The death of [ 7 Monk] Goaway (Human)

in Outside the Eastern City Gates

from the perspective of [51 Elementalist] Beltorin Brewed in Blood (Shade)

<worn as a badge>    an emblem of Shanatar royalty (magic) [81%]
<worn on head>       the royal crown of Aravne (magic) [64%]
<worn on eyes>       the eyes of undead fire (magic) (glowing)
<worn in ear>        a tiny diorite ear stud (magic) [80%]
<worn in ear>        a wad of spawn goo of endurance (magic) (humming)
<worn on face>       a translucent crystal hemisphere [poor] (magic) (glowing)
<worn around neck>   a spectral holy symbol of Berronar Truesilver
<worn around neck>   a spiked torque of dwarven kind (magic) [85%]
<worn on body>       an imperceptable shroud of stars [superior] (magic) (glowing) (humming) [54%]
<worn about body>    an ethereal symbiote of the inner planes of health (magic) (humming)
<worn as quiver>     a silken backsheath of flight with a strange sharp rubin (magic) [55%]
<worn about waist>   a waistband of rock and stone [superior] with a strange dark bloodstone (magic)
<worn on belt buckle>a dreamcasters scepter of stars [69%]
<worn on arms>       a pair of chromium dragonscale vambraces (magic)
<held as shield>     a well-polished mithril body shield [superior]
<worn around wrist>  a bracelet of influence of endurance (magic)
<worn around wrist>  a bracelet of dracolich hide of damage (magic) (humming)
<worn on hands>      the gloves of immolation (glowing)
<worn on finger>     a ring called 'Soulcatcher'
<worn on finger>     a ring called 'Soulcatcher'
<held>               a fire-imbued totem of Kossuth (magic)
<worn on legs>       some shin-guards of subterfuge [superior]
<worn on feet>       the boots of speed of endurance (magic)

a small pile of coins

< 766h/766H 218v/218V Pos: sitting >
Gell gets something from the corpse of an elite guard.

< 766h/766H 218v/218V Pos: sitting >
Gell puts a small pile of coins into a bottomless bag of the illithids.

< 766h/766H 218v/218V Pos: sitting >
The Great Crossroad
Obvious exits: -E -W
Fresh blood covers everything in the area.
The corpse of an elite guard is lying here.
*Dziph Caskling Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)
A globe of darkness floats near Dziph's head.
A HUGE stone golem stands solemnly here. (minion) 
A LARGE earth elemental stands here, looking like a living rock. (minion) 
A large Xorn stands here, three arms flailing. (minion) 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near Zloin's head.
Naj Norrlands Guld   Brewed in Blood (Drider)(huge) stands in mid-air here.(Red Aura)
*Semat Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.(Red Aura)
*Gell Caskling Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)

< 766h/766H 218v/218V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 766h/766H 218v/218V Pos: sitting >
Naj leaves west.

< 766h/766H 218v/218V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 766h/766H 218v/218V Pos: sitting >
Nah... You feel too relaxed to do that...

< 766h/766H 218v/218V Pos: sitting >
Maybe you should get on your feet first?

< 766h/766H 218v/218V Pos: sitting >
You have finished memorizing gaseous cloud.

< 766h/766H 218v/218V Pos: sitting >
You clamber to your feet.
You abandon your meditative trance.

< 766h/766H 218v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -E -W
A young man in leather armor seems to be patrolling outside the gates.
Zloin enters from the east.
A large xorn enters from the east.
A LARGE earth elemental enters from the east.
A HUGE stone golem enters from the east.
Alarm bells sound, signalling an invasion!
A militia guard suddenly attacks Zloin!
A militia guard misses Zloin.
Dziph enters from the east.

< 766h/766H 217v/218V Pos: standing >
You quickly scan the area.
Gell who is close by to your east.

< 766h/766H 217v/218V Pos: standing >

		Score information for Beltorin

Level: 51   Race: Shade   Class: Shaman / Elementalist Sex: Male
Hit points: 766(766)  Moves: 217(218)
Coins carried:    0 platinum    12 gold     1 silver     8 copper
Compression ratio: 87%
Status:  Standing.
Frags:   +13.63   Deaths:   34
Detecting:      Invisible Evil Good Magic Life
Protected from: Fire Cold Lightning Gas Acid Living
Protected by:   Spirit Ward
Enchantments:   Ultravision Farsee Fly Haste Sparkling
Combat Pulse:   18 Spell Pulse:  0.70 
Leaderboard Points: 3877 

Active Spells:
--------------
stone skin (1 minute)
elephantstrength (43 minutes)
detect invisibility (46 minutes)
vitality (8 minutes)
elemental affinity (12 minutes)


< 766h/766H 217v/218V Pos: standing >
Dziph sits down in a comfortable spot.

< 766h/766H 217v/218V Pos: standing >
Dziph opens a midnight blue tome with silver bindings and begins studying it intently.

< 766h/766H 217v/218V Pos: standing >
Semat snaps into visibility.
Semat places a gladius called 'Backstabber' in the back of a militia guard, resulting in some strange noises and some blood.
A militia guard is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Beltorin by 0.
The last gasps of a militia guard cause a sickening chill to run up your spine.

< 766h/766H 217v/218V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of a militia guard is made of flesh and appears to be of average quality.
The corpse of a militia guard has an item value of 1.
It appears to be the corpse of a militia guard.
4 coins

< 766h/766H 217v/218V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -E -W
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.
*Dziph Caskling Brewed in Blood (Drow Elf)(medium) sits resting.(Red Aura)
A globe of darkness floats near Dziph's head.
A HUGE stone golem stands solemnly here. (minion) 
A LARGE earth elemental stands here, looking like a living rock. (minion) 
A large Xorn stands here, three arms flailing. (minion) 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near Zloin's head.
Semat Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.(Red Aura)
There is a slight disturbance in the spirit realm here.

< 766h/766H 217v/218V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
You quickly scan the area.
Gell who is close by to your east.

< 766h/766H 217v/218V Pos: standing >
You quickly scan the area.
Gell who is close by to your east.

< 766h/766H 217v/218V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 766h/766H 217v/218V Pos: standing >

< 766h/766H 217v/218V Pos: standing >
You quickly scan the area.
Gell who is close by to your east.

< 766h/766H 217v/218V Pos: standing >
You muster up your lungpower and scream "MOVING!!!".

< 766h/766H 217v/218V Pos: standing >
Dziph clambers to his feet.
Dziph, looking very frustrated, packs up his book.

< 766h/766H 217v/218V Pos: standing >
Gell enters from the east.

< 766h/766H 217v/218V Pos: standing >

< 766h/766H 217v/218V Pos: standing >
Gell stops following you.
Gell starts following you.

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -E -W
Gell enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
Zloin enters from the east.
A large xorn enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
A LARGE earth elemental enters from the east.
A HUGE stone golem enters from the east.
Dziph enters from the east.

< 766h/766H 215v/218V Pos: standing >
You quickly scan the area.
You see nothing.

< 766h/766H 215v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -E -D
Alarm bells sound, signalling an invasion!
Gell enters from the east.
Semat sneaks in from the east.
Zloin enters from the east.
A large xorn enters from the east.
A LARGE earth elemental enters from the east.
A HUGE stone golem enters from the east.
Dziph enters from the east.

< 766h/766H 216v/218V Pos: standing >
You quickly scan the area.
You see nothing.

< 766h/766H 216v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -W -U
Gell enters from above.
Semat sneaks in from above.
Zloin floats in from above.
A large xorn enters from above.
A LARGE earth elemental enters from above.
Alarm bells sound, signalling an invasion!
A HUGE stone golem enters from above.
Dziph enters from above.

< 766h/766H 214v/218V Pos: standing >
You quickly scan the area.
A homeless peasant who is not far off to your west.

< 766h/766H 214v/218V Pos: standing >

< 766h/766H 218v/218V Pos: standing >
You quickly scan the area.
A homeless peasant who is not far off to your west.

< 766h/766H 218v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -E -W
There is a slight disturbance in the spirit realm here.
There is a slight disturbance in the spirit realm here.
Gell enters from the east.
Zloin enters from the east.
Alarm bells sound, signalling an invasion!
A large xorn enters from the east.
A LARGE earth elemental enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
A HUGE stone golem enters from the east.
Dziph enters from the east.

< 766h/766H 216v/218V Pos: standing >
You quickly scan the area.
A homeless peasant who is close by to your west.

< 766h/766H 216v/218V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 766h/766H 216v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -E -S
Fresh blood splatters cover the area.
The corpse of a militia guard is lying here.
A homeless peasant is here, looking lost and hungry.(Gold Aura)
Gell enters from the east.
Zloin enters from the east.
A large xorn enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
A LARGE earth elemental enters from the east.
A HUGE stone golem enters from the east.
Dziph enters from the east.

< 766h/766H 214v/218V Pos: standing >
You quickly scan the area.
A large rat who is close by to your south.

< 766h/766H 214v/218V Pos: standing >

< 766h/766H 218v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 766h/766H 218v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -N -W
A large rat is scurrying about here.
Gell enters from the north.
Zloin enters from the north.
A large xorn enters from the north.
Alarm bells sound, signalling an invasion!
A LARGE earth elemental enters from the north.
A HUGE stone golem enters from the north.
Dziph enters from the north.

< 766h/766H 216v/218V Pos: standing >
You quickly scan the area.
A homeless peasant who is close by to your north.
A religious zealot who is close by to your west.
Naj who is not far off to your west.
A large rat who is not far off to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
A tharnadian illusionist who is a brief walk away to your west.
A controller who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
A Human who is rather far off to your west.
A militia guard who is rather far off to your west.
An elite guard who is rather far off to your west.
An elite guard who is rather far off to your west.
An elite guard who is rather far off to your west.

< 766h/766H 216v/218V Pos: standing >

< 766h/766H 216v/218V Pos: standing >

< 766h/766H 216v/218V Pos: standing >

< 766h/766H 216v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -E -W
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
Gell enters from the east.
Zloin enters from the east.
A large xorn enters from the east.
A LARGE earth elemental enters from the east.
A HUGE stone golem enters from the east.
Dziph enters from the east.

< 766h/766H 214v/218V Pos: standing >

< 766h/766H 214v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
Obvious exits: -E -S -W
Fresh blood splatters cover the area.
The corpse of a militia guard is lying here.
Naj Norrlands Guld   Brewed in Blood (Drider)(huge) sits resting.(Red Aura)
A large rat is scurrying about here.
Gell enters from the east.
Zloin enters from the east.
A large xorn enters from the east.
A LARGE earth elemental enters from the east.
A HUGE stone golem enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
Dziph enters from the east.

< 766h/766H 216v/218V Pos: standing >

< 766h/766H 216v/218V Pos: standing >
You muster up your lungpower and scream "MOVING!!!".

< 766h/766H 216v/218V Pos: standing >
Naj clambers to his feet.
Naj, looking very frustrated, packs up his book.

< 766h/766H 216v/218V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
Outside the Eastern City Gates
Obvious exits: -E -W
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.
Gell enters from the east.
Alarm bells sound, signalling an invasion!
Gell snaps into visibility.
An elite guard shivers as he hits Gell.
Gell is knocked to the ground by an elite guard's mighty bash!
A controller suddenly attacks Gell!
A controller's fine punch wounds Gell.
A controller shivers as he hits Gell.
Naj skitters in from the east.
A tharnadian illusionist suddenly attacks Naj!
A tharnadian illusionist's punch grazes Naj.
Zloin enters from the east.
A large xorn enters from the east.
An elite guard sneers in contempt.
Zloin avoids being bashed by an elite guard, who loses his balance and falls.
A LARGE earth elemental enters from the east.
A HUGE stone golem enters from the east.
An elite guard suddenly attacks a HUGE stone golem!
An elite guard's weak punch grazes a HUGE stone golem.
An elite guard suddenly attacks Zloin!
An elite guard's decent punch wounds Zloin.
Dziph enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
An elite guard suddenly attacks YOU!
-=[An elite guard's feeble punch grazes you.]=-

< 763h/766H 214v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP: excellent >
 A large xorn says 'Today is a good day to die!'
A large xorn suddenly attacks an elite guard!
A large xorn's fine crush wounds an elite guard.
An elite guard's decent punch wounds Zloin.
An elite guard's fine punch strikes Gell.
An elite guard shivers as he hits Gell.
An elite guard's fine punch strikes Gell.
An elite guard shivers as he hits Gell.
You start chanting...
You call upon the powers of the spirit realm, channeling your power...

< 763h/766H 214v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP: excellent >
 Casting: scathing wind *

< 763h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP: excellent >
 Zloin misses an elite guard.
Zloin misses an elite guard.

< 763h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP: excellent >
 Zloin gives an order to his followers.
A HUGE stone golem heroically rescues Zloin.
A LARGE earth elemental futilely tries to rescue Zloin!

< 763h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP: excellent >
 Casting: scathing wind 
Dziph starts casting an offensive spell.
Dziph snaps into visibility.
Naj starts casting an offensive spell.
Semat snaps into visibility.
Semat's pierce wounds an elite guard.

< 763h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP: excellent >
 Semat's pierce wounds an elite guard.
An elite guard dodges Semat's attack.
Semat's impressive pierce wounds an elite guard.
Semat's impressive slash wounds an elite guard.
An elite guard dodges Semat's attack.

< 763h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP: excellent >
 You complete your spell...
A scathing gust of wind is released from your fingertips.
[Damage: 121 ] -=[An elite guard gasps in pain as your scathing wind burns flesh from his body.]=-
[Damage: 116 ] -=[An elite guard gasps in pain as your scathing wind burns flesh from his body.]=-
[Damage: 126 ] -=[An elite guard gasps in pain as your scathing wind burns flesh from his body.]=-
[Damage: 124 ] -=[An elite guard gasps in pain as your scathing wind burns flesh from his body.]=-
[Damage: 102 ] -=[A tharnadian illusionist gasps in pain as your scathing wind burns flesh from his body.]=-
[Damage: 254 ] -=[A controller gasps in pain as your scathing wind burns flesh from his body.]=-
[Damage: 127 ] -=[An elite guard gasps in pain as your scathing wind burns flesh from his body.]=-

< 763h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP:  small wounds >
 Gell misses an elite guard.
An elite guard dodges Gell's attack.
You start chanting...
Semat moves in the shadows, suddenly reappearing behind an elite guard!

< 763h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP:  small wounds >
 Naj completes his spell...
Naj utters the words 'garbzzsg wuggurz babragruoz'
A huge bolt of force sent by Naj impacts on a tharnadian illusionist's chest with a loud thud.
A bolt of force sent by Naj hits a tharnadian illusionist soundly.
A bolt of force sent by Naj hits a tharnadian illusionist soundly.
You dodge an elite guard's vicious attack.
You dodge an elite guard's vicious attack.
-=[An elite guard's sweep catches you in the side and you almost stumble.]=-
Zloin dodges an elite guard's attack.
Zloin dodges an elite guard's attack.
An elite guard wields a double-bladed battle axe [superior].
An elite guard turns to focus his attack on Gell!
An elite guard's weak punch grazes a HUGE stone golem.
An elite guard's weak punch grazes a HUGE stone golem.
An elite guard kicks a HUGE stone golem in the foot, causing a HUGE stone golem to hop around in pain.
A tharnadian illusionist's decent punch wounds Naj.
A tharnadian illusionist's punch strikes Naj.
Naj dodges a tharnadian illusionist's attack.
A tharnadian illusionist kicks Naj, cracking exo-skelelton.
A controller misses Gell.
A controller's impressive punch strikes Gell.
A controller shivers as he hits Gell.
A controller is incapacitated and will slowly die, if not aided.

< 762h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP:  small wounds >
 An elite guard's weak punch grazes a HUGE stone golem.
An elite guard's punch strikes Gell.
An elite guard shivers as he hits Gell.
An elite guard's punch strikes Gell.
An elite guard shivers as he hits Gell.
A Human enters from the west.

< 762h/766H 215v/218V Pos: standing >
< T: Beltorin TP: sta TC:few scratches E: elite sta EP:  small wounds >
 Dziph completes his spell...
Dziph utters the words 'uiqzieuabral qraje'
Billowing clouds of incendiary gases pour from Dziph's fingertips!
Dziph snaps into visibility.
Dziph cackles as his incendiary cloud torches a Human.
A Human is dead! R.I.P.
You receive your share of experience.