The death of [45 Elaphidist] Grav The Empire (Human)

in The Common Room of the Wailing Griffon

from the perspective of [45 Elaphidist] Grav The Empire (Human)

<worn on head>       the crown of Lords [poor] (magic) [78%]
<worn in ear>        a frost-rimed ruby earring
<worn in ear>        a frozen chitin earring
<worn on face>       a blood-red inquisitor's mask of strength (magic)
<worn around neck>   a hangman's noose of dexterity [31%]
<worn around neck>   a fine marble medallion
<worn about body>    a cloak of deva's feathers [superior]
<worn about waist>   a belt of sapphires [superior] (magic) (glowing)
<worn on arms>       a pair of royal blacksmith sleeves [superior] (magic)
<worn around wrist>  an elven bracelet of precision (magic)
<worn around wrist>  a thick adamantium bracelet [poor] (magic) (illuminating)
<worn on hands>      a pair of silverish githyanki gauntlets [superior] (magic) [87%]
<worn on finger>     a glowing faerie ring
<worn on finger>     a ring of hellfire [superior]
<worn on feet>       some boots of dread of damage (magic)

You arch around a nomad's blow, and deal a brutal counterattack!
[Damage:  8 ] Your decent punch strikes a nomad very hard.
A nomad's decent punch strikes you.
A nomad suddenly appears a bit confused!
You watch in glee as a nomad looks dazzled.
A nomad's fine punch strikes you.
A nomad's kick hits you directly in the face.

< 228h/408H 166v/171V Pos: standing >
< T: Grav TP: sta TC: few wounds E: nomad sta EP:  awful >
 You miss a nomad.
You miss a nomad.
[Damage:  8 ] Your decent punch strikes a nomad very hard.
[Damage: 14 ] Your fine punch enshrouds a nomad in a mist of blood.
You score a CRITICAL HIT!!!!!
You sneak in and deliver a strike to a pressure point!
[Damage: 17 ] Your fine punch causes a nomad to grimace in pain.

< 228h/408H 166v/171V Pos: standing >
< T: Grav TP: sta TC: few wounds E: nomad sta EP:  awful >
 [Damage: 18 ] WHAP!  For a moment, you feel just like a dragon must as you punch a nomad.
A nomad is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a nomad's last actions in this world.

< 228h/408H 166v/171V Pos: standing >
Hint: Knocking your foe down will increase the damage you do to him.
You get a delicate rose from the corpse of a nomad.
You get some translucent glasssteel from the corpse of a nomad.
You get some fanged ruby leggings from the corpse of a nomad.
You get a small pile of coins from the corpse of a nomad.
There were: 4 platinum coins, 29 gold coins. 
You get a gold studded horse saddle [superior] from the corpse of a nomad.

< 256h/408H 171v/171V Pos: standing >
You drop a gold studded horse saddle [superior].

< 257h/408H 171v/171V Pos: standing >
You are carrying: (4/11)
some fanged ruby leggings
some translucent glasssteel
a delicate rose (illuminating)
an ermineskin backpack

< 267h/408H 171v/171V Pos: standing >
You drop some fanged ruby leggings.
You drop some translucent glasssteel.
You drop a delicate rose.
You drop an ermineskin backpack.

< 272h/408H 171v/171V Pos: standing >
You get an ermineskin backpack.

< 276h/408H 171v/171V Pos: standing >
A Small Settlement
Obvious exits: -East 
A lovely rich red rose rests here. (illuminating)
Some translucent glasssteel fragments have been left here.
Some fanged ruby leggings lie here on the ground.
A gold studded horse saddle lays here.
A few drops of fresh blood are scattered around the area.
The corpse of a nomad is lying here.
The corpse of handerly is lying here.

< 277h/408H 171v/171V Pos: standing >
The Rolling Foothills
   The rolling foothills continue westward. They never seem to end. Trees and
tall grass cover the countryside. The settlers here have no fear of wandering
beasts of unruly nomads, for they are both kept in check by the power of the
kings armies. The nomads of the plains are not a vigilant people, but they
are fierce. It is said that an understanding between the king and the
wandering nomadic tribes of the plains has been reached, they refuse to be
ruled and in turn the king will not try to subdue them. This is an accord
that has been kept for years and works quite well. The nomads of the plains
have no problem with the settlers and they have even traded amongst one
another. The farmers here develop the land and in turn sell their crops to
the nomads to feed their families. The king also buys from the farmers for
his armies and for his own trading purposes. The elves and dwarves are said
to pay a handsome prices for an ear of corn or a bag of barley.
Obvious exits: -East  -West 

< 279h/408H 169v/171V Pos: standing >
Experience till level: 16114358

< 282h/408H 169v/171V Pos: standing >
A Plain of Grass
   The tall green grass grows abundantly here. The kingdom of Valois stretches
far and wide. Its influence can be felt nearly everywhere within the
surrounding countryside. The king favors the people of this land and endows
the most bright and brilliant with grants in hopes that they might attain
wealth of their own and succeed. King Ulgris is a brilliant ruler surrounded
by powerful friends. He realizes his vulnerabilities and strengths and
tries to offset them with powerful people and a happy nation. A strength of a
nation is defined by the loyalty to the sovereignty in the king's mind, which
is why is he generous and fair to all the people in the kingdom. Small houses
and farms surround the countryside and the king affords them with protection
in return for support in times of need. The kingdom of Valois is powerful.
Obvious exits: -East  -West 

< 285h/408H 167v/171V Pos: standing >
Before an Old Tavern
   This road is made of old cobblestones and needs to be repaired. The stones
have been here awhile and not been cared for. Weeds and other ferns are
slowly overtaking the road. The tall plains of grass on either side run great
distances before meeting trees or rolling foothills. The foothills are home
to the roaming nomads. These nomads live in tribes and are fiercely protective
of their own. They believe in family, and family means no one gets left
behind or forgotten. To the world they are outsiders, but to them the world is
just the opposite. None one can understand their ways unless they've lived
among them. A nomad life is survivable only if all nomads stick together. The
kingdom of Valois reaches far and wide, but doesn't assert any authority over
the wandering nomads. King Ulgris is a wise and powerful ruler, he is just
and treats everyone with respect. The nomadic people live under his protection
still and it is rumored that he has laid a pact down with them sealed in blood.
Obvious exits: -North# -East  -South -West 

< 286h/408H 166v/171V Pos: standing >
A Winding Cobblestone Road
   This road leads straight to the castle of Valois. It is surrounded on all
sides by fields of grass. The grass grows tall and is very green. There are
many birds in flying overhead. The forests to the south are home to some of
the most exotic plants and animals in all of the world. The Valoisians are
a rich people full of rich dreams. They cultivate the land in the surrounding
area for crops and other resources, such as gold and timber. Their city is at
the center of great trade and has a great tactical advantage at war. The high
castle walls of Valois have withstood countless attacks by bands of militants
and barbarians. The high king that sits on its thrown is endowed with the
responsibility of the kingdom's welfare. The king has many enemies but many
more powerful friends. Merchants travel from afar to do business within the
castle walls. The kings powerful retainers do much for the city's welfare,
such as providing troops and arms in time of need. The tall castle walls can
be seen from here to the north. The wind blows, making a whining sound.
Obvious exits: -East  -West 

< 291h/408H 166v/171V Pos: standing >
A Guard Station
   This is the huge iron gate leading toward the great castle of Valois.
Its huge iron frame is dotted with dull knobs to enforce it against battering
rams and lesser assaults. The hinges are secured deep into the brick wall with
thick metal bolts. Huge timbers lean against the wall, used to block the gate
if the kingdom is ever invaded. Two small towers flank the gate, each one
housing a single guard. These provide a constant watch for invaders. Guards
man these gates at all times during the day and night. Intruders have been
caught before trying to sneak their way into the area. Ruffians and shady
people are turned away from the castle. The road continues to the east and
runs toward the massive castle to the north. The castle Valois is protected
at all times with massive forces. It is said to have a large armed force
protecting the gates at all times and even a deadlier squad of warriors inside
warding against assassins. The wind creates a whining sound.
Obvious exits: -North -West 
Hugo, the war cleric, prepares the guard for combat.(Gold Aura)
A dusty guard stands proudly in uniform.(Gold Aura)
A dusty guard stands proudly in uniform.(Gold Aura)

< 292h/408H 166v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 293h/408H 166v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 294h/408H 166v/171V Pos: standing >
A Cobblestone Road
   This road leads to the great castle Valois. Valois is the greatest castle in
all the lands. It is the meeting place of all of the races of the world. They
discuss matters of the state and trade. It is the one place that all the races
can come together to discuss their interests. It is also one of the most secure
castles in all of the land and boasts an army greater than most. The elves
enjoy this great castle and the many luxuries it affords. The dwarven nation
marvels at the design of this castle and the architecture within. The humans
don't pay much attention to the king or the castle but are resolved to work out
their own interests. The barbarians enjoy the celebrations and the food that
the great castle serves. Ulgris, the king of the castle, has an estate larger
than most provinces. He has a royal line of retainers that are powerful in
their own ways and just as rich and influential. The great king relies on their
expertise and their loyalty. Having great retainers makes a great king. This
cobblestone road was built years ago when the castle was first built. It isn't
much but it is the only road leading to the great Voloisian castle.
Obvious exits: -North# -East  -South

< 295h/408H 166v/171V Pos: standing >
Before the Du'kel Mansion
   There are two loyal guards protecting the front entrance of the kingdom's
largest mansion, which belongs to Lord Du'Kel. Lord Du'kel is the king's most
trusted ally. He is a powerful retainer and a master of logistics. Having a
man who knows how to move arms and men must be trustworthy and good with
numbers. Lord Du'Kel was a brilliant soldier in his life and an even more
brilliant pusher of wars. He has served the king faithfully for any number of
years in any number of ways. His insignia is that of a flaming dragon. It is
embedded into the two doubled doors of the mansion, which is very large and
has a many stained glass windows with many different designs upon them. The
mansion was constructed using wood, brick, stone, and mortar. There is a small
fence running the perimeter of a plush green yard which keeps small animals
out. The king depends on his retainers for support and if Lord Du'Kel ever
turned against him then he would be doomed for sure politically.
Obvious exits: -North# -East  -West 
A wandering bard walks toward the castle.
A loyal swordsman stands at the gate.
A loyal swordsman stands at the gate.

< 296h/408H 165v/171V Pos: standing >
Autosaving...
A Cobblestone Road
   This road leads to the great castle Valois. Valois is the greatest castle in
all the lands. It is the meeting place of all of the races of the world. They
discuss matters of the state and trade. It is the one place that all the races
can come together to discuss their interests. It is also one of the most secure
castles in all of the land and boasts an army greater than most. The elves
enjoy this great castle and the many luxuries it affords. The dwarven nation
marvels at the design of this castle and the architecture within. The humans
don't pay much attention to the king or the castle but are resolved to work out
their own interests. The barbarians enjoy the celebrations and the food that
the great castle serves. Ulgris, the king of the castle, has an estate larger
than most provinces. He has a royal line of retainers that are powerful in
their own ways and just as rich and influential. The great king relies on their
expertise and their loyalty. Having great retainers makes a great king. This
cobblestone road was built years ago when the castle was first built. It isn't
much but it is the only road leading to the great Voloisian castle.
Obvious exits: -North# -East  -South

< 303h/408H 167v/171V Pos: standing >
The door seems to be closed.

< 304h/408H 167v/171V Pos: standing >
Before the Du'kel Mansion
   There are two loyal guards protecting the front entrance of the kingdom's
largest mansion, which belongs to Lord Du'Kel. Lord Du'kel is the king's most
trusted ally. He is a powerful retainer and a master of logistics. Having a
man who knows how to move arms and men must be trustworthy and good with
numbers. Lord Du'Kel was a brilliant soldier in his life and an even more
brilliant pusher of wars. He has served the king faithfully for any number of
years in any number of ways. His insignia is that of a flaming dragon. It is
embedded into the two doubled doors of the mansion, which is very large and
has a many stained glass windows with many different designs upon them. The
mansion was constructed using wood, brick, stone, and mortar. There is a small
fence running the perimeter of a plush green yard which keeps small animals
out. The king depends on his retainers for support and if Lord Du'Kel ever
turned against him then he would be doomed for sure politically.
Obvious exits: -North# -East  -West 
A wandering bard walks toward the castle.
A loyal swordsman stands at the gate.
A loyal swordsman stands at the gate.

< 309h/408H 168v/171V Pos: standing >
A Red-Hued Brick Road
   The brick road is neatly constructed and is very fine. The brick was
chiseled by master workmen. They fit evenly next to one another and are almost
seamless. This is impressive workmanship only fit for the finest of roads.
The brick was stained the color red and the road spans a good twenty feet
wide. It runs northeastward toward the great castle of Valois, and the castle
walls can be seen from this distance. A few shouts can be heard from here from
guards on top of the castle walls. These guards are expert archers with uncanny
marksmanship. They have been trained in the arts of war and have been masters,
just like most of the Valoisian guard, for many years. It takes years of
practice and studying to be admitted into the world's richest and most powerful
army. It does not discriminate against anyone, but it only accepts those truly
committed. All sons of Valois are honored to be dressed in warrior garb under
the kingdoms banner. It is considered a time honored privilege to serve the
king and country. The road continues northeast toward the castle.
Obvious exits: -East  -West 

< 310h/408H 167v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 311h/408H 168v/171V Pos: standing >
Before a Large Courtyard
   The king's castle rises a good thirty feet in the air to the north. Guards
forever pace the parapets never to let up their guard even though they are,
in their minds, in the safest spot within the realm. The brilliant black
cobblestones that make up the road are perfectly square and have been laid out
purposely to form a well constructed non-faulty road that gives pleasure to
the nobles that live nearby. The guests of Valois are often taken by the
exquisite design and craftsmanship of the royal roads. Great care has been
taken and afforded in the building of these roads and are the source of great
pride throughout the realm. The great king of Valois resides in the castle to
the north and his loyal retainers support him inasmuch as they can and they are
very powerful. He has rid the nearby plains of orcs and destroyed the hordes
demons in the mountains to the north. He is the greatest king in all the land.
Obvious exits: -North -East  -West 

< 313h/408H 168v/171V Pos: standing >
A Blue-Hued Brick Road
   The brick road is neatly constructed and is very fine. The brick was
chiseled by master workmen. They fit evenly next to one another and are almost
seamless. This is impressive workmanship only fit for the finest of roads.
The brick was stained the color blue and the road spans a good twenty feet
wide. It runs northeastward toward the great castle of Valois, and the castle
walls can be seen from this distance. A few shouts can be heard from here from
guards on top of the castle walls. These guards are expert archers with uncanny
marksmanship. They have been trained in the arts of war and have been masters,
just like most of the Valoisian guard, for many years. It takes years of
practice and studying to be admitted into the world's richest and most powerful
army. It does not discriminate against anyone, but it only accepts those truly
committed. All sons of Valois are honored to be dressed in warrior garb under
the kingdoms banner. It is considered a time honored privilege to serve the
king and country. The road continues northeast toward the castle.
Obvious exits: -North -South -West #

< 314h/408H 167v/171V Pos: standing >
Pardon?

< 320h/408H 169v/171V Pos: standing >
Ok.

< 323h/408H 170v/171V Pos: standing >
The Common Room of the Wailing Griffon
   Unlike many of the taverns nearby Valois, this one lacks the pungent scent
of old ale and sweat. The common room is quite elegant, decorated with tasteful
art and expensive rugs. Several round wooden tables dot the room, each one
providing enough seats for five individuals. The fresh scent of smoke wafts up
from a nearby fireplace, which crackles loudly near the southern wall.
Tapestries and paintings hang from the wall, most depicting Valoisian nobles
in different states. Some are of royal hunts and others of massive parties. It
is quite obvious by the decor, only the rich are welcome here. The king is said
to have a drink here from time to time because he enjoys mingling with his
people. The kingdom of Valois has always had great kings and queens and this
one is no exception.
Obvious exits: -North -East 
The corpse of a mercenary is lying here.
The corpse of a stealthy figure is lying here.
The barkeep manages his drinks behind the counter.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)

< 324h/408H 170v/171V Pos: standing >
The Kitchen
   The scent of cooking food is overwhelmingly pleasant throughout the kitchen.
Pots bowl over with steamed vegetables and fresh bird roasts over an open
flame. Pies and desserts of endless variety bake within the huge black iron
stove here, sending up an aroma that can set anyone's mouth watering. Pots and
pans hang from the ceiling and walls, each one scrubbed perfectly clean. The
floors are of polished wood, the shine coming from them hinting that they are
scrubbed daily. Three open windows let the collected steam and smoke waft from
the kitchen, allowing the room to stay somewhat cool despite the stove and
cooking area.
Obvious exits: -South
An indentured servant works off his debt.(Gold Aura)
A kitchen cook bakes some bread.(Gold Aura)

< 330h/408H 169v/171V Pos: standing >
You are currently receiving 0% bonus experience on kills.
You have 4:42 left before this bonus runs out.

Bloodlust - Damage Bonus(vs mob only)
Current lust: 20%
You have 4:42 left.

< 338h/408H 171v/171V Pos: standing >
The Kitchen
Obvious exits: -South
An indentured servant works off his debt.(Gold Aura)
A kitchen cook bakes some bread.(Gold Aura)

< 361h/408H 171v/171V Pos: standing >
You sit down.

< 369h/408H 171v/171V Pos: sitting >
Your spring at a kitchen cook sends him slightly off balance...

< 370h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC:few scratches E: kitchen sit EP: excellent >
 You whirl around, just avoiding a kitchen cook's vicious attack.

< 371h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC:few scratches E: kitchen sit EP: excellent >
 [Damage: 14 ] Your fine punch strikes a kitchen cook.
[Damage: 15 ] Your fine punch strikes a kitchen cook.
[Damage: 14 ] Your fine punch strikes a kitchen cook.
[Damage: 14 ] Your punch strikes a kitchen cook.
You miss a kitchen cook.

< 371h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC:few scratches E: kitchen sit EP:  small wounds >
 You begin moving into position for a combination...

< 371h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC:few scratches E: kitchen sit EP:  small wounds >
 You start to chant in a deep voice.
[Damage: 92 ] A kitchen cook is wracked by pain after you briefly touch your vibrating palm to him!

< 371h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC:few scratches E: kitchen sit EP:  few wounds >
 A kitchen cook suddenly appears a bit confused!
You watch in glee as a kitchen cook looks dazzled.
A kitchen cook's fine punch strikes you.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sit EP:  few wounds >
 [Damage: 13 ] Your punch strikes a kitchen cook.
A kitchen cook clambers to his feet.
[Damage: 10 ] Your fine punch strikes a kitchen cook.
[Damage: 10 ] Your fine punch strikes a kitchen cook.
You miss a kitchen cook.
[Damage: 11 ] Your fine punch strikes a kitchen cook.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP:  few wounds >
 [Damage: 58 ] WHAP!  For a moment, you feel just like a dragon must as you punch a kitchen cook.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP:  nasty wounds >
 A kitchen cook misses you.
You whirl around, just avoiding a kitchen cook's vicious attack.
You block a kitchen cook's feeble kick with your arm.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP:  nasty wounds >
 You score a CRITICAL HIT!!!!!
You sneak in and deliver a strike to a pressure point!
[Damage: 21 ] Your impressive punch strikes a kitchen cook very hard.
A kitchen cook dodges your futile attack.
You miss a kitchen cook.
You miss a kitchen cook.
[Damage: 11 ] Your fine punch strikes a kitchen cook.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP:  nasty wounds >
 Your limbs begin to blur...
[Damage:  4 ] You pull a kitchen cook's head down and bring your knee up, smashing it...
[Damage:  7 ] ...Then swing your elbow around, smashing a kitchen cook's face...
[Damage: 15 ] ...Then smash a kitchen cook's head between your fists...
[Damage: 20 ] ...Then grab a kitchen cook by the arm, twist him around, and kick him in the back...

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP: pretty hurt >
 You whirl around, just avoiding a kitchen cook's vicious attack.
You whirl around, just avoiding a kitchen cook's vicious attack.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP: pretty hurt >
 [Damage:  9 ] Your decent punch strikes a kitchen cook hard.
[Damage: 11 ] Your fine punch strikes a kitchen cook hard.
[Damage:  9 ] Your decent punch strikes a kitchen cook hard.
A kitchen cook dodges your futile attack.
[Damage: 11 ] Your fine punch strikes a kitchen cook very hard.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP:  awful >
 A kitchen cook suddenly appears a bit confused!
You watch in glee as a kitchen cook looks dazzled.
A kitchen cook's decent punch wounds you.
A kitchen cook's kick crashes into your chest.

< 333h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP:  awful >
 [Damage:  9 ] Your decent punch strikes a kitchen cook very hard.
[Damage:  9 ] Your punch strikes a kitchen cook very hard.
[Damage: 11 ] Your punch seriously wounds a kitchen cook.
[Damage: 11 ] Your fine punch seriously wounds a kitchen cook.
[Damage:  8 ] Your decent punch seriously wounds a kitchen cook.

< 333h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: kitchen sta EP:  awful >
 You score a CRITICAL HIT!!!!!
You sneak in and deliver a strike to a pressure point!
[Damage: 22 ] Your impressive punch hits a kitchen cook.
A kitchen cook is mortally wounded, and will die soon, if not aided.
[Damage:  3 ] Your weak punch hits a kitchen cook.
A kitchen cook is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of a kitchen cook cause a sickening chill to run up your spine.

< 333h/408H 171v/171V Pos: standing >
You get a few coins from the corpse of a kitchen cook.
There were: 3 platinum coins, 12 gold coins. 

< 337h/408H 171v/171V Pos: standing >
You are currently receiving 0% bonus experience on kills.
You have 5:14 left before this bonus runs out.

Bloodlust - Damage Bonus(vs mob only)
Current lust: 30%
You have 5:14 left.

< 345h/408H 171v/171V Pos: standing >
The Kitchen
Obvious exits: -South
Fresh blood covers everything in the area.
The corpse of a kitchen cook is lying here.
An indentured servant works off his debt.(Gold Aura)

< 349h/408H 171v/171V Pos: standing >
You sit down.

< 357h/408H 171v/171V Pos: sitting >
Your spring at an indentured servant sends him slightly off balance...

< 358h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP: excellent >
 An indentured servant suddenly appears a bit confused!
You watch in glee as an indentured servant looks dazzled.
An indentured servant misses you.

< 359h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP: excellent >
 [Damage: 12 ] Your fine punch wounds an indentured servant.
[Damage: 14 ] Your fine punch strikes an indentured servant.
[Damage: 16 ] Your fine punch strikes an indentured servant.
[Damage: 14 ] Your punch strikes an indentured servant.
[Damage: 15 ] Your fine punch strikes an indentured servant.

< 359h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP:  small wounds >
 You whirl around, just avoiding an indentured servant's vicious attack.

< 359h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP:  small wounds >
 [Damage: 13 ] Your punch strikes an indentured servant.
An indentured servant clambers to his feet.
[Damage: 12 ] Your fine punch strikes an indentured servant.
[Damage: 11 ] Your fine punch strikes an indentured servant.
[Damage: 11 ] Your fine punch strikes an indentured servant.
[Damage: 10 ] Your punch strikes an indentured servant.

< 359h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sta EP:  few wounds >
 An indentured servant misses you.
An indentured servant's decent punch wounds you.
You sit down.

< 348h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP:  few wounds >
 Such skills take patience!

< 348h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP:  few wounds >
 You are sitting already.

< 348h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP:  few wounds >
 Such skills take patience!

< 348h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP:  few wounds >
 You are sitting already.

< 348h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP:  few wounds >
 Your spring at an indentured servant sends him slightly off balance...

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP:  few wounds >
 [Damage: 14 ] Your fine punch strikes an indentured servant.
[Damage: 15 ] Your fine punch strikes an indentured servant.
[Damage: 13 ] Your punch strikes an indentured servant.
[Damage: 14 ] Your punch strikes an indentured servant.
[Damage: 13 ] Your punch strikes an indentured servant.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP:  few wounds >
 An indentured servant misses you.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP:  few wounds >
 Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP:  few wounds >
 [Damage: 12 ] Your fine punch strikes an indentured servant.
[Damage: 13 ] Your punch strikes an indentured servant.
You score a CRITICAL HIT!!!!!
You sneak in and deliver a strike to a pressure point!
[Damage: 29 ] Your impressive punch strikes an indentured servant very hard.
[Damage: 13 ] Your fine punch strikes an indentured servant.
[Damage: 14 ] Your fine punch strikes an indentured servant.

< 348h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sit EP:  nasty wounds >
 An indentured servant's fine punch strikes you.
An indentured servant clambers to his feet.

< 335h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sta EP:  nasty wounds >
 An indentured servant dodges your futile attack.
[Damage: 11 ] Your fine punch strikes an indentured servant.
[Damage: 11 ] Your fine punch strikes an indentured servant.
[Damage: 11 ] Your fine punch strikes an indentured servant.
[Damage: 10 ] Your fine punch strikes an indentured servant.

< 335h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: indentured sta EP: pretty hurt >
 You sit down.

< 335h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP: pretty hurt >
 Such skills take patience!

< 335h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP: pretty hurt >
 You are sitting already.

< 335h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP: pretty hurt >
 Such skills take patience!

< 335h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP: pretty hurt >
 You are sitting already.

< 335h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: small wounds E: indentured sta EP: pretty hurt >
 An indentured servant suddenly appears a bit confused!
You watch in glee as an indentured servant looks dazzled.
An indentured servant's fine punch strikes you.
An indentured servant's fine punch strikes you.
Your spring at an indentured servant sends him slightly off balance...

< 305h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: few wounds E: indentured sit EP: pretty hurt >
 [Damage: 13 ] Your fine punch strikes an indentured servant hard.
[Damage: 14 ] Your punch strikes an indentured servant very hard.
[Damage: 20 ] Your punch seriously wounds an indentured servant.
You score a CRITICAL HIT!!!!!
You sneak in and deliver a strike to a pressure point!
An indentured servant begins to sllooowwww down.
[Damage: 27 ] Your impressive punch enshrouds an indentured servant in a mist of blood.
[Damage: 14 ] Your fine punch enshrouds an indentured servant in a mist of blood.

< 305h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: few wounds E: indentured sit EP:  awful >
 An indentured servant misses you.

< 305h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: few wounds E: indentured sit EP:  awful >
 [Damage: 14 ] Your fine punch causes an indentured servant to grimace in pain.
[Damage: 13 ] Your punch critically injures an indentured servant.
An indentured servant is incapacitated and will slowly die, if not aided.
[Damage:  6 ] Your crude punch hits an indentured servant.
An indentured servant is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of an indentured servant cause a sickening chill to run up your spine.

< 305h/408H 171v/171V Pos: standing >
You get a few coins from the corpse of an indentured servant.
There were: 2 platinum coins, 16 gold coins. 

< 310h/408H 171v/171V Pos: standing >
Skill
awareness                     40
bandage                       40
blindfighting                 76
buddha palm                   40
calm                          40
chant                        100
chi purge                     40
climb                         40
combination attack            79
diamond soul                  40
dragon punch                 100
feign death                   40
fishing                       40
flurry of blows               43
heroism                       71
kick                          40
martial arts                 100
mount                         45
quivering palm                95
regenerate                   100
retreat                       40
roundkick                     40
safe fall                     40
salvage                       41
springleap                    73
swim                          40
switch opponents              40
tiger palm                (obtained at level 46)
unarmed damage               100

< 315h/408H 171v/171V Pos: standing >
The Kitchen
Obvious exits: -South
Fresh blood covers everything in the area.
The corpse of an indentured servant is lying here.
The corpse of a kitchen cook is lying here.

< 322h/408H 171v/171V Pos: standing >
Your cloak of deva's feathers [superior] sends forth a whirlwind of feathers!

< 325h/408H 171v/171V Pos: standing >
The Common Room of the Wailing Griffon
   Unlike many of the taverns nearby Valois, this one lacks the pungent scent
of old ale and sweat. The common room is quite elegant, decorated with tasteful
art and expensive rugs. Several round wooden tables dot the room, each one
providing enough seats for five individuals. The fresh scent of smoke wafts up
from a nearby fireplace, which crackles loudly near the southern wall.
Tapestries and paintings hang from the wall, most depicting Valoisian nobles
in different states. Some are of royal hunts and others of massive parties. It
is quite obvious by the decor, only the rich are welcome here. The king is said
to have a drink here from time to time because he enjoys mingling with his
people. The kingdom of Valois has always had great kings and queens and this
one is no exception.
Obvious exits: -North -East 
The corpse of a mercenary is lying here.
The corpse of a stealthy figure is lying here.
The barkeep manages his drinks behind the counter.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)

< 326h/408H 170v/171V Pos: standing >
The Common Room of the Wailing Griffon
Obvious exits: -North -East 
The corpse of a mercenary is lying here.
The corpse of a stealthy figure is lying here.
The barkeep manages his drinks behind the counter.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)

< 332h/408H 171v/171V Pos: standing >
Ok.

< 342h/408H 171v/171V Pos: standing >

		Score information for Grav

Level: 45   Race: Human   Class: Monk / Elaphidist Sex: Male
Hit points: 345(408)  Moves: 171(171)
Coins carried:   14 platinum    80 gold     0 silver     0 copper
Coins in bank:  231 platinum  1240 gold     0 silver     0 copper
Playing time: 1 days / 4 hours/ 53 minutes
Received data: 0.5737 MB this session.
Send data:     0.0025 MB this session.
Compression ratio: none
Title: Foot soldier The Empire
Status:  Standing.
Epic points(total): 26(26)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   7
Detecting:      Invisible Evil Good Magic Life
Enchantments:   Fly Sparkling
Bartender Quests Remaining: 8
Combat Pulse:   15 Spell Pulse:  1.00 
Leaderboard Points:  452 

Active Spells:
--------------
regenerate (2 minutes)
heroism (5 minutes)
well-rested bonus (81 minutes)


< 345h/408H 171v/171V Pos: standing >
The Common Room of the Wailing Griffon
Obvious exits: -North -East #
The corpse of a mercenary is lying here.
The corpse of a stealthy figure is lying here.
The barkeep manages his drinks behind the counter.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)
A lively drunkard blows the frothe of his brew.(Gold Aura)

< 348h/408H 171v/171V Pos: standing >
Experience till level: 15898895

< 352h/408H 171v/171V Pos: standing >
You sit down.

< 365h/408H 171v/171V Pos: sitting >
Your spring at the barkeep sends him slightly off balance...

< 366h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sit EP: excellent >
 The barkeep's fine punch strikes you.
You easily lean out of range of the barkeep's vicious attack.

< 354h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sit EP: excellent >
 [Damage: 12 ] Your fine punch grazes the barkeep.
[Damage: 11 ] Your fine punch grazes the barkeep.
[Damage: 11 ] Your fine punch grazes the barkeep.
[Damage: 11 ] Your fine punch grazes the barkeep.
[Damage: 11 ] Your fine punch grazes the barkeep.

< 354h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sit EP: few scratches >
 You begin moving into position for a combination...

< 354h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sit EP: few scratches >
 You start to chant in a deep voice.
[Damage: 77 ] The barkeep is wracked by pain after you briefly touch your vibrating palm to him!

< 354h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sit EP:  small wounds >
 The barkeep's punch strikes you.
You easily lean out of range of the barkeep's vicious attack.

< 342h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sit EP:  small wounds >
 [Damage: 11 ] Your fine punch wounds the barkeep.
The barkeep clambers to his feet.
The barkeep dodges your futile attack.
[Damage:  9 ] Your decent punch grazes the barkeep.
[Damage:  9 ] Your decent punch grazes the barkeep.
[Damage:  8 ] Your decent punch grazes the barkeep.

< 342h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sta EP:  small wounds >
 [Damage: 52 ] WHAP!  For a moment, you feel just like a dragon must as you punch the barkeep.

< 342h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sta EP:  small wounds >
 You completely sidestep the barkeep's blow, shift your balance, and strike back at him!
[Damage:  9 ] Your decent punch grazes the barkeep.
The barkeep's impressive punch strikes you.
You easily lean out of range of the barkeep's vicious attack.

< 315h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sta EP:  small wounds >
 
< 315h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sta EP:  small wounds >
 A ratatosk sneaks in from the east.
A Kobold sneaks in from the east.

< 315h/408H 171v/171V Pos: standing >
< T: Grav TP: sta TC: small wounds E: barkeep sta EP:  small wounds >
 A vampire warlock snaps into visibility.
Out of nowhere, a vampire warlock stabs you in the back.
OUCH!  That really did HURT!
With a swift tug a vampire warlock wrenches the weapon free, ramming it into you again.
Out of nowhere, a vampire warlock stabs you in the back.
OUCH!  That really did HURT!
A vampire warlock suddenly appears a bit confused!
You watch in glee as a vampire warlock looks dazzled.
A vampire warlock misses you.
A Kobold snaps into visibility.
A Kobold tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
A Kobold snaps into visibility.

< 206h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: few wounds E: barkeep sta EP:  small wounds >
 A vampire warlock misses you.
A vampire warlock misses you.
A vampire warlock snaps into visibility.
A vampire warlock's impressive pierce strikes you.
A vampire warlock's impressive pierce strikes you.

< 180h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: nasty wounds E: barkeep sta EP:  small wounds >
 The barkeep dodges your futile attack.
You miss the barkeep.
You miss the barkeep.

< 180h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: nasty wounds E: barkeep sta EP:  small wounds >
 A ratatosk closes the door.

< 180h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: nasty wounds E: barkeep sta EP:  small wounds >
 You were unable to execute your deadly combination.

< 180h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: nasty wounds E: barkeep sta EP:  small wounds >
 A faint hum can be heard from Sunblade, longsword of Justice carried by a Kobold.
The barkeep suddenly appears a bit confused!
You watch in glee as the barkeep looks dazzled.
The barkeep's fine punch strikes you.
The barkeep's punch strikes you hard.
The barkeep's fine punch strikes you hard.

< 131h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: nasty wounds E: barkeep sta EP:  small wounds >
 A ratatosk closes the door.

< 131h/408H 171v/171V Pos: sitting >
< T: Grav TP: sit TC: nasty wounds E: barkeep sta EP:  small wounds >
 A Kobold snaps into visibility.
A Kobold's slash strikes you hard.
A Kobold's powerful pierce seriously wounds you.
A Kobold's impressive pierce strikes you very hard.
The granite dagger 'BloodFeast' emits a blood curdling sCrEaM!!!
You feel the lifeforce being drained from your limbs!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You tuck in your arms, roll away from a Kobold's blow, then leap to your feet!
A Kobold's slash hits you.
You feel your pulse begin to slow and you realize you are mortally wounded...