<held> a fire-imbued totem of Kossuth (magic)
Alas, you cannot go that way. . . .
< 282h/282H 27v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 27v/167V Pos: standing >
Ok.
< 282h/282H 28v/167V Pos: standing >
Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.(Gold Aura)
< 282h/282H 27v/167V Pos: standing >
Score information for Alli
Level: 50 Race: Gnome Class: Shaman / Spiritualist Sex: Female
Hit points: 282(282) Moves: 28(167)
Coins carried: 0 platinum 0 gold 1 silver 7 copper
Coins in bank: 31881 platinum 888 gold 0 silver 0 copper
Playing time: 1 days / 12 hours/ 52 minutes
Received data: 0.2329 MB this session.
Send data: 0.0178 MB this session.
Compression ratio: 83%
Title: Allah The Empire
Status: Standing.
Epic points(total): 49411(49411) Current task: find runestone of The Prisons of Carthapia
Epic Bonus: Epic Points Bonus (60.00%)
Frags: -0.17 Deaths: 10
Detecting: Evil Good Magic Heat
Protected from: Fire
Protected by: Spirit Ward
Enchantments: Ultravision Farsee Fly
Bartender Quests Remaining: 20
Combat Pulse: 14 Spell Pulse: 0.60
Leaderboard Points: 635
Active Spells:
--------------
pantherspeed (50 minutes)
ravenflight (49 minutes)
spirit sight (52 minutes)
well-rested bonus (68 minutes)
< 282h/282H 28v/167V Pos: standing >
Your account contains:
27881 platinum, 888 gold, 0 silver, 0 copper coins.
< 282h/282H 32v/167V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
Oops, trying to juggle too many loose coins, you drop a few.
< 282h/282H 32v/167V Pos: standing >
You get a small pile of coins.
There were: 33 platinum coins.
< 282h/282H 33v/167V Pos: standing >
You are not using it.
< 282h/282H 33v/167V Pos: standing >
Ok.
You put 4000 platinum, 0 gold, 1 silver, and 7 copper coins into a large leather backpack.
< 282h/282H 33v/167V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.
< 282h/282H 33v/167V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A stray tomcat is darting after rodents, here.
A stray tomcat is darting after rodents, here.
< 282h/282H 32v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 32v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 33v/167V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -South -West
A young man in leather armor seems to be patrolling the walls.
< 282h/282H 32v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 33v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 33v/167V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. A large arch
to the north leads to the path of the Holy Warrior. The road continues to the
west and to the east.
Obvious exits: -North -East -West
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
< 282h/282H 32v/167V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
east, while to the west it intersects with Keats street. To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
< 282h/282H 32v/167V Pos: standing >
The Northern Keats Intersection
This enclosed intersection is where the northern wall road meets with Keats
street. The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road. The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds. Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
A young man in leather armor seems to be patrolling the walls.
< 282h/282H 31v/167V Pos: standing >
The Northern Wall Road
The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West
< 282h/282H 30v/167V Pos: standing >
Road Beneath the Northern Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates. The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
< 282h/282H 29v/167V Pos: standing >
Inside the Northern Gates
Two huge ironbound gates guard the northern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Keats Road leads away
to the south into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the west and to the east.
This area seems to be devoid of magic!
Obvious exits: -North -South
A stray tomcat is darting after rodents, here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 282h/282H 29v/167V Pos: standing >
Outside the Northern Gates
Two huge ironbound gates mark the northern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 282h/282H 28v/167V Pos: standing >
The Road Leadings Away From Tharnadia
This road leads away from Tharnadia, toward the lands north. This
section of earth is lower than the areas flanking the Tharnadian
countryside, the result of an earthquake many centuries ago. Green
grasses flank the road, and a some forest and plains opens to the
east and west. The road continues south toward the city gates, and
north towards the open road.
Obvious exits: -North -South
< 282h/282H 27v/167V Pos: standing >
The Road Leading Away From Tharnadia
This road leads away from Tharnadia, toward the lands north. This
section of earth is lower than the areas flanking the Tharnadian
countryside, the result of an earthquake many centuries ago. Green
grasses flank the road, and a some forest and plains opens to the
east and west. The road continues south toward the city gates, and
north towards the open road.
Obvious exits: -North -South
< 282h/282H 26v/167V Pos: standing >
The Road Leadings Away From Tharnadia
This road leads away from Tharnadia, toward the lands north. This
section of earth is lower than the areas flanking the Tharnadian
countryside, the result of an earthquake many centuries ago. Green
grasses flank the road, and a some forest and plains opens to the
east and west. The road continues south toward the city gates, and
north towards the open road.
Obvious exits: -North -South
< 282h/282H 25v/167V Pos: standing >
Outside the Northern Gates
Two huge ironbound gates mark the northern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 282h/282H 23v/167V Pos: standing >
Inside the Northern Gates
Two huge ironbound gates guard the northern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Keats Road leads away
to the south into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the west and to the east.
This area seems to be devoid of magic!
Obvious exits: -North -South
A stray tomcat is darting after rodents, here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 282h/282H 23v/167V Pos: standing >
Road Beneath the Northern Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates. The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
< 282h/282H 22v/167V Pos: standing >
A Bend in the Wall Road
The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick. When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues both
east and north. A building, to the west, proudly bears the words Kylara's Pet
Shoppe in its front window. You can vaguely make out the shapes of animals
through the dirty glass.
Obvious exits: -North -East -West #
The corpse of a Gnome is lying here.
< 282h/282H 22v/167V Pos: standing >
The glass seems to be closed.
< 282h/282H 23v/167V Pos: standing >
The glass seems to be closed.
< 282h/282H 23v/167V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues both
to the north and to the south.
Obvious exits: -North -South
A stray tomcat is darting after rodents, here.
< 282h/282H 23v/167V Pos: standing >
A Bend in the Wall Road
The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick. When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues both
to the west and to the south.
Obvious exits: -South -West
A large wandering dog is here, growling at you.
< 282h/282H 22v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 22v/167V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues both
to the north and to the east. To the south, a small home overlooks the road,
a lone voyuer peering at a lustful wall.
Obvious exits: -North -East -South
< 282h/282H 22v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 22v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 22v/167V Pos: standing >
A Bend in the Wall Road
The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick. When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues both
to the west and to the south.
Obvious exits: -South -West
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
< 282h/282H 22v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 23v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 282h/282H 23v/167V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues to
the east, while to the west it turns south.
Obvious exits: -East -West
A tough looking mercenary is standing here, strutting proudly.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
< 282h/282H 22v/167V Pos: standing >
The Northern Wall Road
The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick. When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues both
east and west. The Tharnadian Jail stands to the south.
Obvious exits: -East -South -West
A young man in leather armor seems to be patrolling the area.
< 282h/282H 22v/167V Pos: standing >
The Jail Lobby
This large chamber has a steel grate, set in the ceiling, obviously through
which Tharnadia's hardened criminals are housed. Leading up to the cell, a
stone staircase climbs up the south wall. There is a wooden desk here, a small
bench sitting behind it. Posted next to the desk, a tally sheet lists the
inmates, and how long they must remain prisoners. The Tharnadian Courthouse
is through a doorway to the east.
Obvious exits: -North -East -West -Up #
A crafting recipe lies here collecting dust.
A tally sheet can be seen tacked to the wall, just outside the cell.
A jailor is posted here, keeping a watch over the jail house.(Gold Aura)
< 282h/282H 22v/167V Pos: standing >
The Recruitment Center
This is the recruitment center of Tharnadia, where a number of soldiers can be
hired out for their services. The room itself is fairly barren, with only a large
box for one to drop their money into built into the center of the room. The box also
has a list on it of the current mercenaries available to hire. The jail lobby lies
to the east.
Obvious exits: -East
[100] The corpse of a young soldier of fortune is lying here.
[2] A crafting recipe lies here collecting dust.
A deposit box with a list of the local hirelings is here.
< 282h/282H 21v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 23v/167V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>
<worn on head>
<worn on eyes>
<worn in ear>
<worn in ear>
<worn on face>
<worn around neck>
<worn around neck>
<worn on body>
<worn about body>
<worn on back>
<worn as quiver>
<worn about waist>
<worn on belt buckle>
<attached to belt>
<attached to belt>
<worn on arms>
<held as shield>
<worn around wrist>
<worn around wrist>
<worn on hands>
<worn on finger>
<worn on finger>
<primary weapon>
<held> a fire-imbued totem of Kossuth (magic)
<worn on legs>
<worn on feet>
< 282h/282H 23v/167V Pos: standing >
You are carrying: (1/11)
a large leather backpack
< 282h/282H 25v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 26v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
You get a pile of coins from your large leather backpack.
There were: 4000 platinum coins, 1 silver coin, 7 copper coins.
< 282h/282H 29v/167V Pos: standing >
Available hirelings are:
[1] a young soldier of fortun for 6 platinum, and 4 gold.
[2] a young mercenary for 48 platinum.
[3] an experienced tracker for 132 platinum.
[4] a veteran soldier for 256 platinum.
[5] an elite mercenary for 600 platinum.
< 282h/282H 31v/167V Pos: standing >
A young soldier of fortune starts following you.
May you enjoy your pet.
< 282h/282H 35v/167V Pos: standing >
You start chanting...
< 282h/282H 36v/167V Pos: standing >
Casting: scalding blast
< 282h/282H 37v/167V Pos: standing >
You complete your spell...
You point at a young soldier of fortune.
A young soldier of fortune stops following you.
A young soldier of fortune suddenly attacks YOU!
A young soldier of fortune misses you.
[Damage: 37 ] -=[A scalding column of acid flies from your outstretched arms, melting flesh off of a young soldier of fortune.]=-
A young soldier of fortune is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 2475.
You have completed boon # 2475.
Your bank receives a deposit of 100 platinum.
You have killed 1 of 1 Human(s) for boon # 2491.
You have completed boon # 2491.
Your guild gained prestige!
You have gained 40 epic points.
You have killed 1 of 1 Human(s) for boon # 2494.
The unmistakable scent of fresh blood can be smelled as a young soldier of fortune dies in agony.
< 282h/282H 37v/167V Pos: standing >
A young soldier of fortune starts following you.
May you enjoy your pet.
< 282h/282H 39v/167V Pos: standing >
You start chanting...
< 282h/282H 39v/167V Pos: standing >
Casting: scalding blast
< 282h/282H 42v/167V Pos: standing >
You complete your spell...
You point at a young soldier of fortune.
A young soldier of fortune stops following you.
You are knocked to the ground by a young soldier of fortune's mighty bash!
[Damage: 37 ] -=[A scalding column of acid flies from your outstretched arms, melting flesh off of a young soldier of fortune.]=-
A young soldier of fortune is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 2475.
You have completed boon # 2475.
Your bank receives a deposit of 100 platinum.
You have killed 1 of 1 Human(s) for boon # 2491.
You have completed boon # 2491.
Your guild gained prestige!
You have gained 40 epic points.
You have killed 1 of 1 Human(s) for boon # 2494.
A look of horror and a silent scream are a young soldier of fortune's last actions in this world.
< 280h/282H 42v/167V Pos: sitting >
A young soldier of fortune starts following you.
May you enjoy your pet.
< 281h/282H 53v/167V Pos: sitting >
You can't do this sitting!
< 281h/282H 54v/167V Pos: sitting >
A young soldier of fortune starts following you.
May you enjoy your pet.
< 281h/282H 54v/167V Pos: sitting >
You can't do this sitting!
< 281h/282H 54v/167V Pos: sitting >
You may only have 2 pets
< 281h/282H 55v/167V Pos: sitting >
You can't do this sitting!
< 281h/282H 55v/167V Pos: sitting >
You may only have 2 pets
< 282h/282H 55v/167V Pos: sitting >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
You can't do this sitting!
< 282h/282H 56v/167V Pos: sitting >
You wiggle to find the most comfortable position.
< 282h/282H 56v/167V Pos: sitting >
You have memorized the following spells:
(10th circle) 3 - restoration
1 - etherportal
( 9th circle) 4 - arieks shattering iceball
( 8th circle) 1 - scathing wind
2 - spirit jump
2 - tormenting spirits
( 7th circle) 6 - greater soul disturbance
( 6th circle) 2 - wellness
4 - greater mending
( 5th circle) 8 - molten spray
( 4th circle) 4 - mending
4 - soul disturbance
( 3rd circle) 4 - scalding blast
1 - purify spirit
1 - cold ward
1 - fire ward
( 2nd circle) 10 - lesser mending
( 1st circle) 7 - ice missile
3 - spirit armor
1 - transfer wellness
And you are currently memorizing the following spells:
4 seconds: ( 6th) spirit sight
10 seconds: ( 9th) greater ravenflight
14 seconds: ( 4th) pantherspeed
17 seconds: ( 3rd) scalding blast
20 seconds: ( 3rd) scalding blast
You can memorize no more spells.
You continue your study.
< 282h/282H 56v/167V Pos: sitting >
You start meditating...
< 282h/282H 57v/167V Pos: sitting >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
You have finished memorizing spirit sight.
< 282h/282H 64v/167V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your meditative trance.
< 282h/282H 70v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 72v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 75v/167V Pos: standing >
You sit down and relax.
< 282h/282H 76v/167V Pos: sitting >
You have memorized the following spells:
(10th circle) 3 - restoration
1 - etherportal
( 9th circle) 4 - arieks shattering iceball
( 8th circle) 1 - scathing wind
2 - spirit jump
2 - tormenting spirits
( 7th circle) 6 - greater soul disturbance
( 6th circle) 1 - spirit sight
2 - wellness
4 - greater mending
( 5th circle) 8 - molten spray
( 4th circle) 4 - mending
4 - soul disturbance
( 3rd circle) 4 - scalding blast
1 - purify spirit
1 - cold ward
1 - fire ward
( 2nd circle) 10 - lesser mending
( 1st circle) 7 - ice missile
3 - spirit armor
1 - transfer wellness
And you are currently memorizing the following spells:
5 seconds: ( 9th) greater ravenflight
9 seconds: ( 4th) pantherspeed
12 seconds: ( 3rd) scalding blast
16 seconds: ( 3rd) scalding blast
You can memorize no more spells.
You continue your study.
< 282h/282H 76v/167V Pos: sitting >
You start meditating...
< 282h/282H 77v/167V Pos: sitting >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 81v/167V Pos: sitting >
You have finished memorizing greater ravenflight.
< 282h/282H 85v/167V Pos: sitting >
You have finished memorizing pantherspeed.
< 282h/282H 91v/167V Pos: sitting >
You have finished memorizing scalding blast.
< 282h/282H 95v/167V Pos: sitting >
You have finished memorizing scalding blast.
You snap out of your meditative trance, memorization complete.
< 282h/282H 100v/167V Pos: sitting >
You clamber to your feet.
< 282h/282H 101v/167V Pos: standing >
But you are a member of no group?!
< 282h/282H 101v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 118v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 121v/167V Pos: standing >
You may only have 2 pets
< 282h/282H 124v/167V Pos: standing >
You start chanting...
< 282h/282H 124v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
< 282h/282H 124v/167V Pos: standing >
Casting: scalding blast
< 282h/282H 125v/167V Pos: standing >
You complete your spell...
You point at a young soldier of fortune.
A young soldier of fortune stops following you.
You dodge a bash from a young soldier of fortune, who loses its balance and falls.
[Damage: 37 ] -=[A scalding column of acid flies from your outstretched arms, melting flesh off of a young soldier of fortune.]=-
A young soldier of fortune is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 2475.
You have completed boon # 2475.
Your bank receives a deposit of 100 platinum.
You have killed 1 of 1 Human(s) for boon # 2491.
You have completed boon # 2491.
Your guild gained prestige!
You have gained 40 epic points.
You have killed 1 of 1 Human(s) for boon # 2494.
The unmistakable scent of fresh blood can be smelled as a young soldier of fortune dies in agony.
< 282h/282H 126v/167V Pos: standing >
A young soldier of fortune starts following you.
May you enjoy your pet.
< 282h/282H 127v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
You start chanting...
< 282h/282H 127v/167V Pos: standing >
Casting: scalding blast
< 282h/282H 129v/167V Pos: standing >
You complete your spell...
You point at a young soldier of fortune.
A young soldier of fortune stops following you.
A young soldier of fortune suddenly attacks YOU!
A young soldier of fortune misses you.
[Damage: 37 ] -=[A scalding column of acid flies from your outstretched arms, melting flesh off of a young soldier of fortune.]=-
A young soldier of fortune is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 2475.
You have completed boon # 2475.
Your bank receives a deposit of 100 platinum.
You have killed 1 of 1 Human(s) for boon # 2491.
You have completed boon # 2491.
Your guild gained prestige!
You have gained 40 epic points.
You have killed 1 of 1 Human(s) for boon # 2494.
You feel the bloodlust in your heart as you hear the death cry of a young soldier of fortune.
< 282h/282H 129v/167V Pos: standing >
The winds of time have reclaimed the corpse of a young soldier of fortune.
The corpse of a young soldier of fortune crumbles to dust and blows away.
A young soldier of fortune starts following you.
May you enjoy your pet.
< 282h/282H 131v/167V Pos: standing >
You start chanting...
< 282h/282H 131v/167V Pos: standing >
Casting: scalding blast
< 282h/282H 132v/167V Pos: standing >
You complete your spell...
You point at a young soldier of fortune.
A young soldier of fortune stops following you.
A young soldier of fortune suddenly attacks YOU!
A young soldier of fortune misses you.
[Damage: 37 ] -=[A scalding column of acid flies from your outstretched arms, melting flesh off of a young soldier of fortune.]=-
A young soldier of fortune is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 2475.
You have completed boon # 2475.
Your bank receives a deposit of 100 platinum.
You have killed 1 of 1 Human(s) for boon # 2491.
You have completed boon # 2491.
Your guild gained prestige!
You have gained 40 epic points.
You have killed 1 of 1 Human(s) for boon # 2494.
A young soldier of fortune's death cry reverberates in your head as it falls to the ground.
< 282h/282H 133v/167V Pos: standing >
A young soldier of fortune starts following you.
May you enjoy your pet.
< 282h/282H 134v/167V Pos: standing >
You start chanting...
< 282h/282H 134v/167V Pos: standing >
Casting: scalding blast
< 282h/282H 136v/167V Pos: standing >
You complete your spell...
You point at a young soldier of fortune.
A young soldier of fortune stops following you.
A young soldier of fortune suddenly attacks YOU!
A young soldier of fortune misses you.
[Damage: 37 ] -=[A scalding column of acid flies from your outstretched arms, melting flesh off of a young soldier of fortune.]=-
A young soldier of fortune is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 2475.
You have completed boon # 2475.
Your bank receives a deposit of 100 platinum.
You have killed 1 of 1 Human(s) for boon # 2491.
You have completed boon # 2491.
Your guild gained prestige!
You have gained 40 epic points.
You have killed 1 of 1 Human(s) for boon # 2494.
The unmistakable scent of fresh blood can be smelled as a young soldier of fortune dies in agony.
< 282h/282H 136v/167V Pos: standing >
A lich wizard snaps into visibility.
A lich wizard dances an acrobatic maneuver in battle, tripping you.
< 282h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC:excellent E: a lich wizard sta EP: excellent >
-=[A lich wizard's impressive pierce strikes you.]=-
-=[A lich wizard's powerful pierce strikes you hard.]=-
-=[A lich wizard's impressive pierce strikes you.]=-
-=[A lich wizard's pierce strikes you.]=-
-=[A lich wizard's impressive pierce strikes you.]=-
-=[A lich wizard's impressive pierce strikes you.]=-
< 191h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: a lich wizard sta EP: excellent >
Someone parries your futile lunge at her.
A lich wizard snaps into visibility.
< 191h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: a lich wizard sta EP: excellent >
A lich wizard snaps into visibility.
-=[A lich wizard's pierce strikes you.]=-
-=[A lich wizard's pierce strikes you.]=-
-=[A lich wizard's pierce strikes you hard.]=-
< 149h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: a lich wizard sta EP: excellent >
A young soldier of fortune starts following you.
May you enjoy your pet.
< 149h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: someone sta EP: excellent >
You can't do this sitting!
< 149h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: someone sta EP: excellent >
You may only have 2 pets
< 149h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: someone sta EP: excellent >
You can't do this sitting!
< 149h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: someone sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 149h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: few wounds E: someone sta EP: excellent >
Someone parries your futile lunge at her.
A lich wizard snaps into visibility.
A lich wizard snaps into visibility.
-=[A lich wizard's impressive pierce strikes you hard.]=-
-=[A lich wizard's impressive pierce strikes you hard.]=-
-=[A lich wizard's impressive pierce strikes you hard.]=-
A lich wizard waves his hands and the wind picks up! Hey, it's easier to move!
You suddenly feel incredibly stiff from the blast of cold unleashed by a lich wizard.
-=[A lich wizard's impressive pierce strikes you hard.]=-
You have memorized the following spells:
(10th circle) 3 - restoration
1 - etherportal
( 9th circle) 1 - greater ravenflight
4 - arieks shattering iceball
( 8th circle) 1 - scathing wind
2 - spirit jump
2 - tormenting spirits
( 7th circle) 6 - greater soul disturbance
( 6th circle) 1 - spirit sight
2 - wellness
4 - greater mending
( 5th circle) 8 - molten spray
( 4th circle) 1 - pantherspeed
4 - mending
4 - soul disturbance
( 3rd circle) 2 - scalding blast
1 - purify spirit
1 - cold ward
1 - fire ward
( 2nd circle) 10 - lesser mending
( 1st circle) 7 - ice missile
3 - spirit armor
1 - transfer wellness
And you are currently memorizing the following spells:
3 seconds: ( 3rd) scalding blast
6 seconds: ( 3rd) scalding blast
9 seconds: ( 3rd) scalding blast
13 seconds: ( 3rd) scalding blast
You can memorize no more spells.
< 96h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: nasty wounds E: a lich wizard sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 96h/282H 137v/167V Pos: sitting >
< T: Alli TP: sit TC: nasty wounds E: someone sta EP: excellent >
You scramble madly to your feet!
< 96h/282H 137v/167V Pos: standing >
< T: Alli TP: sta TC: nasty wounds E: someone sta EP: excellent >
You attempt to flee...
The Jail Lobby
This large chamber has a steel grate, set in the ceiling, obviously through
which Tharnadia's hardened criminals are housed. Leading up to the cell, a
stone staircase climbs up the south wall. There is a wooden desk here, a small
bench sitting behind it. Posted next to the desk, a tally sheet lists the
inmates, and how long they must remain prisoners. The Tharnadian Courthouse
is through a doorway to the east.
Obvious exits: -North -East -West -Up #
A crafting recipe lies here collecting dust.
A tally sheet can be seen tacked to the wall, just outside the cell.
A jailor is posted here, keeping a watch over the jail house.(Gold Aura)
Oops, trying to juggle too many loose coins, you drop a few.
A young soldier of fortune enters from the west.
A young soldier of fortune enters from the west.
You flee eastward!
< 96h/282H 115v/167V Pos: standing >
A young soldier of fortune gets a small pile of coins.
A lich necromancer snaps into visibility.
-=[Out of nowhere, a lich necromancer stabs you in the back.]=-