<worn on head> an unique leather helmet
<worn on eyes> a misshaped cured leather eyepatch from Shairak and Smokeveil Forest
<worn in ear> a knight's stone earring from Shairak and Smokeveil Forest
<worn around neck> a patched flesh torque from Shairak and Smokeveil Forest
<worn around neck> a sinister granite collar from Shairak and Smokeveil Forest
<worn on body> some spiked ringmail
<worn about body> a reptile skin cloak
<worn on back> a large leather backpack
<worn about waist> a jeweled stone belt
<worn on arms> some exquisite bone arm plates
<worn around wrist> a pitted crystal wristguard from Shairak and Smokeveil Forest
<worn around wrist> a well-used marble wristguard from Shairak and Smokeveil Forest
<held> a spirit totem of Zucht (magic) (glowing)
<worn on legs> some static brass leg plates
<worn on feet> some angelic ivory moccasins from Shairak and Smokeveil Forest
A wandering merchant enters from the north.
< 287h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
Casting: chill touch
< 287h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
You complete your spell...
[Damage: 25 ] You chill a traveling merchant.
The chilling cold causes a traveling merchant to stammer, apparently weakened.
< 287h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You start chanting...
< 287h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
Casting: chill touch
< 287h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You complete your spell...
[Damage: 14 ] You chill a traveling merchant.
< 287h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You suddenly see a traveling merchant's foot in your chest.
-=[a traveling merchant attacks you.]=- [0 hits]
< 286h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
[Damage: 4 ] [Damage: 3 ] -=[You attack a traveling merchant.]=- [2 hits]
< 286h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
A wandering adventurer leaves north.
< 286h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You start chanting...
< 286h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
< 286h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You complete your spell...
[Damage: 27 ] You chill a traveling merchant.
< 286h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
You start chanting...
< 286h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
-=[a traveling merchant attacks you.]=- [1 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
You complete your spell...
[Damage: 25 ] You chill a traveling merchant.
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
[Damage: 4 ] [Damage: 6 ] -=[You attack a traveling merchant.]=- [2 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
Autosaving...
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
A traveling merchant's kick parts your hair but does little else.
-=[a traveling merchant attacks you.]=- [0 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
[Damage: 4 ] [Damage: 4 ] -=[You attack a traveling merchant.]=- [2 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
[Damage: 3 ] -=[You attack a traveling merchant.]=- [1 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
-=[a traveling merchant attacks you.]=- [0 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
-=[You attack a traveling merchant.]=- [0 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
A traveling merchant's kick parts your hair but does little else.
-=[a traveling merchant attacks you.]=- [0 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
[Damage: 5 ] [Damage: 4 ] -=[You attack a traveling merchant.]=- [2 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
A wandering adventurer leaves west.
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
A wandering adventurer enters from the north.
-=[a traveling merchant attacks you.]=- [0 hits]
< 278h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
You score a CRITICAL HIT!!!!!
[Damage: 10 ] A traveling merchant is incapacitated and will slowly die, if not aided.
[Damage: 7 ] A traveling merchant is mortally wounded, and will die soon, if not aided.
-=[You attack a traveling merchant.]=- [2 hits]
< 278h/291H 108v/108V Pos: standing >
<[Damage: 1 ] Your final slash sends a traveling merchant's head bouncing along the ground.
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.
< 278h/291H 108v/108V Pos: standing >
You get a handful of coins from the corpse of a traveling merchant.
There were: 1 platinum coin, 7 gold coins.
< 278h/291H 108v/108V Pos: standing >
A young villager leaves west.
< 280h/291H 108v/108V Pos: standing >
A wandering merchant leaves north.
< 280h/291H 108v/108V Pos: standing >
A wandering merchant enters from the north.
You stop using a large leather backpack.
< 282h/291H 108v/108V Pos: standing >
Ok.
You put 2 platinum, 19 gold, 0 silver, and 0 copper coins into a large leather backpack.
< 282h/291H 108v/108V Pos: standing >
You strap a large leather backpack on your back.
< 282h/291H 108v/108V Pos: standing >
a Well Traveled Path
Obvious exits: -N -W
Puddles of fresh blood cover the ground.
A hand axe is on the ground here collecting dust.
A long steel sword is here in the dirt.
A burnt bone tower shield lies here on the ground.
The corpse of a traveling merchant is lying here.
[2] The corpse of a wandering merchant is lying here.
The corpse of a Goblin is lying here.
A wandering merchant wanders here looking to buy some wares.
A wandering adventurer roams here looking for some excitement.
A peasant commoner wanders here with his head held low.
< 282h/291H 108v/108V Pos: standing >
You sit down and relax.
< 283h/291H 108v/108V Pos: sitting >
You have memorized the following spells:
( 6th circle) 1 - ray of enfeeblement
( 4th circle) 3 - sleep
And you are currently memorizing the following spells:
23 seconds: ( 6th) ray of enfeeblement
39 seconds: ( 2nd) magic missile
56 seconds: ( 2nd) magic missile
72 seconds: ( 2nd) magic missile
89 seconds: ( 2nd) magic missile
105 seconds: ( 3rd) chill touch
122 seconds: ( 3rd) chill touch
138 seconds: ( 3rd) chill touch
155 seconds: ( 3rd) chill touch
You can memorize 5 1st and 3 5th circle spell(s).
You continue your study.
< 283h/291H 108v/108V Pos: sitting >
You start meditating...
< 283h/291H 108v/108V Pos: sitting >
A wandering merchant leaves west.
< 283h/291H 108v/108V Pos: sitting >
A young villager enters from the west.
< 284h/291H 108v/108V Pos: sitting >
A wandering merchant enters from the west.
< 288h/291H 108v/108V Pos: sitting >
A peasant commoner leaves west.
< 288h/291H 108v/108V Pos: sitting >
A wandering adventurer leaves west.
< 288h/291H 108v/108V Pos: sitting >
You have finished memorizing ray of enfeeblement.
< 289h/291H 108v/108V Pos: sitting >
A village commoner enters from the west.
< 290h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
A young villager leaves north.
< 291h/291H 108v/108V Pos: sitting >
A village commoner leaves north.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
< 291h/291H 108v/108V Pos: sitting >
A young villager enters from the north.
< 291h/291H 108v/108V Pos: sitting >
A traveling merchant enters from the west.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
< 291h/291H 108v/108V Pos: sitting >
A wandering adventurer enters from the west.
< 291h/291H 108v/108V Pos: sitting >
A young villager leaves north.
< 291h/291H 108v/108V Pos: sitting >
A traveling merchant leaves west.
< 291h/291H 108v/108V Pos: sitting >
The sun hangs low on the southern sky.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
< 291h/291H 108v/108V Pos: sitting >
A wandering adventurer leaves west.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
< 291h/291H 108v/108V Pos: sitting >
The snow is coming down faster now.
< 291h/291H 108v/108V Pos: sitting >
A peasant commoner enters from the west.
< 291h/291H 108v/108V Pos: sitting >
A wandering merchant leaves north.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
< 291h/291H 108v/108V Pos: sitting >
A village commoner enters from the north.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
Your studies are complete.
< 291h/291H 108v/108V Pos: sitting >
You clamber to your feet.
< 291h/291H 108v/108V Pos: standing >
A village commoner leaves north.
< 291h/291H 108v/108V Pos: standing >
A peasant commoner leaves north.
< 291h/291H 108v/108V Pos: standing >
a Well Traveled Path
Obvious exits: -N -W
A hand axe is on the ground here collecting dust.
A long steel sword is here in the dirt.
A burnt bone tower shield lies here on the ground.
The corpse of a traveling merchant is lying here.
[2] The corpse of a wandering merchant is lying here.
The corpse of a Goblin is lying here.
< 291h/291H 108v/108V Pos: standing >
<map>
Zone: Shairak and Smokeveil Forest.
Room: a Well Traveled Path
</map>
<map>
Zone: Shairak and Smokeveil Forest.
Room: a Well Traveled Path
</map>
a Well Traveled Path
Obvious exits: -N -S
A young villager wanders here, singing songs of joy.
A peasant commoner wanders here with his head held low.
A village commoner wanders here in search of something to do.
A wandering merchant wanders here looking to buy some wares.
A traveling merchant wanders here looking to buy some wares.
A young villager wanders here, singing songs of joy.
A wandering merchant wanders here looking to buy some wares.
< 291h/291H 106v/108V Pos: standing >
You start chanting...
< 291h/291H 106v/108V Pos: standing >
You complete your spell...
A wandering merchant pales, and seems to sag.
A wandering merchant suddenly attacks YOU!
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: excellent >
You start chanting...
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: excellent >
Casting: magic missile
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: excellent >
You complete your spell...
[Damage: 5 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a wandering merchant.
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few scratches >
[Damage: 3 ] -=[You attack a wandering merchant.]=- [1 hits]
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few scratches >
You start chanting...
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few scratches >
You complete your spell...
[Damage: 7 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a wandering merchant.
-=[a wandering merchant attacks you.]=- [0 hits]
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: small wounds >
You start chanting...
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: small wounds >
You complete your spell...
[Damage: 9 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 9 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 9 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 9 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 9 ] You watch with self-pride as the magic missile hits a wandering merchant.
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
You score a CRITICAL HIT!!!!!
[Damage: 11 ] -=[You attack a wandering merchant.]=- [1 hits]
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
You start chanting...
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
It's cold!
You complete your spell...
[Damage: 4 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 4 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 4 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 4 ] You watch with self-pride as the magic missile hits a wandering merchant.
[Damage: 4 ] You watch with self-pride as the magic missile hits a wandering merchant.
< 290h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
You feel your skin soften and return to normal.
A wandering merchant's kick parts your hair but does little else.
-=[a wandering merchant attacks you.]=- [1 hits]
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
[Damage: 4 ] [Damage: 5 ] -=[You attack a wandering merchant.]=- [2 hits]
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You start chanting...
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You complete your spell...
[Damage: 26 ] You chill a wandering merchant.
The chilling cold causes a wandering merchant to stammer, apparently weakened.
[Damage: 4 ] You score a CRITICAL HIT!!!!!
[Damage: 8 ] -=[You attack a wandering merchant.]=- [2 hits]
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
-=[a wandering merchant attacks you.]=- [0 hits]
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You start chanting...
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
You complete your spell...
[Damage: 26 ] You chill a wandering merchant.
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
You feel your skin harden to stone.
The spirits of Shairak and Smokeveil Forest grant you their protection.
[Damage: 4 ] [Damage: 3 ] -=[You attack a wandering merchant.]=- [2 hits]
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
You start chanting...
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
Casting: chill touch
< 289h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
You complete your spell...
[Damage: 28 ] You chill a wandering merchant.
You suddenly see a wandering merchant's foot in your chest.
-=[a wandering merchant attacks you.]=- [0 hits]
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
You start chanting...
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
Casting: chill touch
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
You complete your spell...
[Damage: 26 ] You chill a wandering merchant.
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
-=[a wandering merchant attacks you.]=- [0 hits]
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
[Damage: 4 ] -=[You attack a wandering merchant.]=- [1 hits]
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
You score a CRITICAL HIT!!!!!
[Damage: 9 ] [Damage: 4 ] A wandering merchant is stunned!
-=[You attack a wandering merchant.]=- [2 hits]
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
A wandering merchant ducks, and your foot flies a mile high.
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
-=[a wandering merchant attacks you.]=- [0 hits]
< 288h/291H 106v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: awful >
[Damage: 3 ] A wandering merchant is incapacitated and will slowly die, if not aided.
-=[You attack a wandering merchant.]=- [1 hits]
< 288h/291H 106v/108V Pos: standing >
<A small villager enters from the north.
[Damage: 6 ] Your final slash sends a wandering merchant's head bouncing along the ground.
A wandering 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 look of horror and a silent scream are a wandering merchant's last actions in this world.
< 288h/291H 106v/108V Pos: standing >
You get a few coins from the corpse of a wandering merchant.
There were: 1 platinum coin, 10 gold coins.
You get a tightly rolled vellum recipe for a polished marble totem from the corpse of a wandering merchant.
< 288h/291H 106v/108V Pos: standing >
A young villager leaves north.
< 288h/291H 108v/108V Pos: standing >
You drop a tightly rolled vellum recipe for a polished marble totem.
< 288h/291H 108v/108V Pos: standing >
A traveling merchant leaves south.
You have just passed the half-way point on the way towards your next level.
< 289h/291H 108v/108V Pos: standing >
You sit down and relax.
< 289h/291H 108v/108V Pos: sitting >
You have memorized the following spells:
( 6th circle) 1 - ray of enfeeblement
( 4th circle) 3 - sleep
And you are currently memorizing the following spells:
23 seconds: ( 6th) ray of enfeeblement
39 seconds: ( 2nd) magic missile
56 seconds: ( 2nd) magic missile
72 seconds: ( 2nd) magic missile
89 seconds: ( 2nd) magic missile
105 seconds: ( 3rd) chill touch
122 seconds: ( 3rd) chill touch
138 seconds: ( 3rd) chill touch
155 seconds: ( 3rd) chill touch
You can memorize 5 1st and 3 5th circle spell(s).
You continue your study.
< 289h/291H 108v/108V Pos: sitting >
You start meditating...
< 289h/291H 108v/108V Pos: sitting >
Score information for Zucht
Level: 29 Race: Goblin Class: Reaver Sex: Male
Hit points: 290(291) Moves: 108(108)
Coins carried: 1 platinum 10 gold 0 silver 0 copper
Coins in bank: 2 platinum 83 gold 227 silver 279 copper
Playing time: 1 days / 10 hours/ 12 minutes
Received data: 0.1429 MB this session.
Send data: 0.0064 MB this session.
Compression ratio: 83%
Title: Nameless
Status: Sitting around, resting.
Memorizing Meditating
Epic points(total): 2(2)
Epic Bonus: Epic Points Bonus (0.01%)
Frags: +0.00 Deaths: 12
Detecting: Magic
Protected from: Fire Undead Low Circle spells
Enchantments: Ultravision Levitation
Bartender Quests Remaining: 8
Combat Pulse: 12 Spell Pulse: 0.70
Leaderboard Points: 287
Active Spells:
--------------
stone skin (3 minutes)
well-rested bonus (84 minutes)
< 290h/291H 108v/108V Pos: sitting >
A peasant commoner leaves south.
< 290h/291H 108v/108V Pos: sitting >
A small villager leaves north.
< 291h/291H 108v/108V Pos: sitting >
A young villager leaves north.
< 291h/291H 108v/108V Pos: sitting >
A wandering merchant leaves north.
< 291h/291H 108v/108V Pos: sitting >
A village commoner leaves south.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing ray of enfeeblement.
< 291h/291H 108v/108V Pos: sitting >
A wandering merchant enters from the north.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
A traveling merchant enters from the south.
< 291h/291H 108v/108V Pos: sitting >
A traveling merchant enters from the south.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
< 291h/291H 108v/108V Pos: sitting >
The sun starts to set in the south.
< 291h/291H 108v/108V Pos: sitting >
A traveling merchant leaves south.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
A traveling merchant enters from the south.
< 291h/291H 108v/108V Pos: sitting >
A village commoner enters from the south.
< 291h/291H 108v/108V Pos: sitting >
A traveling merchant leaves south.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
A village commoner leaves south.
< 291h/291H 108v/108V Pos: sitting >
Autosaving...
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
A wandering merchant leaves south.
< 291h/291H 108v/108V Pos: sitting >
A young villager enters from the north.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing magic missile.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
Shadows stretch across the land as the sun limps towards the horizon.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
A wandering merchant enters from the south.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
< 291h/291H 108v/108V Pos: sitting >
A wandering merchant leaves south.
< 291h/291H 108v/108V Pos: sitting >
You have finished memorizing chill touch.
Your studies are complete.
< 291h/291H 108v/108V Pos: sitting >
You clamber to your feet.
< 291h/291H 108v/108V Pos: standing >
A village commoner enters from the south.
< 291h/291H 108v/108V Pos: standing >
< 291h/291H 108v/108V Pos: standing >
a Well Traveled Path
Obvious exits: -N -S
A crafting recipe lies here collecting dust.
The corpse of a wandering merchant is lying here.
A village commoner wanders here in search of something to do.
A young villager wanders here, singing songs of joy.
A traveling merchant wanders here looking to buy some wares.
< 291h/291H 108v/108V Pos: standing >
< 291h/291H 108v/108V Pos: standing >
You start chanting...
A traveling merchant suddenly attacks YOU!
< 291h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:excellent E: merchant sta EP: excellent >
Casting: ray of enfeeblement
< 291h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:excellent E: merchant sta EP: excellent >
You complete your spell...
A traveling merchant pales, and seems to sag.
< 291h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:excellent E: merchant sta EP: excellent >
You start chanting...
< 291h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:excellent E: merchant sta EP: excellent >
You complete your spell...
[Damage: 2 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 2 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 2 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 2 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 2 ] You watch with self-pride as the magic missile hits a traveling merchant.
You suddenly see a traveling merchant's foot in your chest.
-=[a traveling merchant attacks you.]=- [0 hits]
< 290h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few scratches >
You start chanting...
< 290h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few scratches >
You complete your spell...
[Damage: 5 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 5 ] You watch with self-pride as the magic missile hits a traveling merchant.
Someone suddenly attacks YOU!
A Grey Elf snaps into visibility.
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: small wounds >
You start chanting...
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: small wounds >
A village commoner leaves south.
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: small wounds >
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: small wounds >
-=[a traveling merchant attacks you.]=- [0 hits]
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: small wounds >
You complete your spell...
[Damage: 7 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a traveling merchant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a traveling merchant.
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
[Damage: 4 ] -=[You attack a traveling merchant.]=- [1 hits]
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
You start chanting...
< 288h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC:few scratches E: merchant sta EP: few wounds >
You feel your skin soften and return to normal.
OUCH! That really did HURT!
-=[a Grey Elf attacks you.]=- [8 hits]
< 202h/291H 108v/108V Pos: standing >
< T: Zucht TP: sta TC: few wounds E: merchant sta EP: few wounds >
A Grey Elf snaps into visibility.
You're hit in solar plexus, wow, this is breathtaking!!
OUCH! That really did HURT!
A Grey Elf's mighty roundhouse kick causes you to fall to your knees!
< 166h/291H 108v/108V Pos: kneeling >
< T: Zucht TP: kne TC: few wounds E: merchant sta EP: few wounds >
Get off your knees!
You abort your spell before it's done!
< 166h/291H 108v/108V Pos: kneeling >
< T: Zucht TP: kne TC: few wounds E: merchant sta EP: few wounds >
A small villager enters from the north.
You can't seem to get a single swing in.
< 166h/291H 108v/108V Pos: kneeling >
< T: Zucht TP: kne TC: few wounds E: merchant sta EP: few wounds >
You suddenly see a traveling merchant's foot in your chest.
-=[a traveling merchant attacks you.]=- [2 hits]
< 116h/291H 108v/108V Pos: kneeling >
< T: Zucht TP: kne TC: nasty wounds E: merchant sta EP: few wounds >
A Grey Elf snaps into visibility.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Grey Elf's final punch sends you to meet your maker.
Your unique gold sword was completely destroyed by the massive blow!
Your some thick leather gloves was completely destroyed by the massive blow!