<worn as a badge> the insignia of swirling feathers and flowing water
<worn on head> the crown of unholy saints [poor]
<worn in ear> a spiral woven of smoke
<worn in ear> an anti-matter earring
<worn on face> a mask of hades [poor] (glowing)
<worn around neck> a royal token of Valois (glowing)
<worn around neck> the collar of firestones
<worn on body> an imperceptable shroud of stars (glowing) (humming)
<worn about body> a deep hooded cloak of jubilation
<worn as quiver> a golden scabbard encrusted with emeralds and rubies (glowing)
<worn about waist> the silk twined rope
<worn on belt buckle>an ankylosaur tail club [superior] (glowing)
<worn on arms> a pair of troll-hide sleeves [48%]
<held as shield> a skin-wrapped electrum heater shield from The Adventurers Shipyards
<worn around wrist> a bracelet of the earth
<worn around wrist> a bracelet of the earth
<worn on hands> a pair of mithril gauntlets lined with granite
<worn on finger> a ring of the EarthMother
<worn on finger> a silver ring encrusted with a black sapphire (humming)
<held> a carved femur of a stupid barb [superior] (glowing) (illuminating)
<worn on legs> a pair of studded black leather chaps
<worn on feet> some boots of the forest
****.^
Snow Capped Hills of the Tundra
Obvious exits: -North -East -South -West
< 386h/386H 179v/207V Pos: standing >
.^******^
.^.^****...
^^.*^***...^^
^..^***..^^^.
^+++++@^^++++
. ..^^..^^^
.*^^...M.
.***...
****.
A Frozen Highway
Obvious exits: -North -East -South -West
< 386h/386H 178v/207V Pos: standing >
^.^******
^.^.^****..
M^^.*^***...^
M^..^***..^^^
M^++++@+^^+++
M . ..^^..^^
M .*^^...M
.***..
****
A Frozen Highway
Obvious exits: -North -East -South -West
< 386h/386H 177v/207V Pos: standing >
^^.^*****
^^.^.^****.
MM^^.*^***...
MM^..^***..^^
MM^+++@++^^++
MM . ..^^..^
MM .*^^...
M .***.
^ ***
A Frozen Highway
Obvious exits: -North -East -South -West
< 386h/386H 177v/207V Pos: standing >
M^^.^****
M^^.^.^****
MMM^^.*^***..
MMM^..^***..^
MMM^++@+++^^+
MMM . ..^^..
MMM .*^^..
MM .***
M^ **
A Frozen Highway
Obvious exits: -North -East -South -West
< 386h/386H 176v/207V Pos: standing >
MM^^.^***
MM^^.^.^***
^MMM^^.*^***.
^MMM^..^***..
^MMM^+@++++^^
^MMM . ..^^.
^MMM .*^^.
MMM .**
MM^ *
A Frozen Highway
Obvious exits: -North -East -South -West
< 386h/386H 176v/207V Pos: standing >
MMM^^.^**
^MM^^.^.^**
^^MMM^^.*^***
^^MMM^..^***.
^^MMM^@+++++^
^^MMM . ..^^
^^MMM .*^^
^MMM .*
^MM^
A Frozen Highway
Obvious exits: -North -East -South -West
< 386h/386H 175v/207V Pos: standing >
An Encampment of the Royal Paladins
This area is currently being used by the royal paladins as a staging
area for the scouting they are conducting. Several large tents have been
erected here, and a large silk banner flutters in the wind. A large
wagon lies still, having been used by the paladins to cart in the arms
that may be needed in case hostilities occur between them and the church
members further down the road.
Obvious exits: -North -East
A devout dwarven cleric prays to his diety.(Gold Aura)
A young paladin has already seen many battles.(Gold Aura)
(Q)A grey-haired paladin field general examines a large map.(Gold Aura)
< 386h/386H 175v/207V Pos: standing >
Alas, you cannot go that way. . . .
< 386h/386H 175v/207V Pos: standing >
Alas, you cannot go that way. . . .
< 386h/386H 176v/207V Pos: standing >
Southern End of the Narrow Canyon
The canyon narrows at this point, becoming so crowded as to barely allow
passage for people single-file, let alone in a group. The steep canyon
walls are sheer, and just one glance at the thick foliage above shows the
futility of climbing or flying to the top, as the jungle is inpenetrable.
The canyon floor has been worn down to a smooth face by all of the traffic
that passes through on its way to the church.
Obvious exits: -North -South
A massive paladin is scouting the area.(Gold Aura)
< 386h/386H 176v/207V Pos: standing >
That's impossible, I'm afraid.
< 386h/386H 178v/207V Pos: standing >
A Narrow Canyon leading to the Church
This canyon is in very narrow quarters, barely wide enough to pass
through single-file. The rocks are flaking off of the canyon walls and
several bounce down the steep sides. A massive stone building can be
to the north against the horizon at the end of the canyon. Several
strange markings on the rock facings are drawn in what looks like blood.
Obvious exits: -North -South
A warmage has been hired by the church to keep out unwanted intruders.
< 386h/386H 177v/207V Pos: standing >
That's impossible, I'm afraid.
< 386h/386H 178v/207V Pos: standing >
Before a Massive Stone Church
This massive structure has been built from large blocks of dark rock, and
appears to have little in the way of windows. A large balcony can be seen
jutting out from the second story, and two wings spreading to the east and
west jut out from the rear of the building. The doors are made of massive
slabs of oak, and are reinforced with gleaming bands of iron, obviously well
maintained. The church is capped by an artwork of rusted iron, a circle
with three holes triangularly arranged.
Obvious exits: -North# -South
A wild-eyed agnostic looks at the church doors with skepticism.
< 386h/386H 177v/207V Pos: standing >
Ok.
< 386h/386H 181v/207V Pos: standing >
Entrance Hall of a Dark Church
While quite dark and gloomy, the entrance to the church is surprisingly
well decorated and cared for. The neatness of the room is evident in the
way the furniture has been arranged immaculately, and in how everything
appears to be free of grime and dirt. Even the stone floor seems to be
clean, without a single track of mud upon it. Several small windows are
installed in the west and east walls, although they are too high to be able
to see from easily.
Obvious exits: -North -East # -South -West #
A cowled church member hums as he meditates.
A pompous church spokesman conducts affairs with the outside world.
A church official greets newcomers as they enter.
< 386h/386H 180v/207V 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.
Ok.
< 386h/386H 181v/207V Pos: standing >
< 386h/386H 182v/207V Pos: standing >
Ok.
< 386h/386H 184v/207V Pos: standing >
Supply Room within the Church
This room is where all the church supplies are kept, including those
necesary for the maintenace of the gardens outside, and for the janitorial
duties inside that all church members are required to participate in. A
set of shelves holds all the cleaning solvents that are used while another
has gardening implements, brooms, and mops on it. A stack of buckets in
the corner is used for a myriad of tasks, while a set of paint cans looks
to have not been touched in quite awhile.
Obvious exits: -East
A church guardsman peers about, alert for trouble.
A dim-witted church member moves supplies about the room.
The church supply clerk is filling out paperwork.
< 386h/386H 183v/207V Pos: standing >
< 386h/386H 185v/207V Pos: standing >
In charge of the supplies that the church parcels out to its members,
this man enjoys quite a bit of power. Since he can make the lives of
many of the churchmembers either very comfortable or very miserable, they
tend to be very polite to him.
The church supply clerk appears to be Human and is in excellent condition.
He's medium in size.
<worn on feet> a pair of spiked ostrich-skin boots [superior]
< 386h/386H 189v/207V Pos: standing >
< 386h/386H 193v/207V Pos: standing >
< 386h/386H 193v/207V Pos: standing >
Entrance Hall of a Dark Church
While quite dark and gloomy, the entrance to the church is surprisingly
well decorated and cared for. The neatness of the room is evident in the
way the furniture has been arranged immaculately, and in how everything
appears to be free of grime and dirt. Even the stone floor seems to be
clean, without a single track of mud upon it. Several small windows are
installed in the west and east walls, although they are too high to be able
to see from easily.
Obvious exits: -North -East # -South# -West
A cowled church member hums as he meditates.
A pompous church spokesman conducts affairs with the outside world.
A church official greets newcomers as they enter.
< 386h/386H 197v/207V Pos: standing >
Ok.
< 386h/386H 201v/207V Pos: standing >
Storage Room within the Church
This room is used for storing all of the furniture that is not currently
being used in the church. Several large wooden benches are stacked against
the walls, and some thick oaken desks are pushed into the far corner. Some
devices which look as if they are meant for purposes other than simple
furniture are also heaped in the corner, including what appears to be a
gallows and a set of stocks. A large rack is also collecting dust here.
Obvious exits: -West
A muscular work-gang member moves heavy objects about.
A brawny work-gang member shuffles furniture about.
A muscular work-gang member moves heavy objects about.
A brawny work-gang member shuffles furniture about.
The leader of the work-gang directs their actions.
< 386h/386H 201v/207V Pos: standing >
Entrance Hall of a Dark Church
While quite dark and gloomy, the entrance to the church is surprisingly
well decorated and cared for. The neatness of the room is evident in the
way the furniture has been arranged immaculately, and in how everything
appears to be free of grime and dirt. Even the stone floor seems to be
clean, without a single track of mud upon it. Several small windows are
installed in the west and east walls, although they are too high to be able
to see from easily.
Obvious exits: -North -East -South# -West
A cowled church member hums as he meditates.
A pompous church spokesman conducts affairs with the outside world.
A church official greets newcomers as they enter.
< 386h/386H 202v/207V Pos: standing >
Ok.
< 386h/386H 204v/207V Pos: standing >
Intersection of Hallways within the Church
Two hallways intersect here, one running north-south while the other runs
from the east to the west. The smell of ink and freshly printed paper
drifts in from the east, while a stuffy odor wafts in from the west. Like
the rest of the church, the floor is immaculately cleaned, and the walls are
free of any dust. The room is also quite dim, although enough light is
available for most people.
Obvious exits: -North -East -South -West
< 386h/386H 204v/207V Pos: standing >
A cowled church member enters from the south.
< 386h/386H 207v/207V Pos: standing >
Entrance Hall of a Dark Church
While quite dark and gloomy, the entrance to the church is surprisingly
well decorated and cared for. The neatness of the room is evident in the
way the furniture has been arranged immaculately, and in how everything
appears to be free of grime and dirt. Even the stone floor seems to be
clean, without a single track of mud upon it. Several small windows are
installed in the west and east walls, although they are too high to be able
to see from easily.
Obvious exits: -North -East # -South# -West
A pompous church spokesman conducts affairs with the outside world.
A church official greets newcomers as they enter.
< 386h/386H 206v/207V Pos: standing >
Supply Room within the Church
This room is where all the church supplies are kept, including those
necesary for the maintenace of the gardens outside, and for the janitorial
duties inside that all church members are required to participate in. A
set of shelves holds all the cleaning solvents that are used while another
has gardening implements, brooms, and mops on it. A stack of buckets in
the corner is used for a myriad of tasks, while a set of paint cans looks
to have not been touched in quite awhile.
Obvious exits: -East
A church guardsman peers about, alert for trouble.
A dim-witted church member moves supplies about the room.
The church supply clerk is filling out paperwork.
< 386h/386H 205v/207V Pos: standing >
< 386h/386H 206v/207V Pos: standing >
Easy.
< 386h/386H 207v/207V Pos: standing >
You sit down and relax.
< 386h/386H 207v/207V Pos: sitting >
You have memorized the following spells:
( 9th circle) 3 - arieks shattering iceball
( 8th circle) 1 - corrosive blast
2 - spirit jump
1 - tormenting spirits
( 7th circle) 3 - greater soul disturbance
1 - elephantstrength
1 - ravenflight
( 6th circle) 1 - spirit sight
5 - greater mending
( 5th circle) 1 - sense spirit
6 - molten spray
( 4th circle) 2 - pantherspeed
1 - hawkvision
5 - mending
( 3rd circle) 7 - scalding blast
2 - purify spirit
( 2nd circle) 10 - flameburst
( 1st circle) 8 - ice missile
3 - spirit armor
You can memorize no more spells.
< 386h/386H 207v/207V Pos: sitting >
You have to write quit - no less, to quit!
< 386h/386H 207v/207V Pos: sitting >
You start meditating...
< 386h/386H 207v/207V Pos: sitting >
You stop meditating.
You clamber to your feet.
< 386h/386H 207v/207V Pos: standing >
You start chanting...
< 386h/386H 207v/207V Pos: standing >
You complete your spell...
You lock your stare upon the church supply clerk, close your eyes, and call upon the spirits of the other realms!
-=[The church supply clerk's impressive punch strikes you.]=-
[Damage: 7 ] -=[The church supply clerk suffers from contact with the aura about you.]=-
The church supply clerk misses you.
-=[The church supply clerk's kick crashes into your chest.]=-
[Damage: 2 ] -=[The church supply clerk suffers from contact with the aura about you.]=-
You miss the church supply clerk.
< 359h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk sta EP: few scratches >
< 359h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk sta EP: few scratches >
You attempt to flee...
PANIC! You couldn't escape!
< 359h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk sta EP: few scratches >
[Damage: 17 ] -=[Your ancestors plague the church supply clerk with anguish and pain...]=-
The church supply clerk briefly fades from sight, then reappears.
You attempt to flee...
Entrance Hall of a Dark Church
While quite dark and gloomy, the entrance to the church is surprisingly
well decorated and cared for. The neatness of the room is evident in the
way the furniture has been arranged immaculately, and in how everything
appears to be free of grime and dirt. Even the stone floor seems to be
clean, without a single track of mud upon it. Several small windows are
installed in the west and east walls, although they are too high to be able
to see from easily.
Obvious exits: -North -East # -South# -West
A pompous church spokesman conducts affairs with the outside world.
A church official greets newcomers as they enter.
You flee eastward!
< 359h/386H 182v/207V Pos: standing >
Intersection of Hallways within the Church
Two hallways intersect here, one running north-south while the other runs
from the east to the west. The smell of ink and freshly printed paper
drifts in from the east, while a stuffy odor wafts in from the west. Like
the rest of the church, the floor is immaculately cleaned, and the walls are
free of any dust. The room is also quite dim, although enough light is
available for most people.
Obvious exits: -North -East -South -West
A cowled church member hums as he meditates.
< 359h/386H 182v/207V Pos: standing >
Intersection of Hallways within the Church
Obvious exits: -North -East -South -West
A cowled church member hums as he meditates.
< 361h/386H 187v/207V Pos: standing >
You quickly scan the area.
A church guardsman who is close by to your north.
A fervent church acolyte who is close by to your east.
The church publisher who is close by to your east.
The church editor who is close by to your east.
A pompous church spokesman who is close by to your south.
A church official who is close by to your south.
A meek church academic who is close by to your west.
< 361h/386H 189v/207V Pos: standing >
A Grand Stairway within the Church
A large sweeping stairway curves magnifecently around the room as it
spirals upward to the second floor. A magnificent rail of carved ebony
leads p the side, and the stairs are carpetted in plush carpetting. This
is the only area on the first floor of the church where any effort at all
seems to have been put into maintaining a decorative environment. While
this area may be harder to clean, the church members have kept it just
as immaculate as the rest of the church.
Obvious exits: -South -Up
A church guardsman peers about, alert for trouble.
< 362h/386H 190v/207V Pos: standing >
[Damage: 7 ] -=[Your ancestors plague the church supply clerk with anguish and pain...]=-
North End of the Second Story Hallway
A magnificent stairway leads down to the first floor of the church here,
and the hallway itself stretches toward the south. What appears to be a
meeting room is to the east while the sound of music drifts in from the
large theater to the north. The hallway is carpetted in thick pile, but no
trace of mud or dirt is present.
Obvious exits: -North# -East -South -West # -Down
A church guardsman peers about, alert for trouble.
< 363h/386H 192v/207V Pos: standing >
Along a Gloomy Hallway within the Church
This hallway stretches down the length of the church from north to south,
connecting all of the major places which are on the second story. It is
decorated with luxurious carpetting and the stone walls are painted a dark
grey. The room is lit well enough to see, although the light levels are
not as high as most humans prefer. The ceiling of the hallway is quite low,
requiring one to duck ones head in certain places.
Obvious exits: -North -South -West #
< 364h/386H 194v/207V Pos: standing >
Southern End of the Second Story Hallway
The hallway ends here by a large glass door, that leads outside onto a
large balcony. Even from here it is apparent that a spectacular view can
be had by looking outside at the surrounding contryside. Two large wooden
doors to the east and west lead to more sleeping quarters, as well as the
Cardinal's study area.
Obvious exits: -North -East -South# -West #
< 365h/386H 196v/207V Pos: standing >
Southern End of the Second Story Hallway
Obvious exits: -North -East -South# -West #
< 366h/386H 199v/207V Pos: standing >
You quickly scan the area.
A church guardsman who is not far off to your north.
A church guardsman who is not far off to your north.
A brawny barbarian bodyguard who is close by to your east.
< 366h/386H 200v/207V Pos: standing >
[Damage: 20 ] -=[Your ancestors plague the church supply clerk with anguish and pain...]=-
< 368h/386H 205v/207V Pos: standing >
The church supply clerk enters from the north.
< 369h/386H 207v/207V Pos: standing >
You dodge a bash from the church supply clerk, who loses his balance and falls.
You miss the church supply clerk.
< 369h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: small wounds >
-=[The church supply clerk's punch wounds you.]=-
[Damage: 4 ] -=[The church supply clerk suffers from contact with the aura about you.]=-
Southern End of the Second Story Hallway
Obvious exits: -North -East -South# -West #
The church supply clerk crouches here, fighting YOU!
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: small wounds >
You start chanting...
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: small wounds >
Casting: arieks shattering iceball *
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: small wounds >
Autosaving...
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: small wounds >
Casting: arieks shattering iceball
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: small wounds >
You complete your spell...
You point at the church supply clerk.
[Damage: 141 ] -=[Your iceball shatters upon impacting the church supply clerk, rending flesh and sending blood flying.]=-
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: nasty wounds >
You start chanting...
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: nasty wounds >
[Damage: 17 ] -=[Your ancestors plague the church supply clerk with anguish and pain...]=-
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: nasty wounds >
Casting: arieks shattering iceball
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: nasty wounds >
You complete your spell...
You point at the church supply clerk.
[Damage: 136 ] -=[Your iceball shatters upon impacting the church supply clerk, rending flesh and sending blood flying.]=-
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: awful >
You miss the church supply clerk.
You start chanting...
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk kne EP: awful >
The church supply clerk rises to his feet.
< 358h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC:few scratches E: clerk sta EP: awful >
-=[The church supply clerk's fine punch strikes you.]=-
[Damage: 4 ] -=[The church supply clerk suffers from contact with the aura about you.]=-
-=[The church supply clerk's fine punch strikes you.]=-
[Damage: 6 ] -=[The church supply clerk suffers from contact with the aura about you.]=-
[Damage: 1 ] -=[The church supply clerk suffers from contact with the aura about you.]=-
You are knocked to the ground by the church supply clerk's mighty bash!
< 325h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: small wounds E: clerk sta EP: awful >
You can't do this sitting!
You abort your spell before it's done!
< 325h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: small wounds E: clerk sta EP: awful >
You miss the church supply clerk.
< 325h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: small wounds E: clerk sta EP: awful >
-=[The church supply clerk's punch strikes you.]=-
[Damage: 4 ] -=[The church supply clerk suffers from contact with the aura about you.]=-
The church supply clerk is stunned!
The church supply clerk misses you.
< 314h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: small wounds E: clerk sta EP: awful >
[Damage: 9 ] -=[Your ancestors plague the church supply clerk with anguish and pain...]=-
The church supply clerk is mortally wounded, and will die soon, if not aided.
< 314h/386H 207v/207V Pos: sitting >
<
< 314h/386H 207v/207V Pos: sitting >
<[Damage: 2 ] -=[Your decent punch hits the church supply clerk.]=-
The church supply clerk is mortally wounded, and will die soon, if not aided.
< 314h/386H 207v/207V Pos: sitting >
<You can't do this sitting!
< 314h/386H 207v/207V Pos: sitting >
<You clamber to your feet.
< 314h/386H 207v/207V Pos: standing >
<You are already standing.
< 314h/386H 207v/207V Pos: standing >
<You start chanting...
< 314h/386H 207v/207V Pos: standing >
<Casting: arieks shattering iceball
< 314h/386H 207v/207V Pos: standing >
<You complete your spell...
You point at the church supply clerk.
[Damage: 1 ] -=[Your iceball shatters upon impacting the church supply clerk, rending flesh and sending blood flying.]=-
The church supply clerk is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Eilek by 12960.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of the church supply clerk.
< 314h/386H 207v/207V Pos: standing >
You get a pair of spiked ostrich-skin boots [superior] from the corpse of the church supply clerk.
You get a few coins from the corpse of the church supply clerk.
There were: 1 platinum coin, 23 gold coins.
You get a strange red stone from the corpse of the church supply clerk.
< 314h/386H 207v/207V Pos: standing >
Experience till level: 11582037
< 315h/386H 207v/207V Pos: standing >
Saving Eilek.
< 315h/386H 207v/207V Pos: standing >
Southern End of the Second Story Hallway
Obvious exits: -North -East -South# -West #
Puddles of fresh blood cover the ground.
The corpse of the church supply clerk is lying here.
Shattered bits of ice are scattered about the area.
< 315h/386H 207v/207V Pos: standing >
Hint: You can use 'offensive off' to stop from fighting back, and 'offensive' or 'offensive on' to start again.
< 315h/386H 207v/207V Pos: standing >
You sit down and relax.
< 317h/386H 207v/207V Pos: sitting >
You have memorized the following spells:
( 8th circle) 1 - corrosive blast
2 - spirit jump
( 7th circle) 3 - greater soul disturbance
1 - elephantstrength
1 - ravenflight
( 6th circle) 1 - spirit sight
5 - greater mending
( 5th circle) 1 - sense spirit
6 - molten spray
( 4th circle) 2 - pantherspeed
1 - hawkvision
5 - mending
( 3rd circle) 7 - scalding blast
2 - purify spirit
( 2nd circle) 10 - flameburst
( 1st circle) 8 - ice missile
3 - spirit armor
And you are currently memorizing the following spells:
5 seconds: ( 8th) tormenting spirits
10 seconds: ( 9th) arieks shattering iceball
15 seconds: ( 9th) arieks shattering iceball
20 seconds: ( 9th) arieks shattering iceball
You can memorize no more spells.
You continue your study.
< 317h/386H 207v/207V Pos: sitting >
You have to write quit - no less, to quit!
< 317h/386H 207v/207V Pos: sitting >
You start meditating...
< 317h/386H 207v/207V Pos: sitting >
You have finished memorizing tormenting spirits.
< 319h/386H 207v/207V Pos: sitting >
You have finished memorizing arieks shattering iceball.
< 320h/386H 207v/207V Pos: sitting >
You stop meditating.
You get a small pile of coins from your rugged adventurers satchel.
There were: 972 platinum coins, 8 gold coins, 4 silver coins, 5 copper coins.
< 321h/386H 207v/207V Pos: sitting >
Ok.
You put 973 platinum, 31 gold, 4 silver, and 5 copper coins into a rugged adventurers satchel.
< 323h/386H 207v/207V Pos: sitting >
You are carrying: (4/11)
a strange red stone
a pair of spiked ostrich-skin boots [superior]
a bottomless bag of the illithids
a rugged adventurers satchel (illuminating)
< 323h/386H 207v/207V Pos: sitting >
You have finished memorizing arieks shattering iceball.
< 324h/386H 207v/207V Pos: sitting >
You have finished memorizing arieks shattering iceball.
You snap out of your meditative trance, memorization complete.
A bottomless bag of the illithids contains:
a suit of blood-red leather armor
a sparkling piranha
a sandworm's tooth
a crested golden dagger
[2] a potion of dark power
a magical essence of Charisma
a rapier [poor]
elixir of demonic power
a magical essence of Agility
a fine piece of thick raw leather
[2] a small piece of steel
some rolled-up raw leather
< 327h/386H 207v/207V Pos: sitting >
You clamber to your feet.
< 327h/386H 207v/207V Pos: standing >
You sit down and relax.
< 328h/386H 207v/207V Pos: sitting >
You have memorized the following spells:
( 9th circle) 3 - arieks shattering iceball
( 8th circle) 1 - corrosive blast
2 - spirit jump
1 - tormenting spirits
( 7th circle) 3 - greater soul disturbance
1 - elephantstrength
1 - ravenflight
( 6th circle) 1 - spirit sight
5 - greater mending
( 5th circle) 1 - sense spirit
6 - molten spray
( 4th circle) 2 - pantherspeed
1 - hawkvision
5 - mending
( 3rd circle) 7 - scalding blast
2 - purify spirit
( 2nd circle) 10 - flameburst
( 1st circle) 8 - ice missile
3 - spirit armor
You can memorize no more spells.
< 328h/386H 207v/207V Pos: sitting >
You have to write quit - no less, to quit!
< 328h/386H 207v/207V Pos: sitting >
You start meditating...
< 328h/386H 207v/207V Pos: sitting >
< 331h/386H 207v/207V Pos: sitting >
You stop meditating.
You can't concentrate enough while resting.
You can't do this sitting!
< 331h/386H 207v/207V Pos: sitting >
You clamber to your feet.
< 332h/386H 207v/207V Pos: standing >
< 333h/386H 207v/207V Pos: standing >
You start chanting...
< 334h/386H 207v/207V Pos: standing >
Casting: spirit jump *
< 335h/386H 207v/207V Pos: standing >
< 335h/386H 207v/207V Pos: standing >
Casting: spirit jump
< 335h/386H 207v/207V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
..^..
...^.
^^
^ @^
. M
^
.
A Small Fisherman's Dock
Obvious exits: -North -East -South -West
(Q)Moldug the barbarian fisherman sits on the edge of the dock, eyeing the fish.
< 336h/386H 207v/207V Pos: standing >
< 336h/386H 207v/207V Pos: standing >
-=[Out of nowhere, a Troll stabs you in the back.]=-
The globe around a Troll's body flares as it bears the brunt of your assault!
< 317h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC: small wounds E: A Troll sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 317h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC: small wounds E: A Troll sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 317h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC: small wounds E: A Troll sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 317h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC: small wounds E: A Troll sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 317h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC: small wounds E: A Troll sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 317h/386H 207v/207V Pos: standing >
< T: Eilek TP: sta TC: small wounds E: A Troll sta EP: excellent >
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
< 317h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: small wounds E: A Troll sta EP: excellent >
A Troll parries your futile lunge at him.
< 317h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: small wounds E: A Troll sta EP: excellent >
-=[A Troll's pierce strikes you.]=-
[Damage: 4 ] -=[A Troll suffers from contact with the aura about you.]=-
< 303h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: small wounds E: A Troll sta EP: excellent >
-=[A Troll's impressive slash strikes you.]=-
The globe around a Troll's body flares as it bears the brunt of your assault!
-=[A Troll's pierce strikes you.]=-
The globe around a Troll's body flares as it bears the brunt of your assault!
-=[A Troll's impressive slash strikes you.]=-
The globe around a Troll's body flares as it bears the brunt of your assault!
-=[A Troll's impressive slash strikes you.]=-
The globe around a Troll's body flares as it bears the brunt of your assault!
< 236h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: few wounds E: A Troll sta EP: excellent >
-=[A Troll's slash strikes you.]=-
[Damage: 4 ] -=[A Troll suffers from contact with the aura about you.]=-
-=[A Troll's impressive pierce strikes you.]=-
[Damage: 4 ] -=[A Troll suffers from contact with the aura about you.]=-
-=[A Troll's powerful slash strikes you very hard.]=-
[Damage: 10 ] -=[A Troll suffers from contact with the aura about you.]=-
< 175h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: nasty wounds E: A Troll sta EP: excellent >
A cool winter breeze blows through the foothills of Ice Crag continent.
< 175h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: nasty wounds E: A Troll sta EP: excellent >
You miss a Troll.
< 175h/386H 207v/207V Pos: sitting >
< T: Eilek TP: sit TC: nasty wounds E: A Troll sta EP: excellent >
-=[A Troll's slash seriously wounds you.]=-
The globe around a Troll's body flares as it bears the brunt of your assault!
A Troll's unholy avenger named 'Bloodlust' turns blood red as it slashes into you!
-=[You feel yourself becoming weak as the blood is sucked out of you!]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[A Troll's impressive pierce hits you.]=-