<worn as a badge> a glowing blue crystal [poor]
<worn on head> the masters helm (glowing)
<worn in ear> a flaming earring [poor]
<worn on face> mask of the iron bloodhounds (glowing)
<worn around neck> a strange mithral medallion
<worn around neck> an ashen brass collar from New Cave city
<worn on body> Swordbreaker, the ancient armor of Clan Ironstar
<worn about body> the stretched skin of a giant eye [88%]
<worn about waist> a belt bearing the crest of Darkuul (magic)
<worn around wrist> a sparkling diamond bracer [poor] (magic)
<worn around wrist> a blood-soaked wristguard
<worn on hands> the woven gloves of the harvest (magic)
<worn on finger> a heavy silver ring (magic) (glowing)
<worn on finger> a small fishbone signet ring [superior]
<primary weapon> a mace named "squidbane"
<worn on feet> a fine pair of dragonscale sabatons [superior] (magic)
Alas, you cannot go that way. . . .
< 609h/609H 123v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 123v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 609h/609H 123v/132V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 609h/609H 122v/132V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -East -South -West
< 609h/609H 122v/132V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -East -South -West
An orcish adventurer stands here.
< 609h/609H 121v/132V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -South -West
An aging but brawny half-orc stands here enjoying life.
< 609h/609H 120v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 121v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 121v/132V Pos: standing >
A retired soldier leaves south.
< 609h/609H 122v/132V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -East -South -West
An orcish adventurer stands here.
< 609h/609H 122v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 122v/132V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -East -South -West
< 609h/609H 123v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 123v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 123v/132V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 609h/609H 123v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 609h/609H 122v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 609h/609H 121v/132V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -West
A sleeping commoner is stretched out, sound asleep.
< 609h/609H 121v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 121v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 609h/609H 121v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
An aging but brawny half-orc stands here enjoying life.
< 609h/609H 120v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 609h/609H 119v/132V Pos: standing >
< 609h/609H 120v/132V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -West
< 609h/609H 119v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 119v/132V Pos: standing >
< 609h/609H 120v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 120v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 609h/609H 120v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
< 609h/609H 119v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West
< 609h/609H 121v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
A male commoner stands here.
< 609h/609H 121v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West
< 609h/609H 122v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
< 609h/609H 121v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 122v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West
< 609h/609H 121v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
< 609h/609H 121v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -West
A male commoner stands here.
< 609h/609H 120v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -West
< 609h/609H 120v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
A male commoner stands here.
< 609h/609H 120v/132V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -North -East -West
< 609h/609H 119v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 121v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West
< 609h/609H 120v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
A half-orc warrior stands here, staring ominously.
An aging but brawny half-orc stands here enjoying life.
< 609h/609H 120v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 120v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West
< 609h/609H 120v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West
< 609h/609H 119v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West
< 609h/609H 119v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West
< 609h/609H 119v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West
< 609h/609H 119v/132V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -West
An aging but brawny half-orc stands here enjoying life.
< 609h/609H 118v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West
< 609h/609H 119v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 119v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 119v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South
< 609h/609H 119v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West
< 609h/609H 118v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -West
< 609h/609H 117v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West
< 609h/609H 117v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -South -West
< 609h/609H 117v/132V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -West
You sense a lifeform nearby.
< 609h/609H 116v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 116v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -South -West
< 609h/609H 116v/132V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -North
An aging but brawny half-orc stands here enjoying life.
A sleeping commoner is stretched out, sound asleep.
A sleeping commoner is stretched out, sound asleep.
A sleeping commoner is stretched out, sound asleep.
< 609h/609H 116v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 609h/609H 117v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -South -West
< 609h/609H 116v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West
< 609h/609H 115v/132V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -North -East
< 609h/609H 115v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West
< 609h/609H 116v/132V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South
< 609h/609H 115v/132V Pos: standing >
A displacer beast enters from the north.
< 609h/609H 116v/132V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West
An aging but brawny half-orc stands here enjoying life.
< 609h/609H 115v/132V Pos: standing >
A displacer beast enters from the west.
< 609h/609H 116v/132V Pos: standing >
A displacer beast suddenly attacks YOU!
-=[A displacer beast's bite wounds you.]=-
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: excellent >
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: excellent >
You start chanting...
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: excellent >
You feel less divinely furious.
You feel less divinely furious.
The spiritual aura about your body fades.
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: excellent >
Casting: flame strike
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: excellent >
You complete your spell...
[Damage: 18 ] [Damage: 15 ] You call down a roaring flamestrike which hits a displacer beast dead on!
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few scratches >
[Damage: 8 ] -=[Your fine bludgeon wounds a displacer beast.]=-
[Damage: 7 ] -=[Your fine bludgeon wounds a displacer beast.]=-
Bargrivyek's essence empowers you and you are rewarded with flame strike!
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: small wounds >
As you raise your hands calling for aid of Bargrivyek, a purple haze descends from above waking AnGeR and FuRy!
< 598h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: small wounds >
A displacer beast misses you.
You dodge a displacer beast's vicious attack.
You suddenly see a displacer beast's foot in your chest.
Bargrivyek cannot answer your prayers. Trust your own strength.
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: small wounds >
You start chanting...
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: small wounds >
Casting: flame strike
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: small wounds >
You complete your spell...
[Damage: 39 ] [Damage: 33 ] You call down a roaring flamestrike which hits a displacer beast dead on!
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
Your fury rages as your deity infuses you with eternal power!
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
Autosaving...
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
Score information for Solka
Level: 42 Race: Goblin Class: Cleric / Zealot Sex: Female
Hit points: 589(609) Moves: 117(132)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 6770 platinum 408 gold 37 silver 26 copper
Playing time: 2 days / 22 hours/ 7 minutes
Received data: 0.0920 MB this session.
Send data: 0.0027 MB this session.
Compression ratio: 85%
Title: Nameless
Status: Standing, fighting a displacer beast.
Epic points(total): 98(323)
Epic Bonus: Experience Bonus (2.48%)
Frags: +0.00 Deaths: 6
Detecting: Good Magic Life
Protected from: Fire Cold Lightning Gas Acid Undead
Enchantments: Ultravision Farsee Fly Armor Haste Fearless
Bartender Quests Remaining: 8
Combat Pulse: 15 Spell Pulse: 0.70
Leaderboard Points: 429
Active Spells:
--------------
divine fury (5 minutes)
vitality (5 minutes)
sense life (27 minutes)
bless (5 minutes)
armor (4 minutes)
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You miss a displacer beast.
You miss a displacer beast.
You miss a displacer beast.
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You dodge a displacer beast's vicious attack.
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You start chanting...
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You complete your spell...
[Damage: 21 ] [Damage: 17 ] You call down a roaring flamestrike which hits a displacer beast dead on!
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
A displacer beast dodges your futile attack.
A displacer beast dodges your futile attack.
You miss a displacer beast.
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You have memorized the following spells:
( 9th circle) 2 - word of recall
( 8th circle) 3 - mass heal
1 - banish
( 7th circle) 5 - full heal
( 6th circle) 1 - curse
2 - flame strike
1 - darkness
( 5th circle) 6 - vitality
1 - soulshield
( 4th circle) 2 - remove curse
1 - cure disease
5 - invigorate
( 3rd circle) 1 - remove poison
1 - sense life
4 - cause critical
3 - disease
( 2nd circle) 10 - blindness
( 1st circle) 3 - armor
3 - bless
And you are currently praying for the following spells:
8 seconds: ( 6th) flame strike
17 seconds: ( 6th) flame strike
You can pray 5 1st circle spell(s).
< 589h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You block a displacer beast's lunge at you.
You suddenly see a displacer beast's foot in your chest.
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
The power of your god suddenly fills your body and you feel MUCH stronger!
You say in goblin 'Fill me with your strength!'
You miss a displacer beast.
[Damage: 8 ] -=[Your fine bludgeon wounds a displacer beast.]=-
A displacer beast dodges your futile attack.
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
Score information for Solka
Level: 42 Race: Goblin Class: Cleric / Zealot Sex: Female
Hit points: 582(609) Moves: 117(132)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 6770 platinum 408 gold 37 silver 26 copper
Playing time: 2 days / 22 hours/ 7 minutes
Received data: 0.0938 MB this session.
Send data: 0.0027 MB this session.
Compression ratio: 85%
Title: Nameless
Status: Standing, fighting a displacer beast.
Epic points(total): 98(323)
Epic Bonus: Experience Bonus (2.48%)
Frags: +0.00 Deaths: 6
Detecting: Good Magic Life
Protected from: Fire Cold Lightning Gas Acid Undead
Enchantments: Ultravision Farsee Fly Armor Haste Fearless
Bartender Quests Remaining: 8
Combat Pulse: 15 Spell Pulse: 0.70
Leaderboard Points: 429
Active Spells:
--------------
divine fury (5 minutes)
vitality (5 minutes)
sense life (27 minutes)
bless (5 minutes)
armor (4 minutes)
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You dodge a displacer beast's vicious attack.
You dodge a displacer beast's vicious attack.
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You start chanting...
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You complete your spell...
[Damage: 18 ] [Damage: 15 ] You call down a roaring flamestrike which hits a displacer beast dead on!
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
The power of your god suddenly fills your body and you feel MUCH stronger!
Your devotion to your god causes you to unleash a Flurry of attacks against a displacer beast!
You say in goblin 'The non-believer must be punished!'
A displacer beast dodges your futile attack.
[Damage: 9 ] -=[Your fine bludgeon strikes a displacer beast.]=-
Bargrivyek's essence empowers you and you are rewarded with flame strike!
You miss a displacer beast.
[Damage: 8 ] -=[Your fine bludgeon wounds a displacer beast.]=-
You score a CRITICAL HIT!!!!!
[Damage: 20 ] -=[Your powerful bludgeon strikes a displacer beast.]=-
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
A retired soldier leaves north.
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You start chanting...
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You dodge a displacer beast's vicious attack.
A displacer beast misses you.
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: few wounds >
You complete your spell...
[Damage: 24 ] [Damage: 20 ] You call down a roaring flamestrike which hits a displacer beast dead on!
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: nasty wounds >
You miss a displacer beast.
[Damage: 8 ] -=[Your fine bludgeon strikes a displacer beast.]=-
A displacer beast dodges your futile attack.
< 582h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: nasty wounds >
You block a displacer beast's lunge at you.
You suddenly see a displacer beast's foot in your chest.
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: nasty wounds >
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: nasty wounds >
You miss a displacer beast.
You score a CRITICAL HIT!!!!!
[Damage: 18 ] -=[Your impressive bludgeon strikes a displacer beast hard.]=-
You score a CRITICAL HIT!!!!!
[Damage: 17 ] -=[Your bludgeon strikes a displacer beast hard.]=-
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: nasty wounds >
You start chanting...
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: nasty wounds >
You complete your spell...
[Damage: 21 ] [Damage: 18 ] You call down a roaring flamestrike which hits a displacer beast dead on!
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
You dodge a displacer beast's vicious attack.
You block a displacer beast's lunge at you.
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
You miss a displacer beast.
[Damage: 10 ] -=[Your impressive bludgeon strikes a displacer beast hard.]=-
[Damage: 9 ] -=[Your fine bludgeon strikes a displacer beast hard.]=-
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
You don't have that spell memorized.
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
You miss a displacer beast.
A displacer beast dodges your futile attack.
You miss a displacer beast.
You block a displacer beast's lunge at you.
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
Sparkling magic surrounds someone as he begins his chant.
A Gnome snaps into visibility.
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
You start chanting...
< 575h/609H 117v/132V Pos: standing >
< T: Solka TP: sta TC:few scratches E: displacer sta EP: pretty hurt >
A Gnome completes his spell...
A Gnome utters the words 'qpaahuq fussrz'
Ripples of ChAoTiC energy slam into you as reality comes crashing down.
OUCH! That really did HURT!
Twin bolts of writhing power slam into your chest.
Darkness flows from the rift encasing you in an impenetrable shell!
You have been blinded!
A glint of maddening touches your eyes
as unseen powers corrupt you.
Um.. you don't see any such target here?
< 353h/609H 117v/132V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP: pretty hurt >
-=[Someone's decent bite strikes you.]=-
-=[Someone's decent bite strikes you.]=-
You suddenly see someone's foot in your chest.
Someone's mighty kick sends you flying out of the room!
You abort your prayer before it's done!
You can't see a damn thing, you're blinded!
< 321h/609H 117v/132V Pos: on your ass >
You feel a cloak of blindness dissolve.
< 321h/609H 119v/132V Pos: on your ass >
A Gnome snaps into visibility.
< 321h/609H 119v/132V Pos: on your ass >
A Gnome completes his spell...
A Gnome utters the words 'garbzzsg wuggurz babragruoz'
A Gnome's force missile slams into you.
A Gnome's force missile slams into you.
A Gnome's force missile slams into you.
A Gnome's force missile slams into you.
< 129h/609H 121v/132V Pos: on your ass >
You sneak off to the corner and beep yourself.
< 129h/609H 122v/132V Pos: on your ass >
You sneak off to the corner and beep yourself.
< 129h/609H 122v/132V Pos: on your ass >
You sneak off to the corner and beep yourself.
< 129h/609H 122v/132V Pos: on your ass >
You scramble madly to your feet!
Sparkling magic surrounds someone as he begins his chant.
A Gnome snaps into visibility.
< 129h/609H 123v/132V Pos: standing >
Alas, you cannot go that way. . . .
< 129h/609H 123v/132V Pos: standing >
A Gnome completes his spell...
A Gnome utters the words 'garbzzsg wuggurz babragruoz'
A Gnome's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Gnome's grin is the last thing you see before their force missile bashes you into a pulpy mess.
Your crested shield of Melkivar was completely destroyed by the massive blow!
Your eyes of undead fire was completely destroyed by the massive blow!
Your crucifix marbled earring [superior] was completely destroyed by the massive blow!
Your quiver smeared with blood was completely destroyed by the massive blow!