The death of [46 Scourge] Ques -*Clan DemonRage*- (Drow Elf)

in On a Sandy Walkway

from the perspective of [46 Scourge] Ques -*Clan DemonRage*- (Drow Elf)

<worn as a badge>    a celestial ribbon (magic) [87%]
<worn on head>       the royal crown of Aravne [superior] (magic)
<worn on eyes>       the severed eyes of a demon (magic)
<worn on face>       a translucent crystal hemisphere [superior] (magic) (glowing) [85%]
<worn around neck>   a spectral holy symbol of Berronar Truesilver
<worn on body>       a suit of flame-wreathed platemail [superior]
<worn about body>    a dark-green bodycloak (magic) [66%]
<worn as quiver>     a pantherhide quiver [superior] (magic) (glowing)
<worn about waist>   a belt of skulls (magic)
<worn on belt buckle>lucky alchemist sack
<worn on arms>       the sleeves of the swamp troll [poor]
<held as shield>     the shield of Hope
<worn around wrist>  the neck-charm of Savannah of Broken Trusts [superior]
<worn around wrist>  a bracelet of influence (magic)
<worn on hands>      the woven gloves of the harvest (magic) [61%]
<worn on finger>     a ring called 'Soulcatcher'
<worn on finger>     a ring called 'Soulcatcher' (invis)
<held>               the orb of elemental fire (magic) (glowing)[168h 17m 30s]
<worn on legs>       some mantis leggings
<worn on feet>       the winged boots of angelic movement (magic) [87%]

You receive your share of experience.
A look of horror and a silent scream are a grey elf child's last actions in this world.

< 592h/609H 270v/270V Pos: standing >
A Sandy Walkway
   Most of those walking along the walkway at this point stay as far from the
door to the east as possible as duergars live there, and no one seems to have
any trust for them at all.  One of the withered trees grows here and it looks
like faint outlines of footholds have been carved into the tree.  If any were
there, they are gone, and it does not look like anyone has tried to carve any
more in there.
Obvious exits: -North -East # -South
A dwarf child runs past.
A male centaur trots along the walkway.
A centaur child trots past.
A githyanki child stares at those who pass with unnerving intensity.(Red Aura)
An orc child runs past screaming.(Red Aura)
A human child wanders around humming.
A duergar male lurks in the shadows.(Red Aura)

< 592h/609H 269v/270V Pos: standing >
A Sandy Walkway
   Loud roars, growls and chitters can be heard at this corner of the walkway
as ogres live in the hut to the east, minotaurs live in the hut to the south,
and thri-kreens live in the hut to the southeast.  The scents mingled in this
area are very rank indeed as they usually do not go well together.  Tiny bits
of bone are scattered by the entrance to the thri-kreen's hut as they attempt
to attract small creatures upon which to feed.
Obvious exits: -North -East # -South# -West  -Southeast#
A gnome female strolls past.

< 592h/609H 268v/270V Pos: standing >
The door seems to be closed.

< 592h/609H 268v/270V Pos: standing >
You draw a 9th circle of energy from your surroundings.
Your consumption of nature's energy is complete.

< 592h/609H 270v/270V Pos: standing >
Ok.

< 592h/609H 270v/270V Pos: standing >
A Stone Hut
   Shelves set high along the wall serve as tables as well as places to store
things for the minotaurs that live here.  The firepit contains a bubbling pot
of meaty stew, sending a delicious aroma throughout the hut.  Soft straw lies
on the floor, padding the hard surface with something that can also be eaten.
A set of shelves set on the back wall contain what few clothing items need to
be used by the minotaurs while living in the town.
Obvious exits: -North
A male minotaur saunters along the walkway.(Red Aura)
A female minotaur strides along the walkway.(Red Aura)
A minotaur child charges along the walkway.(Red Aura)

< 592h/609H 269v/270V Pos: standing >
Riiight, you'd get run over by a cart, or knifed in your sleep!  Go to an Inn!

< 593h/609H 269v/270V Pos: standing >
A Stone Hut
Obvious exits: -North
A male minotaur saunters along the walkway.(Red Aura)
A female minotaur strides along the walkway.(Red Aura)
A minotaur child charges along the walkway.(Red Aura)

< 593h/609H 269v/270V Pos: standing >

< 593h/609H 269v/270V Pos: standing >
A Sandy Walkway
   Loud roars, growls and chitters can be heard at this corner of the walkway
as ogres live in the hut to the east, minotaurs live in the hut to the south,
and thri-kreens live in the hut to the southeast.  The scents mingled in this
area are very rank indeed as they usually do not go well together.  Tiny bits
of bone are scattered by the entrance to the thri-kreen's hut as they attempt
to attract small creatures upon which to feed.
Obvious exits: -North -East # -South -West  -Southeast#
A githyanki child stares at those who pass with unnerving intensity.(Red Aura)
A male goblin wanders through the area.(Red Aura)
A gnome female strolls past.

< 593h/609H 268v/270V Pos: standing >
A Sandy Walkway
   The hut to the south is where the trolls live, which is why a small amount
of mud has slid out onto the walkway.  It doesn't stay there long as the very
dry sand sucks all the moisture out of it, turning it into dry dirt that just
blows away.  Strips of dried skin festoon the withered tree that grows beside
the hut as the trolls display their prowess in battle.
Obvious exits: -East  -South# -West 
A grey elf woman looks down as she walks along the walkway.
A small gnome child runs past.

< 593h/609H 267v/270V Pos: standing >
A Sandy Walkway
   To the north is the home of Merding, the sorcerer teacher.  To the west is
the clothier shop, where the snooty drow can be heard ordering his underlings
around.  It is noisy along this stretch of the walkway as it goes deeper into
the area where the denizens of the town live.  More children run past as they
dart out of their homes and off to play.
Obvious exits: -North# -East  -South -West #
A human woman walks past, searching for her child.(Red Aura)

< 593h/609H 266v/270V Pos: standing >
A Sandy Walkway
   The walkway continues between shops and huts where the people of the town
live.  Different scents from the different preferred foods mingle as a small
breeze wafts through the area.  Withered trees grow along the walkway, their
branches intertwining high in the air to create a protective canopy to block
out the harsh sunshine.  Children chasing the withered birds get yanked back
by their parents who scold the children for bothering the creatures.
Obvious exits: -North -West 
A duergar child runs past, clutching something.(Red Aura)

< 593h/609H 269v/270V Pos: standing >
Alas, you cannot go that way. . . .

< 594h/609H 269v/270V Pos: standing >
A Sandy Walkway by the Gates
   To the north, the side of a building blocks the way, but the sandy walkway
goes around it, both to the east and the west.  To the south, tall gates made
from a black stone offer the only way through the thick walls surrounding and
protecting this place.  A wide variety of races of people are on the walkway,
but they all seem to tolerate those that live here.
Obvious exits: -East  -South# -West 
A grey elf child runs along the walkway.

< 594h/609H 268v/270V Pos: standing >
The gates seems to be closed.

< 594h/609H 268v/270V Pos: standing >
A grey elf child suddenly attacks YOU!

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 An annoying do-gooder enters from the west.

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 
< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 You start chanting...

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 
< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 Casting: horrid wilting 

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 You complete your spell...
A grey elf child seems to be blinded!
Your spell flows around a grey elf child, leaving it unharmed!

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 An aggravating do-gooder enters from the west.

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 A grey elf child attacks you. [0 Hits]

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP: excellent >
 [Damage:  2 ] [Damage:  2 ] [Damage:  2 ] You attack a grey elf child. [3 Hits]

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP:  small wounds >
 You start chanting...
You drain power from nature, hastening your incantation.

< 594h/609H 269v/270V Pos: standing >
< T: Ques TP: sta TC:few scratches E: grey sta EP:  small wounds >
 You complete your spell...
[Damage: 39 ] A grey elf child begins to dry and wilt.
A grey elf child is dead! R.I.P.
You receive your share of experience.
The unmistakable scent of fresh blood can be smelled as a grey elf child dies in agony.

< 594h/609H 269v/270V Pos: standing >
A Sandy Walkway by the Gates
Obvious exits: -East  -South# -West 
A few drops of fresh blood are scattered around the area.
The corpse of a grey elf child is lying here.
An aggravating do-gooder struts his tiny tush down the walkway.
An annoying do-gooder dashes about the town.

< 594h/609H 270v/270V Pos: standing >
You draw a 9th circle of energy from your surroundings.

< 594h/609H 270v/270V Pos: standing >
A human male enters from the west.

< 594h/609H 270v/270V Pos: standing >
The gates seems to be closed.

< 595h/609H 270v/270V Pos: standing >
You draw a 9th circle of energy from your surroundings.
Your consumption of nature's energy is complete.

< 595h/609H 270v/270V Pos: standing >
Ok.

< 595h/609H 270v/270V Pos: standing >
Standing Before Huge Gates
   Thick granite gates block access to the Dark Keep to the north while to the
south the walkway leads back out away from the Keep.  Plants that appear to be
withered and dead have been grown to form a high canopy over the walkway.  All
of the accursed sunlight is blocked by this thick growth, though rustling that
comes from the plants can be a bit unnerving.
Obvious exits: -North -South
A desert squirrel darts along the walkway.
A desert squirrel darts along the walkway.
A jittery thri-kreen watches around the gates.(Red Aura)
A bored troll stands at the gate, picking his nose as he watches people pass.(Red Aura)
An ogre stands at the gate, snarling at all that pass.(Red Aura)
A proud barbarian woman stands at the gate.(Red Aura)

< 595h/609H 269v/270V Pos: standing >
On a Sandy Walkway
   To the north, the sandy walkway continues toward the Dark Keep while to the
west it leads away from the area. The sand that covers the ground is the color
of dried blood.  Tracks from small animals cross the walkway, going from bases
of plants that seem withered and dead on one side of the walkway to the other.
These plants have been cultivated to create a high canopy which blocks out all
of the accursed sunshine from this place.
Obvious exits: -North -East 

< 595h/609H 267v/270V Pos: standing >
You start setting up camp...

< 595h/609H 268v/270V Pos: standing >

< 596h/609H 270v/270V Pos: standing >

< 596h/609H 270v/270V Pos: standing >
Experience till level: -24293780

< 596h/609H 270v/270V Pos: standing >

< 596h/609H 270v/270V Pos: standing >
You are using:
<worn as a badge>    a celestial ribbon (magic) [87%]
<worn on head>       the royal crown of Aravne [superior] (magic)
<worn on eyes>       the severed eyes of a demon (magic)
<worn on face>       a translucent crystal hemisphere [superior] (magic) (glowing) [85%]
<worn around neck>   a spectral holy symbol of Berronar Truesilver
<worn around neck>   a psionicist locket of power [superior] (magic) (glowing)
<worn on body>       a suit of flame-wreathed platemail [superior]
<worn about body>    a dark-green bodycloak (magic) [66%]
<worn as quiver>     a pantherhide quiver [superior] (magic) (glowing)
<worn about waist>   a belt of skulls (magic)
<worn on belt buckle>lucky alchemist sack
<worn on arms>       the sleeves of the swamp troll [poor]
<held as shield>     the shield of Hope
<worn around wrist>  the neck-charm of Savannah of Broken Trusts [superior]
<worn around wrist>  a bracelet of influence (magic)
<worn on hands>      the woven gloves of the harvest (magic) [61%]
<worn on finger>     a ring called 'Soulcatcher'
<worn on finger>     a ring called 'Soulcatcher' (invis)
<held>               the orb of elemental fire (magic) (glowing)[168h 32m 11s]
<worn on legs>       some mantis leggings
<worn on feet>       the winged boots of angelic movement (magic) [87%]

< 596h/609H 270v/270V Pos: standing >

< 597h/609H 270v/270V Pos: standing >
A dung beetle enters from the east.

< 597h/609H 270v/270V Pos: standing >

< 598h/609H 270v/270V Pos: standing >
Autosaving...

< 600h/609H 270v/270V Pos: standing >

< 601h/609H 270v/270V Pos: standing >

< 601h/609H 270v/270V Pos: standing >

< 601h/609H 270v/270V Pos: standing >
A dung beetle enters from the east.

< 602h/609H 270v/270V Pos: standing >

< 602h/609H 270v/270V Pos: standing >
You feel less determined to go on with life.

< 603h/609H 270v/270V Pos: standing >
Hint: Different equipment will give you different bonuses. After wearing a new piece of equipment, type 'attribute' to see if there are any differences.

< 603h/609H 270v/270V Pos: standing >

< 603h/609H 270v/270V Pos: standing >

< 603h/609H 270v/270V Pos: standing >

< 604h/609H 270v/270V Pos: standing >
A desert squirrel enters from the north.

< 604h/609H 270v/270V Pos: standing >

< 606h/609H 270v/270V Pos: standing >
A dung beetle enters from the east.

< 606h/609H 270v/270V Pos: standing >

< 606h/609H 270v/270V Pos: standing >
A dung beetle leaves north.

< 608h/609H 270v/270V Pos: standing >

< 608h/609H 270v/270V Pos: standing >

< 608h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A sand viper enters from the east.

< 609h/609H 270v/270V Pos: standing >
A sand viper suddenly attacks YOU!

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP: excellent >
 A desert squirrel leaves north.

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP: excellent >
 
< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP: excellent >
 [Damage:  2 ] You attack a sand viper. [1 Hits]
A sand viper attacks you. [0 Hits]

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP:  small wounds >
 So much for that camping effort.

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP:  small wounds >
 A desert squirrel enters from the north.

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP:  small wounds >
 
< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP:  small wounds >
 [Damage:  2 ] [Damage:  2 ] You attack a sand viper. [2 Hits]
A sand viper attacks you. [0 Hits]

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP:  nasty wounds >
 [Damage:  2 ] You attack a sand viper. [1 Hits]
A sand viper attacks you. [0 Hits]

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP: pretty hurt >
 
< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP: pretty hurt >
 [Damage:  2 ] A sand viper is stunned!
[Damage:  2 ] You attack a sand viper. [2 Hits]
A sand viper attacks you. [0 Hits]

< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP:  bleeding, close to death >
 
< 609h/609H 270v/270V Pos: standing >
< T: Ques TP: sta TC:excellent E: viper sta EP:  bleeding, close to death >
 [Damage:  2 ] A sand viper is incapacitated and will slowly die, if not aided.
You attack a sand viper. [1 Hits]

< 609h/609H 270v/270V Pos: standing >
A dung beetle leaves north.

< 609h/609H 270v/270V Pos: standing >
An annoying do-gooder enters from the north.

< 609h/609H 270v/270V Pos: standing >
Hint: Be sure to check your innate abilities. These can help you win the fight. Just type 'innate' to see a list.  You can see all innates with 'innate list' and who has a particular innate with 'innate list <innate>'.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
An annoying do-gooder leaves north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A desert squirrel enters from the north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A dung beetle enters from the north.

< 609h/609H 270v/270V Pos: standing >
A desert squirrel leaves east.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A desert squirrel leaves north.

< 609h/609H 270v/270V Pos: standing >
The mist creeps away, revealing much of the world to you.
You no longer feel the call of the gods.

< 609h/609H 270v/270V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A dung beetle leaves north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A desert squirrel enters from the north.

< 609h/609H 270v/270V Pos: standing >
A desert squirrel enters from the east.

< 609h/609H 270v/270V Pos: standing >
A desert squirrel leaves east.

< 609h/609H 270v/270V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A desert squirrel leaves north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
An annoying do-gooder enters from the north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
The taste of blood slowly fades from your body.

< 609h/609H 270v/270V Pos: standing >
Hint: Most commands have help files.  Type 'help (command)' to learn how to use game commands.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A desert squirrel enters from the east.

< 609h/609H 270v/270V Pos: standing >
A dung beetle enters from the north.

< 609h/609H 270v/270V Pos: standing >
A dung beetle leaves east.

< 609h/609H 270v/270V Pos: standing >
A desert squirrel enters from the east.

< 609h/609H 270v/270V Pos: standing >
A dung beetle leaves east.

< 609h/609H 270v/270V Pos: standing >
An annoying do-gooder leaves north.

< 609h/609H 270v/270V Pos: standing >
A dung beetle enters from the north.

< 609h/609H 270v/270V Pos: standing >
A desert squirrel leaves north.

< 609h/609H 270v/270V Pos: standing >
An annoying do-gooder enters from the north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A desert squirrel leaves east.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A dung beetle leaves east.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
An annoying do-gooder leaves east.

< 609h/609H 270v/270V Pos: standing >
A dung beetle enters from the east.

< 609h/609H 270v/270V Pos: standing >
A dung beetle enters from the east.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
Autosaving...
A dung beetle leaves north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
A desert squirrel enters from the north.

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >

< 609h/609H 270v/270V Pos: standing >
Faluzure's blessing fades.
The energy ceases to flow.

< 448h/448H 224v/224V Pos: standing >
Hint: Experiment with different social commands. Some are useful in actual game play. Example: 'beckon' asks someone to follow and consent to you, or 'moving' announces that you are moving ahead.

< 448h/448H 224v/224V Pos: standing >
A dung beetle leaves north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle enters from the north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle leaves east.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle enters from the north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle enters from the east.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle leaves north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle enters from the north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle leaves north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A sand viper is dead! R.I.P.
You feel a carnal satisfaction as a sand viper's gurgling and choking signals its demise.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle leaves east.

< 448h/448H 224v/224V Pos: standing >
A dung beetle enters from the north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A desert squirrel enters from the north.

< 448h/448H 224v/224V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel enters from the east.

< 448h/448H 224v/224V Pos: standing >
A dung beetle leaves north.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves east.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel enters from the east.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves east.

< 448h/448H 224v/224V Pos: standing >
The sun rises over the northern horizon.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
An annoying do-gooder enters from the east.

< 448h/448H 224v/224V Pos: standing >
Hint: What to change what your prompt shows you?  Try the 'display' command.  You can 'display all' to set things back to default too.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
The day has begun.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel enters from the north.

< 448h/448H 224v/224V Pos: standing >
An annoying do-gooder leaves north.

< 448h/448H 224v/224V Pos: standing >
Autosaving...

< 448h/448H 224v/224V Pos: standing >
A dung beetle enters from the north.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves north.

< 448h/448H 224v/224V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A desert squirrel enters from the north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water. 

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves east.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A desert squirrel enters from the north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
An annoying do-gooder enters from the north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves east.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A Grey Elf enters from the east.

< 448h/448H 224v/224V Pos: standing >
A Grey Elf leaves north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
An annoying do-gooder leaves north.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A dung beetle leaves north.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel enters from the east.

< 448h/448H 224v/224V Pos: standing >

< 448h/448H 224v/224V Pos: standing >
A Grey Elf enters from the north.

< 448h/448H 224v/224V Pos: standing >
A Grey Elf leaves east.

< 448h/448H 224v/224V Pos: standing >
A desert squirrel leaves east.

< 448h/448H 224v/224V Pos: standing >
A Grey Elf enters from the east.

< 448h/448H 224v/224V Pos: standing >
A Grey Elf starts casting an offensive spell.

< 448h/448H 224v/224V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 448h/448H 224v/224V Pos: standing >
A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Grey Elf points at you.
Your soul is engulfed by unbearable pain as a Grey Elf finishes incanting his spell.
OUCH!  That really did HURT!

< 373h/448H 224v/224V Pos: standing >
<A Grey Elf starts casting an offensive spell.

< 373h/448H 224v/224V Pos: standing >
<A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Grey Elf points at you.
You resist the effects of a Grey Elf's spell!

< 373h/448H 224v/224V Pos: standing >
<A Grey Elf starts casting an offensive spell.

< 373h/448H 224v/224V Pos: standing >
<You attack a Grey Elf. [0 Hits]

< 373h/448H 224v/224V Pos: standing >
<A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Grey Elf points at you.
Your soul is engulfed by unbearable pain as a Grey Elf finishes incanting his spell.
OUCH!  That really did HURT!

< 296h/448H 224v/224V Pos: standing >
<A Grey Elf starts casting an offensive spell.

< 296h/448H 224v/224V Pos: standing >
<A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Grey Elf points at you.
Your soul is engulfed by unbearable pain as a Grey Elf finishes incanting his spell.
OUCH!  That really did HURT!

< 220h/448H 224v/224V Pos: standing >
<You attack a Grey Elf. [0 Hits]

< 220h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: nasty wounds E: A Grey Elf sta EP: few scratches >
 A Grey Elf starts casting an offensive spell.

< 220h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: nasty wounds E: A Grey Elf sta EP: few scratches >
 An annoying do-gooder enters from the north.
A desert squirrel enters from the east.

< 220h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: nasty wounds E: A Grey Elf sta EP: few scratches >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Grey Elf points at you.
Your soul is engulfed by unbearable pain as a Grey Elf finishes incanting his spell.
OUCH!  That really did HURT!

< 143h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: nasty wounds E: A Grey Elf sta EP: few scratches >
 A Grey Elf starts casting an offensive spell.

< 143h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: nasty wounds E: A Grey Elf sta EP: few scratches >
 
< 143h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: nasty wounds E: A Grey Elf sta EP: few scratches >
 You attack a Grey Elf. [0 Hits]

< 143h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: nasty wounds E: A Grey Elf sta EP: few scratches >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'abrauztg gpahhzfuio uqzbarr'
A Grey Elf points at you.
You reel in pain as a Grey Elf's iceball shatters upon impacting you.
YIKES!  Another hit like that, and you've had it!!

< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 A Grey Elf starts casting an offensive spell.

< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'abrauztg gpahhzfuio uqzbarr'
A Grey Elf points at you.
You resist the effects of a Grey Elf's spell!

< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 You attack a Grey Elf. [0 Hits]

< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 
< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 An annoying do-gooder stands to the side, evaluating the fray.
An annoying do-gooder leaves north.

< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 A desert squirrel leaves north.

< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 A Grey Elf starts casting an offensive spell.

< 67h/448H 224v/224V Pos: standing >
< T: Ques TP: sta TC: awful E: A Grey Elf sta EP: few scratches >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'abrauztg gpahhzfuio uqzbarr'
A Grey Elf points at you.
You reel in pain as a Grey Elf's iceball shatters upon impacting you.
Your psionicist locket of power [superior] freezes and shatters into million pieces from the intense cold!