The death of [1 Anti-Paladin] Chak (Minotaur)

in A Long Winding Trail of Mud

from the perspective of [1 Anti-Paladin] Chak (Minotaur)



< 35h/35H 170v/170V Pos: standing >
Mock Combat Chamber
Obvious exits: -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
[4] A small bandage rests upon the ground here.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 35h/35H 170v/170V Pos: standing >

< 35h/35H 170v/170V Pos: standing >

< 35h/35H 170v/170V Pos: standing >

< 35h/35H 170v/170V Pos: standing >

< 35h/35H 170v/170V Pos: standing >

		Score information for Chak

Level: 1   Race: Minotaur   Class: Anti-Paladin  Sex: Male
Hit points: 35(35)  Moves: 170(170)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 0 hours/ 0 minutes
Received data: 0.0152 MB this session.
Send data:     0.0001 MB this session.
Compression ratio: 90%
90%
Status:  Standing.
HardCore pts:   +10.00
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   0
Detecting:       Evil Good
Enchantments:    Ultravision
Bartender Quests Remaining: 6
Combat Pulse:   17 Spell Pulse:  1.40 
Leaderboard Points:   10 


		Score information for Chak

Level: 1   Race: Minotaur   Class: Anti-Paladin  Sex: Male
Hit points: 35(35)  Moves: 170(170)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 0 hours/ 0 minutes
Received data: 0.0152 MB this session.
Send data:     0.0001 MB this session.
Compression ratio: 90%
90%
Status:  Standing.
HardCore pts:   +10.00
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   0
Detecting:       Evil Good
Enchantments:    Ultravision
Bartender Quests Remaining: 6
Combat Pulse:   17 Spell Pulse:  1.40 
Leaderboard Points:   10 


< 35h/35H 170v/170V Pos: standing >

< 35h/35H 170v/170V Pos: standing >
You have now turned Paging mode off.

< 35h/35H 170v/170V Pos: standing >

< 35h/35H 170v/170V Pos: standing >
Damage Display is now ON

< 35h/35H 170v/170V Pos: standing >
You turn your battle alert status on.

< 35h/35H 170v/170V Pos: standing >
Mock Combat Chamber
Obvious exits: -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
[4] A small bandage rests upon the ground here.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 35h/35H 170v/170V Pos: standing >
You wield a large two-handed sword.

< 35h/35H 170v/170V Pos: standing >
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a suit of spiked leather armor.
You drop a bronze skull cap.
You drop a thick spiked leather bracer.
You drop a thick spiked leather bracer.
You drop some thick leather gloves.
You drop a pair of studded leather boots.
You drop a pair of studded leather leggings.
You drop a pair of studded leather sleeves.
You drop a small ivory totem.
You drop a small limestone totem.
You drop a small pinewood raven totem.
You drop a small bag made from rabbit skin.
You drop a brass nose ring.
You drop a reptile skin cloak.
You drop a belt made from assorted skins.
You drop a stout oaken cudgel.
You drop a steel warhammer.
You drop a two-handed sword.
You drop a thin steel dagger.
You drop a steel short sword.
You drop a steel long sword.
You drop a small wooden mace.

< 35h/35H 170v/170V Pos: standing >
A suit of spiked leather armor crumbles to dust and blows away.
A bronze skull cap crumbles to dust and blows away.
A thick spiked leather bracer crumbles to dust and blows away.
A thick spiked leather bracer crumbles to dust and blows away.
Some thick leather gloves crumbles to dust and blows away.
A pair of studded leather boots crumbles to dust and blows away.
A pair of studded leather leggings crumbles to dust and blows away.
A pair of studded leather sleeves crumbles to dust and blows away.
A small bag made from rabbit skin crumbles to dust and blows away.
A brass nose ring crumbles to dust and blows away.
A reptile skin cloak crumbles to dust and blows away.
A belt made from assorted skins crumbles to dust and blows away.

< 35h/35H 170v/170V Pos: standing >

< 35h/35H 170v/170V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Ackum, the master warrior, is here.

< 35h/35H 169v/170V Pos: standing >
Saving Chak.

< 35h/35H 169v/170V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South

< 35h/35H 168v/170V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up

< 35h/35H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 35h/35H 167v/170V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West# -Down

< 35h/35H 167v/170V Pos: standing >
The gate seems to be closed.

< 35h/35H 169v/170V Pos: standing >
Ok.

< 35h/35H 170v/170V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West

< 35h/35H 169v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
An commoner walks the road, intent on his destination.

< 35h/35H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 35h/35H 168v/170V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.
Alas, you cannot go that way. . . .

< 35h/35H 168v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
An agitated commoner walks the road.

< 35h/35H 168v/170V Pos: standing >
Bergin's Weapon Shop
   Huge racks weapons find themselves leaning up against the walls for
support, the racks themselves could not hold the weight pitied against it.
The weapons on the rack are of the best quality around, even rivaling the great
dwarven arsenals. No windows are seen however, probably to prohibit any
sly thief that might sneak in during the night. Since there is only one exit,
huge locking mechanisms and chains are used to ensure that such a stocking of
merchandise goes unstolen. When times of war come along, Bergin must make
an incredible amount of money.
Obvious exits: -North
A small, red-hot forging furnace has been set up here. (humming)
Bergin the weaponsmith stands here.

< 35h/35H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 35h/35H 167v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
An agitated commoner walks the road.

< 35h/35H 168v/170V Pos: standing >
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
An commoner walks the road, intent on his destination.

< 35h/35H 167v/170V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West

< 35h/35H 167v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 35h/35H 166v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 35h/35H 165v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 35h/35H 165v/170V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West
An commoner walks the road, intent on his destination.

< 35h/35H 164v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 35h/35H 165v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 35h/35H 164v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West

< 35h/35H 164v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 35h/35H 164v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 35h/35H 163v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East

< 35h/35H 163v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 35h/35H 162v/170V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East -West

< 35h/35H 161v/170V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West
A small snake swims in the swamp.

< 35h/35H 161v/170V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West
A small snake swims in the swamp.

< 35h/35H 160v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 35h/35H 160v/170V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East -South

< 35h/35H 160v/170V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East -West

< 35h/35H 159v/170V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West
A greyish stone wall is here to the east.

< 35h/35H 158v/170V Pos: standing >
Oof! You bump into a greyish stone wall...

< 35h/35H 159v/170V Pos: standing >
Oof! You bump into a greyish stone wall...

< 35h/35H 159v/170V Pos: standing >
Oof! You bump into a greyish stone wall...

< 35h/35H 159v/170V Pos: standing >
Oof! You bump into a greyish stone wall...

< 35h/35H 160v/170V Pos: standing >
A Long Winding Trail of Mud
Obvious exits: -East -West
A greyish stone wall is here to the east.

< 35h/35H 161v/170V Pos: standing >
You quickly scan the area.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.

< 35h/35H 161v/170V Pos: standing >
A swarm of insects completes his spell...
A swarm of insects utters the words 'ghjiilla zuguaig'
A swarm of insects causes visions to dance before your eyes, causing you to fall in a deep trance!.
The world starts spinning, and your ears are ringing!

< 35h/35H 162v/170V Pos: standing >
A swarm of insects completes his spell...
A swarm of insects utters the word 'uigzqhg'
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks YOU!
-=[A swarm of insects's sting wounds you.]=-
You feel unholy power coursing through your limbs!
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks YOU!
-=[A swarm of insects's sting strikes you.]=-
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks YOU!
-=[A swarm of insects's feeble sting wounds you.]=-

< 31h/35H 162v/170V Pos: standing >
< T: Chak TP: sta TC: small wounds E: insects sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 31h/35H 162v/170V Pos: standing >
< T: Chak TP: sta TC: small wounds E: insects sta EP: excellent >
 Someone gives an order to his followers.

< 31h/35H 162v/170V Pos: standing >
< T: Chak TP: sta TC: small wounds E: insects sta EP: excellent >
 The lich of Jamael, the grand cosmomancer completes its spell...
The lich of Jamael, the grand cosmomancer utters the word 'uwwarahz'
A fiery conflagration spews from the lich of Jamael, the grand cosmomancer striking you full on!
YIKES!  Another hit like that, and you've had it!!
-=[The lich of Jamael, the grand cosmomancer's crude punch seriously wounds you.]=-
OUCH!  That really did HURT!
-=[The lich of Jamael, the grand cosmomancer's weak punch seriously wounds you.]=-
A Long Winding Trail of Mud
Obvious exits: -East -West
A greyish stone wall is here to the east.
A swarm of insects stands in mid-air here, fighting YOU! (minion) 
A swarm of insects stands in mid-air here, fighting YOU! (minion) 
A swarm of insects stands in mid-air here, fighting YOU! (minion) 
The lich of Jamael, the grand cosmomancer stands in mid-air here, fighting YOU! (minion) (Red Aura)

< 5h/35H 162v/170V Pos: standing >
< T: Chak TP: sta TC: awful E: insects sta EP: excellent >
 A swarm of insects completes his spell...
A swarm of insects utters the word 'pawwzf'
A swarm of insects's massive hammer is the last thing you ever see.
Your large two-handed sword was completely destroyed by the massive blow!