The death of [ 1 Sorcerer] Premo (Human)

in An Antechamber buzzing with Energy

from the perspective of [ 1 Sorcerer] Premo (Human)



< 31h/31H 96v/121V Pos: standing >

< 31h/31H 96v/121V Pos: standing >
Saving Premo.

< 31h/31H 97v/121V Pos: standing >

< 31h/31H 97v/121V Pos: standing >

		Score information for Premo

Level: 1   Race: Human   Class: Sorcerer Sex: Male
Hit points: 31(31)  Moves: 97(121)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 20 days / 8 hours/ 40 minutes
Received data: 0.0072 MB this session.
Send data:     0.0000 MB this session.
Compression ratio: none
Send data:     0.0000 MB this session.
Status:  Standing.
Epic points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   26
Bartender Quests Remaining: 4
Combat Pulse:   19 Spell Pulse:  1.00 
Leaderboard Points:    3 


< 31h/31H 97v/121V Pos: standing >
You survey the climb ahead...

< 31h/31H 98v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 118v/121V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'

< 31h/31H 121v/121V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Poom has entered the game.

< 31h/31H 121v/121V Pos: standing >
The innkeeper stores Poom's stuff in the safe and shows him to his room.

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Mobs starting to get boring when you kill them? The more often you kill the same mob, the less experience you will gain. Type "trophy" to look at which areas you have spent time in, and how much you can still stand to learn from them.

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 31h/31H 121v/121V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'shadow shield'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'spaihaw abrazak'

< 31h/31H 121v/121V Pos: standing >
Autosaving...

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist starts casting a spell called 'fly'.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the word 'yrl'
An elite guard flies through the air, free as a bird!

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the word 'fly'
An elite guard flies through the air, free as a bird!

< 31h/31H 121v/121V Pos: standing >
Hint: Searching a room can sometimes reveal a hidden exit!  Search in suspicious dead ends or in rooms with suspicious descriptions.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'hfjz gzzuio'

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
A tharnadian illusionist looks vitalized.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw qare'

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Be sure to check your innate abilities. These can help you win the fight. Just type "innate" to see a list.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 31h/31H 121v/121V Pos: standing >
Autosaving...

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Poom has entered the game.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.
Hint: Searching a room can sometimes reveal a hidden exit!  Search in suspicious dead ends or in rooms with suspicious descriptions.

< 31h/31H 121v/121V Pos: standing >
The innkeeper stores Poom's stuff in the safe and shows him to his room.

< 31h/31H 121v/121V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

< 31h/31H 121v/121V Pos: standing >
Alarm bells sound, signalling an invasion!

< 31h/31H 121v/121V Pos: standing >
Alarm bells sound, signalling an invasion!

< 31h/31H 121v/121V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist starts casting a spell called 'shadow shield'.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw yufz'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell called 'protection from cold'.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw qare'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Loosing the battle? Try to 'flee'. But don't flee too many times, or you might run into something even nastier!

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw zzur'

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Alarm bells sound, signalling an invasion!

< 31h/31H 121v/121V Pos: standing >
Alarm bells sound, signalling an invasion!

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >
Hint: Type "score" to get some information about your character.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Alarm bells sound, signalling an invasion!

< 31h/31H 121v/121V Pos: standing >
Autosaving...

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: Wondering how far you are until you gain your next level? Use the 'experience' command.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist starts casting a spell called 'shadow shield'.

< 31h/31H 121v/121V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell called 'protection from cold'.
The receptionist completes her spell...
The receptionist utters the words 'protection from cold'

< 31h/31H 121v/121V Pos: standing >
Poom has entered the game.

< 31h/31H 121v/121V Pos: standing >
The innkeeper stores Poom's stuff in the safe and shows him to his room.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Hint: If a mob is at pretty hurt or worse, odds are it will be too hurt to track you down if you fought and fled. 

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 31h/31H 121v/121V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 31h/31H 121v/121V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 31h/31H 121v/121V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North# -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 31h/31H 120v/121V Pos: standing >
Ok.

< 31h/31H 120v/121V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the walls.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 31h/31H 119v/121V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
A stray tomcat is darting after rodents, here.

< 31h/31H 118v/121V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason few of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A stray tomcat is darting after rodents, here.
A peasant farmer is here from his farmstead, probably on business.

< 31h/31H 118v/121V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
A shady looking youth is standing here, eyeing you with a devious glance.
A human merchant from another town stands here, perusing Tharnadia.

< 31h/31H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 117v/121V Pos: standing >
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West

< 31h/31H 117v/121V Pos: standing >
Road Beneath the Northern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
A large wandering dog is here, growling at you.

< 31h/31H 117v/121V Pos: standing >
Inside the Northern Gates
   Two huge ironbound gates guard the northern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Keats Road leads away
to the south into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the west and to the east.
Obvious exits: -North# -South
A tough looking mercenary is standing here, strutting proudly.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 31h/31H 117v/121V Pos: standing >
The gate seems to be closed.

< 31h/31H 117v/121V Pos: standing >
Ok.

< 31h/31H 119v/121V Pos: standing >
Outside the Northern Gates
   Two huge ironbound gates mark the northern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
A pin cushion lies here gathering dust. [88%]             
A small pile of coins lies here.
The guildhall of AnGEr Of The Honoured is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.

< 31h/31H 119v/121V Pos: standing >
The High-Arched Foyer before The Hall of AnGEr Of The Honoured
Obvious exits: -NorthD -South

< 31h/31H 120v/121V Pos: standing >
It is pitch black...

< 31h/31H 120v/121V Pos: standing >
Oof! You bump into something...

< 31h/31H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/31H 121v/121V Pos: standing >
Oof! You bump into something...

< 31h/31H 121v/121V Pos: standing >
Oof! You bump into something...

< 31h/31H 121v/121V Pos: standing >
Oof! You bump into something...

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
Autosaving...

< 31h/31H 121v/121V Pos: standing >

< 31h/31H 121v/121V Pos: standing >
It is pitch black...

< 31h/31H 121v/121V Pos: standing >
You try to destroy something...
You barely feel the wall, but yet you try!

< 30h/31H 121v/121V Pos: standing >
Hint: Type "score" to get some information about your character.

< 31h/31H 121v/121V Pos: standing >
You try to destroy something...
You barely feel the wall, but yet you try!

< 30h/31H 121v/121V Pos: standing >
Something crumbles to dust and blows away.

< 31h/31H 121v/121V Pos: standing >
Someone charges into you! You hear a crunching noise as bones break!
Someone charges you to death!