The death of [26 Sorcerer] Cebz (Grey Elf)

in A Calming Clearing in The Savannah of Broken Trusts

from the perspective of [26 Sorcerer] Cebz (Grey Elf)

<worn on head>       a padded helmet of health
<worn on eyes>       an ashen ivory visor
<worn on face>       an unearthly cured leather mask
<worn around neck>   a wicked looking collar
<worn on body>       an ape-skin tunic
<worn about body>    a legendary copper bodycloak
<worn about waist>   an elfskin belt
<worn on belt buckle>a quill
<attached to belt>   a dark magical tome (magic) (glowing) (illuminating)
<attached to belt>   a rugged adventurers satchel (magic) (illuminating)
<worn on arms>       a pair of worn leather sleeves
<held as shield>     a little round wooden shield
<worn around wrist>  a glowing copper bracelet
<worn on hands>      some icy obsidian mitts
<primary weapon>     an ancient forked-bladed warsword dubbed "Spider Bane" (magic) (glowing) (illuminating)
<worn on legs>       some tight silk pants
<worn on feet>       some pitted iron boots from The Savannah of Broken Trusts

OUCH!  That really did HURT!
[Damage: 24 ] The dying hippopotamus shivers from the unnatural cold as he hits you!
The dying hippopotamus's impressive punch seriously wounds you.
OUCH!  That really did HURT!
[Damage: 21 ] The dying hippopotamus shivers from the unnatural cold as he hits you!

< 131h/313H 112v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 A mountain lion leaves south.

< 131h/313H 112v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 You complete your spell...
[Damage: 33 ] The lightning bolt hits the dying hippopotamus with full impact.

< 131h/313H 112v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 You start chanting...

< 131h/313H 112v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 Casting: lightning bolt *

< 131h/313H 112v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 The sun hangs low on the southern sky.

< 131h/313H 112v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 You complete your spell...
[Damage: 41 ] The lightning bolt hits the dying hippopotamus with full impact.
The dying hippopotamus is stunned!

< 131h/313H 112v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 You dodge the dying hippopotamus's vicious attack.
The dying hippopotamus's punch strikes you very hard.
[Damage: 11 ] The dying hippopotamus is frozen to death as he hits you!
The dying hippopotamus is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as the dying hippopotamus's gurgling and choking signals his demise.

< 113h/313H 112v/120V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 113h/313H 112v/120V Pos: standing >
You get a small chunk of pure silver from the corpse of the dying hippopotamus.

< 113h/313H 112v/120V Pos: standing >
You are carrying: (4/11)
a small chunk of pure silver
a troglodyte eyepatch
a large piece of rubber
a Tentro-made spellbook

< 113h/313H 112v/120V Pos: standing >
You drop a small chunk of pure silver.
A small chunk of pure silver sinks into the water.
A small chunk of pure silver gets swept away in the current!

< 113h/313H 114v/120V Pos: standing >
You drop a large piece of rubber.
A large piece of rubber sinks into the water.
A large piece of rubber gets swept away in the current!

< 113h/313H 116v/120V Pos: standing >
You stop using a rugged adventurers satchel.

< 114h/313H 117v/120V Pos: standing >
You get a slab of beef from a rugged adventurers satchel.

< 114h/313H 117v/120V Pos: standing >
You eat the slab of beef.

< 114h/313H 117v/120V Pos: standing >
You don't have anything to put in it.

< 115h/314H 118v/120V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 115h/314H 118v/120V Pos: standing >
An Enormous Termite Mound
Obvious exits: -N -E -S -W

< 115h/314H 115v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W

< 115h/314H 114v/120V Pos: standing >
The Savannah of Broken Trusts Before a Huge Baobab
Obvious exits: -N -E -W -U
A sinewy cheetah slinks through the grasses, waiting to strike.
A goshawk swoops out of the sky to attack.

< 116h/314H 115v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W

< 117h/314H 115v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
Obvious exits: -N -S -W
A giraffe looks about for a nearby tree.
A thorn-root tree stands amidst the grasses here, looking out of place.

< 117h/314H 114v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 118h/314H 114v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
Obvious exits: -S -W
A large lion stalks here, wondering what to get for dinner.
A zebra grazes here, utterly failing to blend in.
A female zebra stays close to the herd.
A zebra grazes here, utterly failing to blend in.
A female zebra stays close to the herd.
A large zebra looks around for predators.

< 119h/314H 116v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A giraffe looks about for a nearby tree.

< 121h/314H 118v/120V Pos: standing >
A Calming Clearing in The Savannah of Broken Trusts
Obvious exits: -S -W

< 121h/314H 116v/120V Pos: standing >
You sit down and relax.

< 123h/314H 117v/120V Pos: sitting >
You have memorized the following spells:
( 5th circle)  1 - cone of cold
               1 - dimension door
( 4th circle)  1 - lightning bolt
               1 - levitate
( 2nd circle)  7 - burning hands
( 1st circle)  1 - minor creation
               8 - magic missile

And you are currently memorizing the following spells:
   15 seconds:  ( 5th) coldshield
   27 seconds:  ( 3rd) shocking grasp
   43 seconds:  ( 5th) cone of cold
   58 seconds:  ( 5th) cone of cold
   72 seconds:  ( 4th) lightning bolt
   84 seconds:  ( 3rd) shocking grasp
   98 seconds:  ( 4th) lightning bolt
  110 seconds:  ( 3rd) shocking grasp
  122 seconds:  ( 3rd) shocking grasp
  134 seconds:  ( 3rd) shocking grasp
  146 seconds:  ( 3rd) shocking grasp
  156 seconds:  ( 2nd) burning hands
  168 seconds:  ( 3rd) shocking grasp
  182 seconds:  ( 4th) lightning bolt
  196 seconds:  ( 4th) lightning bolt

You can memorize 1 6th circle spell(s).
You continue your study.

< 123h/314H 118v/120V Pos: sitting >
You start meditating...

< 123h/314H 119v/120V Pos: sitting >
You stop meditating.
You stop using a rugged adventurers satchel.

< 129h/314H 120v/120V Pos: sitting >
You get a slab of beef from a rugged adventurers satchel.

< 130h/314H 120v/120V Pos: sitting >
You feel sated already.

< 130h/314H 120v/120V Pos: sitting >
You put 1 slab(s) into a rugged adventurers satchel.

< 130h/314H 120v/120V Pos: sitting >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 131h/314H 120v/120V Pos: sitting >
You start meditating...

< 131h/314H 120v/120V Pos: sitting >
You have finished memorizing coldshield.

< 134h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 143h/314H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.

< 154h/314H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.

< 165h/314H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.

< 175h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 183h/314H 120v/120V Pos: sitting >

< 186h/314H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.

< 193h/314H 120v/120V Pos: sitting >

< 197h/314H 120v/120V Pos: sitting >

< 198h/314H 120v/120V Pos: sitting >
Autosaving...

< 201h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 201h/314H 120v/120V Pos: sitting >

< 208h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 210h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 218h/314H 120v/120V Pos: sitting >

< 221h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 227h/314H 120v/120V Pos: sitting >

< 229h/314H 120v/120V Pos: sitting >
You have finished memorizing burning hands.

< 234h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 242h/314H 120v/120V Pos: sitting >

< 244h/314H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.

< 252h/314H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.
Your studies are complete.

< 262h/314H 120v/120V Pos: sitting >
You clamber to your feet.

< 262h/314H 120v/120V Pos: standing >

< 299h/314H 120v/120V Pos: standing >
Pardon?

< 302h/314H 120v/120V Pos: standing >
The sun starts to set in the south.

< 304h/314H 120v/120V Pos: standing >

< 305h/314H 120v/120V Pos: standing >

< 307h/314H 120v/120V Pos: standing >
A Calming Clearing in The Savannah of Broken Trusts
Obvious exits: -S -W

< 314h/314H 120v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W

< 314h/314H 118v/120V Pos: standing >
You are well on your way towards your next level.

< 314h/314H 118v/120V Pos: standing >
A cheetah enters from the north.

< 314h/314H 118v/120V Pos: standing >

< 314h/314H 118v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A thorn-root tree stands amidst the grasses here, looking out of place.

< 314h/314H 116v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A giraffe looks about for a nearby tree.

< 314h/314H 114v/120V Pos: standing >
A Large Baobab Tree
Obvious exits: -N -E -S -W -U

< 314h/314H 112v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A large lion stalks here, wondering what to get for dinner.

< 314h/314H 111v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W

< 314h/314H 110v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A mother lion sits here, keeping a watchful eye on her cubs.
A youthful lion paces restlessly about the area.
A mother lion sits here, keeping a watchful eye on her cubs.
A youthful lion paces restlessly about the area.
A youthful lion paces restlessly about the area.
A mother lion sits here, keeping a watchful eye on her cubs.

< 314h/314H 108v/120V Pos: standing >
A Watering Hole
Obvious exits: -N -E -S -W
The corpse of the dying hippopotamus is lying here.
[2] The corpse of an elephant is lying here.
The corpse of a bull elephant is lying here.
A hippopotamus sits in the warm water and waits to die.
A hippopotamus sits in the warm water and waits to die.
An elephant basks in the hip-deep waters.
A stately heron steps carefully across the water.
A mighty bull elephant watches for predators.
An elephant basks in the hip-deep waters.
A stately heron steps carefully across the water.

< 314h/314H 107v/120V Pos: standing >
You start chanting...

< 314h/314H 111v/120V Pos: standing >
You complete your spell...
[Damage: 33 ] You get a good hold of the shocked the dying hippopotamus.
You dodge the dying hippopotamus's vicious attack.
The dying hippopotamus misses you.

< 314h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC:excellent E: hippopotamus sta EP: few scratches >
 You start chanting...

< 314h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC:excellent E: hippopotamus sta EP: few scratches >
 Casting: cone of cold *

< 314h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC:excellent E: hippopotamus sta EP: few scratches >
 Casting: cone of cold 

< 314h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC:excellent E: hippopotamus sta EP: few scratches >
 You complete your spell...
[Damage: 44 ] Your blast of cold strikes the dying hippopotamus dead on, who shudders from the pain.

< 314h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC:excellent E: hippopotamus sta EP:  small wounds >
 The dying hippopotamus's fine punch strikes you.
[Damage: 11 ] The dying hippopotamus shivers from the unnatural cold as he hits you!
The dying hippopotamus's fine punch strikes you.
[Damage: 12 ] The dying hippopotamus shivers from the unnatural cold as he hits you!

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  small wounds >
 
		Score information for Cebz

Level: 26   Race: Grey Elf   Class: Sorcerer Sex: Male
Hit points: 277(314)  Moves: 113(120)
Coins carried:    1 platinum    10 gold     0 silver     0 copper
Coins in bank:  390 platinum   390 gold   200 silver     0 copper
Playing time: 0 days / 21 hours/ 19 minutes
Received data: 0.1312 MB this session.
Send data:     0.0050 MB this session.
Compression ratio: 80%
80%
Followers:
   Mub
Status:  Standing, fighting the dying hippopotamus.
         Coldshielded
Epic points(total): 2(2)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   0
Detecting:       Magic Heat
Protected from:  Fire Cold Lightning
Enchantments:    Armor Levitation
Bartender Quests Remaining: 8
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  261 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)
coldshield (3 minutes)
protection from cold (24 minutes)
protection from fire (24 minutes)
protection from lightning (24 minutes)
bless (9 minutes)
armor (15 minutes)
vitality (5 minutes)
levitate (2 minutes)
well-rested bonus (14 minutes)


< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  small wounds >
 You start chanting...

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  small wounds >
 Casting: cone of cold 

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  small wounds >
 You complete your spell...
[Damage: 36 ] Your blast of cold strikes the dying hippopotamus dead on, who shudders from the pain.

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  small wounds >
 You miss the dying hippopotamus.

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  small wounds >
 You start chanting...

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  small wounds >
 You complete your spell...
[Damage: 29 ] You get a good hold of the shocked the dying hippopotamus.

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You dodge the dying hippopotamus's vicious attack.
You dodge the dying hippopotamus's vicious attack.

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You start chanting...

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You complete your spell...
[Damage: 42 ] You get a good hold of the shocked the dying hippopotamus.

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You miss the dying hippopotamus.

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You start chanting...

< 277h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 The dying hippopotamus's fine punch strikes you.
[Damage: 11 ] The dying hippopotamus shivers from the unnatural cold as he hits you!
The dying hippopotamus's fine punch strikes you.
[Damage: 11 ] The dying hippopotamus shivers from the unnatural cold as he hits you!

< 241h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 Casting: cone of cold 

< 241h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You complete your spell...
[Damage: 38 ] Your blast of cold strikes the dying hippopotamus dead on, who shudders from the pain.

< 241h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 The dying hippopotamus dodges your futile attack.

< 241h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You start chanting...

< 241h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  few wounds >
 You complete your spell...
[Damage: 37 ] You get a good hold of the shocked the dying hippopotamus.

< 241h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  nasty wounds >
 You don't have that spell memorized.

< 241h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: small wounds E: hippopotamus sta EP:  nasty wounds >
 The dying hippopotamus's fine punch strikes you.
[Damage: 13 ] The dying hippopotamus shivers from the unnatural cold as he hits you!
The dying hippopotamus's fine punch strikes you hard.
[Damage: 13 ] The dying hippopotamus shivers from the unnatural cold as he hits you!

< 202h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP:  nasty wounds >
 You start chanting...

< 202h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP:  nasty wounds >
 Casting: lightning bolt *

< 202h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP:  nasty wounds >
 You complete your spell...
[Damage: 39 ] The lightning bolt hits the dying hippopotamus with full impact.

< 202h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP:  nasty wounds >
 You start chanting...

< 202h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP:  nasty wounds >
 The dying hippopotamus's punch strikes you hard.
[Damage: 13 ] The dying hippopotamus shivers from the unnatural cold as he hits you!
The dying hippopotamus's punch strikes you hard.
[Damage: 13 ] The dying hippopotamus shivers from the unnatural cold as he hits you!

< 162h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP:  nasty wounds >
 You complete your spell...
[Damage: 30 ] You get a good hold of the shocked the dying hippopotamus.

< 162h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP: pretty hurt >
 You miss the dying hippopotamus.

< 162h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP: pretty hurt >
 You start chanting...

< 162h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP: pretty hurt >
 You complete your spell...
[Damage: 27 ] You get a good hold of the shocked the dying hippopotamus.

< 162h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP: pretty hurt >
 You start chanting...

< 162h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: few wounds E: hippopotamus sta EP: pretty hurt >
 The dying hippopotamus's fine punch strikes you hard.
[Damage: 11 ] The dying hippopotamus shivers from the unnatural cold as he hits you!
You dodge the dying hippopotamus's vicious attack.

< 145h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP: pretty hurt >
 You complete your spell...
[Damage: 29 ] You get a good hold of the shocked the dying hippopotamus.

< 145h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP: pretty hurt >
 You start chanting...

< 145h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP: pretty hurt >
 You complete your spell...
[Damage: 28 ] You burned the dying hippopotamus.

< 145h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 The dying hippopotamus's fine punch strikes you very hard.
[Damage: 14 ] The dying hippopotamus shivers from the unnatural cold as he hits you!
You dodge the dying hippopotamus's vicious attack.
You start chanting...

< 124h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 Casting: burning hands 

< 124h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 You complete your spell...
[Damage: 30 ] You burned the dying hippopotamus.

< 124h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 You start chanting...

< 124h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 Casting: burning hands 

< 124h/314H 113v/120V Pos: standing >
< T: Cebz TP: sta TC: nasty wounds E: hippopotamus sta EP:  awful >
 You complete your spell...
[Damage: 23 ] You burned the dying hippopotamus.
The dying hippopotamus is incapacitated and will slowly die, if not aided.

< 124h/314H 113v/120V Pos: standing >
<You miss the dying hippopotamus.
You start chanting...

< 124h/314H 113v/120V Pos: standing >
<You complete your spell...
[Damage:  6 ] You watch with self-pride as the magic missile hits the dying hippopotamus.
The dying hippopotamus is mortally wounded, and will die soon, if not aided.
[Damage:  1 ] The magic missile tears away the remaining life of the dying hippopotamus.
The dying hippopotamus is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as the dying hippopotamus's gurgling and choking signals his demise.

< 124h/314H 113v/120V Pos: standing >
the corpse of the dying hippopotamus appears to be empty.

< 124h/314H 113v/120V Pos: standing >
You are well on your way towards your next level.

< 125h/314H 117v/120V Pos: standing >
The Savannah of Broken Trusts Before a Huge Baobab
Obvious exits: -N -S -W -U
A giraffe looks about for a nearby tree.
A goshawk swoops out of the sky to attack.

< 126h/314H 115v/120V Pos: standing >
A goshawk leaves north.

< 127h/314H 119v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 127h/314H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 128h/314H 120v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A goshawk swoops out of the sky to attack.

< 128h/314H 118v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A giraffe looks about for a nearby tree.
A sinewy cheetah slinks through the grasses, waiting to strike.

< 128h/314H 116v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A thorn-root tree stands amidst the grasses here, looking out of place.

< 129h/314H 114v/120V Pos: standing >

< 129h/314H 114v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -N -E -S -W
A sinewy cheetah slinks through the grasses, waiting to strike.

< 129h/314H 113v/120V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
A Calming Clearing in The Savannah of Broken Trusts
Obvious exits: -S -W

< 129h/314H 112v/120V Pos: standing >
You sit down and relax.

< 131h/314H 114v/120V Pos: sitting >
You have memorized the following spells:
( 5th circle)  1 - dimension door
               1 - coldshield
( 4th circle)  4 - lightning bolt
               1 - levitate
( 2nd circle)  5 - burning hands
( 1st circle)  1 - minor creation
               7 - magic missile

And you are currently memorizing the following spells:
   12 seconds:  ( 3rd) shocking grasp
   27 seconds:  ( 5th) cone of cold
   43 seconds:  ( 5th) cone of cold
   55 seconds:  ( 3rd) shocking grasp
   67 seconds:  ( 3rd) shocking grasp
   82 seconds:  ( 5th) cone of cold
   94 seconds:  ( 3rd) shocking grasp
  108 seconds:  ( 4th) lightning bolt
  120 seconds:  ( 3rd) shocking grasp
  132 seconds:  ( 3rd) shocking grasp
  144 seconds:  ( 3rd) shocking grasp
  154 seconds:  ( 2nd) burning hands
  164 seconds:  ( 2nd) burning hands
  173 seconds:  ( 2nd) burning hands
  180 seconds:  ( 1st) magic missile

You can memorize 1 6th circle spell(s).
You continue your study.

< 131h/314H 115v/120V Pos: sitting >
You start meditating...

< 132h/314H 116v/120V Pos: sitting >

< 138h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 140h/314H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.

< 151h/314H 120v/120V Pos: sitting >
Duris News

Duris News

December 29th 2016
* The timer now shows on frag list (this is the time until the next level can be opened).
* The amount of frags one must top to gain control of the level cap now shows on the frag list.
* The amount of frags needed to open the next level now shows on the frag list.
* There is now a (Non-Fraggable) flag for lowbies.
* You can no longer salvage/enhance random weapons.
* You can no longer enhance items with an item level above 2 times your level.
* The frag level cap has been altered to lvl 30, .1 frags, and racewar side None.
 -This was done because of a bug that allowed Evils to gain level 30 without enough frags.
 -This means the first side to get a frag will be able to reach level 30.
 -After the first frag, you need a personal total frags to go above the previous maximum to switch level 30 to your side.

December 26th 2016
* A steel warhammer is now a 2h bludgeon weapon.
* To clarify things, the spell 'contain being' is now spec only.
* Your local dealer should no longer have a ton of potions, nor invis self.
* Yzar is now permenantly A Skeleton and now has a skeletal mount (less moves / hps) to match.
* All locker accesses have been reset (a day or so ago) as this was missed at wipe.
* Skeletons are now eyeless.
* The prices on herbs and pipes has been reduced.
* The amount of time remaining before a new level can be achieved now displays via the frag command.
* The level cap timer is now 1 day for level 20s, 2 days for level 30s, 3 days for level 40s, and 4 days for the 50s.
* The timer has been reset allowing for lvl 28.

December 23rd 2016
* We have wiped.

December 22nd 2016
* Last change that will be in on the 23rd: Misfire code update.
 -Misfiring no longer is based on how many people are within one room; it now checks the whole zone, or, for surface maps, the whole continent.
 -Misfiring no longer occurs until PvP is started; this means no alerting the side that's zoning.

< 153h/314H 120v/120V Pos: sitting >

< 155h/314H 120v/120V Pos: sitting >

< 158h/314H 120v/120V Pos: sitting >

< 159h/314H 120v/120V Pos: sitting >

< 161h/314H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.

< 162h/314H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.

< 168h/313H 120v/120V Pos: sitting >

< 169h/313H 120v/120V Pos: sitting >
Duris News

Duris News

December 29th 2016
* The timer now shows on frag list (this is the time until the next level can be opened).
* The amount of frags one must top to gain control of the level cap now shows on the frag list.
* The amount of frags needed to open the next level now shows on the frag list.
* There is now a (Non-Fraggable) flag for lowbies.
* You can no longer salvage/enhance random weapons.
* You can no longer enhance items with an item level above 2 times your level.
* The frag level cap has been altered to lvl 30, .1 frags, and racewar side None.
 -This was done because of a bug that allowed Evils to gain level 30 without enough frags.
 -This means the first side to get a frag will be able to reach level 30.
 -After the first frag, you need a personal total frags to go above the previous maximum to switch level 30 to your side.

December 26th 2016
* A steel warhammer is now a 2h bludgeon weapon.
* To clarify things, the spell 'contain being' is now spec only.
* Your local dealer should no longer have a ton of potions, nor invis self.
* Yzar is now permenantly A Skeleton and now has a skeletal mount (less moves / hps) to match.
* All locker accesses have been reset (a day or so ago) as this was missed at wipe.
* Skeletons are now eyeless.
* The prices on herbs and pipes has been reduced.
* The amount of time remaining before a new level can be achieved now displays via the frag command.
* The level cap timer is now 1 day for level 20s, 2 days for level 30s, 3 days for level 40s, and 4 days for the 50s.
* The timer has been reset allowing for lvl 28.

December 23rd 2016
* We have wiped.

December 22nd 2016
* Last change that will be in on the 23rd: Misfire code update.
 -Misfiring no longer is based on how many people are within one room; it now checks the whole zone, or, for surface maps, the whole continent.
 -Misfiring no longer occurs until PvP is started; this means no alerting the side that's zoning.
 -Misfire limits per racewar side: 10 for Goods/Evils/Undeads, and 1 for Neutrals.
 -Rather than checking numbers each attack, we now store a misfiring state and number of players in zone / on continent.  This should speed things up considerably.
 -Rather than looking up properties in the properties file, we store a bunch of misfire properties in variables now which, again, should speed things up a good bit.

December 20th 2016
---=== Changes that will be in on the 23rd. ===---
* The bandages in the stores of Khildarak Stronghold are now unlimited.
* Breath weapon damage reduced.  Such damage from pets is now 1/3 damage from 1/4.
* New level cap info:
 -It now steps at .6 frags up from .4.
 -When capped on a circle level, the losing side(s) is(are) not penalized.
 -There is now a timer each time the cap is raised equivalent to 2 days for the first 10 notches, 3 days for the next 10, and 4 days for the final 10.  What this means: the cap will not go up for two days after the first notch from 25 to 26, for 3 days from level 35 to 36, 4 days for 45 to 46.
 -After the timer is up, someone must frag and have enough frags to increase the cap; if you get 20 frags the first day then never log back in, you're frags will only increase the cap from 25 to 26.
 -This means, it will take 3 months to reach level 56 assuming PvP is occurring regularly.
* The damage from two-handed weapon dice has increased 50% (this does not include damroll, just the dice).
* The % increase to load the next item when one item fails to load (due to random load code) has increased from 5% to 25%.  This means if the first two items fail to load, the third's chance is 50+% + 2 * 25% or 100% chance.
* Multiclassing has been re-enabled:
 -You must now reach level 50 to multiclass.
 -Druid/Cleric and Blighter/Cleric multis have ben removed.
* Elven shrug has been reduced.
* Flank damage increased 5%.
* Psionicist hps reduced 5%.
* Psionicists are now limited to Githyanki and Githzerai.
* Ethermancer tupor times reduced slightly.
* Paladins have been made Human only.
* Anti-Paladins have been made Orc only.
* Monks have been made Human/Orc only.
* Duergar Dwarf Reavers are now Earth spec only (Note: Earth spec not finished, but will be worked on this wipe).
You have finished memorizing shocking grasp.
* Dwarves can no longer be Druids.
* Duergar can no longer be Blighters.
* Some frost giant mobs are now actually race Frost Giant (which now have stats comparable to regular Giants).
* Some mobs changed from Water Elemental to Ice Elemental.
* Prince Wasephius now has a 20% chance to load his sword and is now a Druid/Warrior so he can wield it effectively.
* The spell 'judgement' should no longer make !fear people flee.
* An illusionist apprentice in The Town of Moregeeth is now actually an Illusionist.
* The constitution bonus for casters has been reduced from 2 to 1.
* A few Reaver spells and skills have been tweaked.
 -The spell 'ferrix precision' now scales a little more with level.
 -The spell 'kanchelsis fury' now scales with level.
* The number of extra dexterity attacks has been changed to 1 for primary hand and 1 for secondary hand.  The new caps are at the str-weight ratios of 6 or 20 and dexterity of 125 or 150.
* Rolling for stats has been made a lot easier.
* Guildhalls are now map-only.
* A shimmering longsword now procs properly.
* You now take more damage from being position sitting than when kneeling.
* Flank and circle damage no longer supercedes position additional damage; now, standing people take the full bonus from flank/circle and non-standing people take 1/2 the flank/circle bonus damage times the bonus from kneeling/sitting/prone.
* The amount of epics gained from a 1.0 frag has increased from 120 to 250.
* Barbarians have regained the groundfighting innate which grants the groundfighting skill at level 21.
* The spell 'razor wind' now pulses faster.
* Ethermancers now get the epic skill chant mastery.
* The spell 'frost beacon' should now last considerably longer.
* When you drink (un)holy water that heals you, you are now lagged slightly.
* Aggressive Bard songs should now target properly.
* A display case in Alatorin - the Forge City is now transparent.
* The exhume skill's cooldown timer is now affected by skill level.
* The spell 'windrage' now gives 2 pulse at 56.
* A flaming sabre from the 'flame blade' spell now grants a higher chance to proc fireball instead of flame strike.
* The spell 'drain nature' now heals like the spell 'natures touch'.
* Potion junkies rejoice!  You can now smoke some herb in your bowl if you go to your local dealer to buy some (dealers can be found in Tharnadia - City of Humans, Shady Grove, and Arachdrathos - Drow City).

November 10th, 2016
---=== Tentative next wipe date December 23rd. ===---
You have finished memorizing cone of cold.
You have finished memorizing shocking grasp.
You have finished memorizing lightning bolt.
You have finished memorizing shocking grasp.
You have finished memorizing shocking grasp.
You have finished memorizing shocking grasp.
The sun vanishes behind the southern horizon.
You have finished memorizing burning hands.
You have finished memorizing burning hands.
You have finished memorizing burning hands.
You have finished memorizing magic missile.
Your studies are complete.

< 228h/313H 120v/120V Pos: sitting >

< 229h/313H 120v/120V Pos: sitting >

< 231h/313H 120v/120V Pos: sitting >

< 241h/313H 120v/120V Pos: sitting >
You have memorized the following spells:
( 5th circle)  3 - cone of cold
               1 - dimension door
               1 - coldshield
( 4th circle)  5 - lightning bolt
               1 - levitate
( 3rd circle)  7 - shocking grasp
( 2nd circle)  8 - burning hands
( 1st circle)  1 - minor creation
               8 - magic missile

You can memorize 1 6th circle spell(s).

< 242h/313H 120v/120V Pos: sitting >
An Orc enters from the west.
A snarling warg enters from the west.

< 246h/313H 120v/120V Pos: sitting >
An Orc's fist flies toward you at frightening speeds, stopping only when it strikes your flesh.
OUCH!  That really did HURT!
[Damage: 57 ] An Orc shivers from the unnatural cold as he hits you!

< 158h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: few wounds E: An Orc sta EP:  small wounds >
 A snarling warg suddenly attacks YOU!
A snarling warg misses you.

< 159h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: few wounds E: An Orc sta EP:  small wounds >
 You miss an Orc.
An Orc's fine punch strikes you.
[Damage:  6 ] An Orc shivers from the unnatural cold as he hits you!
An Orc misses you.
An Orc misses you.

< 150h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sta EP:  small wounds >
 A snarling warg misses you.

< 150h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sta EP:  small wounds >
 An Orc misses you.
An Orc misses you.
An Orc's finger drives deep inside you.
[Damage:  3 ] An Orc shivers from the unnatural cold as he hits you!

< 126h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sta EP:  small wounds >
 An Orc begins moving into position for a combination...

< 126h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sta EP:  small wounds >
 You miss an Orc.
An Orc settles to his knees.

< 126h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc kne EP:  small wounds >
 An Orc passes well above his target and lands on his head.

< 126h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sit EP:  small wounds >
 A snarling warg's decent bite strikes you.
[Damage:  7 ] A snarling warg shivers from the unnatural cold as he hits you!

< 120h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sit EP:  small wounds >
 An Orc misses you.
An Orc misses you.

< 120h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sit EP:  small wounds >
 You miss an Orc.

< 120h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sit EP:  small wounds >
 A snarling warg misses you.

< 120h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: nasty wounds E: An Orc sit EP:  small wounds >
 An Orc misses you.
An Orc's finger drives deep inside you.
[Damage:  4 ] An Orc shivers from the unnatural cold as he hits you!

< 91h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC:pretty hurt E: An Orc sit EP:  small wounds >
 
< 91h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC:pretty hurt E: An Orc sit EP:  small wounds >
 An Orc clambers to his feet.

< 91h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC:pretty hurt E: An Orc sta EP:  small wounds >
 You miss an Orc.
An Orc's fist flies toward you at frightening speeds, stopping only when it strikes your flesh.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
[Damage: 49 ] An Orc shivers from the unnatural cold as he hits you!

< 16h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: awful E: An Orc sta EP:  few wounds >
 A snarling warg misses you.

< 16h/313H 120v/120V Pos: sitting >
< T: Cebz TP: sit TC: awful E: An Orc sta EP:  few wounds >
 An Orc misses you.
An Orc reaches inside you and things begin to fade red then black.