The death of [53 Spiritmaster] Renier *-* Warlords *-* (Orc)

in The Great Choke of the Cavern Shizmaah

from the perspective of [50 Holyman] Aikc -=Celestial Sigil=- (Halfling)

<worn on head>       the royal crown of Aravne [superior]
<worn on eyes>       the eye of the ogre [superior] (glowing) (humming) [80%]
<worn in ear>        a robin's tail feather (glowing) (illuminating)
<worn in ear>        a gloomwing feather [82%]
<worn on face>       an illithid tentacle mask [poor]
<worn around neck>   a token of allegiance to Thrym [superior]
<worn around neck>   a goblin holy symbol [poor] (glowing)
<worn on body>       a warsuit of jade wyrmscale (glowing)
<worn about body>    the living oceanic cloak [poor] (glowing)
<worn about waist>   a sturdy firbolg climbing belt [poor] [69%]
<worn on belt buckle>a glowing white pearl (glowing)
<worn on arms>       some moss-covered sleeves [superior] (glowing) [78%]
<held as shield>     a tiger and panther skin covered shield (glowing) (illuminating)
<worn around wrist>  the divine bracer of greater defense (glowing) (humming)
<worn on hands>      the gloves of immolation (glowing)
<worn on finger>     a glowing ruby ring
<worn on finger>     a soft feathered ring
<worn on legs>       some ruby studded greaves (glowing)
<worn on feet>       the winged boots of angelic movement

A huge grey cave wyrm slowly moves through the cavern.

< 718h/718H 233v/237V Pos: standing >

< 718h/718H 233v/237V Pos: standing >
Wodo sings a song to protect him from the world.
You begin to shimmer.

< 718h/718H 236v/237V Pos: standing >
Cols sneaks west.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
A pale undead ghoul wanders through the cavern.
Wodo sneaks in from the east.

< 718h/718H 235v/237V Pos: standing >

< 718h/718H 235v/237V Pos: standing >

		Score information for Aikc

Level: 50   Race: Halfling   Class: Cleric / Holyman Sex: Male
Hit points: 718(718)  Moves: 235(237)
Coins carried:    1 platinum     3 gold     5 silver     3 copper
Compression ratio: 87%
Status:  Standing.
Frags:   +0.50   Deaths:   7
Detecting:      Invisible Life Heat
Protected from: All but High Circle Spells
Protected by:   Spirit Ward Slow Poison
Enchantments:   Farsee Fly Aware Levitation Waterbreathing Sneaking
Songs:          Song of Protection
Combat Pulse:   15 Spell Pulse:  0.75 
Leaderboard Points:  593 

Active Spells:
--------------
minor globe of invulnerability (6 minutes)
stone skin (4 minutes)
globe of invulnerability (8 minutes)
vitality (7 minutes)


< 718h/718H 235v/237V Pos: standing >
Cols sneaks west.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
A moaning and thoughtless zombie stumbles through the cave.

< 718h/718H 233v/237V Pos: standing >

< 718h/718H 233v/237V Pos: standing >

		Character attributes for Aikc

Level: 50   Race: Halfling   Class: Cleric / Holyman 
Age: 45 yrs / 10 mths  Height: 39 inches Weight: 54 lbs  Size: small

  Actual (Base)     Actual (Base)
Str:  95 (100)    Pow:  72 ( 90)
Dex: 116 ( 89)    Int:  93 ( 93)   
Agi: 116 ( 93)    Wis: 128 (111)
Con:  98 (103)    Cha:  92 ( 84)   Luk: 117 ( 98)
Equipped Items:  19     Carried weight:  159

Armor Points: -177  Reduces melee damage taken by 17.7% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 9%
Calming Chance(cha): 13% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 3   Damroll: 12
Alignment: 416  (-1000 to 1000)

Saving Throws: PAR[15]  FEA[30]
               BRE[37]  SPE[-58]

Load carried: Moderate

< 718h/718H 236v/237V Pos: standing >
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
Wodo  -=Celestial Sigil=- (Grey Elf)(medium) stands in mid-air here.
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
A moaning and thoughtless zombie stumbles through the cave.

< 718h/718H 237v/237V Pos: standing >
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.

< 718h/718H 235v/237V Pos: standing >

< 718h/718H 235v/237V Pos: standing >
Epic Zones -----------------------------------------

   The Twisting Tunnels of the Durian Underdark  (neutral)       
   Arcorar - the Great King Forest               (neutral)       
   Court of the Muse                             (very good)     
   The Chasm of the Misty Vale                   (neutral)       
   The Battlefield                               (slightly good) 
   The Swamp Laboratory of Khul'Lor              (neutral)       
   Clan Stoutdorf Settlement                     (neutral)       
   Kobold Settlement                             (pure evil)     
  *The High Moor Forest                          (very evil)     
   The Stone Tomb of Kelek                       (good)          
   Orrak                                         (slightly evil) 
  *Pits of Cerberus                              (evil)          
   Myrloch Vale                                  (neutral)       
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (neutral)       
   Nizari                                        (good)          
   The Dark Stone Tower of the Northern Realms   (neutral)       
   Tower of High Sorcery                         (good)          
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (good)          
   The Elemental Groves                          (slightly good) 
   Temple of Flames                              (neutral)       
   Drustl's Yerdonia Enslaved                    (slightly good) 
   The Obsidian Citadel                          (neutral)       
   The Ruins of Undermountain                    (slightly evil) 
   The Mountain of the Banished                  (neutral)       
   Nakral's Crypt                                (neutral)       
   The Outcasts Tower                            (good)          
   Fort Boyard                                   (neutral)       
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (neutral)       
   Faerie Realm                                  (slightly evil) 
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (neutral)       
  *The Githyanki Fortress                        (slightly evil) 
   Labyrinth of No Return                        (neutral)       
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (slightly evil) 
   City of Torrhan                               (pure good)     
   The Lair of the Swamp Troll King              (slightly evil) 
   Zalkapfaan, City of the Headless Horde        (neutral)       
   New Cave city                                 (neutral)       
   Ice Tower                                     (neutral)       
   Desolate Under Fire                           (neutral)       
   The Citadel                                   (neutral)       
   The Twin Keeps of Devastated Tharnadia        (neutral)       
   IceCrag Castle                                (slightly evil) 
   Prison of Fort Boyard                         (neutral)       
   The Ancient Halls of Ironstar                 (neutral)       
   The Jade Empire                               (neutral)       
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (neutral)       
   Quintaragon Castle                            (neutral)       
   The Sky City of Ultarium                      (very good)     
   Lair of the Gibberling King                   (neutral)       
   Plane of Air                                  (neutral)       
   The Kingdom of Torg                           (neutral)       
  *Tribal Oasis                                  (slightly evil) 
   The Para-Elemental Plane of Smoke             (neutral)       
   Plane of Water                                (neutral)       
   Shadamehr Keep                                (slightly good) 
   The Temple to Skrentherlog                    (slightly evil) 
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (neutral)       
   The Ethereal Plane                            (neutral)       
   The Caverns of Armageddon                     (slightly good) 
   The Forest City of Aravne                     (neutral)       
   Plane of Fire                                 (neutral)       
   Ruined Temple of Tezcatlipoca                 (slightly good) 
   The Astral Plane                              (slightly good) 
   Jotunheim                                     (neutral)       
   The Transparent Tower                         (slightly evil) 
   Krethik Keep                                  (slightly evil) 
   Temple of the Earth                           (neutral)       
  *Sea Kingdom                                   (slightly evil) 
   Plane of Earth                                (good)          
   Sevenoaks                                     (neutral)       
   The Keep of Evil                              (slightly good) 
   The Forgotten Mansion                         (slightly evil) 
   Domain of Lost Souls                          (slightly evil) 
   The Hall of Knighthood                        (evil)          
   The Depths of Duris                           (neutral)       
   Arachdrathos Guilds                           (neutral)       
   Valley of the Snow Ogres                      (slightly evil) 
   The Great Shaboath                            (extremely evil)
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (slightly good) 
   Ny'Neth                                       (neutral)       
   Lost Temple of Tikitzopl                      (slightly good) 
   The Scorched Valley                           (neutral)       
   The Realm of Barovia                          (good)          
   The Royal Mausoleum of Castle IceCrag         (slightly good) 
   Plane of Fire, Brass                          (neutral)       
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (neutral)       
   Tiamat                                        (neutral)       
  *The Fortress of Dreams                        (slightly evil) 
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (slightly good) 
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (neutral)       
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (good)          
   The Hall of the Ancients                      (neutral)       
   The Bronze Citadel                            (slightly evil) 
   Ny'Neth's Stronghold Continued                (neutral)       
   Negative Material Plane                       (neutral)       
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (good)          
   Castle Ravenloft                              (slightly good) 

* = already completed this boot.

< 718h/718H 235v/237V Pos: standing >
Cols sneaks east.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
A moaning and thoughtless zombie stumbles through the cave.
Wodo sneaks in from the west.

< 718h/718H 233v/237V Pos: standing >
Wodo sings a song to protect him from the world.

< 718h/718H 233v/237V Pos: standing >
Cols sneaks south.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.

< 718h/718H 231v/237V Pos: standing >

< 718h/718H 232v/237V Pos: standing >
Cols sneaks south.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.

< 718h/718H 235v/237V Pos: standing >

< 718h/718H 235v/237V Pos: standing >
You quickly scan the area.
A groaning zombie who is not far off to your north.
A moaning zombie who is a brief walk away to your north.
The shade of a nereid who is close by to your east.
A moaning zombie who is close by to your south.
A very thick cloud of mist blocks your vision to the west.

< 718h/718H 235v/237V Pos: standing >
Cols sneaks east.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: A Large Pool of Acrid Decay
</map>

<map>
Zone: The Behemoth Herders.
Room: A Large Pool of Acrid Decay
</map>
A Large Pool of Acrid Decay
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
(Q)The spectral shade of a nereid floats by the water.

< 718h/718H 233v/237V Pos: standing >
Cols sneaks east.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.

< 718h/718H 231v/237V Pos: standing >

< 718h/718H 231v/237V Pos: standing >

< 718h/718H 235v/237V Pos: standing >

< 718h/718H 236v/237V Pos: standing >
Wodo sings a song to protect him from the world.

< 718h/718H 237v/237V Pos: standing >
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: A Large Pool of Acrid Decay
</map>

<map>
Zone: The Behemoth Herders.
Room: A Large Pool of Acrid Decay
</map>
A Large Pool of Acrid Decay
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
(Q)The spectral shade of a nereid floats by the water.

< 718h/718H 235v/237V Pos: standing >

< 718h/718H 235v/237V Pos: standing >
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: An Enormous Cavern Known as Shizmaah
</map>
An Enormous Cavern Known as Shizmaah
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.

< 718h/718H 233v/237V Pos: standing >
You quickly scan the area.
A moaning zombie who is not far off to your north.
A groaning zombie who is not far off to your north.
The shade of a nereid who is close by to your east.
A very thick cloud of mist blocks your vision to the west.

< 718h/718H 233v/237V Pos: standing >
Cols sneaks west.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: Approaching the Choke
</map>

<map>
Zone: The Behemoth Herders.
Room: Approaching the Choke
</map>
Approaching the Choke
Obvious exits: -N -E -S -W
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
Wodo sneaks in from the east.

< 718h/718H 231v/237V Pos: standing >

< 718h/718H 232v/237V Pos: standing >
You quickly scan the area.
A captured undead behemoth who is close by to your north.
A skeletal herder who is close by to your north.
The shade of a nereid who is not far off to your east.
A moaning zombie who is close by to your south.
A moaning zombie who is close by to your south.
A very thick cloud of mist blocks your vision to the west.

< 718h/718H 233v/237V Pos: standing >
Cols sneaks west.
You follow Cols.


<map>
Zone: The Behemoth Herders.
Room: The Great Choke of the Cavern Shizmaah
</map>

<map>
Zone: The Behemoth Herders.
Room: The Great Choke of the Cavern Shizmaah
</map>
The Great Choke of the Cavern Shizmaah
Obvious exits: -E -W
A glowing sphere of energy is here, slowly growing dimmer.
A pitch-black gate stands like a pillar here.
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
*A Goblin (small)  *-* Warlords *-* stands in mid-air here.
A Drider (large)  *-* Warlords *-* stands in mid-air here.
*An Orc (medium)  *-* Warlords *-* sits resting.
One of the minions of Archazel performs his master's will.
One of the minions of Archazel performs his master's will.
One of the minions of Archazel performs his master's will.
One of the minions of Archazel performs his master's will.
(Q)Archazel, head guard of the choke protects it from the terrors to the west.

< 718h/718H 232v/237V Pos: standing >

< 718h/718H 233v/237V Pos: standing >
You quickly scan the area.
The shade of a nereid who is a brief walk away to your east.
A repulsive grell who is in the distance to your west.
A wild and vicious hellbeast who is in the distance to your west.
A Goblin now follows an Orc.

< 718h/718H 233v/237V Pos: standing >
You quickly scan the area.
The shade of a nereid who is a brief walk away to your east.
A repulsive grell who is in the distance to your west.
A wild and vicious hellbeast who is in the distance to your west.

< 718h/718H 236v/237V Pos: standing >
An Orc clambers to his feet.

		Score information for Aikc

Level: 50   Race: Halfling   Class: Cleric / Holyman Sex: Male
Hit points: 718(718)  Moves: 237(237)
Coins carried:    1 platinum     3 gold     5 silver     3 copper
Compression ratio: 87%
Status:  Standing.
Frags:   +0.50   Deaths:   7
Detecting:      Invisible Life Heat
Protected from: All but High Circle Spells
Protected by:   Spirit Ward Slow Poison
Enchantments:   Farsee Fly Aware Levitation Waterbreathing Sneaking
Songs:          Song of Protection
Combat Pulse:   15 Spell Pulse:  0.75 
Leaderboard Points:  593 

Active Spells:
--------------
minor globe of invulnerability (6 minutes)
stone skin (4 minutes)
globe of invulnerability (8 minutes)
vitality (7 minutes)


< 718h/718H 237v/237V Pos: standing >
An Orc starts casting a spell.

< 718h/718H 237v/237V Pos: standing >
The Great Choke of the Cavern Shizmaah
Obvious exits: -E -W
A glowing sphere of energy is here, slowly growing dimmer.
A pitch-black gate stands like a pillar here.
Wodo  -=Celestial Sigil=- (Grey Elf)(medium) stands in mid-air here.
*Cols  -=Celestial Sigil=- (Halfling)(tiny) stands in mid-air here.
You sense a lifeform nearby.
A Drider (large)  *-* Warlords *-* stands in mid-air here.
*An Orc (medium)  *-* Warlords *-* stands in mid-air here. (Casting) 
One of the minions of Archazel performs his master's will.
One of the minions of Archazel performs his master's will.
One of the minions of Archazel performs his master's will.
One of the minions of Archazel performs his master's will.
(Q)Archazel, head guard of the choke protects it from the terrors to the west.

< 718h/718H 237v/237V Pos: standing >
A faint hum can be heard from the mystic axe of the dragonkind carried by someone.
An Orc completes his spell...
An Orc utters the word 'zuharuhl'

< 718h/718H 237v/237V Pos: standing >
A pitch-black gate dissolves in a swirl of colors and is gone.

< 718h/718H 237v/237V Pos: standing >
Wodo sneaks east.

< 718h/718H 237v/237V Pos: standing >
You start chanting...

< 718h/718H 237v/237V Pos: standing >
An Orc sits down in a comfortable spot.

< 718h/718H 237v/237V Pos: standing >
An Orc stares off into space, entering a meditative trance.

< 718h/718H 237v/237V Pos: standing >
Casting: full harm 

< 718h/718H 237v/237V Pos: standing >
You complete your spell...
An Orc snaps into visibility.
[Damage: 43 ] You call down the FULL wrath of Urogalen on an Orc!
An Orc snaps out of his trance, looking frustrated.
You block an Orc's lunge at you.
You block an Orc's lunge at you.

< 718h/718H 237v/237V Pos: standing >
Cols grasps his totem tightly, and begins communing with the spirits.
Cols starts casting an offensive spell.
Cols snaps into visibility.

< 718h/718H 237v/237V Pos: standing >
You start chanting...

< 718h/718H 237v/237V Pos: standing >
Cols completes his spell...
Cols utters the words 'ofzahzf gsufuh aiojugp'
Cols points at an Orc.
An Orc SCREAMS in utter anguish, caused by Cols's spiritual assault!

< 718h/718H 237v/237V Pos: standing >
Wodo sneaks in from the east.

< 718h/718H 237v/237V Pos: standing >

< 718h/718H 237v/237V Pos: standing >
Casting: full harm 

< 718h/718H 237v/237V Pos: standing >
You complete your spell...
[Damage: 42 ] You call down the FULL wrath of Urogalen on an Orc!

< 718h/718H 237v/237V Pos: standing >
Cols starts casting an offensive spell.
Cols snaps into visibility.

< 718h/718H 237v/237V Pos: standing >
Archazel evaluates the struggle, watching your battle tactics.
You start chanting...

< 718h/718H 237v/237V Pos: standing >
Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at an Orc.
Cols snaps into visibility.
Cols's iceball shatters upon impacting an Orc, rending flesh and sending blood flying.

< 718h/718H 237v/237V Pos: standing >
You block an Orc's lunge at you.
You block an Orc's lunge at you.

< 718h/718H 237v/237V Pos: standing >
An Orc clambers to his feet.

< 718h/718H 237v/237V Pos: standing >
Casting: full harm 

< 718h/718H 237v/237V Pos: standing >
You complete your spell...
[Damage: 42 ] You call down the FULL wrath of Urogalen on an Orc!
An Orc starts casting an offensive spell.
Cols grasps his totem tightly, and begins communing with the spirits.
Cols starts casting an offensive spell.
Cols snaps into visibility.

< 718h/718H 237v/237V Pos: standing >
Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at an Orc.
Cols snaps into visibility.
Cols's iceball shatters upon impacting an Orc, rending flesh and sending blood flying.

< 718h/718H 237v/237V Pos: standing >
A Drider starts casting an offensive spell.
You start chanting...

< 718h/718H 237v/237V Pos: standing >
An Orc completes his spell...
An Orc utters the words 'abrauztg gpahhzfuio uqzbarr'
An Orc points at Wodo.
An Orc's iceball shatters upon impacting Wodo, rending flesh and sending blood flying.

< 718h/718H 237v/237V Pos: standing >
Wodo sings a song to protect him from the world.
Bands of AMAZINGLY strong armor wrap around you.
Cols starts casting an offensive spell.
Cols snaps into visibility.

< 718h/718H 237v/237V Pos: standing >
Wodo places a slimy troglodyte claw [superior] with a strange black stone in the back of an Orc, resulting in some strange noises and some blood.

< 718h/718H 237v/237V Pos: standing >
Wodo's impressive pierce strikes an Orc.
Wodo's fine pierce wounds an Orc.

< 718h/718H 237v/237V Pos: standing >
Casting: flame strike *

< 718h/718H 237v/237V Pos: standing >
Cols snaps into visibility.
Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at an Orc.
Cols snaps into visibility.
Cols's iceball shatters upon impacting an Orc, rending flesh and sending blood flying.

< 718h/718H 237v/237V Pos: standing >
An Orc starts casting a spell.

< 718h/718H 237v/237V Pos: standing >
A Drider completes his spell...
A Drider utters the words 'paffue xurhuio'
You begin to dry out and wilt.
OUCH!  That really did HURT!

< 601h/718H 237v/237V Pos: standing >
You complete your spell...
[Damage: 17 ] [Damage: 15 ] You call down a roaring flamestrike which hits an Orc dead on!

< 601h/718H 237v/237V Pos: standing >
Cols starts casting an offensive spell.
Cols snaps into visibility.
Wodo dances an amazing maneuver in battle, and trips up an Orc!

< 601h/718H 237v/237V Pos: standing >
An Orc stops chanting abruptly!

< 601h/718H 237v/237V Pos: standing >
You start chanting...

< 601h/718H 237v/237V Pos: standing >
Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at an Orc.
Cols snaps into visibility.
Cols's iceball shatters upon impacting an Orc, rending flesh and sending blood flying.

< 601h/718H 237v/237V Pos: standing >
A Drider starts casting an offensive spell.

< 601h/718H 237v/237V Pos: standing >
The etherportal crumbles to dust and blows away.

< 601h/718H 237v/237V Pos: standing >
You complete your spell...
[Damage: 14 ] An Orc is stunned!
[Damage: 12 ] You call down a roaring flamestrike which hits an Orc dead on!
An Orc's hands of justice melted from the intense heat!
An Orc's dark-green bodycloak melted from the intense heat!
An Orc's royal crown of Aravne [superior] melted from the intense heat!
An Orc's spectral holy symbol of Berronar Truesilver melted from the intense heat!
An Orc's bloody battle goggles melted from the intense heat!
An Orc is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Aikc by 13333333.
The smell of fresh blood enters your body, infusing you with power!