<worn on eyes> a stylish ivory visor
<worn in ear> a delicate nipple ring [poor] (glowing)
<worn in ear> a delicate nipple ring [poor] (glowing)
<worn around neck> some kharma mind beads [71%]
<worn around neck> a frayed cloth collar [superior] (illuminating) [89%]
<worn on body> some tattered purple and red robes
<worn about body> the cloak of dragonkind
<worn on back> a large leather backpack
<worn about waist> a belt of thick cured leather
<worn on belt buckle>a thick tome of legendary lores
<attached to belt> a glowing quill (glowing)
<worn on arms> some unique hemp sleeves
<held as shield> a shield made of lizard skin [poor]
<worn on hands> a pair of brown leather gloves
<worn on finger> a fine granite band
<held> a mummified deva's head [poor] (humming)
<worn on legs> a pleated red and green kilt (illuminating)
<worn on feet> a pair of tight black slippers
An old drunken orc is stunned!
[Damage: 4 ] -=[You watch with self-pride as the magic missile hits an old drunken orc.]=-
An old drunken orc is incapacitated and will slowly die, if not aided.
An old drunken orc slumps to the ground.
[Damage: 4 ] -=[You watch with self-pride as the magic missile hits an old drunken orc.]=-
An old drunken orc is mortally wounded, and will die soon, if not aided.
< 192h/192H 100v/100V Pos: standing >
You start chanting...
< 192h/192H 100v/100V Pos: standing >
Casting: magic missile
< 192h/192H 100v/100V Pos: standing >
You complete your spell...
[Damage: 2 ] -=[You watch with self-pride as the magic missile hits an old drunken orc.]=-
An old drunken orc is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of an old drunken orc.
< 192h/192H 100v/100V Pos: standing >
You failed.
< 192h/192H 100v/100V Pos: standing >
You failed.
< 192h/192H 100v/100V Pos: standing >
You get 3 coins from the corpse of an old drunken orc.
There were: 1 silver coin, 2 copper coins.
You get a glass of Orcish brew from the corpse of an old drunken orc.
You get a glass of Orcish brew from the corpse of an old drunken orc.
< 192h/192H 100v/100V Pos: standing >
You get 2 coins from the corpse of an old drunken orc.
There were: 1 silver coin, 1 copper coin.
You get a glass of Orcish brew from the corpse of an old drunken orc.
< 192h/192H 100v/100V Pos: standing >
Pardon?
< 192h/192H 100v/100V Pos: standing >
You are already standing.
< 192h/192H 100v/100V Pos: standing >
You begin breaking down your a glass of Orcish brew into its raw materials...
The poor quality and craftsmanship of the item yield to your force, breaking the item into unusable bits.
< 192h/192H 100v/100V Pos: standing >
You attempt to break down your a glass of Orcish brew, but end up breaking it in the process.
< 192h/192H 100v/100V Pos: standing >
You sit down and relax.
< 192h/192H 100v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - conjure elemental
( 4th circle) 5 - lightning bolt
( 3rd circle) 4 - shocking grasp
1 - strength
1 - agility
( 2nd circle) 4 - burning hands
( 1st circle) 5 - magic missile
And you are currently memorizing the following spells:
3 seconds: ( 2nd) burning hands
6 seconds: ( 2nd) burning hands
9 seconds: ( 2nd) burning hands
11 seconds: ( 1st) magic missile
13 seconds: ( 1st) magic missile
15 seconds: ( 1st) magic missile
You can memorize no more spells.
You continue your study.
< 192h/192H 100v/100V Pos: sitting >
Ok.
You put 0 platinum, 16 gold, 28 silver, and 47 copper coins into a bag made from sewn rat skins.
< 192h/192H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 192h/192H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 192h/192H 100v/100V Pos: sitting >
You should level anytime now!
< 192h/192H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 192h/192H 100v/100V Pos: sitting >
You clamber to your feet.
You abandon your studies.
< 192h/192H 100v/100V Pos: standing >
The Bar of Foxes
Obvious exits: -South -West
Fresh blood splatters cover the area.
[4] The corpse of an old drunken orc is lying here.
(Q)Hylga, the barkeep, stands here ready to serve you.
< 192h/192H 100v/100V Pos: standing >
High Street of Meopham
This is the high street of Meopham. It is on these streets
that many come to explore, eat, and sell their belongings within
these city walls. The high street is kept very clean by the
many commoners who care for the town. The road continues in
two directions from this advantage point.
Obvious exits: -East -South
A street cleaner is here tending to his job.
< 192h/192H 99v/100V Pos: standing >
High Street of Meopham
This is the high street of Meopham. It is on these streets
that many come to explore, eat, and sell their belongings within
these city walls. The high street is kept very clean by the
many commoners who care for the town. The road continues in
two directions from this advantage point.
Obvious exits: -North -South -West
A town fool hops about here drawing attention.
A street cleaner is here tending to his job.
< 192h/192H 98v/100V Pos: standing >
Town Center of Meopham
This is the city center of the Town of Meopham. All gather
here for all sorts of social events. Meetings, town rallies,
and other sorts of events have been known to occur surrounding
this central fountain of the town. The High Street continues in
a north south direction from this point. The Marble Street leads
off in a east-west direction from this town center.
Obvious exits: -North -East -South -West
The corpse of a town fool is lying here.
The corpse of a brown bear is lying here.
A white marble fountain bubbles refreshing water here. (glowing)
A furry white rabbit eyes you suspiciously.
< 192h/192H 97v/100V Pos: standing >
High Street of Meopham
This is the high street of Meopham. It is on these streets
that many come to explore, eat, and sell their belongings within
these city walls. The high street is kept very clean by the
many commoners who care for the town. The road continues in
two directions from this advantage point.
Obvious exits: -North -South
< 192h/192H 96v/100V Pos: standing >
High Street of Meopham
This is the high street of Meopham. It is on these streets
that many come to explore, eat, and sell their belongings within
these city walls. The high street is kept very clean by the
many commoners who care for the town. The road continues in
two directions from this advantage point.
Obvious exits: -North -South
< 192h/192H 95v/100V Pos: standing >
High Street of Meopham
This is the high street of Meopham. It is on these streets
that many come to explore, eat, and sell their belongings within
these city walls. The high street is kept very clean by the
many commoners who care for the town. The road continues in
two directions from this advantage point.
Obvious exits: -North -South
< 192h/192H 94v/100V Pos: standing >
Before the Town of Meopham
A large city wall seals of the settlement to the north.
The city wall rises high above the local vegetation of the
lands here. There is a small sentry outpost on both sides
of the main entry way here. The sentry posts appear just
to serve one purpose of shelter from the weather. There
are two exits leading out of this room.
Obvious exits: -North -South
[4] The corpse of a city guard is lying here.
A squirrel wanders the forest in search of food.
< 192h/192H 94v/100V Pos: standing >
An Old Stone Pathway
The old stone pathway continues here providing access
to the local town of Meopham. The pathway has been formed
out of interlocking granite rocks which provides a solid
surface. The pathway here appears to be worn down in parts.
In areas of the pathway, the bare earthen has been exposed here.
There are two exits leading out of this room.
Obvious exits: -North -South
< 192h/192H 93v/100V Pos: standing >
An Old Stone Pathway
The old stone pathway continues here providing access
to a local town. The pathway has been formed out of
interlocking granite rocks which provides a solid surface
for travel. The pathway here appears to be worn down in
parts. In areas of the pathway, the bare earthen has
been exposed here. There are two exits leading out of this
room.
Obvious exits: -North -South
A town fool hops about here drawing attention.
A town fool hops about here drawing attention.
A furry white rabbit eyes you suspiciously.
< 192h/192H 91v/100V Pos: standing >
An Old Stone Pathway
An old stone pathway has been formed here out of old granite
stones. They form an interlocking network which provides a
solid surface for travel. The stones of the pathway are
cracked in parts. There are two exits leading out of this
room.
Obvious exits: -North -South
< 192h/192H 90v/100V Pos: standing >
.M*******
. ...******.
*.. ..******.*
*.. .^*****.*
*.. .@***...^
*... ...**.***
**.. ...**.***
*.. ...**.**
.. ....*.*
A Grassland Covered With Shrubs and Small Trees
Obvious exits: -North -East -South -West
< 192h/192H 88v/100V Pos: standing >
.^***
..@**
...**
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 192h/192H 89v/100V Pos: standing >
^****
.*@*.
..**.
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 192h/192H 87v/100V Pos: standing >
*****
**@..
.**.*
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -South -West
< 192h/192H 85v/100V Pos: standing >
*******M*.^
..******.**^M
..******.**.^.
.^*****.**.^.
..***@..^**..
...**.****..*
...**.*******
...**.******
....*.*****
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 192h/192H 84v/100V Pos: standing >
******M*.^M
.******.**^M^
..******.**.^..
.^*****.**.^.*
..***.@.^**..*
...**.****..**
...**.********
...**.*******
...*.******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 192h/192H 82v/100V Pos: standing >
*****M*.^M^
******.**^M^.
.******.**.^..*
.^*****.**.^.**
..***..@^**..**
...**.****..***
...**.*********
..**.********
..*.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 192h/192H 80v/100V Pos: standing >
A Small Room at the Front of the Tavern
This room was originally intended as a place where patrons would have to
check their weapons before allowed inside, but that idea proved impractical
for the management. It was decided that a better idea would be to station a
bouncer here who would stop anyone from entering who appeared as if they
were going to cause trouble. This has cut down on some of the troubles, but
the tavern is not compeltely free of violence.
Obvious exits: -East # -West
A large centaur bouncer glares around the room angrily.
< 192h/192H 79v/100V Pos: standing >
Zone Name: Mini Zones
Average mob level in zone: 22
< 192h/192H 80v/100V Pos: standing >
You ARE mad!
< 192h/192H 82v/100V Pos: standing >
This centaurs job is to make sure no troublemakers enter the tavern, and he
looks to be quite proficient at his position. His powerful equine legs look
possible of trampling or kicking you, and he wields a mean-looking sword at his
side. His face is set in a a scowl, as if waiting for an excuse to attack.
An upset centaur bouncer appears to be Centaur and is in excellent condition.
He's large in size.
His skin has a barklike texture..
< 192h/192H 87v/100V Pos: standing >
A Small Room at the Front of the Tavern
Obvious exits: -East # -West
A large centaur bouncer glares around the room angrily.
< 192h/192H 87v/100V Pos: standing >
You start chanting...
An upset centaur bouncer suddenly attacks YOU!
-=[An upset centaur bouncer's impressive punch strikes you very hard.]=-
OUCH! That really did HURT!
-=[An upset centaur bouncer's impressive punch strikes you very hard.]=-
OUCH! That really did HURT!
< 143h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: excellent >
You complete your spell...
[Damage: 41 ] -=[You burned an upset centaur bouncer.]=-
< 143h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few scratches >
You start chanting...
< 143h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few scratches >
You complete your spell...
[Damage: 35 ] -=[You burned an upset centaur bouncer.]=-
An upset centaur bouncer dodges your futile attack.
< 143h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: small wounds >
You dodge an upset centaur bouncer's vicious attack.
-=[An upset centaur bouncer's fine punch strikes you.]=-
An upset centaur bouncer wields a green-bladed scimitar [superior].
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: small wounds >
You start chanting...
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: small wounds >
You complete your spell...
[Damage: 24 ] -=[You burned an upset centaur bouncer.]=-
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: small wounds >
You start chanting...
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: small wounds >
You complete your spell...
[Damage: 17 ] -=[You burned an upset centaur bouncer.]=-
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
You dodge an upset centaur bouncer's vicious attack.
You dodge an upset centaur bouncer's vicious attack.
An upset centaur bouncer crashes wildly around!
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
You start chanting...
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
Casting: burning hands
< 131h/192H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
You complete your spell...
You raise a level!
[Damage: 29 ] -=[You burned an upset centaur bouncer.]=-
< 141h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
An upset centaur bouncer dodges your futile attack.
< 141h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
You start chanting...
< 141h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
You complete your spell...
[Damage: 35 ] -=[You burned an upset centaur bouncer.]=-
< 141h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: few wounds E: bouncer sta EP: few wounds >
-=[An upset centaur bouncer's impressive slash strikes you hard.]=-
-=[An upset centaur bouncer's impressive slash strikes you hard.]=-
-=[An upset centaur bouncer shifts his weight and viciously slams his rear hooves into you with a stunning force!]=-
OUCH! That really did HURT!
< 91h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
You start chanting...
< 91h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
Casting: burning hands
< 91h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
You complete your spell...
[Damage: 27 ] -=[You burned an upset centaur bouncer.]=-
< 91h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
You don't have that spell memorized.
< 91h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
You don't have that spell memorized.
< 91h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
You don't have that spell memorized.
< 91h/202H 93v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
You attempt to flee...
*****M*.^M^
******.**^M^.
.******.**.^..*
.^*****.**.^.**
..***..@^**..**
...**.****..***
...**.*********
..**.********
..*.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
You flee westward!
< 91h/202H 69v/100V Pos: standing >
*****.*.^M^
******M*.^M^.
.******.**^M^.*
.******.**.^..*
.^*****@**.^.**
..***...^**..**
...**.****..***
..**.********
.**.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
< 91h/202H 68v/100V Pos: standing >
*.**.
*.@*.
..^**
The Great Sylvan Woods of Mielikki
Obvious exits: -North -East -West
< 91h/202H 67v/100V Pos: standing >
You are carrying: (3/11)
a glass of Orcish brew
a bag made from sewn rat skins
a spellbook
< 91h/202H 67v/100V Pos: standing >
You have just begun the trek to your next level!
< 91h/202H 68v/100V Pos: standing >
You sit down and relax.
< 91h/202H 69v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - conjure elemental
( 4th circle) 5 - lightning bolt
( 3rd circle) 4 - shocking grasp
1 - strength
1 - agility
( 1st circle) 5 - magic missile
And you are currently memorizing the following spells:
2 seconds: ( 1st) magic missile
4 seconds: ( 1st) magic missile
6 seconds: ( 1st) magic missile
9 seconds: ( 2nd) burning hands
12 seconds: ( 2nd) burning hands
15 seconds: ( 2nd) burning hands
18 seconds: ( 2nd) burning hands
21 seconds: ( 2nd) burning hands
24 seconds: ( 2nd) burning hands
27 seconds: ( 2nd) burning hands
You can memorize 2 5th circle spell(s).
You continue your study.
< 91h/202H 70v/100V Pos: sitting >
Autosaving...
You start meditating...
< 92h/202H 71v/100V Pos: sitting >
You have finished memorizing magic missile.
< 92h/202H 74v/100V Pos: sitting >
You have finished memorizing magic missile.
< 92h/202H 80v/100V Pos: sitting >
You have finished memorizing magic missile.
< 93h/202H 83v/100V Pos: sitting >
1st CIRCLE:
detect magic [in spellbook]
magic missile [in spellbook]
minor creation [in spellbook]
2nd CIRCLE:
burning hands [in spellbook]
chill touch [in spellbook]
mirror image [in spellbook]
sleep [in spellbook]
3rd CIRCLE:
agility [in spellbook]
concealment [in spellbook]
dispel magic [in spellbook]
mage flame [in spellbook]
shocking grasp [in spellbook]
strength [in spellbook]
4th CIRCLE:
enchant weapon [in spellbook]
infravision [in spellbook]
levitate [in spellbook]
lightning bolt [in spellbook]
ray of enfeeblement [in spellbook]
reveal true name [in spellbook]
wall of force [in spellbook]
5th CIRCLE:
coldshield [in spellbook]
conjure elemental [in spellbook]
fireshield [in spellbook]
identify [in spellbook]
sense follower [in spellbook]
slowness [in spellbook]
wall of stone [in spellbook]
6th CIRCLE:
color spray
feeblemind
minor globe of invulnerability
stone skin
teleport
wall of iron
7th CIRCLE:
airy water
cone of cold
dimension door
fireball
haste
ice storm
knock
stornogs metamagic shroud
wall of flames
wall of ice
web
8th CIRCLE:
detect invisibility
disintegrate
globe of invulnerability
improved globe of darkness
improved invisibility
prismatic spray
9th CIRCLE:
fly
gate
relocate
10th CIRCLE:
farsee
group stone skin
stornogs shimmering starshell
11th CIRCLE:
conjure greater elemental
group globe of invulnerability
prismatic cube
stornogs spheres
12th CIRCLE:
group stornogs spheres
< 93h/202H 84v/100V Pos: sitting >
You have finished memorizing burning hands.
< 93h/202H 92v/100V Pos: sitting >
You are memorizing sense follower, which will take about 4 seconds.
< 94h/202H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 94h/202H 100v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - conjure elemental
( 4th circle) 5 - lightning bolt
( 3rd circle) 4 - shocking grasp
1 - strength
1 - agility
( 2nd circle) 2 - burning hands
( 1st circle) 8 - magic missile
And you are currently memorizing the following spells:
2 seconds: ( 2nd) burning hands
5 seconds: ( 2nd) burning hands
8 seconds: ( 2nd) burning hands
11 seconds: ( 2nd) burning hands
14 seconds: ( 2nd) burning hands
19 seconds: ( 5th) sense follower
You can memorize 1 5th circle spell(s).
< 94h/202H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 95h/202H 100v/100V Pos: sitting >
You are already meditating.
< 95h/202H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 95h/202H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 96h/202H 100v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - conjure elemental
( 4th circle) 5 - lightning bolt
( 3rd circle) 4 - shocking grasp
1 - strength
1 - agility
( 2nd circle) 5 - burning hands
( 1st circle) 8 - magic missile
And you are currently memorizing the following spells:
0 seconds: ( 2nd) burning hands
3 seconds: ( 2nd) burning hands
8 seconds: ( 5th) sense follower
You can memorize 1 5th circle spell(s).
< 97h/202H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 97h/202H 100v/100V Pos: sitting >
1st CIRCLE:
detect magic [in spellbook]
magic missile [in spellbook]
minor creation [in spellbook]
2nd CIRCLE:
burning hands [in spellbook]
chill touch [in spellbook]
mirror image [in spellbook]
sleep [in spellbook]
3rd CIRCLE:
agility [in spellbook]
concealment [in spellbook]
dispel magic [in spellbook]
mage flame [in spellbook]
shocking grasp [in spellbook]
strength [in spellbook]
4th CIRCLE:
enchant weapon [in spellbook]
infravision [in spellbook]
levitate [in spellbook]
lightning bolt [in spellbook]
ray of enfeeblement [in spellbook]
reveal true name [in spellbook]
wall of force [in spellbook]
5th CIRCLE:
coldshield [in spellbook]
conjure elemental [in spellbook]
fireshield [in spellbook]
identify [in spellbook]
sense follower [in spellbook]
slowness [in spellbook]
wall of stone [in spellbook]
6th CIRCLE:
color spray
feeblemind
minor globe of invulnerability
stone skin
teleport
wall of iron
7th CIRCLE:
airy water
cone of cold
dimension door
fireball
haste
ice storm
knock
stornogs metamagic shroud
wall of flames
wall of ice
web
8th CIRCLE:
detect invisibility
disintegrate
globe of invulnerability
improved globe of darkness
improved invisibility
prismatic spray
9th CIRCLE:
fly
gate
relocate
10th CIRCLE:
farsee
group stone skin
stornogs shimmering starshell
11th CIRCLE:
conjure greater elemental
group globe of invulnerability
prismatic cube
stornogs spheres
12th CIRCLE:
group stornogs spheres
< 97h/202H 100v/100V Pos: sitting >
You have finished memorizing burning hands.
< 98h/202H 100v/100V Pos: sitting >
You have finished memorizing sense follower.
Your studies are complete.
You are memorizing coldshield, which will take about 4 seconds.
< 98h/202H 100v/100V Pos: sitting >
You clamber to your feet.
You abandon your studies.
< 99h/202H 100v/100V Pos: standing >
You start chanting...
< 101h/202H 100v/100V Pos: standing >
Casting: conjure elemental
< 101h/202H 100v/100V Pos: standing >
You complete your spell...
A fire elemental arrives in a burst of fire.
A fire elemental starts following you.
A fire elemental says 'Your wish is my command, Jix!'
< 101h/202H 100v/100V Pos: standing >
You don't have that spell memorized.
< 102h/202H 100v/100V Pos: standing >
The wind begins to blow.
< 102h/202H 100v/100V Pos: standing >
You sit down and relax.
< 102h/202H 100v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - sense follower
( 4th circle) 5 - lightning bolt
( 3rd circle) 4 - shocking grasp
1 - strength
1 - agility
( 2nd circle) 7 - burning hands
( 1st circle) 8 - magic missile
And you are currently memorizing the following spells:
4 seconds: ( 5th) coldshield
9 seconds: ( 5th) conjure elemental
You can memorize no more spells.
You continue your study.
< 103h/202H 100v/100V Pos: sitting >
You have finished memorizing coldshield.
< 104h/202H 100v/100V Pos: sitting >
You have finished memorizing conjure elemental.
Your studies are complete.
< 105h/202H 100v/100V Pos: sitting >
You clamber to your feet.
< 105h/202H 100v/100V Pos: standing >
You start chanting...
< 106h/202H 100v/100V Pos: standing >
Casting: coldshield
< 106h/202H 100v/100V Pos: standing >
You complete your spell...
You are surrounded by freezing cold!
< 106h/202H 100v/100V Pos: standing >
*****.*.^M^
******.*.^M^.
.******.**^M^.*
.******.**.^..*
.^*****@**.^.**
..***...^**..**
...**.****..***
..**.********
.**.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
A fire elemental enters from the east.
< 106h/202H 98v/100V Pos: standing >
*****.*.^M^
******.**^M^.
.******.**.^..*
.^*****M**.^.**
..***..@^**..**
...**.****..***
...**.*********
..**.********
..*.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
A fire elemental enters from the north.
< 106h/202H 96v/100V Pos: standing >
A Small Room at the Front of the Tavern
This room was originally intended as a place where patrons would have to
check their weapons before allowed inside, but that idea proved impractical
for the management. It was decided that a better idea would be to station a
bouncer here who would stop anyone from entering who appeared as if they
were going to cause trouble. This has cut down on some of the troubles, but
the tavern is not compeltely free of violence.
Obvious exits: -East # -West
A large centaur bouncer glares around the room angrily.
A fire elemental enters from the west.
< 106h/202H 95v/100V Pos: standing >
An upset centaur bouncer suddenly attacks YOU!
-=[An upset centaur bouncer's mighty slash enshrouds you in a mist of blood.]=-
OUCH! That really did HURT!
[Damage: 22 ] -=[An upset centaur bouncer shivers from the unnatural cold as he hits you!]=-
< 74h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
An upset centaur bouncer parries your futile lunge at him.
You start chanting...
< 74h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: nasty wounds E: bouncer sta EP: few wounds >
-=[An upset centaur bouncer's slash seriously wounds you.]=-
[Damage: 11 ] -=[An upset centaur bouncer shivers from the unnatural cold as he hits you!]=-
< 57h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC:pretty hurt E: bouncer sta EP: few wounds >
You complete your spell...
[Damage: 34 ] -=[You burned an upset centaur bouncer.]=-
< 57h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC:pretty hurt E: bouncer sta EP: nasty wounds >
A fire elemental says 'I must assist my master!'
A fire elemental suddenly attacks an upset centaur bouncer!
A fire elemental misses an upset centaur bouncer.
< 57h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC:pretty hurt E: bouncer sta EP: nasty wounds >
Ok.
A fire elemental seems a bit busy at the moment, try later.
< 57h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC:pretty hurt E: bouncer sta EP: nasty wounds >
You miss an upset centaur bouncer.
< 57h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC:pretty hurt E: bouncer sta EP: nasty wounds >
You are already standing.
< 57h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC:pretty hurt E: bouncer sta EP: nasty wounds >
You dodge an upset centaur bouncer's vicious attack.
-=[An upset centaur bouncer shifts his weight and viciously slams his rear hooves into you with a stunning force!]=-
OUCH! That really did HURT!
[Damage: 15 ] -=[An upset centaur bouncer shivers from the unnatural cold as he hits you!]=-
An upset centaur bouncer's mighty kick sends you crashing onto the ground!
< 34h/202H 96v/100V Pos: sitting >
A fire elemental misses an upset centaur bouncer.
< 34h/202H 96v/100V Pos: sitting >
-=[An upset centaur bouncer's powerful slash causes you to grimace in pain.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
[Damage: 15 ] -=[An upset centaur bouncer shivers from the unnatural cold as he hits you!]=-
An upset centaur bouncer misses you.
< 12h/202H 96v/100V Pos: sitting >
< T: Jix TP: sit TC: awful E: bouncer sta EP: nasty wounds >
A fire elemental misses an upset centaur bouncer.
You scramble madly to your feet!
< 12h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: awful E: bouncer sta EP: nasty wounds >
You are already about as tense as you can get.
< 12h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: awful E: bouncer sta EP: nasty wounds >
You are already standing.
< 12h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: awful E: bouncer sta EP: nasty wounds >
You are already about as tense as you can get.
< 12h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: awful E: bouncer sta EP: nasty wounds >
You are already standing.
< 12h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: awful E: bouncer sta EP: nasty wounds >
An upset centaur bouncer dodges your futile attack.
You are already standing.
< 12h/202H 96v/100V Pos: standing >
< T: Jix TP: sta TC: awful E: bouncer sta EP: nasty wounds >
You attempt to flee...
*****.*.^M^
******.**^M^.
.******.**.^..*
.^*****.**.^.**
..***..@^**..**
...**.****..***
...**.*********
..**.********
..*.*******
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West
You flee westward!
< 12h/202H 67v/100V Pos: standing >
You sit down and relax.
< 12h/202H 68v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - conjure elemental
1 - sense follower
( 4th circle) 5 - lightning bolt
( 3rd circle) 4 - shocking grasp
1 - strength
1 - agility
( 2nd circle) 6 - burning hands
( 1st circle) 8 - magic missile
And you are currently memorizing the following spells:
4 seconds: ( 5th) coldshield
7 seconds: ( 2nd) burning hands
You can memorize no more spells.
You continue your study.
< 12h/202H 69v/100V Pos: sitting >
You start meditating...
< 12h/202H 70v/100V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your studies.
< 13h/202H 83v/100V Pos: standing >
You get a small bandage from a bag made from sewn rat skins.
< 13h/202H 83v/100V Pos: standing >
You are already standing.
< 13h/202H 84v/100V Pos: standing >
You attempt to bandage yourself.
< 13h/202H 84v/100V Pos: standing >
A su-monster snaps into visibility.
< 13h/202H 86v/100V Pos: standing >
A su-monster snaps into visibility.
< 14h/202H 87v/100V Pos: standing >
A su-monster completes his spell...
A su-monster utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
-=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-
Your ring of sorcerous power [superior] was completely destroyed by the massive blow!