<worn on head> a whisper-thin helm
<worn about body> a hard leather cloak
<worn about waist> a thin leather belt
<held as shield> a small round wooden shield
<worn on legs> a set of loose fitting leggings
<worn on feet> some thin leather sandals
The Battlefield (extremely evil)
The Swamp Laboratory of Khul'Lor (extremely evil)
Clan Stoutdorf Settlement (slightly evil)
*Kobold Settlement (extremely evil)
*The High Moor Forest (neutral)
The Stone Tomb of Kelek (extremely evil)
Orrak (slightly evil)
Pits of Cerberus (neutral)
Myrloch Vale (slightly evil)
Pharr Valley Swamp (neutral)
Village of Werrun (slightly good)
Nizari (extremely evil)
*The Dark Stone Tower of the Northern Realms (slightly evil)
Tower of High Sorcery (neutral)
Bloodstone Keep (neutral)
The Temple of the Sun (neutral)
The Elemental Groves (neutral)
Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (evil)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (neutral)
Nakral's Crypt (good)
The Outcasts Tower (neutral)
Fort Boyard (slightly evil)
Crystalspyre Mountains (neutral)
The Prisons of Carthapia (neutral)
*Faerie Realm (pure good)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (slightly evil)
The Githyanki Fortress (slightly evil)
Labyrinth of No Return (neutral)
The Desert City of Venan'Trut (slightly evil)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (good)
*New Cave city (slightly good)
Ice Tower (neutral)
Desolate Under Fire (neutral)
The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (very evil)
IceCrag Castle (neutral)
Prison of Fort Boyard (slightly evil)
The Ancient Halls of Ironstar (neutral)
The Jade Empire (slightly evil)
Mazzolin (slightly evil)
Forest of Mir (neutral)
Quintaragon Castle (slightly evil)
The Sky City of Ultarium (neutral)
*Lair of the Gibberling King (neutral)
Plane of Air (slightly evil)
The Kingdom of Torg (neutral)
*Tribal Oasis (neutral)
The Para-Elemental Plane of Smoke (neutral)
Plane of Water (evil)
Shadamehr Keep (slightly good)
The Temple to Skrentherlog (slightly evil)
Alatorin - the Forge City (neutral)
The Trakkia Mountains (evil)
The Ethereal Plane (slightly good)
The Caverns of Armageddon (evil)
The Forest City of Aravne (slightly good)
Plane of Fire (very good)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (neutral)
Jotunheim (slightly good)
The Transparent Tower (very evil)
Krethik Keep (slightly good)
Temple of the Earth (very evil)
Sea Kingdom (good)
Plane of Earth (neutral)
Sevenoaks (slightly good)
*The Keep of Evil (neutral)
The Forgotten Mansion (evil)
Domain of Lost Souls (slightly evil)
*The Hall of Knighthood (very evil)
The Depths of Duris (good)
Arachdrathos Guilds (neutral)
Valley of the Snow Ogres (slightly good)
The Great Shaboath (slightly evil)
The Tempest Court (slightly evil)
Pit of Dragons (neutral)
Ny'Neth (neutral)
Lost Temple of Tikitzopl (neutral)
The Scorched Valley (slightly evil)
The Realm of Barovia (evil)
The Royal Mausoleum of Castle IceCrag (neutral)
Plane of Fire, Brass (slightly evil)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (slightly evil)
The Fortress of Dreams (slightly good)
Bahamut's Palace (slightly good)
Dragonnia (neutral)
The Charcoal Palace (good)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (slightly evil)
The Hall of the Ancients (evil)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (slightly good)
Negative Material Plane (good)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (good)
Castle Ravenloft (extremely good)
* = already completed this boot.
< 99h/99H 116v/116V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.
< 99h/99H 116v/116V Pos: standing >
An orc anti-paladin starts casting a spell.
< 99h/99H 116v/116V Pos: standing >
An orc anti-paladin completes his spell...
An orc anti-paladin utters the words 'ofzahzf gsufuh xabrae'
An orc anti-paladin points at an orcish guard.
An orcish guard glows visibly as a faint white halo surrounds him.
< 99h/99H 116v/116V Pos: standing >
Autosaving...
< 99h/99H 116v/116V Pos: standing >
Hint: Type 'forget (spell name)' to free up a spell slot. Alternately, you can 'forget all' to free all your spell slots.
< 99h/99H 116v/116V Pos: standing >
Hint: Type 'terrain' to see what kind of terrain you are in. Druids benefit from Forest or Field terrain.
< 99h/99H 116v/116V 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)'. You can do it if you have another players book in your inventory and type 'scribe (spell name)'. - Tayna
< 99h/99H 116v/116V Pos: standing >
Epic Zones -----------------------------------------
*Court of the Muse (evil)
The Chasm of the Misty Vale (neutral)
The Battlefield (extremely evil)
The Swamp Laboratory of Khul'Lor (extremely evil)
Clan Stoutdorf Settlement (slightly evil)
*Kobold Settlement (extremely evil)
*The High Moor Forest (neutral)
The Stone Tomb of Kelek (extremely evil)
Orrak (slightly evil)
Pits of Cerberus (neutral)
Myrloch Vale (slightly evil)
Pharr Valley Swamp (neutral)
Village of Werrun (slightly good)
Nizari (extremely evil)
*The Dark Stone Tower of the Northern Realms (slightly evil)
Tower of High Sorcery (neutral)
Bloodstone Keep (neutral)
The Temple of the Sun (neutral)
The Elemental Groves (neutral)
Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (evil)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (neutral)
Nakral's Crypt (good)
The Outcasts Tower (neutral)
Fort Boyard (slightly evil)
Crystalspyre Mountains (neutral)
The Prisons of Carthapia (neutral)
*Faerie Realm (pure good)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (slightly evil)
The Githyanki Fortress (slightly evil)
Labyrinth of No Return (neutral)
The Desert City of Venan'Trut (slightly evil)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (good)
*New Cave city (slightly good)
Ice Tower (neutral)
Desolate Under Fire (neutral)
The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (very evil)
IceCrag Castle (neutral)
Prison of Fort Boyard (slightly evil)
The Ancient Halls of Ironstar (neutral)
The Jade Empire (slightly evil)
Mazzolin (slightly evil)
Forest of Mir (neutral)
Quintaragon Castle (slightly evil)
The Sky City of Ultarium (neutral)
*Lair of the Gibberling King (neutral)
Plane of Air (slightly evil)
The Kingdom of Torg (neutral)
*Tribal Oasis (neutral)
The Para-Elemental Plane of Smoke (neutral)
Plane of Water (evil)
Shadamehr Keep (slightly good)
The Temple to Skrentherlog (slightly evil)
Alatorin - the Forge City (neutral)
The Trakkia Mountains (evil)
The Ethereal Plane (slightly good)
The Caverns of Armageddon (evil)
The Forest City of Aravne (slightly good)
Plane of Fire (very good)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (neutral)
Jotunheim (slightly good)
The Transparent Tower (very evil)
Krethik Keep (slightly good)
Temple of the Earth (very evil)
Sea Kingdom (good)
Plane of Earth (neutral)
Sevenoaks (slightly good)
*The Keep of Evil (neutral)
The Forgotten Mansion (evil)
Domain of Lost Souls (slightly evil)
*The Hall of Knighthood (very evil)
The Depths of Duris (good)
Arachdrathos Guilds (neutral)
Valley of the Snow Ogres (slightly good)
The Great Shaboath (slightly evil)
The Tempest Court (slightly evil)
Pit of Dragons (neutral)
Ny'Neth (neutral)
Lost Temple of Tikitzopl (neutral)
The Scorched Valley (slightly evil)
The Realm of Barovia (evil)
The Royal Mausoleum of Castle IceCrag (neutral)
Plane of Fire, Brass (slightly evil)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (slightly evil)
The Fortress of Dreams (slightly good)
Bahamut's Palace (slightly good)
Dragonnia (neutral)
The Charcoal Palace (good)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (slightly evil)
The Hall of the Ancients (evil)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (slightly good)
Negative Material Plane (good)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (good)
Castle Ravenloft (extremely good)
* = already completed this boot.
< 99h/99H 116v/116V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled.
< 99h/99H 116v/116V Pos: standing >
Autosaving...
< 99h/99H 116v/116V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
Hint: Type 'toggle' to see a list of various commands you can toggle. Try them out! Some are quite handy.
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
An orc anti-paladin starts casting a spell.
< 99h/99H 116v/116V Pos: standing >
An orc anti-paladin completes his spell...
An orc anti-paladin utters the word 'saihpzfgszze'
An orc anti-paladin begins to move much more quickly.
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
< 99h/99H 116v/116V Pos: standing >
Maestro suddenly fades into this reality, muttering a word of thanks.
< 99h/99H 116v/116V Pos: standing >
Maestro leaves south.
< 99h/99H 116v/116V Pos: standing >
Horns begin to bellow and drums thunder to the call to arms!
< 99h/99H 116v/116V Pos: standing >
Horns begin to bellow and drums thunder to the call to arms!
Horns begin to bellow and drums thunder to the call to arms!
< 99h/99H 116v/116V Pos: standing >
Hint: Losing the battle? Try to 'flee'. But don't flee too many times, or you might run into something even nastier!
< 99h/99H 116v/116V Pos: standing >
The Inn of the Shady Grove
Obvious exits: -East -South
An orc anti-paladin surveys the area for intruders.
An orcish guard stands here patrolling.
< 99h/99H 116v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: The Bar of Dancing Flame
</map>
<map>
Zone: Shady Grove.
Room: The Bar of Dancing Flame
</map>
The Bar of Dancing Flame
Chairs and tables can be found through out this room. This bar serves as
a gathering place for social events. Many drunks can always be found here.
There is a large counter along the west wall where most of the drunks are
gathered drinking heartily. Drinks and other items are available for sample
in this store. The only exits are down and north out of the this bar.
Obvious exits: -North -Down
A mighty board stands here held up by great swords reading 'Flame Board.'
An orcish elite in mid-air sits atop a large warhorse.
(Q)Ixie, the bartender, stands behind the counter ready to serve you.
A dancing elven girl dances along her way through the bar.
< 99h/99H 115v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: A Small Side Street of the Grove
</map>
<map>
Zone: Shady Grove.
Room: A Small Side Street of the Grove
</map>
A Small Side Street of the Grove
This pathway is almost ten feet wide and is heavily littered with trash
and other debris. Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Among these puddles of water are scattered lose change
and other unwanted items that people have carelessly dropped. The only
exits are east and up which lead into various parts of town.
Obvious exits: -East -Up
The grinning bobcat hungrily peers through the area.
< 99h/99H 114v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: A Small Side Street of the Grove
</map>
<map>
Zone: Shady Grove.
Room: A Small Side Street of the Grove
</map>
A Small Side Street of the Grove
This pathway is almost ten feet wide and is heavily littered with trash
and other debris. Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Rotten corpses of some animals are seen along the
side of this street. There is a potent stench of decay in this area. The
only exits are east and west leading into various parts of the Grove.
Obvious exits: -East -West
A small collar collects among the rubble on the ground.
Running about town, this female orc is restocking her low supplies.
An orc guard of the Black Order is here watching your every action.
A drunken orc wanders about lost out of his mind.
< 99h/99H 113v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide. A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path, west into an alley, and east to the bakery.
Obvious exits: -North -East -South -West
A small black skunk peers wearily at you.
(Q)An old orcish woman cries over the loss of her spouse.
< 99h/99H 112v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide. A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path and there is an exit east to the shopping district
of the city.
Obvious exits: -North -East -South
< 99h/99H 112v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide. A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. The Guard Barracks
of the Black Order of Orcs is located just to the west with the Shady
Jewelers to the east.
Obvious exits: -North -East -South -West
An orcish thief watches his next victim closely.
< 99h/99H 111v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide. A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path and a small
scribers shop to the east.
Obvious exits: -North -East -South
A stray dog runs around searching for someone to play with.
< 99h/99H 110v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
<map>
Zone: Shady Grove.
Room: The Path of the Damned
</map>
The Path of the Damned
Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide. A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. On the west side
of the pathway, there is a small stone tower rising above the city. On
the east side is the southern branch of the Bank of the Shady.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a female orc is lying here.
An orcish shaman is here practicing a new spell.
A massive umber hulk stands here chained to the ground.
< 99h/99H 109v/116V Pos: standing >
<map>
Zone: Shady Grove.
Room: The South Gates of the Shady Grove
</map>
The South Gates of the Shady Grove
A large city dwells before your eyes. Many citizens have made this city
their home. Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
Obvious exits: -North -East -West -Down
< 99h/99H 109v/116V Pos: standing >
Alas, you cannot go that way. . . .
< 99h/99H 110v/116V Pos: standing >
< 99h/99H 110v/116V Pos: standing >
Alas, you cannot go that way. . . .
< 99h/99H 111v/116V Pos: standing >
< 99h/99H 111v/116V Pos: standing >
< 99h/99H 112v/116V Pos: standing >
< 99h/99H 113v/116V Pos: standing >
Pardon?
< 99h/99H 113v/116V Pos: standing >
Ok.
< 99h/99H 114v/116V Pos: standing >
The black is closed.
< 99h/99H 116v/116V Pos: standing >
The South Gates of the Shady Grove
Obvious exits: -North -East -West -Down #
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
An orcish street sweeper enters from the north.
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
A Githzerai snaps into visibility.
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
A Githzerai avoids being bashed by an orcish street sweeper, who loses his balance and falls.
A Githzerai parries an orcish street sweeper's lunge at her.
Ok.
< 99h/99H 116v/116V Pos: standing >
It's already closed!
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
Ok.
< 99h/99H 116v/116V Pos: standing >
A Githzerai wills the flames of the abyss to overwhelm and consume thier foe...
-=[You scream in agony as searing heat ignites and bursts into flames within your body.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
A Githzerai snaps into visibility.
Your pair of brown leather gloves shattered in bits as the tortured body spasms and quivers!
Your set of loose fitting robes shattered in bits as the tortured body spasms and quivers!
Your set of loose fitting sleeves shattered in bits as the tortured body spasms and quivers!