The death of [43 Healer] Icariux Night Raven's Watch (Dwarf)

in The Bank of Kimordril

from the perspective of [43 Healer] Icariux Night Raven's Watch (Dwarf)

<worn as a badge>    a wisp of shimmering faerie light (illuminating)
<worn on head>       a burnt cured leather skullcap from Valley of Crushk
<worn on eyes>       a pair of goggles of faerie sight (magic)
<worn around neck>   the wooden amulet of the ancient tree spirit [superior]
<worn around neck>   the wooden amulet of the ancient tree spirit [superior]
<worn on body>       a boreal cured leather robe from Valley of Crushk
<worn as quiver>     the ancient quiver of Oberon, the elven king (humming)
<worn about waist>   a belt encrusted with black sapphires [superior] (invis) (magic)
<worn on arms>       sleeves smeared with blood
<held as shield>     a boreal clay shield from Valley of Crushk
<worn around wrist>  a bracelet of woven willow leaves [superior] (magic) (illuminating)
<worn around wrist>  a glistening bracelet of wisdom (illuminating)
<worn on hands>      some ashen bark claws from Valley of Crushk
<worn on finger>     a dented ring [poor]
<worn on finger>     a ring of the morning sun
<primary weapon>     a fanged hide stiletto from Valley of Crushk
<worn on legs>       leggings smeared with blood
<worn on feet>       some ghastly bamboo shoes from Valley of Crushk [73%]

Reception Room
   A large desk is here with a large open book atop it for guests to be
recorded in. A long hallway leads into the side of a hill to the north,
lined with doors on each side, leading to different rooms for rent. A
stairway leads to the tavern below.
Obvious exits: -Down 
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A dwarven commoner is here, shopping around the square.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)

< 720h/720H 124v/125V Pos: standing >

< 720h/720H 124v/125V Pos: standing >
You feel invigorated as the spirits of Valley of Crushk bless you.

< 720h/720H 125v/125V Pos: standing >
A dwarven commoner leaves down.

< 740h/740H 125v/125V Pos: standing >
A dwarven commoner enters from below.

< 740h/740H 125v/125V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the 'specialize' command for a list of what's available, and help files for descriptions.

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >
A dwarven commoner leaves down.

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >
You feel less protected.
The world speeds up around you.
You feel less vitalized.

< 568h/568H 125v/125V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 568h/568H 125v/125V Pos: standing >
Saving Icariux.

< 568h/568H 125v/125V Pos: standing >

< 568h/568H 125v/125V Pos: standing >
A dwarven commoner enters from below.

< 568h/568H 125v/125V Pos: standing >
Hint: Killing other players and taking their equipment is completely legal, but so is retribution!  Beware of your victims' allies.

< 568h/568H 125v/125V Pos: standing >
Saving Icariux.

< 568h/568H 125v/125V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 568h/568H 125v/125V Pos: standing >
Autosaving...

< 568h/568H 125v/125V Pos: standing >

< 568h/568H 125v/125V Pos: standing >
The taste of blood slowly fades from your body.
You feel your skin soften and return to normal.

< 568h/568H 125v/125V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.

< 568h/568H 125v/125V Pos: standing >
You feel your skin harden to stone.
The spirits of Valley of Crushk grant you their protection.

< 568h/568H 125v/125V Pos: standing >
Saving Icariux.

< 568h/568H 125v/125V Pos: standing >
An elite guard enters from below.

< 568h/568H 125v/125V Pos: standing >
An elite guard leaves down.

< 568h/568H 125v/125V Pos: standing >
You start chanting...

< 568h/568H 125v/125V Pos: standing >
Casting: vitality *

< 568h/568H 125v/125V Pos: standing >
Casting: vitality 

< 568h/568H 125v/125V Pos: standing >
You complete your spell...
You feel vitalized.

< 568h/568H 125v/125V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to 'stand' if someone knocks you down in battle.

< 740h/740H 125v/125V Pos: standing >
You sit down and relax.

< 740h/740H 125v/125V Pos: sitting >
You have memorized the following spells:
( 9th circle)  1 - plane shift
               1 - resurrect
( 8th circle)  1 - dispel magic
               2 - mass heal
               1 - regeneration
( 7th circle)  5 - full heal
( 6th circle)  1 - curse
               1 - continual light
               4 - healing salve
( 5th circle)  6 - vitality
( 4th circle)  1 - remove curse
               1 - summon
               1 - cure disease
               5 - invigorate
( 3rd circle)  1 - cure blind
               2 - earthquake
               1 - remove poison
               1 - sense life
               4 - cause critical
( 2nd circle)  4 - blindness
               1 - protection from fire
               1 - protection from cold
               4 - cause serious
( 1st circle)  3 - armor
               4 - bless
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
    4 seconds:  ( 9th) word of recall
    8 seconds:  ( 5th) vitality

You can pray 1 1st circle spell(s).
You continue your praying.

< 740h/740H 125v/125V Pos: sitting >
You start meditating...

< 740h/740H 125v/125V Pos: sitting >
You have finished praying for word of recall.

< 740h/740H 125v/125V Pos: sitting >
You have finished praying for vitality.
Your prayers are complete.

< 740h/740H 125v/125V Pos: sitting >
You clamber to your feet.

< 740h/740H 125v/125V Pos: standing >
The Mother Lode
   Small round tables, chairs, barstools and a long bar fill this room. A
huge fireplace is in the northern wall, big enough to hold a good sized log.
Mugs and small kegs are lined up on shelves behind the bar, and not one
trace of dust can be found upon them, suggesting that they get replaced
rather quickly. The walls here are made of stone and have bas reliefs of
dwarves fighting dragons, goblins, orcs and other evil creatures.
Obvious exits: -East  -South -Up   
[2] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[3] A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
[3] A steel dagger has been tossed aside here.
[3] A durable looking footman's flail lies discarded here.
[3] A large black leather whip lies coiled here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A large two-handed sword has been left here.
[3] A large two-handed sword has been left here.
[3] A great flail has been carelessly left here.
[19] A small bandage rests upon the ground here.
[8] A large wooden torch has been discarded here.
[3] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
A mighty board stands here held up by great swords reading 'Flame Board.'
An elite dwarven guard of Kimordril is here.(Gold Aura)
An elite dwarven guard of Kimordril is here.(Gold Aura)
(Q)A brutish bartender serves drinks to his patrons here.(Gold Aura)

< 740h/740H 124v/125V Pos: standing >
Northeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
The corpse of a Mountain Dwarf is lying here.

< 740h/740H 123v/125V Pos: standing >
East Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
A gully dwarf wanders around, collecting garbage.

< 740h/740H 122v/125V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 

< 740h/740H 121v/125V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up   
A dwarven merchant travels through here.(Gold Aura)

< 740h/740H 120v/125V Pos: standing >
The Bank of Kimordril
   A huge safe is set into the southern wall, used to hold all of
the money in the bank that people have deposited. A large counter
halves the room, and has some sort of machine with numbers all over
on top of it, most likely used for counting things by the looks of it.
Obvious exits: -Down 
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.
[4] Someone has left a crystalline chatkcha here. (glowing)
A large wooden counter is here, with a sign posted on it.
Ratroper is here, ready to take your money.(Gold Aura)

< 740h/740H 120v/125V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up   
A dwarven merchant travels through here.(Gold Aura)

< 740h/740H 121v/125V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 

< 740h/740H 120v/125V Pos: standing >
East Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
A gully dwarf wanders around, collecting garbage.

< 740h/740H 120v/125V Pos: standing >
Northeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
The corpse of a Mountain Dwarf is lying here.
A large dog wanders around here, looking for food.

< 740h/740H 119v/125V Pos: standing >
It appears to be the corpse of Vrenchat.
a sturdy wooden club
a steel dagger
a boar skin cloak
a pair of studded leather sleeves
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a bronze skull cap
a suit of spiked leather armor
a small round wooden shield
a piece of rune covered granite

< 740h/740H 123v/125V Pos: standing >
East Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
A gully dwarf wanders around, collecting garbage.

< 740h/740H 124v/125V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 

< 740h/740H 123v/125V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up   
A dwarven merchant travels through here.(Gold Aura)

< 740h/740H 122v/125V Pos: standing >
The Bank of Kimordril
   A huge safe is set into the southern wall, used to hold all of
the money in the bank that people have deposited. A large counter
halves the room, and has some sort of machine with numbers all over
on top of it, most likely used for counting things by the looks of it.
Obvious exits: -Down 
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.
[4] Someone has left a crystalline chatkcha here. (glowing)
A large wooden counter is here, with a sign posted on it.
Ratroper is here, ready to take your money.(Gold Aura)

< 740h/740H 123v/125V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up   
A dwarven merchant travels through here.(Gold Aura)

< 740h/740H 124v/125V Pos: standing >
   Dressed in travelling clothes and carrying a backpack full of a few of
his goods, this dwarf travels the lands, selling and buying for profit, and
for the sake of being a merchant.
A dwarven merchant appears to be Dwarf and is in excellent condition.
He's medium in size.

<worn about body>    a sturdy backpack [poor] (magic)

< 740h/740H 124v/125V Pos: standing >
Sorry, but you cannot do that here!

< 740h/740H 124v/125V Pos: standing >
The Bank of Kimordril
   A huge safe is set into the southern wall, used to hold all of
the money in the bank that people have deposited. A large counter
halves the room, and has some sort of machine with numbers all over
on top of it, most likely used for counting things by the looks of it.
Obvious exits: -Down 
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.
[4] Someone has left a crystalline chatkcha here. (glowing)
A large wooden counter is here, with a sign posted on it.
Ratroper is here, ready to take your money.(Gold Aura)

< 740h/740H 123v/125V Pos: standing >
A dwarven merchant enters from below.

< 740h/740H 125v/125V Pos: standing >
A dwarven merchant leaves down.

< 740h/740H 125v/125V Pos: standing >
Saving Icariux.

< 740h/740H 125v/125V Pos: standing >
Your skin loses its barklike texture.

< 740h/740H 125v/125V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type 'practice (spell name)'. For shorter way, you can all do 'practice all'. You can also do it if you have another players book in your inventory and type 'scribe (spell name)'.

< 740h/740H 125v/125V Pos: standing >
Hint: Type 'forget (spell name)' to free up a spell slot.  Alternately, you can 'forget all' to free all your spell slots.

< 740h/740H 125v/125V Pos: standing >
Saving Icariux.

< 740h/740H 125v/125V Pos: standing >
Autosaving...

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V 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.

< 740h/740H 125v/125V Pos: standing >
You feel your skin soften and return to normal.

< 740h/740H 125v/125V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

< 740h/740H 125v/125V Pos: standing >
Saving Icariux.

< 740h/740H 125v/125V Pos: standing >
You feel your skin harden to stone.
The spirits of Valley of Crushk grant you their protection.

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell called 'hammer'.
Toyan snaps into visibility.

< 740h/740H 125v/125V Pos: standing >

< 740h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'pawwzf'
You snap into visibility.
Toyan creates a hammer out of thin air that smashes into you!
OUCH!  That really did HURT!

< 657h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell.

< 658h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'pawwzf'
Toyan creates a hammer out of thin air that smashes into you!

< 611h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell called 'hammer'.

< 613h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'hammer'
Toyan creates a hammer out of thin air that smashes into you!
OUCH!  That really did HURT!

< 534h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell called 'hammer'.

< 536h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'pawwzf'
Toyan creates a hammer out of thin air that smashes into you!

< 488h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell.

< 489h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!

< 464h/740H 125v/125V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 436h/740H 125v/125V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 410h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell called 'asphyxiate'.

< 411h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!

< 386h/740H 125v/125V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 364h/740H 125v/125V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 335h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell.

< 336h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'asphyxiate'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!

< 305h/740H 125v/125V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
Your leggings smeared with blood was damaged from the massive blow!

< 277h/740H 125v/125V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 258h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell.

< 259h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'pawwzf'
Toyan creates a hammer out of thin air that smashes into you!

< 211h/740H 125v/125V Pos: standing >
Sparkling magic surrounds Toyan as he begins his chant.
Toyan starts casting an offensive spell.

< 213h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'pawwzf'
Toyan creates a hammer out of thin air that smashes into you!
OUCH!  That really did HURT!

< 133h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell called 'boulder'.

< 135h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'bajroculof'
A huge boulder created by Toyan hits you causing you to scream out in agony!

< 99h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell called 'boulder'.

< 101h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'bajroculof'
A huge boulder created by Toyan hits you causing you to scream out in agony!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 27h/740H 125v/125V Pos: standing >
Toyan starts casting an offensive spell called 'boulder'.

< 29h/740H 125v/125V Pos: standing >
Toyan completes his spell...
Toyan utters the word 'bajroculof'
A huge boulder created by Toyan hits you causing you to scream out in agony!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.

< -3h/740H 125v/125V Pos: on your ass >
Hint: 'Luring' means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.
Sparkling magic surrounds Toyan as he begins his chant.
Toyan starts casting an offensive spell called 'magic missile'.

< 3h/740H 125v/125V Pos: on your ass >
Toyan completes his spell...
You stagger as a magic missile from Toyan hits you.
You feel your pulse begin to slow and you realize you are mortally wounded...