<worn as a badge> the insignia of swirling feathers and flowing water
<worn on head> a black devil-hide headband [superior] (magic) [80%]
<worn on eyes> a soldier's crystal visor
<worn in ear> a tiny water wisp (magic) [85%]
<worn in ear> a sapphire earring [superior] (magic) (glowing) [81%]
<worn on face> a mask of autumn leaves [82%]
<worn around neck> the collar of firestones (magic)
<worn around neck> a token of allegiance to Thrym [superior]
<worn on body> the platemail of life [poor] (magic)
<worn about body> a demon spiked cloak of haze (magic) (glowing)
<worn as quiver> a silken backsheath of flight (magic)
<worn about waist> a tattered belt of dwarven scalps
<worn on arms> a pair of troll-hide sleeves (magic) [84%]
<worn around wrist> a black and white zebra-hide wristband [poor] [82%]
<worn around wrist> a bracelet of twisted roots (glowing) [76%]
<worn on hands> a pair of hazy green gloves (magic) (glowing) [83%]
<worn on finger> a ring of souls (magic) (glowing) [88%]
<worn on finger> a ring of the Tentabeast [poor] (magic) (glowing)
<primary weapon> a blackened dreamwalker's staff (magic)
<held> a totem of Diinkarazan [superior] (magic)
<worn on legs> some mantis leggings
<worn on feet> a pair of dusty boots [superior] (glowing) [87%]
The StoneBrew Inn
This small chamber is located on the second floor of the StoneBrew
Tavern. There are identical doors to the north and south, each leading
to bunked lodging chambers for passersby and dwarves of Alatorin.
Although there are very rarely visitors to this underground civilization
that are not of dwarven blood, the inn will graciously welcome their
patronage, as well as their gold.
The doors located to the north and south are identical, while
the bedchamber door to the east is *HUGE*. All three of them
however, remain occupied.
Obvious exits: -North# -East # -South# -West
A receptionist of Alatorin stands here, ready to accomodate your lodging needs.
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding. It will also increase your ability to hit your foes.
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
The StoneBrew Inn
Obvious exits: -North# -East # -South# -West
A receptionist of Alatorin stands here, ready to accomodate your lodging needs.
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
You start chanting...
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal ********
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal *******
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal ******
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal *****
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal ****
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal ***
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal **
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal *
< 1093h/1093H 223v/223V Pos: standing >
Casting: etherportal
< 1093h/1093H 223v/223V Pos: standing >
You complete your spell...
The air explodes around you, revealing a glowing portal of energy!
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
< 1093h/1093H 223v/223V Pos: standing >
As you enter the etherportal, you feel yourself being torn into a thousand
pieces, scattered over the entirety of reality. Bits of your shattered
consciousness float randomly about the universe with no overall
direction or purpose. Suddenly, you find yourself elsewhere..
Heavens Plaza
Like the plaza at south end of the street, this one here is an
intersection of roads as well as a rest and relax area. Benches have
been set up for the weary, and a large, amazingly built fountain helps
to provide a calm, soothing feeling. The ever popular Saturn's Way lies
south, while Moonchaser's Trail leads towards the shipping area of the
city is east. A surprisingly treacherous pathway that looks much less
popular heads deeper into the mountains towards the west.
Obvious exits: -East -South -West
A black rift of swirling mass is here, tearing itself apart. (magic)
[2] A glowing sphere of energy is here, slowly growing dimmer. (magic)
A sparkling fountain has been built here.
Cis (Duergar)(medium) stands in mid-air here.
A globe of darkness floats near Cis's head.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Mussa Caskling Brewed in Blood (ShadowBeast)(large) stands in mid-air here.
A sailor from one of the moored ships lounges in the plaza.
< 1093h/1093H 223v/223V Pos: standing >
Cis is now a member of Beltorin's group.
< 1093h/1093H 223v/223V Pos: standing >
You now follow Beltorin.
< 1093h/1093H 223v/223V Pos: standing >
You attempt to give consent...
< 1093h/1093H 223v/223V Pos: standing >
You are now a member of Beltorin's group.
< 1093h/1093H 223v/223V Pos: standing >
Beltorin sneaks south.
You follow Beltorin.
Saturn's Way
Saturn's Way is one of the main roads in Ultarium, running north to
south from the gates, flanked by huge mountain peaks on either side, to
the northern end of the city, where the cliffs become impassable. Spires
and towers rise up from the mountaintops on either side of the road,
sparkling with crystal walls, or flashing with moonstone sheen. As well
as many smaller homes that have been carved into the mountain walls,
the intimidating Appollyon Fortress can be seen touching the heavens
themselves to the east.
Obvious exits: -North -East -South
A decorative sunstone lightpost softly illuminates the road. (illuminating)
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the north.
Mussa enters from the north.
< 1093h/1093H 222v/223V Pos: standing >
You follow Beltorin.
Saturn's Way
Saturn's Way is one of the main roads in Ultarium, running north to
south from the gates, flanked by huge mountain peaks on either side, to
the northern end of the city, where the cliffs become impassable. Spires
and towers rise up from the mountaintops on either side of the road,
sparkling with crystal walls, or flashing with moonstone sheen. As well
as many smaller homes that have been carved into the mountain walls,
the intimidating Appollyon Fortress can be seen touching the heavens
themselves to the east.
Obvious exits: -North -South -West
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the north.
Mussa enters from the north.
< 1093h/1093H 221v/223V Pos: standing >
You follow Beltorin.
Saturn's Way and Apollo's Trail
Arguably the two most important roads in the entire city intersect
here, with Saturn's Way continuing its north to south route while
Apollo's Trail leads off towards the Fortress in the east. Like every-
where else around Ultarium, the roads are flanked by towering mountain
peaks and awe-inspiring towers.
Obvious exits: -North -East -South
A decorative sunstone lightpost softly illuminates the road. (illuminating)
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the north.
Mussa enters from the north.
< 1093h/1093H 221v/223V Pos: standing >
Beltorin sneaks east.
You follow Beltorin.
Apollo's Trail
Apollo's Trail, named after the cosmic sun god, is definately one of
the most important roads in the city. As it runs easternly towards the
awe-inspiring Appollyon Fortress it passes windtowers, decorative spires,
and common dwellings built into the mountainside. Towers spring up on
either side of the road, using the mountain rock as foundation, and the
road itself seems to glow like a star itself due to the tiled sunstone.
Scholar's and townsfolk hurry by, anxious to get on with their studies
and out of the frosty winds that are common place at this altitude.
Obvious exits: -North# -East -West
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 222v/223V Pos: standing >
You follow Beltorin.
Apollo's Trail
Apollo's Trail, named after the cosmic sun god, is definately one of
the most important roads in the city. As it runs easternly towards the
awe-inspiring Appollyon Fortress it passes windtowers, decorative spires,
and common dwellings built into the mountainside. Towers spring up on
either side of the road, using the mountain rock as foundation, and the
road itself seems to glow like a star itself due to the tiled sunstone.
Scholar's and townsfolk hurry by, anxious to get on with their studies
and out of the frosty winds that are common place at this altitude.
Obvious exits: -East -West
A decorative sunstone lightpost softly illuminates the road. (illuminating)
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
A scholar from a distant land travels the city here.
A scholar from a distant land travels the city here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 221v/223V Pos: standing >
Beltorin sneaks east.
You follow Beltorin.
Apollo's Trail and Scholar's Road
Apollo's Trail meets with Scholar's Road here, which runs south of
here past the city library, a few residential dwellings, and a few
decorative crystal spires. The Appollyon Fortress is quite close and
the massive gates are clearly visible if one gazes directly east. The
mountain peaks rise up all around the busy roads, forming a strange
symbiotic relationship between the harsh natural enviroment and the
advanced civilization here.
Obvious exits: -East -South -West
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 220v/223V Pos: standing >
You follow Beltorin.
Apollo's Trail
Apollo's Trail, named after the cosmic sun god, is definately one of
the most important roads in the city. As it runs easternly towards the
awe-inspiring Appollyon Fortress it passes windtowers, decorative spires,
and common dwellings built into the mountainside. Towers spring up on
either side of the road, using the mountain rock as foundation, and the
road itself seems to glow like a star itself due to the tiled sunstone.
Scholar's and townsfolk hurry by, anxious to get on with their studies
and out of the frosty winds that are common place at this altitude.
Obvious exits: -East -West
A decorative sunstone lightpost softly illuminates the road. (illuminating)
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 219v/223V Pos: standing >
You follow Beltorin.
Apollo's Trail
Apollo's Trail, named after the cosmic sun god, is definately one of
the most important roads in the city. As it runs easternly towards the
awe-inspiring Appollyon Fortress it passes windtowers, decorative spires,
and common dwellings built into the mountainside. Towers spring up on
either side of the road, using the mountain rock as foundation, and the
road itself seems to glow like a star itself due to the tiled sunstone.
Scholar's and townsfolk hurry by, anxious to get on with their studies
and out of the frosty winds that are common place at this altitude.
Obvious exits: -East -West
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 218v/223V Pos: standing >
You follow Beltorin.
Apollo's Trail
Apollo's Trail, named after the cosmic sun god, is definately one of
the most important roads in the city. As it runs easternly towards the
awe-inspiring Appollyon Fortress it passes windtowers, decorative spires,
and common dwellings built into the mountainside. Towers spring up on
either side of the road, using the mountain rock as foundation, and the
road itself seems to glow like a star itself due to the tiled sunstone.
Scholar's and townsfolk hurry by, anxious to get on with their studies
and out of the frosty winds that are common place at this altitude.
Obvious exits: -East -South -West
A decorative sunstone lightpost softly illuminates the road. (illuminating)
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
A large mountain cat scampers through the city, looking for scraps.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 218v/223V Pos: standing >
You follow Beltorin.
Gates of Appollyon Fortress
All the combined might of the cosmic magic and the physical incar-
nation of cosmocy begins with a set of enormous platinum gates here.
The Appollyon Fortress the city of Ultarium's most powerful and most
awe-inspiring tribute to the universe. It has been built squarely
between two of the highest mountain peaks in the region, using that
as natural defense. As it stretches upwards and eastwards it looks
like an enormous golden staircase. A stern guard makes it quite clear
that visitors are not allowed inside the fortress.
Obvious exits: -East # -West
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
*An elite sunstone knight stands guard over the fortress gates.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 219v/223V Pos: standing >
Beltorin opens the gates.
< 1093h/1093H 221v/223V Pos: standing >
You follow Beltorin.
Entry Hall of the Fortress
The entry hall of the fortress is a huge, wide open room supported
by pillars of solid sunstone. It is patrolled by guards constantly,
determined to make sure no intruders ever make it up to the council that
sits on the third floor. The basic layout of the fortress appears like
a set of steps of titanic proportions, and it is secured strongly into
the foundation of mountain stone. Huge lights, born from cosmic energy
hang from the ceiling keep the hall bright to the point of unease.
The mighty gates leading back out to the city are west.
Obvious exits: -North -East -South -West
The corpse of a sunstone knight is lying here.
[2] The corpse of a guard dog is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 222v/223V Pos: standing >
You follow Beltorin.
Entry Hall of the Fortress
The entry hall of the fortress is a huge, wide open room supported
by pillars of solid sunstone. It is patrolled by guards constantly,
determined to make sure no intruders ever make it up to the council that
sits on the third floor. The basic layout of the fortress appears like
a set of steps of titanic proportions, and it is secured strongly into
the foundation of mountain stone. Huge lights, born from cosmic energy
hang from the ceiling keep the hall bright to the point of unease.
Obvious exits: -North -East
A small pile of coins lies here.
[2] The corpse of a sunstone knight is lying here.
[2] The corpse of a guard dog is lying here.
The corpse of a cosmic doomguard is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the north.
Mussa enters from the north.
< 1093h/1093H 221v/223V Pos: standing >
You quickly scan the area.
You see nothing.
< 1093h/1093H 221v/223V Pos: standing >
You follow Beltorin.
Entry Hall of the Fortress
The entry hall of the fortress is a huge, wide open room supported
by pillars of solid sunstone. It is patrolled by guards constantly,
determined to make sure no intruders ever make it up to the council that
sits on the third floor. The basic layout of the fortress appears like
a set of steps of titanic proportions, and it is secured strongly into
the foundation of mountain stone. Huge lights, born from cosmic energy
hang from the ceiling keep the hall bright to the point of unease.
A guarded and secured door is east.
Obvious exits: -North -East # -West
The corpse of a sunstone sentinel is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 221v/223V Pos: standing >
You quickly scan the area.
You see nothing.
< 1093h/1093H 223v/223V Pos: standing >
Beltorin opens the sunstone.
< 1093h/1093H 223v/223V Pos: standing >
You quickly scan the area.
You see nothing.
< 1093h/1093H 223v/223V Pos: standing >
You follow Beltorin.
An Antechamber
A fair sized room just off from the main hallhall inside
the Appollyon Fortress which is used for many different purposes,
including formal meetings and strategy plannings. As with the
majority of the fortress, the walls are built from solid sun-
stone.
An unnatural darkness fills this area.
Obvious exits: -West
The corpse of a lieutenant is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 222v/223V Pos: standing >
You quickly scan the area.
You see nothing.
< 1093h/1093H 222v/223V Pos: standing >
Beltorin sneaks west.
You follow Beltorin.
Entry Hall of the Fortress
The entry hall of the fortress is a huge, wide open room supported
by pillars of solid sunstone. It is patrolled by guards constantly,
determined to make sure no intruders ever make it up to the council that
sits on the third floor. The basic layout of the fortress appears like
a set of steps of titanic proportions, and it is secured strongly into
the foundation of mountain stone. Huge lights, born from cosmic energy
hang from the ceiling keep the hall bright to the point of unease.
A guarded and secured door is east.
Obvious exits: -North -East -West
The corpse of a sunstone sentinel is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the east.
Mussa enters from the east.
< 1093h/1093H 221v/223V Pos: standing >
Beltorin sneaks north.
You follow Beltorin.
Entry Hall of the Fortress
The entry hall of the fortress is a huge, wide open room supported
by pillars of solid sunstone. It is patrolled by guards constantly,
determined to make sure no intruders ever make it up to the council that
sits on the third floor. The basic layout of the fortress appears like
a set of steps of titanic proportions, and it is secured strongly into
the foundation of mountain stone. Huge lights, born from cosmic energy
hang from the ceiling keep the hall bright to the point of unease.
Obvious exits: -North -East -South -West
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the south.
Mussa enters from the south.
You quickly scan the area.
A sunstone knight who is not far off to your west.
A mountain cat who is a brief walk away to your west.
< 1093h/1093H 220v/223V Pos: standing >
You follow Beltorin.
First Floor Stairwell
The hall leads up to another floor here with a series of amazingly
constructed steps. Each stair almost glows with the the magical properties
of the sunstone, and the colours and type seem to alternate. The stairs
themsleves are as broad as the entire room, as wide as several people
across, and just like everything else here built in the fortress, in a
sign of the high councils true arrogance.
Obvious exits: -West -Up
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
Cis enters from the west.
Mussa enters from the west.
< 1093h/1093H 219v/223V Pos: standing >
You quickly scan the area.
A sunstone knight who is a brief walk away to your west.
A mountain cat who is rather far off to your west.
A sunstone knight who is close by above you.
A sunstone knight who is close by above you.
An enslaved psyche soldier who is close by above you.
A cosmic doomguard who is close by above you.
A blue dracolich who is close by above you.
A blue dracolich who is close by above you.
< 1093h/1093H 220v/223V Pos: standing >
< 1093h/1093H 221v/223V Pos: standing >
You follow Beltorin.
Second Floor Landing
Almost identical to the first floor of the Fortress, this is a huge,
wide open chamber supported by massive sunstone columns. There is quite
a few large desks placed here, probably for strategy meetings concerning
the local soldiers. The fortress prison has been built in the northern
portion of the fortress, where the high council keeps those who they deem
a detriment to the end result of Ultarium. Unfortuately for those poor
souls unlucky enough to be captures, even the smallest crime usually ends
up with years and years of inprisonment.
Obvious exits: -North# -East -South -Down
A few drops of fresh blood are scattered around the area.
The corpse of a sunstone sentinel is lying here.
*Beltorin Caskling Brewed in Blood (Shade)(small) stands in mid-air here.
A sunstone knight stands here, fighting a blue dracolich.
A sunstone knight stands here, fighting a blue dracolich.
An enslaved psyche soldier stands in mid-air here, fighting a blue dracolich.
A Githzerai (medium) < The Commonwealth > stands in mid-air here, fighting a cosmic doomguard.
A cosmic doomguard stands in mid-air here, fighting a blue dracolich.
A blue dracolich stands in mid-air here, fighting a cosmic doomguard. (Minion)
A blue dracolich stands in mid-air here, fighting a cosmic doomguard. (Minion)
Cis enters from below.
Mussa enters from below.
< 1093h/1093H 222v/223V Pos: standing >
A Githzerai is knocked to the ground by Cis's skillful bash!
< 1093h/1093H 222v/223V Pos: standing >
Cis's crush grazes a Githzerai.
Cis's crush grazes a Githzerai.
A blue dracolich dodges a sunstone knight's attack.
A sunstone knight's feeble crush grazes a blue dracolich.
A sunstone knight's feeble crush grazes a blue dracolich.
< 1093h/1093H 222v/223V Pos: standing >
A sunstone knight's decent crush strikes a blue dracolich.
A sunstone knight misses a blue dracolich.
A sunstone knight's decent crush strikes a blue dracolich.
A sunstone knight kicks a blue dracolich causing parts of a blue dracolich to cave in!
< 1093h/1093H 222v/223V Pos: standing >
A cosmic doomguard starts casting a spell.
A Githzerai misses a cosmic doomguard.
A Githzerai misses a cosmic doomguard.
Beltorin grasps his totem tightly, and begins communing with the spirits.
Beltorin starts casting an offensive spell.
Beltorin snaps into visibility.
< 1093h/1093H 222v/223V Pos: standing >
Beltorin completes his spell...
Beltorin utters the words 'abrauztg gpahhzfuio uqzbarr'
Beltorin points at a Githzerai.
Beltorin's iceball shatters upon impacting a Githzerai, rending flesh and sending blood flying.
An enslaved psyche soldier's punch strikes a blue dracolich.
An enslaved psyche soldier's decent punch strikes a blue dracolich.
< 1093h/1093H 222v/223V Pos: standing >
A Githzerai suddenly clutches their head, as if trying to shrug off some unknown malady.
A Githzerai's eyes briefly cloud over as his body is painfully ripped apart from within.
< 1093h/1093H 222v/223V Pos: standing >
A blue dracolich's powerful claw strikes a cosmic doomguard.
A cosmic doomguard dodges a blue dracolich's attack.
A blue dracolich's claw wounds a cosmic doomguard.
Beltorin starts casting an offensive spell.
Beltorin snaps into visibility.
< 1093h/1093H 222v/223V Pos: standing >
A blue dracolich's impressive claw wounds a cosmic doomguard.
A blue dracolich's powerful claw strikes a cosmic doomguard.
A blue dracolich's impressive claw wounds a cosmic doomguard.
< 1093h/1093H 222v/223V Pos: standing >
You start chanting...
You snap into visibility.
< 1093h/1093H 222v/223V Pos: standing >
A cosmic doomguard completes his spell...
A cosmic doomguard utters the words 'zhpzfzar candusqpabraoz'
A cosmic doomguard appears to gain strength from a cloud of ethereal matter.
< 1093h/1093H 222v/223V Pos: standing >
Beltorin completes his spell...
Beltorin utters the words 'abrauztg gpahhzfuio uqzbarr'
Beltorin points at a Githzerai.
Beltorin snaps into visibility.
Beltorin's iceball shatters upon impacting a Githzerai, rending flesh and sending blood flying.
A Githzerai's eyes briefly cloud over as his body is painfully ripped apart from within.
< 1093h/1093H 222v/223V Pos: standing >
Cis's weak crush wounds a Githzerai.
Cis's crush seriously wounds a Githzerai.
< 1093h/1093H 222v/223V Pos: standing >
A sunstone knight's weak crush grazes a blue dracolich.
A sunstone knight's weak crush grazes a blue dracolich.
A blue dracolich dodges a sunstone knight's attack.
A sunstone knight kicks a blue dracolich causing parts of a blue dracolich to cave in!
< 1093h/1093H 222v/223V Pos: standing >
Casting: arieks shattering iceball *
A sunstone knight's decent crush strikes a blue dracolich.
A sunstone knight's decent crush strikes a blue dracolich.
A sunstone knight's fine crush strikes a blue dracolich.
< 1093h/1093H 222v/223V Pos: standing >
Beltorin starts casting an offensive spell.
Beltorin snaps into visibility.
< 1093h/1093H 222v/223V Pos: standing >
A cosmic doomguard dodges a Githzerai's attack.
A cosmic doomguard dodges a Githzerai's attack.
< 1093h/1093H 222v/223V Pos: standing >
An enslaved psyche soldier's punch strikes a blue dracolich hard.
An enslaved psyche soldier's fine punch strikes a blue dracolich hard.
An enslaved psyche soldier kicks a blue dracolich causing parts of a blue dracolich to cave in!
< 1093h/1093H 222v/223V Pos: standing >
You complete your spell...
You point at a Githzerai.
[Damage: 84 ] -=[Your iceball shatters upon impacting a Githzerai, rending flesh and sending blood flying.]=-
A Githzerai's some angel feather leggings [superior] freezes and shatters into million pieces from the intense cold!
A Githzerai's tiny earring woven of fireweed freezes and shatters into million pieces from the intense cold!
A blue dracolich stops following a Githzerai.
A blue dracolich stops following a Githzerai.
A Githzerai is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Sgan by 13333333.
The smell of fresh blood enters your body, infusing you with power!