drow walks here with a blue longsword and armor.

< 204h/204H 112v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Long Polished Basalt Hallway
</map>
A Long Polished Basalt Hallway
   This hallway has a plished basalt floor and walls with a rough cavernous
ceiling rising high overhead. There are numerous trappings and paintings on
the wall each depicting a different scene in the conquest of the drow of
Mazzolin over the illithids of Izaraka.
Obvious exits: -North -South

< 204h/204H 112v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Long Polished Basalt Hallway
</map>

<map>
Zone: Mazzolin.
Room: A Long Polished Basalt Hallway
</map>
A Long Polished Basalt Hallway
   This hallway has a plished basalt floor and walls with a rough cavernous
ceiling rising high overhead. There are numerous trappings and paintings on
the wall each depicting a different scene in the conquest of the drow of
Mazzolin over the illithids of Izaraka.
Obvious exits: -North -South
A drow walks here with a blue longsword and armor.

< 204h/204H 111v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: Before a Great Stairway
</map>

<map>
Zone: Mazzolin.
Room: Before a Great Stairway
</map>
Before a Great Stairway
   The hall ends abruptly here in a graceful stairway leading upward to the
south. Some finished hallways also lead off to the east and west from here.
The stairway is coted with a rich crimson rotheskin rug, and the hallways
are left bare to demostrate the high polish of their basalt floors.
Obvious exits: -East  -South -West  -Up   
A drow walks here with a blue longsword and armor.

< 204h/204H 110v/131V Pos: standing >
Alas, you cannot go that way. . . .

< 204h/204H 111v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>
A Lavish Hallway
   This lavish hallway is exquisitely decorated and elegant in every respect.
It has numerous illithid skull trophies dotting the hallways serving as torch
holders to illuminate dimly the architecture of the keep. The floors are made
of polished basalt as are the walls. The ceiling is vaulted high and not a
trace of the apex can be seen from the ground.
Obvious exits: -East  -West 
A small chunk of pure electrum has been left here. (magic) (glowing)
A drow walks here with a blue longsword and armor.

< 204h/204H 110v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>
A Lavish Hallway
   This lavish hallway is exquisitely decorated and elegant in every respect.
It has numerous illithid skull trophies dotting the hallways serving as torch
holders to illuminate dimly the architecture of the keep. The floors are made
of polished basalt as are the walls. The ceiling is vaulted high and not a
trace of the apex can be seen from the ground.
Obvious exits: -North -East 
The corpse of a patrolling Mazzolin guard is lying here.
The corpse of a Mazzolin Warrior is lying here.
A dark leather robe lies here on the ground.
A small pouch of glassteel dust has been left here.
[5] some blue platemail has been left here

< 204h/204H 110v/131V Pos: standing >
Alas, you cannot go that way. . . .

< 204h/204H 110v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>
A Lavish Hallway
   This lavish hallway is exquisitely decorated and elegant in every respect.
It has numerous illithid skull trophies dotting the hallways serving as torch
holders to illuminate dimly the architecture of the keep. The floors are made
of polished basalt as are the walls. The ceiling is vaulted high and not a
trace of the apex can be seen from the ground.
Obvious exits: -North -East  -South -West 
[2] some blue platemail has been left here

< 204h/204H 110v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>
A Lavish Hallway
   This lavish hallway is exquisitely decorated and elegant in every respect.
It has numerous illithid skull trophies dotting the hallways serving as torch
holders to illuminate dimly the architecture of the keep. The floors are made
of polished basalt as are the walls. The ceiling is vaulted high and not a
trace of the apex can be seen from the ground.
Obvious exits: -North -East  -South -West 
some blue platemail has been left here

< 204h/204H 109v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>
A Lavish Hallway
   This lavish hallway is exquisitely decorated and elegant in every respect.
It has numerous illithid skull trophies dotting the hallways serving as torch
holders to illuminate dimly the architecture of the keep. The floors are made
of polished basalt as are the walls. The ceiling is vaulted high and not a
trace of the apex can be seen from the ground.
Obvious exits: -North -East  -South -West 

< 204h/204H 108v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>
A Lavish Hallway
   This lavish hallway is exquisitely decorated and elegant in every respect.
It has numerous illithid skull trophies dotting the hallways serving as torch
holders to illuminate dimly the architecture of the keep. The floors are made
of polished basalt as are the walls. The ceiling is vaulted high and not a
trace of the apex can be seen from the ground.
Obvious exits: -North -East  -South -West 

< 204h/204H 108v/131V Pos: standing >
Obvious exits:
    North- A Lavish Hallway
    East - A Barracks
    South- A Lavish Hallway
    West - A Barracks

< 204h/204H 109v/131V Pos: standing >

<map>
Zone: Mazzolin.
Room: A Lavish Hallway
</map>
A Lavish Hallway
   This lavish hallway is exquisitely decorated and elegant in every respect.
It has numerous illithid skull trophies dotting the hallways serving as torch
holders to illuminate dimly the architecture of the keep. The floors are made
of polished basalt as are the walls. The ceiling is vaulted high and not a
trace of the apex can be seen from the ground.
Obvious exits: -North -East  -South -West 
The corpse of a patrolling Mazzolin guard is lying here.
Some still-living bloody flesh wriggles here, quivering in blood.
some blue platemail has been left here

< 204h/204H 109v/131V Pos: standing >
Obvious exits:
    North- The Coloseum
    East - A Barracks
    South- A Lavish Hallway
    West - A Barracks

< 204h/204H 110v/131V Pos: standing >
A Lavish Hallway
Obvious exits: -North -East  -South -West 
The corpse of a patrolling Mazzolin guard is lying here.
Some still-living bloody flesh wriggles here, quivering in blood.
some blue platemail has been left here

< 204h/204H 112v/131V Pos: standing >

		Score information for Karr

Level: 20   Race: Goblin   Class: Reaver Sex: Male
Hit points: 204(204)  Moves: 115(131)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:  400 platinum     0 gold     1 silver     0 copper
Playing time: 0 days / 1 hours/ 11 minutes
Received data: 0.1698 MB this session.
Send data:     0.0059 MB this session.
Compression ratio: 83%
83%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   1
Detecting:       Magic Life
Protected by:    Slow Poison
Enchantments:    Ultravision Farsee Armor Haste
Bartender Quests Remaining: 8
Combat Pulse:   12 Spell Pulse:  0.70 
Leaderboard Points:  199 

Active Spells:
--------------
barkskin (17 minutes)
sense life (4 minutes)
well-rested bonus (129 minutes)


< 204h/204H 115v/131V Pos: standing >
A Mazzolin Warrior enters from the south.

< 204h/204H 131v/131V Pos: standing >
A Mazzolin Warrior suddenly attacks YOU!
A Mazzolin Warrior misses you.

< 204h/204H 131v/131V Pos: standing >
< T: Karr TP: sta TC:excellent E: warrior sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
A Mazzolin Warrior dodges your futile attack.
You miss a Mazzolin Warrior.
You miss a Mazzolin Warrior.

< 204h/204H 131v/131V Pos: standing >
< T: Karr TP: sta TC:excellent E: warrior sta EP: few scratches >
 You parry a Mazzolin Warrior's lunge at you.
A Mazzolin Warrior's fine punch strikes you.

< 191h/204H 131v/131V Pos: standing >
< T: Karr TP: sta TC:few scratches E: warrior sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
[Damage: 23 ] Your powerful slash strikes a Mazzolin Warrior hard.
You miss a Mazzolin Warrior.
A Mazzolin Warrior dodges your futile attack.
[Damage:  9 ] Your impressive slash strikes a Mazzolin Warrior.
A Mazzolin Warrior dodges your futile attack.

< 191h/204H 131v/131V Pos: standing >
< T: Karr TP: sta TC:few scratches E: warrior sta EP:  small wounds >
 You parry a Mazzolin Warrior's lunge at you.
You are knocked to the ground by a Mazzolin Warrior's mighty bash!

< 190h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC:few scratches E: warrior sta EP:  small wounds >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You miss a Mazzolin Warrior.
A Mazzolin Warrior dodges your futile attack.
A Mazzolin Warrior dodges your futile attack.

< 190h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC:few scratches E: warrior sta EP:  small wounds >
 A Dwarf enters from the south.

< 190h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC:few scratches E: warrior sta EP:  small wounds >
 A Dwarf starts casting a spell.

< 190h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC:few scratches E: warrior sta EP:  small wounds >
 A Mazzolin Warrior misses you.
A Mazzolin Warrior's fine punch strikes you.

< 178h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC: small wounds E: warrior sta EP:  small wounds >
 A Mazzolin Warrior dodges your futile attack.
A Mazzolin Warrior dodges your futile attack.

< 178h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC: small wounds E: warrior sta EP:  small wounds >
 A Dwarf completes his spell...
A Dwarf utters the words 'zabrahpunso wkadar'
A Dwarf causes the EARTH to rise up in the shape of a fist!
OUCH!  That really did HURT!

< 119h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC: few wounds E: warrior sta EP:  small wounds >
 A Dwarf starts casting an offensive spell.

< 119h/204H 131v/131V Pos: sitting >
< T: Karr TP: sit TC: few wounds E: warrior sta EP:  small wounds >
 A Mazzolin Warrior misses you.
A Mazzolin Warrior's fine punch strikes you hard.
You suddenly see a Mazzolin Warrior's foot in your chest.
You clamber to your feet.

< 98h/204H 131v/131V Pos: standing >
< T: Karr TP: sta TC: nasty wounds E: warrior sta EP:  small wounds >
 [Damage: 10 ] Your impressive slash strikes a Mazzolin Warrior.
A Mazzolin Warrior dodges your futile attack.
A Lavish Hallway
Obvious exits: -North -East  -South -West 
The corpse of a patrolling Mazzolin guard is lying here.
Some still-living bloody flesh wriggles here, quivering in blood.
some blue platemail has been left here
A Dwarf (medium) stands, floating here. (casting) 
A Mazzolin Warrior stands here, fighting YOU!

< 98h/204H 131v/131V Pos: standing >
< T: Karr TP: sta TC: nasty wounds E: warrior sta EP:  small wounds >
 You are already standing.

< 98h/204H 131v/131V Pos: standing >
< T: Karr TP: sta TC: nasty wounds E: warrior sta EP:  small wounds >
 A Dwarf completes his spell...
A Dwarf utters the words 'zabrahpunso wkadar'
The earthen fist drives the last remnants of life from you!
Your tarnished dematite quiver [poor] was completely destroyed by the massive blow!