The death of [51 Controller] Alveradis (Gnome)

in The Bank of Kimordril

from the perspective of [51 Controller] Alveradis (Gnome)



< 46h/213H 35v/100V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 46h/213H 35v/100V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 46h/213H 35v/100V Pos: standing >
 
   ^MMMMMMMM    
  ^^MMMMMMMMM   
 M.^^MMMMMMMMM  
 ^^.^^^MMMMMMM  
 ^....^@^MMMMM  
 ^...^^.^^^MMM  
 .^^.^^.M^.^^M  
  ^.^^.^^..^^   
   ^^^..^..^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 46h/213H 33v/100V Pos: standing >
 
   ^^MMMMMMM    
  ^^^MMMMMMMM   
 ^M.^^MMMMMMMM  
 ^^^.^^^MMMMMM  
 M^....@^^MMMM  
 .^...^^.^^^MM  
 ..^^.^^.M^.^^  
  .^.^^.^^..^   
   .^^^..^..    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 46h/213H 30v/100V Pos: standing >
 
   ^^^MMMMMM    
  ^^^^MMMMMMM   
 .^M.^^MMMMMMM  
 .^^^.^^^MMMMM  
 .M^...@^^^MMM  
 ^.^...^^.^^^M  
 ^..^^.^^.M^.^  
  ..^.^^.^^..   
   ^.^^^..^.    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 46h/213H 28v/100V Pos: standing >
 
   M^^^MMMMM    
  ^^^^^MMMMMM   
 ^.^M.^^MMMMMM  
 ^.^^^.^^^MMMM  
 M.M^..@.^^^MM  
 ^^.^...^^.^^^  
 .^..^^.^^.M^.  
  ...^.^^.^^.   
   ^^.^^^..^    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 46h/213H 27v/100V Pos: standing >
 
   MM^^^MMMM    
  ^^^^^^MMMMM   
 .^.^M.^^MMMMM  
 ^^.^^^.^^^MMM  
 ^M.M^.@..^^^M  
 ^^^.^...^^.^^  
 ..^..^^.^^.M^  
  ^...^.^^.^^   
   .^^.^^^..    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 25v/100V Pos: standing >
 
   ^MM^^^MMM    
  ^^^^^^^MMMM   
 ^.^.^M.^^MMMM  
 ^^^.^^^.^^^MM  
 ^^M.M^@...^^^  
 M^^^.^...^^.^  
 ...^..^^.^^.M  
  ^^...^.^^.^   
   ..^^.^^^.    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 23v/100V Pos: standing >
 
   MMMM^^MMM    
  .^MM^^^MMMM   
 .^^^^^^^MMMMM  
 ^.^.^M.^^MMMM  
 ^^^.^^@.^^^MM  
 ^^M.M^....^^^  
 M^^^.^...^^.^  
  ..^..^^.^^.   
   ^...^.^^.    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 21v/100V Pos: standing >
 
   GDMM^MMMM    
  MMMMM^^MMMM   
 ^.^MM^^^MMMMM  
 .^^^^^^^MMMMM  
 ^.^.^M@^^MMMM  
 ^^^.^^^.^^^MM  
 ^^M.M^....^^^  
  ^^^.^...^^.   
   .^..^^.^^    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 20v/100V Pos: standing >
 
   MMMM^MMMM    
  MGDMM^MMMMM   
 ^MMMMM^^MMMMM  
 ^.^MM^^^MMMMM  
 .^^^^^@^MMMMM  
 ^.^.^M.^^MMMM  
 ^^^.^^^.^^^MM  
  ^M.M^....^^   
   ^^.^...^^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 18v/100V Pos: standing >
 
   ^^^^^MMMM    
  MMMMM^MMMMM   
 MMGDMM^MMMMMM  
 ^MMMMM^^MMMMM  
 ^.^MM^@^MMMMM  
 .^^^^^^^MMMMM  
 ^.^.^M.^^MMMM  
  ^^.^^^.^^^M   
   M.M^....^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 15v/100V Pos: standing >
 
   MMMM^MMMM    
  M^^^^^MMMMM   
 MMMMMM^MMMMMM  
 MMGDMM^MMMMMM  
 ^MMMMM@^MMMMM  
 ^.^MM^^^MMMMM  
 .^^^^^^^MMMMM  
  .^.^M.^^MMM   
   ^.^^^.^^^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 12v/100V Pos: standing >
 
   MMMM^M^M^    
  MMMMM^MMMM^   
 MM^^^^^MMMMMM  
 MMMMMM^MMMMMM  
 MMGDMM@MMMMMM  
 ^MMMMM^^MMMMM  
 ^.^MM^^^MMMMM  
  ^^^^M^^MMMM   
   ^.^^.^^MM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 10v/100V Pos: standing >
 
   ^M^^.^^^^    
  MMMMM^M^M^.   
 MMMMMM^MMMM^.  
 MM^^^^^MMMMMM  
 MMMMMM@MMMMMM  
 MMGDMM^MMMMMM  
 ^MMMMM^^MMMMM  
  .^MM^^^MMMM   
   ^^^M^^MMM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 8v/100V Pos: standing >
 
   ^^^^^....    
  M^M^^.^^^^.   
 MMMMMM^M^M^..  
 MMMMMM^MMMM^.  
 MM^^^^@MMMMMM  
 MMMMMM^MMMMMM  
 MMGDMM^MMMMMM  
  MMMMM^^MMMM   
   ^MM^^^MMM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 5v/100V Pos: standing >
 
   M^^^^^...    
  MM^M^^.^^^^   
 MMMMMMM^M^M^.  
 MMMMMMM^MMMM^  
 MMM^^^@^MMMMM  
 MMMMMMM^MMMMM  
 MMMGDMM^MMMMM  
  ^MMMMM^^MMM   
   .^MM^^^MM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 3v/100V Pos: standing >
 
   MM^^^^^..    
  MMM^M^^.^^^   
 MMMMMMMM^M^M^  
 MMMMMMMM^MMMM  
 MMMM^^@^^MMMM  
 ^MMMMMMM^MMMM  
 ^MMMGDMM^MMMM  
  ^^MMMMM^^MM   
   ^.^MM^^^M    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 47h/213H 0v/100V Pos: standing >
You're too exhausted.

< 47h/213H 1v/100V Pos: standing >
You're too exhausted.

< 47h/213H 1v/100V Pos: standing >
You're too exhausted.

< 48h/213H 1v/100V Pos: standing >
You're too exhausted.

< 48h/213H 1v/100V Pos: standing >
You're too exhausted.

< 48h/213H 2v/100V Pos: standing >
 
   ^MM^^^^^.    
  MMMM^M^^.^^   
 MMMMMMMMM^M^M  
 MMMMMMMMM^MMM  
 MMMMM^@^^^MMM  
 +^MMMMMMM^MMM  
 ^^MMMGDMM^MMM  
  .^^MMMMM^^M   
   ^^.^MM^^^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 48h/213H 1v/100V Pos: standing >
A Mountain Trail
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 

< 48h/213H 0v/100V Pos: standing >
These are the mystical commands for conjuring:
(conjure stat <number> - reveal statistical properties about this minion.)
(conjure summon <number> - call the minion into existence.)
(conjure remove <number> - permanently remove the minion from your book.)
You have learned the following Mobs:
----------------------------------------------------------------------------
 Mob Number              Mob Name                     Lvl Classes
   400003    a lesser conjured being                   25 War
----------------------------------------------------------------------------
    87864    a fervent church acolyte                  30 Cle
----------------------------------------------------------------------------
    87844    a minotaur church scholar                 37 Sor
----------------------------------------------------------------------------
    55125    Sierra                                    46 Bar
----------------------------------------------------------------------------
    87820    the church head scholar                   48 Sor
----------------------------------------------------------------------------
    87860    the church bishop                         48 Cle Mon
----------------------------------------------------------------------------
    66733    Rhogrim                                   50 Rog
----------------------------------------------------------------------------
    55169    Mrajani                                   56 Sor
----------------------------------------------------------------------------
    76019    a gnomish engineer                        48 Bar
----------------------------------------------------------------------------
     3822    the special forest protector              41 Ran Ass
----------------------------------------------------------------------------

< 49h/213H 2v/100V Pos: standing >
It rains a bit harder.

< 49h/213H 3v/100V Pos: standing >
You must wait a short time before calling another minion into existence.

< 49h/213H 7v/100V Pos: standing >
The East Gates of Kimordril
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West #
A few drops of fresh blood are scattered around the area.
An elite guard specialist of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.

< 50h/213H 8v/100V Pos: standing >
The gate seems to be closed.

< 50h/213H 9v/100V Pos: standing >
Ok.

< 50h/213H 11v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 

< 50h/213H 10v/100V Pos: standing >
Ok.

< 50h/213H 11v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
An elite dwarven guard of Kimordril is here.

< 51h/213H 10v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 

< 51h/213H 9v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -South -Up   

< 51h/213H 9v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -West  -Down 

< 51h/213H 10v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 

< 51h/213H 11v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.
An elite dwarven guard of Kimordril is here.

< 52h/213H 11v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 

< 52h/213H 12v/100V Pos: standing >
East Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 

< 52h/213H 12v/100V Pos: standing >
A huge rat enters from the south.

< 53h/213H 15v/100V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 

< 53h/213H 14v/100V Pos: standing >
Tanners Guild
   Huge vats of noxious smelling liquid fill this room. Hides are piled
everywhere, ready to be made for wearing and tailoring. Various tools
are on small tables. Hooks, large tongs, and a large stick used to stir
the vats are abundant. A rack to the east is used to let the finished
hides dry.
Obvious exits: -West  -Up   
Puddles of fresh blood cover the ground.
A small sign is here, posted on the wall.
A dwarven commoner is here, shopping around the square.
A gully dwarf wanders around, collecting garbage.
(Q)A dirty dwarf is here, working with some animal skins.

< 53h/213H 14v/100V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.

< 54h/213H 17v/100V Pos: standing >
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up   
A gully dwarf wanders around, collecting garbage.
A large dog wanders around here, looking for food.

< 54h/213H 16v/100V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
A gully dwarf wanders around, collecting garbage.

< 54h/213H 17v/100V Pos: standing >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.

< 54h/213H 17v/100V Pos: standing >
Tanners Guild
   Huge vats of noxious smelling liquid fill this room. Hides are piled
everywhere, ready to be made for wearing and tailoring. Various tools
are on small tables. Hooks, large tongs, and a large stick used to stir
the vats are abundant. A rack to the east is used to let the finished
hides dry.
Obvious exits: -West  -Up   
Puddles of fresh blood cover the ground.
A small sign is here, posted on the wall.
A dwarven commoner is here, shopping around the square.
(Q)A dirty dwarf is here, working with some animal skins.

< 54h/213H 17v/100V Pos: standing >
Tormtukr's Leather Goods
   Racks full of finished leather clothes, armor and goods fill this room.
A small room in the corner is used for fitting, and there's a counter in
the other corner. A window is in the western wall, overlooking the guild
square. A large sign is posted near the counter listing all of the prices
and items in the store.
Obvious exits: -Down 
Tormtukr stands here behind the counter, waiting.

< 54h/213H 16v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 55h/213H 18v/100V Pos: standing >
Tanners Guild
   Huge vats of noxious smelling liquid fill this room. Hides are piled
everywhere, ready to be made for wearing and tailoring. Various tools
are on small tables. Hooks, large tongs, and a large stick used to stir
the vats are abundant. A rack to the east is used to let the finished
hides dry.
Obvious exits: -West  -Up   
Puddles of fresh blood cover the ground.
A small sign is here, posted on the wall.
A dwarven commoner is here, shopping around the square.
(Q)A dirty dwarf is here, working with some animal skins.

< 55h/213H 18v/100V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
A gully dwarf wanders around, collecting garbage.

< 55h/213H 17v/100V Pos: standing >
East Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A huge rat scurries along here, whiskers wiggling.

< 55h/213H 17v/100V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.

< 55h/213H 17v/100V Pos: standing >
East Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A huge rat scurries along here, whiskers wiggling.

< 55h/213H 17v/100V Pos: standing >
Southeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
A gully dwarf wanders around, collecting garbage.

< 56h/213H 19v/100V Pos: standing >
A dwarven commoner enters from the east.
Goldsmiths Guild
   Small hammers and many other tools lie atop a huge table top to the
south, used for creating wonderful items of gold, or making things
gold-plated. The building is made out of stone and as sturdy as a small
mountain. A set of stairs leads up to the second floor of the building.
Obvious exits: -North -Up   
A large dog wanders around here, looking for food.

< 56h/213H 18v/100V Pos: standing >
The Bank of Kimordril
   A huge safe is set into the southern wall, used to hold all of
the money in the bank that people have deposited. A large counter
halves the room, and has some sort of machine with numbers all over
on top of it, most likely used for counting things by the looks of it.
Obvious exits: -Down 
A large wooden counter is here, with a sign posted on it.
A gully dwarf wanders around, collecting garbage.
Ratroper is here, ready to take your money.

< 56h/213H 19v/100V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Alveradis
An unnatural silence fills this area.
Obvious exits: -North#
a satchel used to hold various items lies here. (illuminating)
An ornate chest bearing items that are unsorted.

The escort says 'You have 38 items, which costs you 1 gold, 1 silver, and 5 copper'

< 57h/213H 21v/100V Pos: standing >
You aren't wearing anything!

< 57h/213H 23v/100V Pos: standing >
A rugged adventurers satchel contains:

a sputtering wand
a woven sack (humming)
a midnight blue tome with silver bindings (glowing)
a quill
some lily pads (illuminating)
[4] a glass bottle
[3] a magical essence of Intelligence
[2] fish food
a quetzel feather
a magical essence of Hitroll
a red feather
death skull
[2] a spellbook

< 57h/213H 25v/100V Pos: standing >
A large wooden chest contains:

a dark magical tome (glowing) (illuminating)
a belt of mining
a blue earthstone ring
a shortened spear [superior]
a silver hoop [superior]
a black fighting gown
a mystical blue sash (glowing)
the helmet of agony of power (humming)
opalescent robes of the archmagi (glowing)
a sapphire ring
a twisted obsidian quarterstaff from The Mountain Village of Tentro
a well-used dragonscale bracer
a fragile bronze veil from The Church of the Eternal Dusk
a stylish bone coif from The City of Winterhaven
a cracked bone band from IceCrag Castle
a map of the Faerie Realm
a pair of protective eyelets [superior]
a small candle [superior] (glowing) (illuminating)

< 57h/213H 27v/100V Pos: standing >
You get a midnight blue tome with silver bindings from a rugged adventurers satchel.

< 57h/213H 30v/100V Pos: standing >

< 57h/213H 31v/100V Pos: standing >
A midnight blue tome with silver bindings appears to be unused and has 320 pages left.

< 57h/213H 33v/100V Pos: standing >
Autosaving...

< 57h/213H 41v/100V Pos: standing >

< 57h/213H 42v/100V Pos: standing >
You get a dark magical tome from a large wooden chest.

< 57h/213H 43v/100V Pos: standing >

< 57h/213H 44v/100V Pos: standing >
A dark magical tome contains the spells: teleport, burning hands, chill touch, minor creation, enchant weapon, concealment, lightning bolt, magic missile, stone skin, shocking grasp, sleep, strength, identify, minor globe of invulnerability, ray of enfeeblement, levitate, detect magic, dispel magic, slowness, infravision, fireshield, color spray, feeblemind, coldshield, wall of force, mirror image, reveal true name, sense follower, mage flame, agility, contain being.
A dark magical tome has 3 free pages.

< 57h/213H 45v/100V Pos: standing >
Ok.

< 57h/213H 61v/100V Pos: standing >
The Bank of Kimordril
   A huge safe is set into the southern wall, used to hold all of
the money in the bank that people have deposited. A large counter
halves the room, and has some sort of machine with numbers all over
on top of it, most likely used for counting things by the looks of it.
Obvious exits: -Down 
A large wooden counter is here, with a sign posted on it.
A large dog wanders around here, looking for food.
A gully dwarf wanders around, collecting garbage.
Ratroper is here, ready to take your money.

< 57h/213H 61v/100V Pos: standing >
You sit down and relax.

< 57h/213H 63v/100V Pos: sitting >
You are currently memorizing the following spells:
    4 seconds:  ( 6th) teleport
    8 seconds:  ( 6th) stone skin
   11 seconds:  ( 5th) identify
   15 seconds:  ( 4th) wall of force
   17 seconds:  ( 2nd) mirror image
   19 seconds:  ( 2nd) mirror image
   24 seconds:  ( 8th) improved invisibility  [not in spell book]
   27 seconds:  ( 5th) contain being
   33 seconds:  (11th) group globe of invulnerability  [not in spell book]
   37 seconds:  ( 7th) dimension door  [not in spell book]
   41 seconds:  ( 7th) dimension door  [not in spell book]
   46 seconds:  ( 8th) detect invisibility  [not in spell book]
   51 seconds:  ( 9th) prismatic ray  [not in spell book]
   55 seconds:  ( 7th) haste  [not in spell book]
   59 seconds:  ( 5th) contain being
   62 seconds:  ( 4th) wall of force
   67 seconds:  ( 9th) prismatic ray  [not in spell book]
   72 seconds:  ( 9th) prismatic ray  [not in spell book]
   77 seconds:  ( 9th) prismatic ray  [not in spell book]
   80 seconds:  ( 4th) wall of force
   84 seconds:  ( 6th) stone skin
   88 seconds:  ( 5th) identify
   92 seconds:  ( 5th) identify
   95 seconds:  ( 4th) wall of force
   98 seconds:  ( 4th) wall of force
  103 seconds:  ( 7th) fireball  [not in spell book]
  107 seconds:  ( 7th) fireball  [not in spell book]
  111 seconds:  ( 8th) prismatic spray  [not in spell book]
  116 seconds:  ( 8th) prismatic spray  [not in spell book]
  117 seconds:  ( 1st) magic missile
  123 seconds:  (10th) group stone skin  [not in spell book]
  128 seconds:  (10th) group stone skin  [not in spell book]
  133 seconds:  (10th) group stone skin  [not in spell book]
  138 seconds:  (10th) group stone skin  [not in spell book]
  142 seconds:  ( 5th) slowness
  144 seconds:  ( 1st) magic missile
  146 seconds:  ( 3rd) strength
  149 seconds:  ( 3rd) strength
  151 seconds:  ( 1st) minor creation
  154 seconds:  ( 4th) levitate
  157 seconds:  ( 3rd) concealment
  160 seconds:  ( 5th) slowness
  164 seconds:  ( 4th) lightning bolt
  166 seconds:  ( 2nd) chill touch
  168 seconds:  ( 2nd) chill touch
  170 seconds:  ( 2nd) chill touch
  172 seconds:  ( 1st) magic missile
  173 seconds:  ( 1st) magic missile
  175 seconds:  ( 1st) magic missile
  176 seconds:  ( 1st) magic missile
  179 seconds:  ( 3rd) shocking grasp
  181 seconds:  ( 1st) magic missile
  183 seconds:  ( 3rd) shocking grasp
  186 seconds:  ( 3rd) shocking grasp
  189 seconds:  ( 4th) lightning bolt
  193 seconds:  ( 4th) lightning bolt
  195 seconds:  ( 2nd) sleep
  197 seconds:  ( 2nd) sleep
  199 seconds:  ( 2nd) sleep
  202 seconds:  ( 2nd) chill touch
  204 seconds:  ( 3rd) agility
  206 seconds:  ( 1st) minor creation
  207 seconds:  ( 1st) minor creation
  209 seconds:  ( 1st) detect magic
  211 seconds:  ( 2nd) sleep
  216 seconds:  ( 8th) globe of invulnerability  [not in spell book]
  219 seconds:  ( 5th) coldshield
  223 seconds:  ( 6th) stone skin
  227 seconds:  ( 6th) stone skin
  231 seconds:  ( 6th) stone skin
  235 seconds:  ( 6th) teleport
  238 seconds:  ( 3rd) dispel magic
  243 seconds:  ( 9th) gate  [not in spell book]
  247 seconds:  ( 7th) wall of ice  [not in spell book]
  250 seconds:  ( 3rd) dispel magic
  253 seconds:  ( 3rd) dispel magic

You can memorize no more spells.
You continue your study.

< 57h/213H 63v/100V Pos: sitting >
You start meditating...

< 57h/213H 64v/100V Pos: sitting >
You have finished memorizing teleport.

< 57h/213H 70v/100V Pos: sitting >
You have finished memorizing stone skin.

< 58h/213H 82v/100V Pos: sitting >
You have finished memorizing identify.

< 59h/213H 88v/100V Pos: sitting >
You have finished memorizing wall of force.

< 59h/213H 92v/100V Pos: sitting >
You have finished memorizing mirror image.

< 59h/213H 95v/100V Pos: sitting >
You have finished memorizing mirror image.

< 60h/213H 98v/100V Pos: sitting >
You have managed to misplace your spellbook!
You abandon your studies.

< 60h/213H 100v/100V Pos: sitting >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 62h/213H 100v/100V Pos: sitting >
You purge 'improved invisibility' from your thoughts.

< 64h/213H 100v/100V Pos: sitting >
You are already resting.

< 64h/213H 100v/100V Pos: sitting >
You have memorized the following spells:
( 6th circle)  1 - teleport
               1 - stone skin
( 5th circle)  1 - identify
( 4th circle)  1 - wall of force
( 2nd circle)  2 - mirror image

And you are currently memorizing the following spells:
    3 seconds:  ( 5th) contain being
    9 seconds:  (11th) group globe of invulnerability  [not in spell book]
   13 seconds:  ( 7th) dimension door  [not in spell book]
   17 seconds:  ( 7th) dimension door  [not in spell book]
   22 seconds:  ( 8th) detect invisibility  [not in spell book]
   27 seconds:  ( 9th) prismatic ray  [not in spell book]
   31 seconds:  ( 7th) haste  [not in spell book]
   35 seconds:  ( 5th) contain being
   38 seconds:  ( 4th) wall of force
   43 seconds:  ( 9th) prismatic ray  [not in spell book]
   48 seconds:  ( 9th) prismatic ray  [not in spell book]
   53 seconds:  ( 9th) prismatic ray  [not in spell book]
   56 seconds:  ( 4th) wall of force
   60 seconds:  ( 6th) stone skin
   64 seconds:  ( 5th) identify
   68 seconds:  ( 5th) identify
   71 seconds:  ( 4th) wall of force
   74 seconds:  ( 4th) wall of force
   79 seconds:  ( 7th) fireball  [not in spell book]
   83 seconds:  ( 7th) fireball  [not in spell book]
   87 seconds:  ( 8th) prismatic spray  [not in spell book]
   92 seconds:  ( 8th) prismatic spray  [not in spell book]
   93 seconds:  ( 1st) magic missile
   99 seconds:  (10th) group stone skin  [not in spell book]
  104 seconds:  (10th) group stone skin  [not in spell book]
  109 seconds:  (10th) group stone skin  [not in spell book]
  114 seconds:  (10th) group stone skin  [not in spell book]
  118 seconds:  ( 5th) slowness
  120 seconds:  ( 1st) magic missile
  122 seconds:  ( 3rd) strength
  125 seconds:  ( 3rd) strength
  127 seconds:  ( 1st) minor creation
  130 seconds:  ( 4th) levitate
  133 seconds:  ( 3rd) concealment
  136 seconds:  ( 5th) slowness
  140 seconds:  ( 4th) lightning bolt
  142 seconds:  ( 2nd) chill touch
  144 seconds:  ( 2nd) chill touch
  146 seconds:  ( 2nd) chill touch
  148 seconds:  ( 1st) magic missile
  149 seconds:  ( 1st) magic missile
  151 seconds:  ( 1st) magic missile
  152 seconds:  ( 1st) magic missile
  155 seconds:  ( 3rd) shocking grasp
  157 seconds:  ( 1st) magic missile
  159 seconds:  ( 3rd) shocking grasp
  162 seconds:  ( 3rd) shocking grasp
  165 seconds:  ( 4th) lightning bolt
  169 seconds:  ( 4th) lightning bolt
  171 seconds:  ( 2nd) sleep
  173 seconds:  ( 2nd) sleep
  175 seconds:  ( 2nd) sleep
  178 seconds:  ( 2nd) chill touch
  180 seconds:  ( 3rd) agility
  182 seconds:  ( 1st) minor creation
  183 seconds:  ( 1st) minor creation
  185 seconds:  ( 1st) detect magic
  187 seconds:  ( 2nd) sleep
  192 seconds:  ( 8th) globe of invulnerability  [not in spell book]
  195 seconds:  ( 5th) coldshield
  199 seconds:  ( 6th) stone skin
  203 seconds:  ( 6th) stone skin
  207 seconds:  ( 6th) stone skin
  211 seconds:  ( 6th) teleport
  214 seconds:  ( 3rd) dispel magic
  219 seconds:  ( 9th) gate  [not in spell book]
  223 seconds:  ( 7th) wall of ice  [not in spell book]
  226 seconds:  ( 3rd) dispel magic
  229 seconds:  ( 3rd) dispel magic

You can memorize 1 8th circle spell(s).
You continue your study.

< 64h/213H 100v/100V Pos: sitting >
You start meditating...

< 65h/213H 100v/100V Pos: sitting >
You have finished memorizing contain being.

< 65h/213H 100v/100V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 66h/213H 100v/100V Pos: sitting >
You stop meditating.
Damn!  Lost your train of thought!
You abandon your studies.
You purge 'group globe of invulnerability' from your thoughts.

< 66h/213H 100v/100V Pos: sitting >
You purge 'dimension door' from your thoughts.

< 66h/213H 100v/100V Pos: sitting >
You purge 'dimension door' from your thoughts.

< 66h/213H 100v/100V Pos: sitting >
You purge 'detect invisibility' from your thoughts.

< 67h/213H 100v/100V Pos: sitting >
A Kobold snaps into visibility.

< 67h/213H 100v/100V Pos: sitting >
A Kobold completes his spell...
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.