The death of [26 Necromancer] Feldie (Gnome)

in The Site of a Watering Hole

from the perspective of [26 Necromancer] Feldie (Gnome)

<worn as a badge>    a dark shadowy circle
<worn on head>       an imp-skull cap (humming)
<worn on eyes>       a wire mesh eyepatch [superior]
<worn in ear>        a dented granite earring
<worn on face>       a glittering leather veil
<worn around neck>   a masterly-crafted marble amulet
<worn on body>       some robes of sand weaving
<worn about body>    a large sand covered apron
<worn about waist>   a belt of thick cured leather
<worn on belt buckle>a glowing quill (glowing)
<attached to belt>   a spellbook
<attached to belt>   a spellbook
<worn on arms>       some masterly-crafted bark arm plates
<worn around wrist>  a leather bracer
<worn around wrist>  a leather bracer
<worn on hands>      some yellow dishwashing gloves [superior]
<worn on finger>     a small golden ring
<worn on legs>       some ghastly ivory leg plates

Along All Saints Boulevard
   The grand boulevard continues here in front of the large merchants tent.
The tent is a large temporary structure made from thick rawhide and leather.
The tent is normally filled with merchants selling their goods from all over
the face of Duris.  The large tent flap is fastened open to allow customers in
at any time of the day.  Any grasses growing here have been trampled by the
steady flow of shoppers and browsers as the economy here in Tentro is very
well established.  One may enter the tent to the south or travel east or west
on this particular road.
Obvious exits: -East  -South -West 

< 212h/212H 68v/127V Pos: standing >
The Intersection of All Saints Boulevard and Longbow Avenue
   Longbow Avenue and All Saints Boulevard meet here in front of the eastern
gate of Tentro.  The wall affords a great deal of safety from the wild animals
and creatures that roam on the grassy plain.  There is a guards station on
either side of the large gate, proof positive of the steadfast determination
to keep Tentro a free and safe haven for those in need.  There are no permanent
wooden buildings here, only stone, to prevent any fires from breaking out this
near to such an important gate.  One may travel in any direction from this
point or east out of the gate and into the plain.
Obvious exits: -North -East # -South -West 

< 212h/212H 67v/127V Pos: standing >
The gate seems to be closed.

< 212h/212H 67v/127V Pos: standing >
The gate seems to be closed.

< 212h/212H 68v/127V Pos: standing >
The gate seems to be closed.

< 212h/212H 68v/127V Pos: standing >
Ok.

< 212h/212H 70v/127V Pos: standing >
Near the Eastern Wall of Tentro
   This large grassy field is a wild and untamed place.  The laws of nature
apply here, where the strong survive and the weak get devoured.  What lies
beyond the protective walls of Tentro can be deemed as unsafe.  The prairie
grasses that grow here are untouched by both man and iron plow.  The wild
nature of this field prevents any farming from taking place, its just too
risky.  The field stretches off into the distance, a hill dominating the
horizon.  One may travel back into Tentro through the gate to the west.  One
may travel to the east or north on the plain.
Obvious exits: -North -East  -West 

< 212h/212H 68v/127V Pos: standing >
Ok.

< 212h/212H 69v/127V Pos: standing >
On the Vast Grassy Plain of Tentro
   This grassy plain seems to go on forever.  To the north the plain seems
to dip down into a depression, a bowl shaped area.  The region is normally
filled with wild animals, from buffalo to wild horses.  Most animals stay clear
of the city of Tentro for fear of being hunted.  Most people from Tentro do not
themselves hunt, but travelers and explorers often will leave the safety of the
city walls for the thrill of the hunt.  The city wall is still visible from
here, a large and impressive structure.  No trees grow on this vast prairie,
the sod is too thick to let any new plants come in.  There are some thin trails
leading to the north.  One may travel to the north or west from this point.
Obvious exits: -North -West 

< 212h/212H 66v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 67v/127V Pos: standing >
The Edge of a Great Wide Plain
   A large and spacious field opens up before you here.  The field is long and
very wide.  There are many tufts of lush green grass that can be seen even at
a very great distance.  The sky opens very wide above the field as there are
no trees at all to break up the skyline. One can see many miles of open prairie
to the north.  One may travel to the north into the field or south out of the
entire bowl shaped area.
Obvious exits: -North -South -West 
A field mouse scurries through the grass here.

< 212h/212H 64v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 65v/127V Pos: standing >
Upon the Field of Endolin
   The Field of Endolin is a very lush and healthy prairie.  The sod here has
grown solid with a tough looking grass.  The grass is a dark green and very
strong.  There are many trails leading off further onto the field.  There are
some buffalo chips lying on the ground.  It has been said by the older native
barbarians that the buffalo chips can be used as a fire starter.  There are
miles of prairie stretching out to the north.  One may travel in any direction.
Obvious exits: -North -East  -South -West 

< 212h/212H 63v/127V Pos: standing >
Surrounded By Miles and Miles of Open Prairie
   The miles and miles of lush green grass stretched in every direction.  It
is as if this part of the field is the exact center of a huge, green disk.  The
amount of grass here is staggering.  There are several small prairie dog holes
that have been recently dug.  Small piles of dirt surround each hole.  The sky
is wide open above your head.  There are some game trails heading off to the
north.  One may travel in any direction from this point.
Obvious exits: -North -East  -South -West 
A golden prairie dog sits here looking at your queerly.
A killer mosquito flies through the air here.
A large and very shaggy buffalo grazes on the prairie.

< 212h/212H 61v/127V Pos: standing >
On the Prairie Grasses
   The grasses of the prairie are very lush and green here.  They stretch out
for miles and miles in every direction.  The field is full of wildlife.  You
can see many animals running freely across the plain.  There are many different
kinds of animals that live on this plain.  One can see many small prairie dog
holes dotting the field.  There are also signs of larger animals as there are
quite a few large piles of waste.  One may travel in any direction.
Obvious exits: -North -East  -South -West 
A large and very shaggy buffalo grazes on the prairie.
A sparrow hops about the ground here.

< 212h/212H 58v/127V Pos: standing >
Standing On the Thick Sod of the Prairie
   The soil here is very far below the surface.  The sod on this part of the
prairie is much like the other parts in that it is very thick and would take a
fair amount of digging to reach it.  There are some weeds growing amongst the
tall prairie grasses but they are few and far between.  There are several small
prairie dog holes that appear to be fresh.  The holes are surrounded by small
piles of dirt, which were thrown there by the industrious little rodents.  One
may travel in any direction.
Obvious exits: -North -East  -South -West 
A golden prairie dog sits here looking at your queerly.
A wild horse stands here ready to go for a run.
A sparrow hops about the ground here.
A starving looking black wolf prowls the prairie here.
(Q)A filthy vulture flies above you.

< 212h/212H 57v/127V Pos: standing >
By a Weedy Section of The Grassy Plains
   The grassy plains stretch for miles and miles here.  The resilience of the
prairie grasses is well known as the grasses are sometimes cut from the ground
and replanted elsewhere when grass is needed.  This section of the plain was
once stripped of its sod.  The open soil provided a fresh place for these many
weeds that grow here.  The weeds are very colorful and add an extra amount of
life to the prairie.  There are still some open places where the black topsoil
can be seen.  One may travel in any direction.
Obvious exits: -North -East  -South -West 
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.

< 212h/212H 54v/127V Pos: standing >
Surrounded By the Natural Beauty of the Prairie
   The Field of Endolin is very unique in the realms for its natural beauty.
The vast prairie lands here are covered with thick and hearty grasses that the
numerous animals graze upon year round.  There is no need for the animals to
migrate for they have everything they need here on the prairie.  The climate
here is not too cold or too hot for the animals, primarily the buffalo.  The
fields stretch for many many miles.  One may travel in any direction.
Obvious exits: -North -East  -South -West 
A golden prairie dog sits here looking at your queerly.
(Q)A filthy vulture flies above you.
A large and very shaggy buffalo grazes on the prairie.
A golden prairie dog sits here looking at your queerly.
A killer mosquito flies through the air here.
A large and very shaggy buffalo grazes on the prairie.
A small rabbit bounds over the prairie here.

< 212h/212H 51v/127V Pos: standing >
A prairie dog leaves east.

< 212h/212H 52v/127V Pos: standing >
By a Weedy Section of The Grassy Plains
   The grassy plains stretch for miles and miles here.  The resilience of the
prairie grasses is well known as the grasses are sometimes cut from the ground
and replanted elsewhere when grass is needed.  This section of the plain was
once stripped of its sod.  The open soil provided a fresh place for these many
weeds that grow here.  The weeds are very colorful and add an extra amount of
life to the prairie.  There are still some open places where the black topsoil
can be seen.  One may travel in any direction.
Obvious exits: -North -East  -South -West 
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.

< 212h/212H 49v/127V Pos: standing >
A wild horse leaves north.
Surrounded By the Natural Beauty of the Prairie
   The Field of Endolin is very unique in the realms for its natural beauty.
The vast prairie lands here are covered with thick and hearty grasses that the
numerous animals graze upon year round.  There is no need for the animals to
migrate for they have everything they need here on the prairie.  The climate
here is not too cold or too hot for the animals, primarily the buffalo.  The
fields stretch for many many miles.  One may travel in any direction.
Obvious exits: -North -East  -South -West 
A wild horse stands here ready to go for a run.
A golden prairie dog sits here looking at your queerly.
(Q)A filthy vulture flies above you.
A large and very shaggy buffalo grazes on the prairie.
A killer mosquito flies through the air here.
A large and very shaggy buffalo grazes on the prairie.
A small rabbit bounds over the prairie here.

< 212h/212H 47v/127V Pos: standing >
A large buffalo leaves east.

< 212h/212H 48v/127V Pos: standing >
A small rabbit leaves east.

< 212h/212H 48v/127V Pos: standing >
   This vulture is ugly and black.  It has a long and crooked beak that is
uses to pick the flesh off any dead creatures it can find.  Her feathers are
very sickly looking.  You can see her bloated underbelly as she flies over you.
A filthy vulture appears to be Winged Animal and is in excellent condition.
She's tiny in size.


< 212h/212H 49v/127V Pos: standing >
You would need some luck!

< 212h/212H 50v/127V Pos: standing >
Surrounded By the Natural Beauty of the Prairie
Obvious exits: -North -East  -South -West 
A wild horse stands here ready to go for a run.
A golden prairie dog sits here looking at your queerly.
(Q)A filthy vulture flies above you.
A killer mosquito flies through the air here.
A large and very shaggy buffalo grazes on the prairie.

< 212h/212H 52v/127V Pos: standing >
A prairie dog leaves east.

< 212h/212H 55v/127V Pos: standing >
A wild horse trots in from the north.

< 212h/212H 56v/127V Pos: standing >
You start chanting...

< 212h/212H 57v/127V Pos: standing >
A killer mosquito leaves east.

< 212h/212H 58v/127V Pos: standing >
You complete your spell...
[Damage: 23 ] You chill a filthy vulture.
The chilling cold causes a filthy vulture to stammer, apparently weakened.
You dodge a filthy vulture's vicious attack.
You dodge a filthy vulture's vicious attack.

< 212h/212H 58v/127V Pos: standing >
You start chanting...
You feel your skill in quick chant improving.

< 212h/212H 62v/127V Pos: standing >
A wild horse leaves west.

< 212h/212H 62v/127V Pos: standing >
You complete your spell...
[Damage: 12 ] You chill a filthy vulture.

< 212h/212H 62v/127V Pos: standing >
You dodge a filthy vulture's vicious attack.
A filthy vulture's kick parts your hair but does little else.

< 212h/212H 63v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  small wounds >
 A filthy vulture dodges your futile attack.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  small wounds >
 You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  small wounds >
 A young buffalo enters from the west.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  small wounds >
 A killer mosquito enters from the east.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  small wounds >
 You complete your spell...
[Damage: 25 ] You chill a filthy vulture.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  few wounds >
 A large buffalo leaves north.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  few wounds >
 You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  few wounds >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a filthy vulture!
[Damage:  4 ] The shadowy hand slashes a filthy vulture viciously.
[Damage:  4 ] The shadowy hand slashes a filthy vulture viciously.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  few wounds >
 [Damage:  1 ] Your weak bludgeon wounds a filthy vulture.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  few wounds >
 A filthy vulture misses you.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  few wounds >
 You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  few wounds >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a filthy vulture!
[Damage:  8 ] The shadowy hand slashes a filthy vulture viciously.
[Damage:  8 ] The shadowy hand slashes a filthy vulture viciously.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  nasty wounds >
 You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  nasty wounds >
 A young buffalo leaves west.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  nasty wounds >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a filthy vulture!
[Damage:  6 ] The shadowy hand slashes a filthy vulture viciously.
[Damage:  6 ] The shadowy hand slashes a filthy vulture viciously.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  nasty wounds >
 A filthy vulture misses you.
A filthy vulture misses you.
A filthy vulture's kick parts your hair but does little else.
You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  nasty wounds >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a filthy vulture!
[Damage:  4 ] The shadowy hand slashes a filthy vulture viciously.
[Damage:  4 ] The shadowy hand slashes a filthy vulture viciously.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  nasty wounds >
 You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  nasty wounds >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a filthy vulture!
[Damage:  4 ] The shadowy hand slashes a filthy vulture viciously.
[Damage:  4 ] The shadowy hand slashes a filthy vulture viciously.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP: pretty hurt >
 You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP: pretty hurt >
 A filthy vulture misses you.
You dodge a filthy vulture's vicious attack.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP: pretty hurt >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a filthy vulture!
[Damage:  3 ] The shadowy hand slashes a filthy vulture viciously.
[Damage:  3 ] The shadowy hand slashes a filthy vulture viciously.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP: pretty hurt >
 You miss a filthy vulture.
You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP: pretty hurt >
 A killer mosquito leaves north.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP: pretty hurt >
 Hint: Searching a room can sometimes reveal a hidden exit!  Search in suspicious dead ends or in rooms with suspicious descriptions.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP: pretty hurt >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a filthy vulture!
[Damage:  8 ] The shadowy hand slashes a filthy vulture viciously.
[Damage:  8 ] The shadowy hand slashes a filthy vulture viciously.

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  awful >
 You start chanting...

< 212h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC:excellent E: vulture sta EP:  awful >
 A filthy vulture misses you.
You are knocked to the ground by a filthy vulture's mighty bash!

< 210h/212H 64v/127V Pos: sitting >
< T: Feldie TP: sit TC:few scratches E: vulture sta EP:  awful >
 You can't do this sitting!
You abort your spell before it's done!

< 210h/212H 64v/127V Pos: sitting >
< T: Feldie TP: sit TC:few scratches E: vulture sta EP:  awful >
 You miss a filthy vulture.

< 210h/212H 64v/127V Pos: sitting >
< T: Feldie TP: sit TC:few scratches E: vulture sta EP:  awful >
 A large buffalo enters from the west.

< 210h/212H 64v/127V Pos: sitting >
< T: Feldie TP: sit TC:few scratches E: vulture sta EP:  awful >
 A filthy vulture misses you.
A filthy vulture's punch strikes you hard.
OUCH!  That really did HURT!

< 187h/212H 64v/127V Pos: sitting >
< T: Feldie TP: sit TC: small wounds E: vulture sta EP:  awful >
 A filthy vulture dodges your futile attack.

< 187h/212H 64v/127V Pos: sitting >
< T: Feldie TP: sit TC: small wounds E: vulture sta EP:  awful >
 A large buffalo enters from the north.

< 187h/212H 64v/127V Pos: sitting >
< T: Feldie TP: sit TC: small wounds E: vulture sta EP:  awful >
 You clamber to your feet.

< 187h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC: small wounds E: vulture sta EP:  awful >
 A filthy vulture dodges your futile attack.
Capture The Flag
ID Flag                                                         Location                                                    


< 187h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC: small wounds E: vulture sta EP:  awful >
 You dodge a filthy vulture's vicious attack.
You dodge a filthy vulture's vicious attack.
A filthy vulture's kick parts your hair but does little else.

< 187h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC: small wounds E: vulture sta EP:  awful >
 You start chanting...

< 187h/212H 64v/127V Pos: standing >
< T: Feldie TP: sta TC: small wounds E: vulture sta EP:  awful >
 You complete your spell...
[Damage: 25 ] You chill a filthy vulture.
A filthy vulture is incapacitated and will slowly die, if not aided.

< 187h/212H 64v/127V Pos: standing >
<[Damage:  2 ] Your bludgeon enshrouds a filthy vulture in a mist of blood.
A filthy vulture is mortally wounded, and will die soon, if not aided.

< 187h/212H 64v/127V Pos: standing >
<[Damage:  5 ] You knock a filthy vulture's body, in several pieces, to the ground with your kick.
A filthy vulture 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 a filthy vulture's gurgling and choking signals her demise.
Congratulations, you found the right mob, but you're not done yet.

< 187h/212H 64v/127V Pos: standing >
A killer mosquito enters from the north.

< 187h/212H 67v/127V Pos: standing >
the corpse of a filthy vulture appears to be empty.

< 188h/212H 70v/127V Pos: standing >
It appears to be the corpse of a filthy vulture.
an iron shield
a shaft of blooming bamboo

< 188h/212H 71v/127V Pos: standing >
You don't have anything to put in it.

< 188h/212H 71v/127V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.

< 188h/212H 71v/127V Pos: standing >
A prairie dog enters from the east.

< 188h/212H 73v/127V Pos: standing >
A large buffalo leaves east.

< 189h/212H 74v/127V Pos: standing >
You get an iron shield from the corpse of a filthy vulture.

< 189h/212H 78v/127V Pos: standing >
Your hands are full.

< 190h/212H 80v/127V Pos: standing >
You are using:
<worn as a badge>    a dark shadowy circle
<worn on head>       an imp-skull cap (humming)
<worn on eyes>       a wire mesh eyepatch [superior]
<worn in ear>        a dented granite earring
<worn on face>       a glittering leather veil
<worn around neck>   a necklace of the Emissary
<worn around neck>   a masterly-crafted marble amulet
<worn on body>       some robes of sand weaving
<worn about body>    a large sand covered apron
<worn about waist>   a belt of thick cured leather
<worn on belt buckle>a glowing quill (glowing)
<attached to belt>   a spellbook
<attached to belt>   a spellbook
<worn on arms>       some masterly-crafted bark arm plates
<held as shield>     a little round wooden shield
<worn around wrist>  a leather bracer
<worn around wrist>  a leather bracer
<worn on hands>      some yellow dishwashing gloves [superior]
<worn on finger>     a small golden ring
<primary weapon>     a wanderer's staff
<worn on legs>       some ghastly ivory leg plates
<worn on feet>       a pair of boots

< 190h/212H 81v/127V Pos: standing >
You stop using a little round wooden shield.

< 190h/212H 82v/127V Pos: standing >
You strap an iron shield to your arm.

< 190h/212H 84v/127V Pos: standing >
You drop a little round wooden shield.

< 191h/212H 86v/127V Pos: standing >
A little round wooden shield crumbles to dust and blows away.

< 191h/212H 86v/127V Pos: standing >
A wild horse leaves east.
You sit down and relax.

< 191h/212H 86v/127V Pos: sitting >
You have memorized the following spells:
( 6th circle)  1 - vitalize undead
( 5th circle)  1 - levitate
               1 - fireshield
               3 - heal undead
( 4th circle)  6 - life leech
( 3rd circle)  3 - animate dead
               3 - dispel magic
               1 - sense follower
( 2nd circle)  4 - chill touch
( 1st circle)  2 - slashing darkness

And you are currently memorizing the following spells:
    8 seconds:  ( 2nd) chill touch
   17 seconds:  ( 2nd) chill touch
   26 seconds:  ( 2nd) chill touch
   32 seconds:  ( 1st) slashing darkness
   38 seconds:  ( 1st) slashing darkness
   45 seconds:  ( 1st) slashing darkness
   51 seconds:  ( 1st) slashing darkness
   57 seconds:  ( 1st) slashing darkness
   63 seconds:  ( 1st) slashing darkness
   70 seconds:  ( 1st) slashing darkness
   78 seconds:  ( 2nd) chill touch

You can memorize no more spells.
You continue your study.

< 191h/212H 87v/127V Pos: sitting >
You start meditating...

< 191h/212H 89v/127V Pos: sitting >
You have finished memorizing chill touch.

< 192h/212H 101v/127V Pos: sitting >
You have gained some progress, but still have a ways to go yet towards your next level.

< 192h/212H 102v/127V Pos: sitting >

		Character attributes for Feldie

Level: 26   Race: Gnome   Class: Necromancer 
Age: 95 yrs / 6 mths  Height: 40 inches Weight: 46 lbs  Size: small

  Actual (Base)     Actual (Base)
Str:  81 ( 95)    Pow:  90 ( 86)
Dex: 100 ( 87)    Int: 130 (100)   
Agi: 113 ( 94)    Wis:  87 ( 92)
Con:  90 (100)    Cha:  80 ( 84)   Luk:  89 ( 89)
Equipped Items:  20     Carried weight:  124

Armor Points: -159  Reduces melee damage taken by 15.9% 
Melee Critical Percentage(int): 14%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 11% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 1% 
Hitroll: 5   Damroll: 9
Alignment: -1000  (-1000 to 1000)

Saving Throws: PAR[54]  FEA[54]
               BRE[48]  SPE[28]

Load carried: Heavy

< 193h/212H 106v/127V Pos: sitting >
A large buffalo leaves west.

< 193h/212H 107v/127V Pos: sitting >
You are already meditating.

< 193h/212H 108v/127V Pos: sitting >
You stop meditating.
You are carrying: (2/11)
a rugged adventurers satchel (illuminating)
a magical essence of Agility

< 193h/212H 113v/127V Pos: sitting >
A large buffalo enters from the east.

< 194h/212H 117v/127V Pos: sitting >
Saving Feldie.

< 194h/212H 121v/127V Pos: sitting >
You have finished memorizing chill touch.

< 194h/212H 127v/127V Pos: sitting >
A rugged adventurers satchel contains:

a small pile of coins
a pair of dark black boots
a strange black stone
a magical essence of Health
the claymore of the dark ruler (illuminating)
a dwarven-made crystal platemail
some light ivory cuirass
an angelic cured leather hood
a ghastly leather veil
some sinister hide mitts
a human-made brass amulet
the ring of the overfiend
a pair of drow and illithid-skin armguards (glowing)
a spiked bamboo dirk
a spellbook
a wanderer's staff
a spellbook

< 194h/212H 127v/127V Pos: sitting >
A small rabbit enters from the east.

< 195h/212H 127v/127V Pos: sitting >
A large buffalo leaves east.

< 195h/212H 127v/127V Pos: sitting >
A wild horse trots in from the east.

< 196h/212H 127v/127V Pos: sitting >
A field mouse enters from the east.

< 196h/212H 127v/127V Pos: sitting >
You start meditating...

< 196h/212H 127v/127V Pos: sitting >
A wild horse trots in from the east.

< 197h/212H 127v/127V Pos: sitting >
You have finished memorizing chill touch.

< 197h/212H 127v/127V Pos: sitting >
You have finished memorizing slashing darkness.

< 197h/212H 127v/127V Pos: sitting >
You are using:
<worn as a badge>    a dark shadowy circle
<worn on head>       an imp-skull cap (humming)
<worn on eyes>       a wire mesh eyepatch [superior]
<worn in ear>        a dented granite earring
<worn on face>       a glittering leather veil
<worn around neck>   a necklace of the Emissary
<worn around neck>   a masterly-crafted marble amulet
<worn on body>       some robes of sand weaving
<worn about body>    a large sand covered apron
<worn about waist>   a belt of thick cured leather
<worn on belt buckle>a glowing quill (glowing)
<attached to belt>   a spellbook
<attached to belt>   a spellbook
<worn on arms>       some masterly-crafted bark arm plates
<held as shield>     an iron shield
<worn around wrist>  a leather bracer
<worn around wrist>  a leather bracer
<worn on hands>      some yellow dishwashing gloves [superior]
<worn on finger>     a small golden ring
<primary weapon>     a wanderer's staff
<worn on legs>       some ghastly ivory leg plates
<worn on feet>       a pair of boots

< 198h/212H 127v/127V Pos: sitting >
A field mouse leaves north.

< 198h/212H 127v/127V Pos: sitting >
You have finished memorizing slashing darkness.

< 198h/212H 127v/127V Pos: sitting >
You stop meditating.
You get a pair of dark black boots from a rugged adventurers satchel.

< 199h/212H 127v/127V Pos: sitting >
You stop using a pair of boots.
You place a pair of dark black boots on your feet.

< 199h/212H 127v/127V Pos: sitting >
A killer mosquito leaves west.

< 200h/212H 127v/127V Pos: sitting >
You have finished memorizing slashing darkness.

< 200h/212H 127v/127V Pos: sitting >
A large buffalo enters from the east.

< 200h/212H 127v/127V Pos: sitting >
You drop a pair of boots.

< 200h/212H 127v/127V Pos: sitting >
Your enhanced strength drains away.
You start meditating...

< 149h/160H 127v/127V Pos: sitting >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.

< 149h/160H 127v/127V Pos: sitting >
A prairie dog enters from the south.

< 149h/160H 127v/127V Pos: sitting >
A prairie dog leaves east.

< 149h/160H 127v/127V Pos: sitting >
You have finished memorizing slashing darkness.

< 149h/160H 127v/127V Pos: sitting >
You stop meditating.
A rugged adventurers satchel contains:

a small pile of coins
a strange black stone
a magical essence of Health
the claymore of the dark ruler (illuminating)
a dwarven-made crystal platemail
some light ivory cuirass
an angelic cured leather hood
a ghastly leather veil
some sinister hide mitts
a human-made brass amulet
the ring of the overfiend
a pair of drow and illithid-skin armguards (glowing)
a spiked bamboo dirk
a spellbook
a wanderer's staff
a spellbook

< 150h/160H 127v/127V Pos: sitting >
A field mouse enters from the north.

< 150h/160H 127v/127V Pos: sitting >
A large buffalo enters from the south.

< 150h/160H 127v/127V Pos: sitting >
You have finished memorizing slashing darkness.

< 151h/160H 127v/127V Pos: sitting >
A wild horse leaves east.

< 151h/160H 127v/127V Pos: sitting >
A prairie dog enters from the south.

< 152h/160H 127v/127V Pos: sitting >
You get some light ivory cuirass from a rugged adventurers satchel.

< 152h/160H 127v/127V Pos: sitting >
A large buffalo leaves east.

< 152h/160H 127v/127V Pos: sitting >
Autosaving...

< 152h/160H 127v/127V Pos: sitting >
You drop some light ivory cuirass.

< 153h/160H 127v/127V Pos: sitting >
You have finished memorizing slashing darkness.

< 153h/160H 127v/127V Pos: sitting >
A wild horse leaves east.

< 153h/160H 127v/127V Pos: sitting >
You get a dwarven-made crystal platemail from a rugged adventurers satchel.

< 153h/160H 127v/127V Pos: sitting >
A large buffalo leaves north.

< 154h/160H 127v/127V Pos: sitting >
You drop a dwarven-made crystal platemail.

< 154h/160H 127v/127V Pos: sitting >

		Character attributes for Feldie

Level: 26   Race: Gnome   Class: Necromancer 
Age: 95 yrs / 6 mths  Height: 40 inches Weight: 46 lbs  Size: small

  Actual (Base)     Actual (Base)
Str:  81 ( 95)    Pow:  90 ( 86)
Dex: 100 ( 87)    Int: 130 (100)   
Agi: 113 ( 94)    Wis:  87 ( 92)
Con:  90 (100)    Cha:  80 ( 84)   Luk:  89 ( 89)
Equipped Items:  20     Carried weight:   69

Armor Points: -188  Reduces melee damage taken by 18.8% 
Melee Critical Percentage(int): 14%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 11% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 1% 
Hitroll: 5   Damroll: 9
Alignment: -1000  (-1000 to 1000)

Saving Throws: PAR[54]  FEA[54]
               BRE[48]  SPE[28]

Load carried: Light

< 154h/160H 127v/127V Pos: sitting >
A prairie dog leaves east.

< 154h/160H 127v/127V Pos: sitting >
You have finished memorizing slashing darkness.

< 154h/160H 127v/127V Pos: sitting >
You have memorized the following spells:
( 6th circle)  1 - vitalize undead
( 5th circle)  1 - levitate
               1 - fireshield
               3 - heal undead
( 4th circle)  6 - life leech
( 3rd circle)  3 - animate dead
               3 - dispel magic
               1 - sense follower
( 2nd circle)  7 - chill touch
( 1st circle)  9 - slashing darkness

And you are currently memorizing the following spells:
    7 seconds:  ( 2nd) chill touch

You can memorize no more spells.

< 154h/160H 127v/127V Pos: sitting >
A wild horse trots in from the east.

< 155h/160H 127v/127V Pos: sitting >
You start meditating...

< 155h/160H 127v/127V Pos: sitting >
A wild horse trots in from the east.

< 155h/160H 127v/127V Pos: sitting >
You have finished memorizing chill touch.
Your studies are complete.

< 155h/160H 127v/127V Pos: sitting >
You have memorized the following spells:
( 6th circle)  1 - vitalize undead
( 5th circle)  1 - levitate
               1 - fireshield
               3 - heal undead
( 4th circle)  6 - life leech
( 3rd circle)  3 - animate dead
               3 - dispel magic
               1 - sense follower
( 2nd circle)  8 - chill touch
( 1st circle)  9 - slashing darkness

You can memorize no more spells.

< 156h/160H 127v/127V Pos: sitting >
You clamber to your feet.

< 156h/160H 127v/127V Pos: standing >
Surrounded By the Natural Beauty of the Prairie
Obvious exits: -North -East  -South -West 
A dwarven-made crystal platemail lies here on the ground.
Some light ivory cuirass lie here on the ground.
A pair of boots has been left here on the ground.
Fresh blood splatters cover the area.
The corpse of a filthy vulture is lying here.
A wild horse stands here ready to go for a run.
A wild horse stands here ready to go for a run.
A field mouse scurries through the grass here.
A golden prairie dog sits here looking at your queerly.
A small rabbit bounds over the prairie here.

< 156h/160H 127v/127V Pos: standing >
On The Grasses of the Vast Prairie
   There are many small trails leading to the east, seeming to randomly start
and end.  There seems to be a great deal of animals grazing here, more than
likely because of the close proximity to the watering hole.  The Field of
Endolin is a vast prairie, reaching far and wide.  The dark mass of the Black
Dog Mountains can be seen to the northeast, an ominous reminder of the danger
of this place.  The rumors that surround those mountains are more than a little
scary.  One may travel in any direction on the grassy plain.
Obvious exits: -North -East  -South -West 
A golden prairie dog sits here looking at your queerly.
A starving looking black wolf prowls the prairie here.
A large and very shaggy buffalo grazes on the prairie.
A golden prairie dog sits here looking at your queerly.

< 156h/160H 125v/127V Pos: standing >
The Site of a Watering Hole
   The grassy plains are very flat but a naturally formed depression has
formed this clear pool of water.  The pool is only a few feet deep but over
twenty feet wide.  All of the various animals that live on the Field of Endolin
must frequent this place as it is the main source of water on the prairie.  The
trails all seem to lead here and travel in many random directions.  The pools
surface is calm and undisturbed.  The Black Dog Mountains loom in the distance
to the north and east.  One may travel to the west or south.
Obvious exits: -South -West 
The watering hole is filled with cool water.
A lich necromancer is standing here, busy with his own matters.
A small rabbit bounds over the prairie here.
A golden prairie dog sits here looking at your queerly.
A killer mosquito flies through the air here.
A golden prairie dog sits here looking at your queerly.
A killer mosquito flies through the air here.
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!

< 149h/160H 123v/127V Pos: sitting >
< T: Feldie TP: sit TC:few scratches E: An Orc sta EP: excellent >
 Someone assists someone heroically.
A Duergar snaps into visibility.
A Duergar's impressive whip strikes you hard.

< 135h/160H 123v/127V Pos: sitting >
< T: Feldie TP: sit TC: small wounds E: someone sta EP: excellent >
 A lich necromancer does some sort of dance, and winds up flat on his ass.

< 135h/160H 123v/127V Pos: sitting >
< T: Feldie TP: sit TC: small wounds E: someone sta EP: excellent >
 A lich necromancer's pierce strikes you hard.
A lich necromancer's pierce seriously wounds you.
OUCH!  That really did HURT!
An Orc snaps into visibility.
An Orc's crush seriously wounds you.
OUCH!  That really did HURT!
An Orc's impressive crush strikes you very hard.
An Orc's crush seriously wounds you.

< 48h/160H 123v/127V Pos: sitting >
< T: Feldie TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 Someone parries your futile lunge at her.
An Orc snaps into visibility.

< 48h/160H 123v/127V Pos: sitting >
< T: Feldie TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 A lich necromancer's pierce seriously wounds you.
A lich necromancer's impressive pierce enshrouds you in a mist of blood.
A lich necromancer's pierce enshrouds you in a mist of blood.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 9h/160H 123v/127V Pos: sitting >
< T: Feldie TP: sit TC: awful E: someone sta EP: excellent >
 An Orc snaps into visibility.
An Orc's impressive crush grievously wounds you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
An Orc's crushing blow to your head makes you see stars, then nothing.
Your wanderer's staff was completely destroyed by the massive blow!
Your iron shield was completely destroyed by the massive blow!
Your necklace of the Emissary was completely destroyed by the massive blow!
Your pair of dark black boots was completely destroyed by the massive blow!