The death of [32 Healer] Kreng (Dwarf)

in The Room of Clerics

from the perspective of [32 Healer] Kreng (Dwarf)

<worn as a badge>    a tarnished silver badge from Rift Valley Jungle
<worn on head>       a glowing brass hood from Rift Valley Jungle
<worn on eyes>       a decent gem eyepatch from Newhaven
<worn in ear>        a small couatl scale [poor]
<worn in ear>        a long beast-shaped earring
<worn on face>       a frogskin mask [superior]
<worn around neck>   some holy beads [68%]             
<worn around neck>   an exquisite emerald amulet
<worn on body>       a suit of onyx platemail [poor]
<worn about body>    an ashen granite mantle from Newhaven
<worn on back>       a large leather backpack (illuminating)
<worn about waist>   the skin of a giant snake [superior]
<worn around wrist>  a tigerbone bracelet [superior]
<worn around wrist>  a bracelet of twisted roots (glowing)
<worn on hands>      some dwarven-made clay gauntlets
<worn on finger>     a patched electrum ring
<wielding twohanded> a sinister softwood battle axe from Rift Valley Jungle
<worn on legs>       some light cloth pants [superior]
<worn on feet>       some static obsidian shoes

The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East -South -West -Up
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
The Room of Rangers
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East
A tower guard keeps a close eye on the area.
Shahala, the great ranger, teaches her students here.(Gold Aura)
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East -South -West -Up
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads back south to the entrance of the tower.
Obvious exits: -North -East -South -West
A raccoon enters from the south.

< 359h/359H 106v/106V Pos: standing >
The Room of Anti-Paladins
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East
Derm, the anti-paladin, looks wistfully out of a window.(Red Aura)
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads back south to the entrance of the tower.
Obvious exits: -North -East -South -West
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
The Room of Mercenaries
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West
Xilarin, mercenary master, headbutts a wall here.
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads back south to the entrance of the tower.
Obvious exits: -North -East -South -West
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
The Room of Warriors
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -South
Draloth flexes his bulging muscles, trying to impress someone.
A raccoon enters from the south.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads back south to the entrance of the tower.
Obvious exits: -North -East -South -West
A raccoon enters from the north.

< 359h/359H 106v/106V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East -South -West -Up
A raccoon enters from the north.

< 359h/359H 106v/106V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North -East -South -West
A young member of the city guard strolls by here.
A young girl runs around here carelessly.
A raccoon enters from the north.

< 359h/359H 106v/106V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -East -West
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North -East -South -West
A young member of the city guard strolls by here.
A young girl runs around here carelessly.
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area, while a
small forest is east.
Obvious exits: -East -West
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
You quickly scan the area.
A young guard who is close by to your east.
A young girl who is close by to your east.
A small brown bear who is rather far off to your east.
A raccoon who is rather far off to your east.
An elite guard who is close by to your west.
An elven woman who is close by to your west.
An elven woman who is rather far off to your west.

< 359h/359H 106v/106V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North -East -South -West
A young member of the city guard strolls by here.
A young girl runs around here carelessly.
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
Hint: Been to the website yet?  Point your browser to http://www.durismud.com.

< 359h/359H 106v/106V Pos: standing >
The Torrhan School of Knowledge
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up.  A large plaque
stands in the center of the room, demanding your attention.
Obvious exits: -North -East -South -West -Up
A raccoon enters from the south.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from below.

< 359h/359H 106v/106V Pos: standing >
You quickly scan the area.
Twyglyroo who is not far off to your north.
Ona who is close by to your east.
A tower guard who is close by to your west.
Durgen who is close by to your west.
A tower guard who is not far off above you.
A black dracolich who is not far off above you.
A red dracolich who is not far off above you.
A red dracolich who is not far off above you.
Tamor who is not far off above you.

< 359h/359H 106v/106V Pos: standing >
The Room of Shamans
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West
Ona, the shaman master, teaches others her nature twisting magic.(Red Aura)
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East -South -West
A raccoon enters from the south.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from the north.

< 359h/359H 106v/106V Pos: standing >
The Room of Druids
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East
A tower guard keeps a close eye on the area.
The famous druid, Durgen, practices his spells here.
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East -South -West
A raccoon enters from the south.

< 359h/359H 106v/106V Pos: standing >
The Room of Bards
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -West
Slilatel, the master bard, sings softly here.
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
Slilatel sings a song to make your heart swell with pride.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East -South -West
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
The Room of Rogues
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -East
Hiding in the shadows, Rhogrim teaches his students.
A raccoon enters from the east.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East -South -West
A raccoon enters from the west.

< 359h/359H 106v/106V Pos: standing >
The Room of Psionicists
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -South
Twyglyroo, psionicist master, paces the room back and forth.
A raccoon enters from the south.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
the short hall continues southward.
Obvious exits: -North -East -South -West
A raccoon enters from the north.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from the north.

< 359h/359H 106v/106V Pos: standing >
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from below.

< 359h/359H 106v/106V Pos: standing >
The Room of Clerics
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -South
A sturdy looking mount is here, all saddled up and ready to ride.
The great cleric, Tibbe, makes up for his size with his powers.(Gold Aura)
A raccoon enters from the south.

< 359h/359H 106v/106V Pos: standing >
   This little halfling makes up for his smallness by showing
his great powers of healing.  He giggles playfully, teaching
his students the power of wording at the first sight of
danger, the way of goodies!  Noticing you he smiles, and
shows you how to armor a person with expertise.
Tibbe appears to be Halfling and is in excellent condition.
He's small in size.
He is glowing with holiness!


< 359h/359H 106v/106V Pos: standing >
Specialization
=========================================
Upon reaching level 30, you may "specialize" you character, meaning to 
choose a path or skill-set. After you have decided what specialization you
would like to be, you must find the proper "teacher" mob of your class to
aid you in your specialization. Then, you must type "spec " to confirm
your choice.

Specializations are a subset of classes that a player can choose. The
only ones who can specialize players are a set of wandering mobs across
the maps of the good and evil continent. Each class has some assigned
teachers with which they can specialize; for example, Warriors can find the
dwarven warrior Surak to specialize and Sorcerers can find the wandering
mage Ghiran to specialize. Upon specializing a player might be granted
extra innate abilites, casting spells, or skills.

There are also widespread rumors that the instructors at The Torrhan
School of Knowledge have learned to instruct others in the 
intricacies of specialization.

==See also==
* Multiclass,
* Speclist
* Unspecialization

The following help topics also matched your search:
 Specializations
 Unspecialization

Specialization
=========================================
Upon reaching level 30, you may "specialize" you character, meaning to 
choose a path or skill-set. After you have decided what specialization you
would like to be, you must find the proper "teacher" mob of your class to
aid you in your specialization. Then, you must type "spec " to confirm
your choice.

Specializations are a subset of classes that a player can choose. The
only ones who can specialize players are a set of wandering mobs across
the maps of the good and evil continent. Each class has some assigned
teachers with which they can specialize; for example, Warriors can find the
dwarven warrior Surak to specialize and Sorcerers can find the wandering
mage Ghiran to specialize. Upon specializing a player might be granted
extra innate abilites, casting spells, or skills.

There are also widespread rumors that the instructors at The Torrhan
School of Knowledge have learned to instruct others in the 
intricacies of specialization.

==See also==
* Multiclass,
* Speclist
* Unspecialization

The following help topics also matched your search:
 Specializations
 Unspecialization


< 359h/359H 106v/106V Pos: standing >
Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 359h/359H 106v/106V Pos: standing >
You can choose from the following specializations:
Zealot
Healer
Holyman

< 359h/359H 106v/106V Pos: standing >
Tibbe says in halfling 'From this day onwards you will follow the path of the Healer!'

< 359h/359H 106v/106V Pos: standing >
 Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[   Forger    ] Aliera Goddess of Destruction (AFK)
[ Greater God ] Ashyel Winter sucks (-_-) 

There are 2 visible god(s) on.

 Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[51 Holyman         ] Jubek Protectores Augusti of The Empire (Dwarf)[Serf]
[51 Enslaver        ] Gonskr Don Quixote The Empire (Githzerai)[Serf]
[36 Huntsman        ] Salo AnGEr Of The Honoured (Centaur)[Commoner]
[32 Healer          ] Kreng  (Dwarf)[Commoner]
[26 Cleric          ] Bizaro  (Human)[Commoner]

There are 5 mortal(s) on.

Total visible players: 7.
Total connections: 18.

Record number of connections this boot: 27.

< 359h/359H 106v/106V Pos: standing >
Sorry, but there are no help topics that match your search.

< 359h/359H 106v/106V Pos: standing >
Sorry, but there are no help topics that match your search.

< 359h/359H 106v/106V Pos: standing >
Autosaving...

< 359h/359H 106v/106V Pos: standing >
Innate
=========================================
Typing "innate" provides a list of your innate abilities, if any. Innate
abilities are those skills or spells which all members of your race or class
know instinctively. To use an innate ability, use the proper syntax for the
given skill or spell. To get more information on a particular skill or spell,
type "help <skill>" or "help <spell>", respectively. The innate abilities for
each race or class are listed under their help entry.

Note: Many racial and class specific innates only become available at higher
levels.

==See also==
Classes
Races



The following help topics also matched your search:
 Innate disappear
 Innate horse body

Innate
=========================================
Typing "innate" provides a list of your innate abilities, if any. Innate
abilities are those skills or spells which all members of your race or class
know instinctively. To use an innate ability, use the proper syntax for the
given skill or spell. To get more information on a particular skill or spell,
type "help <skill>" or "help <spell>", respectively. The innate abilities for
each race or class are listed under their help entry.

Note: Many racial and class specific innates only become available at higher
levels.

==See also==
Classes
Races



The following help topics also matched your search:
 Innate disappear
 Innate horse body


< 359h/359H 106v/106V Pos: standing >
Sorry, but there are no help topics that match your search.

< 359h/359H 106v/106V Pos: standing >
Sorry, but there are no help topics that match your search.

< 359h/359H 106v/106V Pos: standing >
Healer
=========================================
A Healer is a specialized Cleric with the most healing spells of any Cleric.
They have the ability to call upon their own God to improve the healing within
their entire group. And they can apply a "Healing Salve" to a victim to save
their life. As their skill in healing and bond with their deity grows stronger
all healing spells will gain potency truly making them masters of the healing
arts. 

==See also==
* Cleric 

==Allowed races==
* Human, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold

==Innate abilities==
None.

==Skills==
None.

==Spells==
6th Circle: healing salve
7th Circle: endurance
8th Circle: regeneration
11th Circle: group heal
12th Circle: aura of rebirth

Healer
=========================================
A Healer is a specialized Cleric with the most healing spells of any Cleric.
They have the ability to call upon their own God to improve the healing within
their entire group. And they can apply a "Healing Salve" to a victim to save
their life. As their skill in healing and bond with their deity grows stronger
all healing spells will gain potency truly making them masters of the healing
arts. 

==See also==
* Cleric 

==Allowed races==
* Human, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Orc, Githyanki, Goblin, Githzerai, Kobold

==Innate abilities==
None.

==Skills==
None.

==Spells==
6th Circle: healing salve
7th Circle: endurance
8th Circle: regeneration
11th Circle: group heal
12th Circle: aura of rebirth


< 359h/359H 106v/106V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 359h/359H 106v/106V Pos: standing >
Tibbe starts casting a spell.

< 359h/359H 106v/106V Pos: standing >
Tibbe completes his spell...
Tibbe utters the word 'zuharuhl'
Tibbe looks vitalized.

< 359h/359H 106v/106V Pos: standing >
Healing salve
=========================================
* Area of effect: <victim>
* Aggressive:     No
* Cumulative:     Yes
* Duration:       3 waves
* Type of spell:  Healing

"Healing Salve" heals the wounds of the injured. It heals over waves, and
is not instantaneous. The salve also heals the affects of plague and wither.

==See also==
* Full Heal
* Heal

< 359h/359H 106v/106V Pos: standing >
As you raise your hands and send a prayer to Berronar Truesilver, a soft glow descends from above.

< 359h/359H 106v/106V Pos: standing >
Slowly the light engulfs your body, as a greater being starts to watch over you.

< 359h/359H 106v/106V Pos: standing >

		Score information for Kreng

Level: 32   Race: Dwarf   Class: Cleric / Healer Sex: Male
Hit points: 359(359)  Moves: 106(106)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:  318 platinum   917 gold  1061 silver   231 copper
Playing time: 1 days / 4 hours/ 56 minutes
Received data: 0.1590 MB this session.
Send data:     0.0037 MB this session.
Compression ratio: 81%
81%
Followers:
   a raccoon
   a sturdy mountain pony
Status:  Standing in a sturdy mountain pony's saddle.
Epic points(total): 5(5)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   1
Consenting: pony mountain
Detecting:       Evil Good Heat
Bartender Quests Remaining: 4
Combat Pulse:   19 Spell Pulse:  0.85 
Leaderboard Points:  322 
Enhancements:    Healing


		Score information for Kreng

Level: 32   Race: Dwarf   Class: Cleric / Healer Sex: Male
Hit points: 359(359)  Moves: 106(106)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:  318 platinum   917 gold  1061 silver   231 copper
Playing time: 1 days / 4 hours/ 56 minutes
Received data: 0.1590 MB this session.
Send data:     0.0037 MB this session.
Compression ratio: 81%
81%
Followers:
   a raccoon
   a sturdy mountain pony
Status:  Standing in a sturdy mountain pony's saddle.
Epic points(total): 5(5)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   1
Consenting: pony mountain
Detecting:       Evil Good Heat
Bartender Quests Remaining: 4
Combat Pulse:   19 Spell Pulse:  0.85 
Leaderboard Points:  322 
Enhancements:    Healing


< 359h/359H 106v/106V Pos: standing >
A Drow Elf snaps into visibility.
I'm afraid you aren't quite up to mounted combat.
You stop riding a sturdy mountain pony.
You are knocked to the ground by a Drow Elf's skillful bash!

< 356h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
 Someone parries your futile lunge at him.
A Drow Elf snaps into visibility.
A Drow Elf snaps into visibility.
A Drow Elf's fine slash wounds you.
A Drow Elf's decent slash wounds you.
A Drow Elf's crude slash wounds you.

< 338h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 338h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC:few scratches E: someone sta EP: excellent >
 You feel the hatred in your heart subside.

< 338h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC:few scratches E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's fine slash strikes you.
A Drow Elf's fine slash strikes you.
A Drow Elf's crude slash wounds you.

< 311h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 311h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: someone sta EP: excellent >
 You miss someone.
A Drow Elf snaps into visibility.

< 311h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
 You feel the hatred in your heart subside.

< 311h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's fine slash wounds you.
A Drow Elf's weak slash grazes you.
A Drow Elf's impressive slash strikes you.

< 276h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 276h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: someone sta EP: excellent >
 You feel the hatred in your heart subside.

< 276h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at him.
A Drow Elf snaps into visibility.

< 276h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
 Hint: Want to see who has the world's artifacts? Try the "artifact" command!  Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.

< 276h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: small wounds E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's slash wounds you.
A Drow Elf's weak slash wounds you.
A Drow Elf misses you.
A Drow Elf says 'stune'

< 265h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 265h/359H 106v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 You clamber to your feet.

< 265h/359H 106v/106V Pos: standing >
< T: Kreng TP: sta TC: few wounds E: someone sta EP: excellent >
 You attempt to flee...
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from the north.
A sturdy mountain pony trots in from the north.
You flee southward!

< 265h/359H 85v/106V Pos: standing >
You attempt to flee...
The Room of Necromancers
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -Down
A black dracolich is here, with flesh hanging off its rotting bones.(Red Aura)
A red dracolich is here, with flesh hanging off its rotting bones.(Red Aura)
A red dracolich is here, with flesh hanging off its rotting bones.(Red Aura)
The powerful necromancer, Tamor, rests here quietly.(Red Aura)
A raccoon enters from below.
A sturdy mountain pony trots in from below.
You flee upward!

< 265h/359H 63v/106V Pos: standing >
You feel the hatred in your heart subside.
You are already standing.

< 265h/359H 63v/106V Pos: standing >
You attempt to flee...
A Short Hallway
   This small tower has many doors leading in all directions for the
teachings of a variety of different styles.  Large wooden doors lead
into each room where sounds of muffled talking, incantations and battle
can be heard.  The entrance to the tower lies just to the south, while
a short hallway leads north and a stairway leads up and down.
Obvious exits: -North -East -West -Up -Down
A raccoon enters from above.
A sturdy mountain pony trots in from above.
You flee downward!

< 265h/359H 38v/106V Pos: standing >
You attempt to flee...
The Room of Clerics
   This room is large enough for only a few students to fit in at a time.
Some large windows look out onto the busy streets, the faint sounds of
the bustle outside filters in.  An assortment of equipment can be found
here to assist the masters in their teachings.  A large wooden door leads
back into the main halls of the tower.
Obvious exits: -South
A sturdy looking mount is here, all saddled up and ready to ride.
The great cleric, Tibbe, makes up for his size with his powers.(Gold Aura)
A raccoon enters from the south.
A sturdy mountain pony trots in from the south.
You flee northward!

< 265h/359H 15v/106V Pos: standing >
A Drow Elf snaps into visibility.
You are knocked to the ground by a Drow Elf's skillful bash!

< 261h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 261h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 You feel the hatred in your heart subside.

< 261h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at him.
A Drow Elf snaps into visibility.

< 261h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 A Drow Elf's skin seems to turn to stone.
At the sight of your nemesis the hatred of old generations BURN in your blood!

< 261h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 You feel the hatred in your heart subside.
A Drow Elf snaps into visibility.
A Drow Elf's impressive slash strikes you hard.
A Drow Elf misses you.
A Drow Elf's decent slash wounds you.

< 228h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 A faint hum can be heard from the sword of fire and flame carried by someone.

< 228h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at him.
A Drow Elf snaps into visibility.

< 228h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!
A Drow Elf snaps into visibility.
A Drow Elf's fine slash strikes you.
A Drow Elf's decent slash wounds you.
A Drow Elf's decent slash wounds you.

< 207h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 You feel the hatred in your heart subside.

< 207h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 Someone says 'gev yuur eq'

< 207h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 Sorry guys! someone apologizes to everyone in the room.

< 207h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's decent slash strikes you.
A Drow Elf's fine slash strikes you.
A Drow Elf's fine slash strikes you.

< 184h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 Someone blocks your futile lunge at him.
A Drow Elf snaps into visibility.

< 184h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 184h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 184h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: someone sta EP: excellent >
 You clamber to your feet.

< 184h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC: few wounds E: someone sta EP: excellent >
 You feel the hatred in your heart subside.
Sorry, you aren't allowed to do that in combat.

< 184h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC: few wounds E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 184h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC: few wounds E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 184h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC: few wounds E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 184h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC: few wounds E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
You are knocked to the ground by a Drow Elf's skillful bash!

< 181h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's slash strikes you very hard.
A Drow Elf's slash strikes you very hard.
A Drow Elf's decent slash strikes you.

< 127h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
 Someone blocks your futile lunge at him.
A Drow Elf snaps into visibility.

< 127h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's fine slash strikes you.
A Drow Elf's slash strikes you.
A Drow Elf's fine slash strikes you hard.

< 101h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
 Someone blocks your futile lunge at him.
A Drow Elf snaps into visibility.

< 101h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 101h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: someone sta EP: excellent >
 You feel the hatred in your heart subside.
A Drow Elf snaps into visibility.
A Drow Elf's weak slash wounds you.
A Drow Elf's decent slash strikes you.
A Drow Elf's decent slash strikes you.

< 87h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
 Someone parries your futile lunge at him.
A Drow Elf snaps into visibility.
Sorry, you aren't allowed to do that in combat.

< 87h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!
A Drow Elf snaps into visibility.
A Drow Elf's slash strikes you.
A Drow Elf's fine slash strikes you hard.
A Drow Elf's crude slash strikes you.
The Room of Clerics
Obvious exits: -South
A sturdy mountain pony rests here. (minion) 
A cute and furry raccoon stands here. (minion) 
A Drow Elf (medium) La Resistance stands in mid-air here, fighting YOU!(Red Aura)
A globe of darkness floats near a Drow Elf's head.
A sturdy looking mount is here, all saddled up and ready to ride.
The great cleric, Tibbe, makes up for his size with his powers.(Gold Aura)

< 67h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
 You scramble madly to your feet!

< 67h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC:pretty hurt E: someone sta EP: excellent >
 You start chanting...

< 67h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC:pretty hurt E: someone sta EP: excellent >
 You feel the hatred in your heart subside.

< 67h/359H 16v/106V Pos: standing >
< T: Kreng TP: sta TC:pretty hurt E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
You are knocked to the ground by a Drow Elf's skillful bash!

< 64h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
 You lost your concentration!
You abort your prayer before it's done!

< 64h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC:pretty hurt E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's weak slash strikes you.
A Drow Elf's fine slash strikes you very hard.
A Drow Elf's decent slash strikes you very hard.

< 46h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: awful E: A Drow Elf sta EP: excellent >
 Someone parries your futile lunge at him.
A Drow Elf snaps into visibility.

< 46h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: awful E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 46h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: awful E: someone sta EP: excellent >
 You feel the hatred in your heart subside.

< 46h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: awful E: someone sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's decent slash strikes you hard.
You wish that your wounds would stop BLEEDING so much!
A Drow Elf's impressive slash causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Drow Elf's slash seriously wounds you.
You wish that your wounds would stop BLEEDING so much!

< 10h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: awful E: A Drow Elf sta EP: excellent >
 Someone parries your futile lunge at him.
A Drow Elf snaps into visibility.

< 10h/359H 16v/106V Pos: sitting >
< T: Kreng TP: sit TC: awful E: A Drow Elf sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf's weak slash strikes you very hard.
You wish that your wounds would stop BLEEDING so much!
A Drow Elf's decent slash causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
Your vision spins into darkness as your head falls towards the ground.
Your spiked bone ring from Rift Valley Jungle was completely destroyed by the massive blow!