<worn as a badge> the insignia of swirling feathers and flowing water
<worn on head> a transparent helm [superior] (magic) (humming) [88%]
<worn on eyes> a pair of golden spectacles [superior] (magic)
<worn in ear> a tiny endurium earring (magic)
<worn in ear> a tiny endurium earring (magic)
<worn on face> a grotesque quasit-skin mask (magic) [26%]
<worn around neck> a spectral holy symbol of Berronar Truesilver
<worn around neck> a spectral holy symbol of Berronar Truesilver
<worn on body> some bandedmail bearing a cloak and dagger crest [superior]
<worn about body> a dark-blue robe of stars and moons [superior] (magic) (humming) [61%]
<worn on tail> some mithril ringlets [superior] (magic)
<worn as quiver> a messenger bag embroidered with mystical sigils (magic) (glowing)
<worn about waist> a belt of skulls (magic)
<worn on belt buckle>a white magic book (magic) (glowing)
<worn on arms> some mantis sleeves [55%]
<held as shield> a gold tablet entitled "The Holy Code of Honor"
<worn around wrist> bracelet of the master summoner (magic) [89%]
<worn around wrist> a bracelet of influence (magic) [62%]
<worn on hands> the hands of justice (magic) (glowing)
<worn on finger> an ancient ring of liquid rock
<worn on finger> a ring of twisted gray mist [84%]
<held> a fire-imbued totem of Kossuth (magic)
<worn on legs> the leggings of Arkan'non [superior] (invis) (magic) [64%]
<worn on feet> a pair of clawed demon-hide moccasins
The Kingdom of Torg (pure evil)
*Tribal Oasis (very evil)
The Para-Elemental Plane of Smoke (neutral)
Plane of Water (slightly good)
Shadamehr Keep (evil)
The Temple to Skrentherlog (very evil)
Alatorin - the Forge City (neutral)
The Trakkia Mountains (slightly evil)
The Ethereal Plane (slightly good)
The Caverns of Armageddon (neutral)
The Forest City of Aravne (slightly evil)
Plane of Fire (slightly good)
Ruined Temple of Tezcatlipoca (slightly evil)
The Astral Plane (slightly good)
Jotunheim (slightly evil)
The Transparent Tower (slightly good)
Krethik Keep (evil)
Temple of the Earth (slightly good)
Sea Kingdom (neutral)
Plane of Earth (neutral)
Sevenoaks (neutral)
The Keep of Evil (slightly evil)
The Forgotten Mansion (evil)
Domain of Lost Souls (evil)
The Hall of Knighthood (neutral)
The Depths of Duris (slightly good)
Arachdrathos Guilds (neutral)
Valley of the Snow Ogres (evil)
The Great Shaboath (very evil)
The Tempest Court (neutral)
Pit of Dragons (slightly evil)
*Ny'Neth (slightly good)
Lost Temple of Tikitzopl (very evil)
The Scorched Valley (slightly evil)
The Realm of Barovia (slightly evil)
The Royal Mausoleum of Castle IceCrag (slightly good)
Plane of Fire, Brass (neutral)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (good)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (neutral)
The Charcoal Palace (neutral)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (neutral)
The Hall of the Ancients (slightly evil)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (slightly evil)
Negative Material Plane (slightly good)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (slightly evil)
Castle Ravenloft (neutral)
* = already completed this boot.
< 868h/868H 247v/248V Pos: standing >
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
A maintenance worker who is close by to your west.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Northern Wall of the Gladiator Practice Chamber
</map>
Northern Wall of the Gladiator Practice Chamber
Obvious exits: -E -S -W
Gruul enters from the south.
Yzari sneaks in from the south.
Daiwor enters from the south.
< 868h/868H 246v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Northeast Corner of the Gladiator Practice Chamber
</map>
Northeast Corner of the Gladiator Practice Chamber
Obvious exits: -S -W
Gruul enters from the west.
Yzari sneaks in from the west.
Daiwor enters from the west.
< 868h/868H 246v/248V Pos: standing >
Alas, you cannot go that way. . . .
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 248v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Eastern Wall of the Gladiator Practice Chamber
</map>
Eastern Wall of the Gladiator Practice Chamber
Obvious exits: -N -S -W
Gruul enters from the north.
Daiwor enters from the north.
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
A maintenance worker who is not far off to your west.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Gladiator Combat Practice Chamber
</map>
The Gladiator Combat Practice Chamber
Obvious exits: -N -E -S -W
Gruul enters from the east.
Daiwor enters from the east.
< 868h/868H 246v/248V Pos: standing >
< 868h/868H 246v/248V Pos: standing >
< 868h/868H 248v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Western Wall of the Gladiator Practice Chamber
</map>
<map>
Zone: Verspin.
Room: Western Wall of the Gladiator Practice Chamber
</map>
Western Wall of the Gladiator Practice Chamber
Obvious exits: -N -E -S
A maintenance worker walks through the hallways, cleaning up after the gladiators.
Gruul enters from the east.
Yzari sneaks in from the east.
Daiwor enters from the east.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Western Wall of the Gladiator Practice Chamber
</map>
Western Wall of the Gladiator Practice Chamber
Obvious exits: -N -E -S
Gruul enters from the north.
Yzari sneaks in from the north.
Daiwor enters from the north.
< 868h/868H 246v/248V Pos: standing >
You quickly scan the area.
A maintenance worker who is close by to your north.
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Western Wall of the Gladiator Practice Chamber
</map>
Western Wall of the Gladiator Practice Chamber
Obvious exits: -N -E -S
Gruul enters from the north.
Daiwor enters from the north.
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
A maintenance worker who is not far off to your north.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Gladiator Combat Practice Chamber
</map>
The Gladiator Combat Practice Chamber
Obvious exits: -N -E -S -W
Gruul enters from the west.
Daiwor enters from the west.
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Eastern Wall of the Gladiator Practice Chamber
</map>
Eastern Wall of the Gladiator Practice Chamber
Obvious exits: -N -S -W
Gruul enters from the west.
Daiwor enters from the west.
< 868h/868H 245v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 245v/248V Pos: standing >
Alas, you cannot go that way. . . .
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 248v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Southeast Corner of the Gladiator Practice Chamber
</map>
Southeast Corner of the Gladiator Practice Chamber
Obvious exits: -N -W
Gruul enters from the north.
Daiwor enters from the north.
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Southern Wall of the Gladiator Practice Chamber
</map>
Southern Wall of the Gladiator Practice Chamber
Obvious exits: -N -E -W
Gruul enters from the east.
Daiwor enters from the east.
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Southwest Corner of the Gladiator Practice Chamber
</map>
Southwest Corner of the Gladiator Practice Chamber
Obvious exits: -N -E -S
Gruul enters from the east.
Yzari sneaks in from the east.
Daiwor enters from the east.
< 868h/868H 245v/248V Pos: standing >
Alas, you cannot go that way. . . .
< 868h/868H 245v/248V Pos: standing >
You quickly scan the area.
A maintenance worker who is rather far off to your north.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Eastern End of the South Hall
</map>
The Eastern End of the South Hall
Obvious exits: -N -W
Gruul enters from the north.
Yzari sneaks in from the north.
Daiwor enters from the north.
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
A maintenance worker who is in the distance to your north.
< 868h/868H 247v/248V Pos: standing >
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The South Hall
</map>
The South Hall
Obvious exits: -N -E -S# -W
Gruul enters from the east.
Daiwor enters from the east.
< 868h/868H 246v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The South Hall
</map>
The South Hall
Obvious exits: -N -E -S -W
Gruul enters from the east.
Daiwor enters from the east.
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 247v/248V Pos: standing >
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: A Gladiator Meditation Chamber
</map>
A Gladiator Meditation Chamber
Obvious exits: -S
Numerous prayer icons, candles, and scripture rests in this chamber.
Gruul enters from the south.
Daiwor enters from the south.
< 868h/868H 246v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 246v/248V Pos: standing >
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The South Hall
</map>
The South Hall
Obvious exits: -N -E -S -W
Gruul enters from the north.
Daiwor enters from the north.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: A Bend in the South Hall
</map>
A Bend in the South Hall
Obvious exits: -N -E
Gruul enters from the east.
Daiwor enters from the east.
< 868h/868H 246v/248V Pos: standing >
Alas, you cannot go that way. . . .
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The South Hall
</map>
The South Hall
Obvious exits: -N -S
Gruul enters from the south.
Yzari sneaks in from the south.
Daiwor enters from the south.
< 868h/868H 246v/248V Pos: standing >
You quickly scan the area.
Rosman, the noble priest who is close by to your north.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Statue of Siamorphe
</map>
<map>
Zone: Verspin.
Room: The Statue of Siamorphe
</map>
The Statue of Siamorphe
Obvious exits: -N -E -S -W
Rosman, brother of Ramous and priest of Verspin blesses passing gladiators.(Gold Aura)
Gruul enters from the south.
Daiwor enters from the south.
< 868h/868H 247v/248V Pos: standing >
< 868h/868H 247v/248V Pos: standing >
As you pass, Rosman touches your head and says 'Nobility be with you.'
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Entrance to the Preparation Area
</map>
Entrance to the Preparation Area
Obvious exits: -E -W
A large sign has been posted on the northern wall.
Gruul enters from the east.
Yzari sneaks in from the east.
Daiwor enters from the east.
< 868h/868H 246v/248V Pos: standing >
<map>
Zone: Verspin.
Room: A Small Landing on the Access Stairs
</map>
A Small Landing on the Access Stairs
Obvious exits: -E -U -D
Gruul enters from the east.
Yzari sneaks in from the east.
Daiwor enters from the east.
< 868h/868H 245v/248V Pos: standing >
< 868h/868H 245v/248V Pos: standing >
<map>
Zone: Verspin.
Room: On the Gladiator Access Stairs
</map>
On the Gladiator Access Stairs
Obvious exits: -U# -D
Gruul floats in from below.
Daiwor floats in from below.
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
You see nothing.
< 868h/868H 247v/248V Pos: standing >
The gate seems to be closed.
< 868h/868H 247v/248V Pos: standing >
Ok.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Top of a Secured Access Staircase
</map>
<map>
Zone: Verspin.
Room: The Top of a Secured Access Staircase
</map>
The Top of a Secured Access Staircase
Obvious exits: -E -D
A strong security guard stands here, protecting the gate.
A strong security guard stands here, protecting the gate.
Gruul floats in from below.
Yzari sneaks in from below.
Daiwor floats in from below.
< 868h/868H 246v/248V Pos: standing >
Ok.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: Western Foyer of the Spectator Level
</map>
Western Foyer of the Spectator Level
Obvious exits: -N -S -W -U
Gruul enters from the west.
Yzari sneaks in from the west.
Daiwor enters from the west.
< 868h/868H 247v/248V Pos: standing >
You quickly scan the area.
A young showgoer who is close by to your north.
A Verspin showgoer who is close by to your north.
A Verspin showgoer who is not far off to your north.
An air elemental who is close by to your south.
An air elemental who is close by to your south.
A Human who is close by to your south.
A Verspin showgoer who is close by to your south.
A strong security guard who is close by to your west.
A strong security guard who is close by to your west.
A loud shopper who is close by above you.
< 868h/868H 247v/248V Pos: standing >
< 868h/868H 247v/248V Pos: standing >
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Spectator Level of the Gladiator Pit
</map>
<map>
Zone: Verspin.
Room: The Spectator Level of the Gladiator Pit
</map>
The Spectator Level of the Gladiator Pit
Obvious exits: -N -S
Fresh blood splatters cover the area.
The corpse of a young showgoer is lying here.
An air elemental stands in mid-air here, fighting a Verspin showgoer. (Minion)
An air elemental stands in mid-air here, fighting a Verspin showgoer. (Minion)
A Human (medium) stands in mid-air here. (Non-Fraggable)(Gold Aura)
A Verspin showgoer stands here, fighting an air elemental.
Gruul enters from the north.
Daiwor enters from the north.
< 868h/868H 246v/248V Pos: standing >
You quickly scan the area.
A young showgoer who is not far off to your north.
A Verspin showgoer who is not far off to your north.
A Verspin showgoer who is a brief walk away to your north.
< 868h/868H 246v/248V Pos: standing >
Yzari snaps into visibility.
A dark shroud encases Yzari as she charges into battle.
A Human is knocked to the ground by Yzari's mighty bash!
< 868h/868H 248v/248V Pos: standing >
Yzari parries a Human's lunge at her.
Yzari snaps into visibility.
Daiwor snaps into visibility.
Daiwor fills with BLooDLuST and makes a ferocious leap at a Human!
A Human avoids Daiwor's ferocious maul, and down she goes!
< 868h/868H 248v/248V Pos: standing >
Your stomach starts rumbling again.
< 868h/868H 248v/248V Pos: standing >
An air elemental's decent crush strikes a Verspin showgoer.
An air elemental misses a Verspin showgoer.
An air elemental's decent crush wounds a Verspin showgoer.
A Verspin showgoer dodges an air elemental's attack.
An air elemental misses a Verspin showgoer.
Gruul grasps his totem tightly, and begins communing with the spirits.
Gruul starts casting an offensive spell.
Gruul snaps into visibility.
< 868h/868H 248v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Spectator Level of the Gladiator Pit
</map>
The Spectator Level of the Gladiator Pit
Obvious exits: -N -E
A few drops of fresh blood are scattered around the area.
The corpse of a seasoned Verspin showgoer is lying here.
< 868h/868H 247v/248V Pos: standing >
< 868h/868H 247v/248V Pos: standing >
You failed.
< 868h/868H 247v/248V Pos: standing >
Epic Zones -----------------------------------------
Heaven (neutral)
The Twisting Tunnels of the Durian Underdark (neutral)
Arcorar - the Great King Forest (neutral)
Court of the Muse (very good)
The Battlefield (neutral)
The Swamp Laboratory of Khul'Lor (neutral)
Clan Stoutdorf Settlement (slightly good)
Kobold Settlement (slightly good)
The High Moor Forest (slightly good)
The Stone Tomb of Kelek (pure evil)
Orrak (neutral)
Pits of Cerberus (good)
Myrloch Vale (very evil)
Pharr Valley Swamp (neutral)
*Village of Werrun (very good)
Nizari (slightly evil)
The Dark Stone Tower of the Northern Realms (neutral)
*Tower of High Sorcery (very good)
Bloodstone Keep (neutral)
The Temple of the Sun (slightly evil)
The Elemental Groves (neutral)
Temple of Flames (slightly evil)
Drustl's Yerdonia Enslaved (very evil)
The Obsidian Citadel (slightly evil)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (neutral)
Nakral's Crypt (slightly good)
The Outcasts Tower (slightly good)
Fort Boyard (slightly good)
Crystalspyre Mountains (slightly good)
The Prisons of Carthapia (slightly evil)
Faerie Realm (slightly good)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (evil)
The Githyanki Fortress (evil)
Labyrinth of No Return (slightly evil)
The Desert City of Venan'Trut (slightly good)
Rogue Plains (neutral)
City of Torrhan (slightly good)
The Lair of the Swamp Troll King (slightly evil)
Zalkapfaan, City of the Headless Horde (slightly evil)
New Cave city (evil)
Ice Tower (slightly good)
Desolate Under Fire (slightly evil)
The Citadel (slightly evil)
The Twin Keeps of Devastated Tharnadia (good)
IceCrag Castle (neutral)
Prison of Fort Boyard (slightly evil)
The Ancient Halls of Ironstar (neutral)
The Jade Empire (evil)
Mazzolin (slightly evil)
Forest of Mir (slightly good)
Quintaragon Castle (slightly evil)
The Sky City of Ultarium (slightly evil)
*Lair of the Gibberling King (slightly evil)
Plane of Air (neutral)
The Kingdom of Torg (pure evil)
*Tribal Oasis (very evil)
The Para-Elemental Plane of Smoke (neutral)
Plane of Water (slightly good)
Shadamehr Keep (evil)
The Temple to Skrentherlog (very evil)
Alatorin - the Forge City (neutral)
The Trakkia Mountains (slightly evil)
The Ethereal Plane (slightly good)
The Caverns of Armageddon (neutral)
The Forest City of Aravne (slightly evil)
Plane of Fire (slightly good)
Ruined Temple of Tezcatlipoca (slightly evil)
The Astral Plane (slightly good)
Jotunheim (slightly evil)
The Transparent Tower (slightly good)
Krethik Keep (evil)
Temple of the Earth (slightly good)
Sea Kingdom (neutral)
Plane of Earth (neutral)
Sevenoaks (neutral)
The Keep of Evil (slightly evil)
The Forgotten Mansion (evil)
Domain of Lost Souls (evil)
The Hall of Knighthood (neutral)
The Depths of Duris (slightly good)
Arachdrathos Guilds (neutral)
Valley of the Snow Ogres (evil)
The Great Shaboath (very evil)
The Tempest Court (neutral)
Pit of Dragons (slightly evil)
*Ny'Neth (slightly good)
Lost Temple of Tikitzopl (very evil)
The Scorched Valley (slightly evil)
The Realm of Barovia (slightly evil)
The Royal Mausoleum of Castle IceCrag (slightly good)
Plane of Fire, Brass (neutral)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (good)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (neutral)
The Charcoal Palace (neutral)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (neutral)
The Hall of the Ancients (slightly evil)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (slightly evil)
Negative Material Plane (slightly good)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (slightly evil)
Castle Ravenloft (neutral)
* = already completed this boot.
< 868h/868H 247v/248V Pos: standing >
<map>
Zone: Verspin.
Room: The Spectator Level of the Gladiator Pit
</map>
<map>
Zone: Verspin.
Room: The Spectator Level of the Gladiator Pit
</map>
The Spectator Level of the Gladiator Pit
Obvious exits: -N -S
Shattered bits of ice are scattered about the area.
Fresh blood splatters cover the area.
The corpse of a young showgoer is lying here.
Daiwor Suicide Squad (Troll)(large) crouches in mid-air here, fighting a Human.(Red Aura)
*Yzari Suicide Squad (Orc)(medium) stands in mid-air here, fighting a Human.(Red Aura)
*Gruul Suicide Squad (Kobold)(small) stands in mid-air here.(Red Aura)
An air elemental stands in mid-air here, fighting a Verspin showgoer. (Minion)
An air elemental stands in mid-air here, fighting a Verspin showgoer. (Minion)
A Human (medium) sits in mid-air here, fighting Yzari. (Non-Fraggable)(Gold Aura)
A Verspin showgoer stands here, fighting a Human.
< 868h/868H 246v/248V Pos: standing >
Gruul starts casting an offensive spell.
Gruul snaps into visibility.
You failed.
< 868h/868H 246v/248V Pos: standing >
Yzari snaps into visibility.
Yzari's impressive slash strikes a Human very hard.
Yzari's blood red sword named 'Death Rider' flares with darkness, unleashing the wrath of the underworld upon a Human!
A Human screams in utter terror as he is damned by Yzari's God.
Yzari's impressive slash grievously wounds a Human.
Yzari's impressive slash hits a Human.
A Human's glowing shield of polished rose quartz was completely destroyed by the massive blow!
An air elemental stops following a Human.
An air elemental stops following a Human.
A Human is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 1726.