<worn on head> a humming brass coif
<worn on eyes> a twisted gem eyepatch
<worn on face> an etched mithral faceguard (glowing) [89%]
<worn around neck> a necklace of human ears [superior]
<worn around neck> a necklace of elven ears [superior]
<worn on body> a suit of Bloodstone chainmail [poor]
<worn as quiver> a sparkling adamantium quiver
<worn about waist> a belt of flesh hooks [73%]
<held as shield> a shiny crescent silver shield
<worn on finger> a blue ring of crystal ice [poor]
<worn on finger> a jeweled platinum band
<primary weapon> a three tailed whip
<worn on legs> the leggings of ripping [superior]
-=[Maim's fine punch strikes you.]=-
[Damage: 10 ] -=[Maim ignites into black flames as he hits you!]=-
[Damage: 14 ] -=[Maim shivers from the unnatural cold as he hits you!]=-
-=[Maim's punch strikes you.]=-
[Damage: 8 ] -=[Maim ignites into black flames as he hits you!]=-
[Damage: 11 ] -=[Maim shivers from the unnatural cold as he hits you!]=-
-=[You suddenly see Maim's foot in your chest.]=-
[Damage: 5 ] -=[Maim ignites into black flames as he hits you!]=-
[Damage: 8 ] -=[Maim shivers from the unnatural cold as he hits you!]=-
< 496h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: few wounds E: maim sta EP: awful >
You miss Maim.
You miss Maim.
< 496h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: few wounds E: maim sta EP: awful >
You start chanting...
< 496h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: few wounds E: maim sta EP: awful >
-=[Maim's fine punch strikes you.]=-
[Damage: 9 ] -=[Maim ignites into black flames as he hits you!]=-
Maim is incapacitated and will slowly die, if not aided.
[Damage: 8 ] -=[Maim shivers from the unnatural cold as he hits you!]=-
Maim is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Dex by 54580.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are Maim's last actions in this world.
< 475h/675H 127v/127V Pos: standing >
Casting: full heal ***
< 475h/675H 127v/127V Pos: standing >
Casting: full heal
< 475h/675H 127v/127V Pos: standing >
You complete your spell...
A torrent of divine energy flows into your body, and your wounds begin to heal!
< 673h/675H 127v/127V Pos: standing >
You sit down and relax.
< 673h/675H 127v/127V Pos: sitting >
You have memorized the following spells:
( 9th circle) 1 - word of recall
( 8th circle) 3 - dispel magic
1 - banish
( 7th circle) 3 - full heal
( 6th circle) 2 - negative energy barrier
( 5th circle) 4 - heal
2 - vitality
1 - soulshield
( 4th circle) 8 - invigorate
( 1st circle) 1 - armor
1 - bless
And you are currently praying for the following spells:
7 seconds: ( 6th) flame strike
15 seconds: ( 6th) flame strike
23 seconds: ( 6th) flame strike
31 seconds: ( 6th) flame strike
39 seconds: ( 7th) full heal
47 seconds: ( 7th) full heal
You can pray 8 1st, 10 2nd and 9 3rd circle spell(s).
You continue your praying.
< 673h/675H 127v/127V Pos: sitting >
You start meditating...
< 673h/675H 127v/127V Pos: sitting >
Experience till level: 8429310
< 674h/675H 127v/127V Pos: sitting >
You have finished praying for flame strike.
< 675h/675H 127v/127V Pos: sitting >
You have finished praying for flame strike.
< 675h/675H 127v/127V Pos: sitting >
Autosaving...
< 675h/675H 127v/127V Pos: sitting >
Zealot - Last Edited: 2014-07-31 02:38:16 by lohrr
==================================================
The Zealot Cleric focuses on damage, with the Fighter skill "Offense" and
the ability to call upon the God of Tempus to infuse them with power. Their
offensive nature allows them to be extremely adept at fighting, particularly
raiding. Their God also has the ability to empower the cleric as he is fighting
his foes, restoring his spells in combat.
Zealots get an improved 1h Bludgeon skill and improved Dodge.
==See also==
* Cleric
==Allowed races==
* Human, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Orc, Githyanki, Shade, Goblin, Githzerai, Kobold
==Innate abilities==
aura of protection
'*' Designates passive ability.
==Skills==
30th Level: 1h bludgeon, 1h flaying, 2h bludgeon, switch opponents
51st Level: double attack
==Spells==
3rd Circle: disease
4th Circle: poison
6th Circle: wither
7th Circle: protection from undead
8th Circle: banish
11th Circle: plague
12th Circle: battletide
< 675h/675H 127v/127V Pos: sitting >
You have finished praying for flame strike.
< 675h/675H 127v/127V Pos: sitting >
You have finished praying for flame strike.
< 675h/675H 127v/127V Pos: sitting >
You have finished praying for full heal.
< 675h/675H 127v/127V Pos: sitting >
You have finished praying for full heal.
Your prayers are complete.
< 675h/675H 127v/127V Pos: sitting >
You clamber to your feet.
< 675h/675H 127v/127V Pos: standing >
Ok.
< 675h/675H 127v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Mercenary Halls
</map>
<map>
Zone: Storm Port.
Room: The Mercenary Halls
</map>
The Mercenary Halls
These hallways mantain the necessary equipment to train an orc
mercenary. They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light. Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -East -West
A young Orc soldier wanders the city here, preparing for training.
< 675h/675H 126v/127V Pos: standing >
Ok.
< 675h/675H 126v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Mercenary Halls
</map>
The Mercenary Halls
These hallways have been specifically built for the mercenary
training, as well as for defensive purposes. The wind around several
corners, in attempt to confuse invaders and giving the trainees inside
time to gather in Maim's chamber. Orcish weapons adorn the walls,
many baring the storm crest. Despite the proximity to the two
other fighter's guilds in the city, the mercenary halls are looked
down at by the warriors and anti-paladins, believing them to be
a lower class of fighter.
Obvious exits: -North -East
< 675h/675H 125v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Mercenary Halls
</map>
The Mercenary Halls
These hallways mantain the necessary equipment to train an orc
mercenary. They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light. Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -East -South
< 675h/675H 124v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Mercenary Halls
</map>
The Mercenary Halls
These hallways have been specifically built for the mercenary
training, as well as for defensive purposes. The wind around several
corners, in attempt to confuse invaders and giving the trainees inside
time to gather in Maim's chamber. Orcish weapons adorn the walls,
many baring the storm crest. Despite the proximity to the two
other fighter's guilds in the city, the mercenary halls are looked
down at by the warriors and anti-paladins, believing them to be
a lower class of fighter.
Obvious exits: -East -West
< 675h/675H 123v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Mercenary Halls
</map>
The Mercenary Halls
These hallways mantain the necessary equipment to train an orc
mercenary. They offer good practice in hiding and backstabbing, as
the lanterns are turned down for minimum light. Several weeks of
intensive training here perfect the more specialized mercenary skills
then the trainee will move to the warrior building and battle in
the sparring grounds till he is ready.
Obvious exits: -North# -West
< 675h/675H 123v/127V Pos: standing >
Ok.
< 675h/675H 124v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: Before Two Black Stone Buildings
</map>
<map>
Zone: Storm Port.
Room: Before Two Black Stone Buildings
</map>
Before Two Black Stone Buildings
Soldier's Path ends here with the obstruction of two massive
buildings. The majority of the Storm Port military is trained here,
in each of these buildings. North being the warriors guild hall,
where many of the future gate guards and city guards are taught.
South lies the mercenary guild, where sailors hone their skills to
become better at the dark arts of piracy. The smoke from huge
fires from inside these two buildings billows out of chimneys over
head, blocking out the light in a dense smog.
Obvious exits: -North# -East -South
A stray dog spends his days chasing rats through the back alleys.
< 675h/675H 124v/127V Pos: standing >
Ok.
< 675h/675H 124v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: Soldier's Path
</map>
<map>
Zone: Storm Port.
Room: Soldier's Path
</map>
Soldier's Path
Soldiers Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. West of here Soldier's
Path ends abrubtly before two large buildings, one for the mercenaries
and one for the warriors of Storm Port. The smog over the city is
especially thick here, indicating many blacksmith and foundry fires
burning. There is a large door leading to a dojo to the north.
Obvious exits: -North# -South -West
A young Orc soldier wanders the city here, preparing for training.
< 675h/675H 124v/127V Pos: standing >
Alas, you cannot go that way. . . .
< 675h/675H 124v/127V Pos: standing >
Alas, you cannot go that way. . . .
< 675h/675H 124v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: Soldier's Path
</map>
Soldier's Path
Soldiers Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. East of here is the
somewhat more obscure fighters hall, the guild of the dark knights,
otherwise known as anti-paladins. Anti-paladin training is probably
the most grueling of all the fighter classes, thus the reason their
numbers being few compared to the warriors and mercenaries.
Obvious exits: -North -East # -South
< 675h/675H 124v/127V Pos: standing >
Shoulders tingling, you gently drop back to the ground.
Your energy barrier fades.
<map>
Zone: Storm Port.
Room: Soldier's Path
</map>
<map>
Zone: Storm Port.
Room: Soldier's Path
</map>
Soldier's Path
Soldier's Path connects the fighters guilds with the rest of the
city. Since the city grew so large in the past few years, jobs of all
sorts opened up, foremost being soldiers for transport across the seas
from the harbour to far off lands for invasion. West of this small
path lies the hastily constructed inn of Storm Port, replacing the
tent city that was being used for both the military and merchants not so
long ago. Now, for the right price, they can sleep in somewhat comfortable
beds.
Obvious exits: -North -East # -South
An Orc commoner wanders the city here.
An Orc merchant wanders the city, selling his wares.
< 675h/675H 123v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: North Storm Street and Soldier's Path
</map>
North Storm Street and Soldier's Path
North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector. Soldier's Path breaks away to the north here, home
to three fighter's guilds and the Storm Port inn. The road here is
somewhat less muddy from not being under the aqueduct, but sea mist
blows through the air, dampening clothes.
Obvious exits: -North -East -West
< 675h/675H 122v/127V Pos: standing >
You start chanting...
< 675h/675H 127v/127V Pos: standing >
Casting: negative energy barrier ***
< 675h/675H 127v/127V Pos: standing >
Casting: negative energy barrier **
< 675h/675H 127v/127V Pos: standing >
An orc merchant enters from the north.
< 675h/675H 127v/127V Pos: standing >
Casting: negative energy barrier *
< 675h/675H 127v/127V Pos: standing >
Casting: negative energy barrier
< 675h/675H 127v/127V Pos: standing >
You complete your spell...
You are surrounded by a deadly aura of negative energy!
< 675h/675H 127v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: East End of North Storm Street and Gale Road
</map>
East End of North Storm Street and Gale Road
North Storm Street was one of the last few roads to be constructed
in the city. After the popularity of the harbour, the rocky terrain
had to be excavated to make room for the population explosion in the
northern sector. With the aqueduct above running south, the road
in this corner of the city is somewhat muddy, and the smell of sea
salt is still quite strong. The mystical Pillar of Elements can
be seen rising above the city close by the north. The street continues
west of here.
Obvious exits: -North -South -West -Up
< 675h/675H 126v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: Gale Road
</map>
<map>
Zone: Storm Port.
Room: Gale Road
</map>
Gale Road
Gale Road connects with the harbour here, making it one of the
oldest and most used pathways in the city. The sheer ammount of traffic
coming through this road then heading north or south into the city from
boarding or disembarking passengers is amazing. The harbour, once only
used for orc military personnel, now is abundant with many of the more
evil races of all classes and skills.
Obvious exits: -North -East -South
A black crow hops through the streets, pecking at trash.
< 675h/675H 125v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: Before the Docks of Storm Port
</map>
Before the Docks of Storm Port
The name Storm Port is deceptive in nature for storms in this orc
city are actually quite rare. In fact, due to the rock formations in
the surrounding area creating a haven from all sorts of bad weather,
the harbour was built on this spot because it was storm free. Without
the harbour, the city would have never have flourished, thus leading
to quite an irony of sorts and the thoughts of whatever orc actually
named this town must have had a twisted sense of humour.
Obvious exits: -East -West
< 675h/675H 124v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Docks of Storm Port
</map>
The Docks of Storm Port
For the ammount of traffic coming and going through this harbour
it is probably not as large as many would hope it to be. It consists
of a north dock and a south dock, both running parallel into the sea.
Galleons line the docks, completely overcrowding them and giving the
poor harbour master a great deal of stress who happens to be severely
under handed. His station sits north, but it rare for him to ever
be inside when there is so much work to be doing.
Obvious exits: -North# -East -South -West
< 675h/675H 123v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
An Orc harbour worker runs about performing his duties.
An Orc guards the docks viciously.
An Orc guards the docks viciously.
An Orc harbour worker runs about performing his duties.
A tall Orc stresses over all the work to do in the harbour.
< 675h/675H 122v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
An Orc guards the docks viciously.
An Orc sailor searches for his ship along the pier.
An Orc sailor searches for his ship along the pier.
An Orc shipwright stands here, selling ship rides across the sea.
< 675h/675H 122v/127V Pos: standing >
<map>
Zone: Storm Port.
Room: The Northern Docks
</map>
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
A strange gnomish contraption stands here, dispensing ferry tickets.
The Clipper Orcish Navy floats here.
The Ketch Wooden Leg floats here.
The Clipper Orcish floats here.
The Yacht Avernus floats here.
The Carrack BOOSTSquad floats here.
The Caravel Wrath Of God floats here.
The Galleon If_Boat_is_Rockin~ floats here.
The Galleon Sea Kitteh floats here.
The Galleon Spidey floats here.
The Sloop POShipyy floats here.
The Caravel Silver's Toothache floats here.
The Galleon I'm not Asleep floats here.
The Sloop tst floats here.
The Sloop Silver's Tooth Decay floats here.
The Ketch Ceci, Je suis pas floats here.
< 675h/675H 121v/127V Pos: standing >
Find a dock to swim from!
< 675h/675H 121v/127V Pos: standing >
You get a small pile of coins from your rugged adventurers satchel.
There were: 152 platinum coins.
< 675h/675H 124v/127V Pos: standing >
You buy 6 crates of Bulk Coal for 136 platinum, and 8 g.
Thank you for your purchase, your cargo is loaded and set to go!
< 675h/675H 127v/127V Pos: standing >
You board the Clipper Orcish Navy.
Aboard the Clipper Orcish Navy
Obvious exits: -North
< 675h/675H 127v/127V Pos: standing >
Aboard the Clipper Orcish Navy
Obvious exits: -North -South
< 675h/675H 126v/127V Pos: standing >
On the Bridge of the Clipper Orcish Navy
Obvious exits: -North -South
< 675h/675H 125v/127V Pos: standing >
Your crew begins undocking procedures.
< 675h/675H 127v/127V Pos: standing >
Name: Orcish Navy
-========================================================================-
Captain: Dex Frags: 0 Status: DOCKED ID[**]
29/29 Speed Range: 0-65 Crew: Amateur Crew
Weight: 110,000
|| Load: 30/ 55
/..\ Passengers: 1/ 5
/.14.\
/..--..\ Num Name Position Ammo Status
|..14..| [ 0] Small Ballistae Port 60 Ready
|......| 90 [ 1] Small Ballistae Port 60 Ready
\__..__/ --- [ 2] Small Ballistae Forward 60 Ready
|..||..|/ 90 [ 3] Small Ballistae Starboard 60 Ready
|....../ [ 4] Small Ballistae Starboard 60 Ready
|...../| [ 5] Small Ballistae Rear 60 Ready
|..../.| [ 6] Bulk Coal (6 crates)
36 |18./18| 36
--- |--/\--| ---
36 |18\/18| 36
|......|
|__||__|
/......\
|......|
|.. 9..|
|..--..|
|.. 9..|
\______/ Set Heading: 135 Set Speed: 0 Crew Stamina: 500
Heading: 135 Speed: 0 Repair Stock: 110
18/18
< 675h/675H 127v/127V Pos: standing >
The crew begins raising the anchor.
< 675h/675H 127v/127V Pos: standing >
The crew finishes raising the anchor.
Your crew isn't ready, undock first.
< 675h/675H 127v/127V Pos: standing >
Your crew isn't ready, undock first.
< 675h/675H 127v/127V Pos: standing >
Your crew isn't ready, undock first.
< 675h/675H 127v/127V Pos: standing >
Your crew isn't ready, undock first.
< 675h/675H 127v/127V Pos: standing >
The crew scrambles to their stations.
< 675h/675H 127v/127V Pos: standing >
You kneel.
< 675h/675H 127v/127V Pos: kneeling >
The crew readies the sails.
< 675h/675H 127v/127V Pos: kneeling >
The first officer begins a checkup of all ship systems.
< 675h/675H 127v/127V Pos: kneeling >
An orcish merchant snaps into visibility.
-=[Out of nowhere, an orcish merchant stabs you in the back.]=-
OUCH! That really did HURT!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
< 605h/675H 127v/127V Pos: kneeling >
< T: Dex TP: kne TC: small wounds E: an orcish merchant sta EP: excellent >
An orcish merchant snaps into visibility.
-=[An orcish merchant's slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive pierce wounds you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's powerful pierce strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive slash wounds you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's powerful slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
< 489h/675H 127v/127V Pos: kneeling >
< T: Dex TP: kne TC: few wounds E: an orcish merchant sta EP: excellent >
Your devotion to your god causes you to unleash a Flurry of attacks against someone!
You say 'Beg for forgiveness and be saved!'
You miss someone.
Sparks... flashing lights... you cannot concentrate!
You miss someone.
An orcish merchant snaps into visibility.
< 489h/675H 127v/127V Pos: kneeling >
< T: Dex TP: kne TC: few wounds E: an orcish merchant sta EP: excellent >
You rise to your feet.
< 489h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: few wounds E: someone sta EP: excellent >
An orcish merchant snaps into visibility.
An orcish merchant dances an acrobatic maneuver in battle, tripping you.
< 489h/675H 127v/127V Pos: sitting >
< T: Dex TP: sit TC: few wounds E: an orcish merchant sta EP: excellent >
The first officer reports everything is in order and the ship is ready to go.
< 489h/675H 127v/127V Pos: sitting >
< T: Dex TP: sit TC: few wounds E: an orcish merchant sta EP: excellent >
An orcish merchant snaps into visibility.
-=[Before you can react an orcish merchant suddenly lashes at you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
< 444h/675H 127v/127V Pos: sitting >
< T: Dex TP: sit TC: few wounds E: someone sta EP: excellent >
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's pierce strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
< 347h/675H 127v/127V Pos: sitting >
< T: Dex TP: sit TC: few wounds E: an orcish merchant sta EP: excellent >
Your devotion to your god causes you to unleash a Flurry of attacks against someone!
You say 'What once was lost, is now found upon your skull!'
You miss someone.
You miss someone.
You miss someone.
You miss someone.
An orcish merchant snaps into visibility.
< 347h/675H 127v/127V Pos: sitting >
< T: Dex TP: sit TC: few wounds E: an orcish merchant sta EP: excellent >
An orcish merchant snaps into visibility.
-=[An orcish merchant's powerful slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's powerful slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
< 283h/675H 127v/127V Pos: sitting >
< T: Dex TP: sit TC: nasty wounds E: an orcish merchant sta EP: excellent >
You scramble madly to your feet!
< 283h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: someone sta EP: excellent >
You're in no position to disembark!
< 283h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: someone sta EP: excellent >
On the Bridge of the Clipper Orcish Navy
Obvious exits: -North -South
< 283h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: someone sta EP: excellent >
You miss someone.
You miss someone.
An orcish merchant snaps into visibility.
< 283h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: an orcish merchant sta EP: excellent >
You're in no position to disembark!
< 283h/675H 127v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: someone sta EP: excellent >
You attempt to flee...
Aboard the Clipper Orcish Navy
Obvious exits: -South
You flee northward!
< 283h/675H 105v/127V Pos: standing >
Saving Dex.
< 283h/675H 105v/127V Pos: standing >
An orcish merchant snaps into visibility.
-=[Out of nowhere, an orcish merchant stabs you in the back.]=-
The globe around someone's body flares as it bears the brunt of your assault!
< 242h/675H 105v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: someone sta EP: excellent >
You no longer see spots.
< 242h/675H 105v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: someone sta EP: excellent >
You're in no position to disembark!
< 242h/675H 105v/127V Pos: standing >
< T: Dex TP: sta TC: nasty wounds E: someone sta EP: excellent >
An orcish merchant snaps into visibility.
-=[An orcish merchant's powerful slash strikes you very hard.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's slash strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive pierce strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive pierce strikes you hard.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's slash strikes you very hard.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
-=[An orcish merchant's impressive slash strikes you hard.]=-
The globe around someone's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
< 123h/675H 105v/127V Pos: standing >
< T: Dex TP: sta TC:pretty hurt E: an orcish merchant sta EP: excellent >
You attempt to flee...
On the Bridge of the Clipper Orcish Navy
Obvious exits: -North -South
You flee southward!
< 123h/675H 78v/127V Pos: standing >
Saving Dex.
< 123h/675H 78v/127V Pos: standing >
An orcish merchant snaps into visibility.
-=[Out of nowhere, an orcish merchant stabs you in the back.]=-
The globe around someone's body flares as it bears the brunt of your assault!
< 106h/675H 78v/127V Pos: standing >
< T: Dex TP: sta TC:pretty hurt E: someone sta EP: excellent >
You're in no position to disembark!
< 106h/675H 78v/127V Pos: standing >
< T: Dex TP: sta TC:pretty hurt E: someone sta EP: excellent >
Sparks... flashing lights... you cannot concentrate!
You miss someone.
You feel your skill in 1h flaying improving.
You miss someone.
An orcish merchant snaps into visibility.
< 106h/675H 78v/127V Pos: standing >
< T: Dex TP: sta TC:pretty hurt E: an orcish merchant sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 106h/675H 78v/127V Pos: standing >
< T: Dex TP: sta TC:pretty hurt E: someone sta EP: excellent >
Someone's disguise falls apart!
You're in no position to disembark!
< 106h/675H 78v/127V Pos: standing >
< T: Dex TP: sta TC:pretty hurt E: someone sta EP: excellent >
A Shade snaps into visibility.
-=[A Shade's slash strikes you hard.]=-
The globe around someone's body flares as it bears the brunt of your assault!
A Shade snaps into visibility.
-=[A Shade's impressive pierce strikes you very hard.]=-
You wish that your wounds would stop BLEEDING so much!
The globe around someone's body flares as it bears the brunt of your assault!
A Shade snaps into visibility.
-=[A Shade's pierce seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
The globe around someone's body flares as it bears the brunt of your assault!
A Shade snaps into visibility.
-=[A Shade's slash strikes you very hard.]=-
You wish that your wounds would stop BLEEDING so much!
The globe around someone's body flares as it bears the brunt of your assault!
Someone misses you.
A Shade snaps into visibility.
< 50h/675H 78v/127V Pos: standing >
< T: Dex TP: sta TC: awful E: A Shade sta EP: excellent >
A Shade snaps into visibility.
A Shade dances an acrobatic maneuver in battle, tripping you.
< 50h/675H 78v/127V Pos: sitting >
< T: Dex TP: sit TC: awful E: A Shade sta EP: excellent >
Your devotion to your god causes you to unleash a Flurry of attacks against someone!
You say 'What once was lost, is now found upon your skull!'
You miss someone.
You miss someone.
You miss someone.
You feel your skill in 1h flaying improving.
You miss someone.
A Shade snaps into visibility.
< 50h/675H 78v/127V Pos: sitting >
< T: Dex TP: sit TC: awful E: A Shade sta EP: excellent >
A Shade snaps into visibility.
-=[A Shade's slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
The globe around someone's body flares as it bears the brunt of your assault!
A Shade snaps into visibility.
-=[A Shade's powerful slash grievously wounds you.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The globe around someone's body flares as it bears the brunt of your assault!
A Shade snaps into visibility.
-=[A Shade's pierce hits you.]=-