The death of [27 Cleric] Vokar (Dwarf)

in Myrabolus Highway - Gate Road Intersection

from the perspective of [27 Cleric] Vokar (Dwarf)

<worn on head>       a leather cap [superior]
<worn on body>       a blacksteel cuirass
<worn on back>       a large leather backpack (illuminating)
<worn about waist>   a vorhide belt [superior]
<held as shield>     a wooden shield
<worn around wrist>  a polished steel bracelet (magic)
<worn on hands>      a pair of vorhide fingers [superior]
<worn on legs>       a pair of mithril leggings [superior]

You abort your prayer before it's done!

< 365h/365H 106v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 106v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 106v/106V Pos: standing >
Aphantan Avenue and Market Road
Obvious exits: -North -East -South
A Minotaur, raised in the city, wanders about.
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 106v/106V Pos: standing >
A half-orc commoner leaves east.

< 365h/365H 106v/106V Pos: standing >
Aphantan Avenue
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -South
This Halfling spends his days playing pranks on visitors.

< 365h/365H 105v/106V Pos: standing >
Aphantan Avenue and Ancients Avenue
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -East -South
A pigeon, trained by animal empathists, flutters about.(Gold Aura)
A young warlock wanders the city.

< 365h/365H 104v/106V Pos: standing >
A pigeon enters from the east.

< 365h/365H 106v/106V Pos: standing >
Aphantan Avenue
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -East# -South

< 365h/365H 105v/106V Pos: standing >
The curtain seems to be closed.

< 365h/365H 105v/106V Pos: standing >
The curtain seems to be closed.

< 365h/365H 105v/106V Pos: standing >
The curtain seems to be closed.

< 365h/365H 106v/106V Pos: standing >
A pigeon enters from the south.

< 365h/365H 106v/106V Pos: standing >
A pigeon enters from the south.

< 365h/365H 106v/106V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.

< 365h/365H 106v/106V Pos: standing >
The curtain seems to be closed.

< 365h/365H 106v/106V Pos: standing >
Ok.

< 365h/365H 106v/106V Pos: standing >
Foyer of the Home of the Holy
   In contrast to the popularity of neutrality in this city, this house
seems to be out of place. It appears to clearly be a righteous sanctum for
whoever living here. Sculptures of Mountain Dwarves and High Elves decorate
the room with elegance and above the archway to the east a cross is hung.
Obvious exits: -East -West

< 365h/365H 105v/106V Pos: standing >

< 365h/365H 105v/106V Pos: standing >
Valentines' Antechamber
   Excessive to its last detail this room eptomises everything that the
citizens of Myrabolus stand against.  Scripture and Bibical writings
adorn every space on the walls, beyond that, sitting on desks and shelves
more scripture and self-righteousness are displayed. Only a Human could
use the power of good so much that it no longer became lawful.
Obvious exits: -West
A holy knight of some kind does his best to banish evil.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
What do you want your epitaph to say?!?

< 365h/365H 106v/106V Pos: standing >
Foyer of the Home of the Holy
   In contrast to the popularity of neutrality in this city, this house
seems to be out of place. It appears to clearly be a righteous sanctum for
whoever living here. Sculptures of Mountain Dwarves and High Elves decorate
the room with elegance and above the archway to the east a cross is hung.
Obvious exits: -East -West

< 365h/365H 105v/106V Pos: standing >
Valentines' Antechamber
   Excessive to its last detail this room eptomises everything that the
citizens of Myrabolus stand against.  Scripture and Bibical writings
adorn every space on the walls, beyond that, sitting on desks and shelves
more scripture and self-righteousness are displayed. Only a Human could
use the power of good so much that it no longer became lawful.
Obvious exits: -West
A holy knight of some kind does his best to banish evil.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
Valentyne is busy sweeping the floors of his room but pauses to turn around
and address you when you focus on him.
        'You must leave this city at once! It is pure evil, the
unrighteous have made their homes here and de-evolved into heathens. The
worst part is they believe their beliefs are accurate. They believe in
neutrality! Someone will put a stop to this! That someone is me!'
        Certainly, Valentyne is less tolerated in this town then even Mardoc.
Michal Valentyne appears to be Human and is in excellent condition.
He's medium in size.
He is glowing with holiness!

<wielding twohanded> a whitestone broadsword [superior]

< 365h/365H 106v/106V Pos: standing >
Foyer of the Home of the Holy
   In contrast to the popularity of neutrality in this city, this house
seems to be out of place. It appears to clearly be a righteous sanctum for
whoever living here. Sculptures of Mountain Dwarves and High Elves decorate
the room with elegance and above the archway to the east a cross is hung.
Obvious exits: -East -West

< 365h/365H 105v/106V Pos: standing >
Aphantan Avenue
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -East -South
A pigeon, trained by animal empathists, flutters about.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 105v/106V Pos: standing >
Aphantan Avenue and Protection Street Corner
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -East -South

< 365h/365H 105v/106V Pos: standing >
Protection Street West
   Running from Aphantan Avenue to the Myrabolus Highway,
Protection Street West is home to many of the city commoners as
well as a the last guard towers before the palace, built on either
side of the highway. Cresent Concourse can only be accessed
from this street for those wishing a tour around the palace.
Obvious exits: -East -West
A common resident of the city wanders the streets.

< 365h/365H 104v/106V Pos: standing >
Protection Street West
   Running from Aphantan Avenue to the Myrabolus Highway,
Protection Street West is home to many of the city commoners as
well as a the last guard towers before the palace, built on either
side of the highway. Cresent Concourse can only be accessed
from this street for those wishing a tour around the palace.
Obvious exits: -North -East -West
A self-righteous High Elf citizen travels the town.(Gold Aura)
A cute little black kitten wanders around here.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
Protection Street West
   Running from Aphantan Avenue to the Myrabolus Highway,
Protection Street West is home to many of the city commoners as
well as a the last guard towers before the palace, built on either
side of the highway. Cresent Concourse can only be accessed
from this street for those wishing a tour around the palace.
Obvious exits: -East -West
A Grey Elf from Charing, wanders the city.

< 365h/365H 105v/106V Pos: standing >
Protection Street West
   Running from Aphantan Avenue to the Myrabolus Highway,
Protection Street West is home to many of the city commoners as
well as a the last guard towers before the palace, built on either
side of the highway. Cresent Concourse can only be accessed
from this street for those wishing a tour around the palace.
Obvious exits: -North -East -West
A self-righteous High Elf citizen travels the town.(Gold Aura)
A cute little black kitten wanders around here.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -North -South

< 365h/365H 103v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -East -South

< 365h/365H 105v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -North -West
A vigilante ranger follows his leader.(Gold Aura)
A vigilante ranger follows his leader.(Gold Aura)
A vigilante ranger follows his leader.(Gold Aura)
A vigilante ranger follows his leader.(Gold Aura)
A militant hunter guard leads his rebellious group.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
Pinnacle of Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -East -South

< 365h/365H 105v/106V Pos: standing >
Pinnacle of Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -South -West

< 365h/365H 104v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -North -East

< 365h/365H 105v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -South -West

< 365h/365H 104v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -North -East

< 365h/365H 103v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 104v/106V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.

< 365h/365H 105v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 105v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -South -West

< 365h/365H 105v/106V Pos: standing >
Cresent Concourse
   Cresent Concourse rounds the outskirts of the palace and follows
the inner walls of the city.  It is often only used as a tourist road as
no shops or homes are built here, but lately it seems to have been taken
over by a rather questionable gang of rangers.  The tourism has
died a small bit since the new self-designated owners arrived.
Obvious exits: -North -South

< 365h/365H 104v/106V Pos: standing >
End of Protection Street East
   The east side of Protection Stree is yet another residential
sector of the city.  It runs from the Highway to the fallen wreckage
of the spelljammer, only a few blocks long. Cresent Concourse arches
out from the north eastern end and circles around the palace to
Protection Street West.
Obvious exits: -North -East -West

< 365h/365H 104v/106V Pos: standing >
A high elf citizen enters from the east.
You quickly scan the area.
A pigeon who is not far off to your west.
A kitty who is not far off to your west.
A monkey hunter who is a brief walk away to your west.
A black panther who is a brief walk away to your west.
A myrabolan hunter guard who is a brief walk away to your west.
A visiting grey elf who is in the distance to your west.

< 365h/365H 106v/106V Pos: standing >
Protection Street East
   The east side of Protection Stree is yet another residential
sector of the city.  It runs from the Highway to the fallen wreckage
of the spelljammer, only a few blocks long. Cresent Concourse arches
out from the north eastern end and circles around the palace to
Protection Street West.
Obvious exits: -East -West

< 365h/365H 105v/106V Pos: standing >
Protection Street East
   The east side of Protection Stree is yet another residential
sector of the city.  It runs from the Highway to the fallen wreckage
of the spelljammer, only a few blocks long. Cresent Concourse arches
out from the north eastern end and circles around the palace to
Protection Street West.
Obvious exits: -East -West -Up
A pigeon, trained by animal empathists, flutters about.(Gold Aura)
A cute little black kitten wanders around here.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
Myrabolus Highway - Protection Street Intersection
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -East -South -West
A frantic man searches for his lost monkey!
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)

< 365h/365H 105v/106V Pos: standing >
You quickly scan the area.
A palace guard who is a brief walk away to your north.
A palace guard who is a brief walk away to your north.
A pigeon who is close by to your east.
A kitty who is close by to your east.
A high elf citizen who is a brief walk away to your east.
A half-orc commoner who is close by to your south.
A kitty who is not far off to your south.
A myrabolan hunter guard who is not far off to your south.
A whitetiger who is not far off to your south.
A celestial white dragon who is not far off to your south.
A minotaur townsperson who is rather far off to your south.
A black panther who is in the distance to your south.
A myrabolan hunter guard who is in the distance to your south.
A pretty woman who is in the distance to your south.
A half-orc commoner who is in the distance to your south.
A high elf citizen who is not far off to your west.
A visiting grey elf who is not far off to your west.
A myrabolan commoner who is a brief walk away to your west.
A kitty who is a brief walk away to your west.
You quickly scan the area.
A palace guard who is a brief walk away to your north.
A palace guard who is a brief walk away to your north.
A pigeon who is close by to your east.
A kitty who is close by to your east.
A high elf citizen who is a brief walk away to your east.
A half-orc commoner who is close by to your south.
A kitty who is not far off to your south.
A myrabolan hunter guard who is not far off to your south.
A whitetiger who is not far off to your south.
A celestial white dragon who is not far off to your south.
A minotaur townsperson who is rather far off to your south.
A black panther who is in the distance to your south.
A myrabolan hunter guard who is in the distance to your south.
A pretty woman who is in the distance to your south.
A half-orc commoner who is in the distance to your south.
A high elf citizen who is not far off to your west.
A visiting grey elf who is not far off to your west.
A myrabolan commoner who is a brief walk away to your west.
A kitty who is a brief walk away to your west.
A monkey hunter leaves west.

< 365h/365H 105v/106V Pos: standing >
Myrabolus Highway
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -South
A cute little black kitten wanders around here.(Gold Aura)
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 104v/106V Pos: standing >
Myrabolus Fountain Plaza
   Here, the highway intersects with Ancients Avenue and although
the avenue is most of the time the quietest street in the city, the plaza
has become the symbol of the balance between the Hunters and their patron
Magistrate. The fountain is contructed from white marble and shaped like
the Myrabolan elite guard's cresent moon insignia with a black stone
sword rising from the fountain's base to impale the moon.  It represents
the balance of light and darkness and the spirit of Myrabolus.
Obvious exits: -North -East -South -West
A fountain, designed with the symbol of balance, bubbles with fresh water.
A myrabolan hunter guard sits atop a whitetiger.(Gold Aura)
A celestial dragon curls around the fountain plaza, absorbing the sun.

< 365h/365H 104v/106V Pos: standing >
A myrabolan hunter guard leaves south riding on a whitetiger.

< 365h/365H 104v/106V Pos: standing >
Myrabolus Highway
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -South
A myrabolan hunter guard sits atop a whitetiger.(Gold Aura)

< 365h/365H 105v/106V Pos: standing >
You would need a lot of luck and great equipment!

< 365h/365H 105v/106V Pos: standing >
Myrabolus Highway - Market Road Intersection
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area. 
Obvious exits: -North -East -South -West
A Minotaur, raised in the city, wanders about.
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 104v/106V Pos: standing >
A minotaur townsperson leaves north.

< 365h/365H 106v/106V Pos: standing >
Myrabolus Highway
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -South
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)
A woman shopper travels the city.

< 365h/365H 105v/106V Pos: standing >
Myrabolus Highway - Market Road Intersection
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area. 
Obvious exits: -North -East -South -West

< 365h/365H 104v/106V Pos: standing >

		Score information for Vokar

Level: 27   Race: Dwarf   Class: Cleric Sex: Male
Hit points: 365(365)  Moves: 106(106)
Coins carried:    0 platinum     7 gold     6 silver     4 copper
Coins in bank:  282 platinum    55 gold   275 silver   321 copper
Playing time: 1 days / 21 hours/ 24 minutes
Received data: 0.0897 MB this session.
Send data:     0.0037 MB this session.
Compression ratio: 79%
79%
Status:  Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   14
Detecting:       Evil Good Magic Heat
Protected from:  Evil Good Lightning
Enchantments:    Fly Armor
Bartender Quests Remaining: 4
Combat Pulse:   19 Spell Pulse:  0.85 
Leaderboard Points:  268 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)
bless (7 minutes)
protection from evil (22 minutes)
barkskin (1 minute)
enhance armor (1 minute)
fly (98 minutes)
strength (37 minutes)
agility (37 minutes)
dexterity (37 minutes)
accelerated healing (18 minutes)
armor (14 minutes)
detect magic (21 minutes)
detect good (21 minutes)
detect evil (22 minutes)
protection from good (22 minutes)
protection from lightning (22 minutes)
vitality (5 minutes)


		Score information for Vokar

Level: 27   Race: Dwarf   Class: Cleric Sex: Male
Hit points: 365(365)  Moves: 106(106)
Coins carried:    0 platinum     7 gold     6 silver     4 copper
Coins in bank:  282 platinum    55 gold   275 silver   321 copper
Playing time: 1 days / 21 hours/ 24 minutes
Received data: 0.0897 MB this session.
Send data:     0.0037 MB this session.
Compression ratio: 79%
79%
Status:  Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   14
Detecting:       Evil Good Magic Heat
Protected from:  Evil Good Lightning
Enchantments:    Fly Armor
Bartender Quests Remaining: 4
Combat Pulse:   19 Spell Pulse:  0.85 
Leaderboard Points:  268 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)
bless (7 minutes)
protection from evil (22 minutes)
barkskin (1 minute)
enhance armor (1 minute)
fly (98 minutes)
strength (37 minutes)
agility (37 minutes)
dexterity (37 minutes)
accelerated healing (18 minutes)
armor (14 minutes)
detect magic (21 minutes)
detect good (21 minutes)
detect evil (22 minutes)
protection from good (22 minutes)

< 365h/365H 106v/106V Pos: standing >

		Character attributes for Vokar

Level: 27   Race: Dwarf   Class: Cleric 
Age: 55 yrs / 9 mths  Height: 48 inches Weight: 189 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 122 ( 90)    Pow:  72 ( 80)
Dex:  86 ( 91)    Int:  68 ( 80)   
Agi:  83 ( 98)    Wis: 115 ( 92)
Con: 108 ( 90)    Cha:  64 ( 80)   Luk:  81 ( 81)
Equipped Items:   9     Carried weight:   42

Armor Points: -196  Reduces melee damage taken by 19.6% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 2%
Calming Chance(cha): 7% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 110% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 16   Damroll: 5
Alignment: 76  (-1000 to 1000)

Saving Throws: PAR[53]  FEA[53]
               BRE[52]  SPE[47]

Load carried: Not a problem

		Character attributes for Vokar

Level: 27   Race: Dwarf   Class: Cleric 
Age: 55 yrs / 9 mths  Height: 48 inches Weight: 189 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 122 ( 90)    Pow:  72 ( 80)
Dex:  86 ( 91)    Int:  68 ( 80)   
Agi:  83 ( 98)    Wis: 115 ( 92)
Con: 108 ( 90)    Cha:  64 ( 80)   Luk:  81 ( 81)
Equipped Items:   9     Carried weight:   42

Armor Points: -196  Reduces melee damage taken by 19.6% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 2%
Calming Chance(cha): 7% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 110% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 16   Damroll: 5
Alignment: 76  (-1000 to 1000)

Saving Throws: PAR[53]  FEA[53]
               BRE[52]  SPE[47]

Load carried: Not a problem

< 365h/365H 106v/106V Pos: standing >
Autosaving...

< 365h/365H 106v/106V Pos: standing >

		Score information for Vokar

Level: 27   Race: Dwarf   Class: Cleric Sex: Male
Hit points: 365(365)  Moves: 106(106)
Coins carried:    0 platinum     7 gold     6 silver     4 copper
Coins in bank:  282 platinum    55 gold   275 silver   321 copper
Playing time: 1 days / 21 hours/ 24 minutes
Received data: 0.0913 MB this session.
Send data:     0.0037 MB this session.
Compression ratio: 79%
79%
Status:  Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   14
Detecting:       Evil Good Magic Heat
Protected from:  Evil Good Lightning
Enchantments:    Fly Armor
Bartender Quests Remaining: 4
Combat Pulse:   19 Spell Pulse:  0.85 
Leaderboard Points:  268 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)
bless (7 minutes)
protection from evil (22 minutes)
barkskin (1 minute)
enhance armor (1 minute)
fly (98 minutes)
strength (37 minutes)
agility (37 minutes)
dexterity (37 minutes)
accelerated healing (18 minutes)
armor (14 minutes)
detect magic (21 minutes)
detect good (21 minutes)
detect evil (22 minutes)
protection from good (22 minutes)
protection from lightning (22 minutes)
vitality (5 minutes)


		Score information for Vokar

Level: 27   Race: Dwarf   Class: Cleric Sex: Male
Hit points: 365(365)  Moves: 106(106)
Coins carried:    0 platinum     7 gold     6 silver     4 copper
Coins in bank:  282 platinum    55 gold   275 silver   321 copper
Playing time: 1 days / 21 hours/ 24 minutes
Received data: 0.0913 MB this session.
Send data:     0.0037 MB this session.
Compression ratio: 79%
79%
Status:  Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   14
Detecting:       Evil Good Magic Heat
Protected from:  Evil Good Lightning
Enchantments:    Fly Armor
Bartender Quests Remaining: 4
Hint: Type 'terrain' to see what kind of terrain you are in.  Druids benefit from Forest or Field terrain.
Combat Pulse:   19 Spell Pulse:  0.85 
Leaderboard Points:  268 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)
bless (7 minutes)
protection from evil (22 minutes)
barkskin (1 minute)
enhance armor (1 minute)
fly (98 minutes)
strength (37 minutes)
agility (37 minutes)
dexterity (37 minutes)
accelerated healing (18 minutes)
armor (14 minutes)
detect magic (21 minutes)
detect good (21 minutes)
detect evil (22 minutes)
protection from good (22 minutes)

< 365h/365H 106v/106V Pos: standing >
A half-orc commoner enters from the east.

< 365h/365H 106v/106V Pos: standing >

		Character attributes for Vokar

Level: 27   Race: Dwarf   Class: Cleric 
Age: 55 yrs / 9 mths  Height: 48 inches Weight: 189 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 122 ( 90)    Pow:  72 ( 80)
Dex:  86 ( 91)    Int:  68 ( 80)   
Agi:  83 ( 98)    Wis: 115 ( 92)
Con: 108 ( 90)    Cha:  64 ( 80)   Luk:  81 ( 81)
Equipped Items:   9     Carried weight:   42

Armor Points: -196  Reduces melee damage taken by 19.6% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 2%
Calming Chance(cha): 7% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 110% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 16   Damroll: 5
Alignment: 76  (-1000 to 1000)

Saving Throws: PAR[53]  FEA[53]
               BRE[52]  SPE[47]

Load carried: Not a problem

		Character attributes for Vokar

Level: 27   Race: Dwarf   Class: Cleric 
Age: 55 yrs / 9 mths  Height: 48 inches Weight: 189 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 122 ( 90)    Pow:  72 ( 80)
Dex:  86 ( 91)    Int:  68 ( 80)   
Agi:  83 ( 98)    Wis: 115 ( 92)
Con: 108 ( 90)    Cha:  64 ( 80)   Luk:  81 ( 81)
Equipped Items:   9     Carried weight:   42

Armor Points: -196  Reduces melee damage taken by 19.6% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 2%
Calming Chance(cha): 7% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 110% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 16   Damroll: 5
Alignment: 76  (-1000 to 1000)

Saving Throws: PAR[53]  FEA[53]
               BRE[52]  SPE[47]

Load carried: Not a problem

< 365h/365H 106v/106V Pos: standing >
Myrabolus Highway - Market Road Intersection
Obvious exits: -North -East -South -West
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 106v/106V Pos: standing >
A half-orc commoner leaves north.

< 365h/365H 106v/106V Pos: standing >
A minotaur townsperson enters from the north.

< 365h/365H 106v/106V Pos: standing >
Market Road West
   Running west off the Myrabolus Highway, Market Road is the
designated commerce center of the city. It also happens to be the loudest
area in the city where the shouts of hundreds of humaniods mingle together
in an obscence display of inter-racial bartering.
Obvious exits: -North -East -West
A Minotaur, raised in the city, wanders about.

< 365h/365H 105v/106V Pos: standing >
Market Road West
   Running east to west off the Myrabolus Highway, Market Road is the
designated commerce center of the city. It also happens to be the loudest
area in the city where the shouts of hundreds of humaniods mingle together
in an obscence display of inter-racial bartering.
Obvious exits: -East -South -West
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)

< 365h/365H 104v/106V Pos: standing >
Market Road West
   Running east to west off the Myrabolus Highway, Market Road is the
designated commerce center of the city. It also happens to be the loudest
area in the city where the shouts of hundreds of humaniods mingle together
in an obscence display of inter-racial bartering.
Obvious exits: -North -East -West
A logger from Desolate has travelled to the city here.
A common resident of the city wanders the streets.

< 365h/365H 105v/106V Pos: standing >
A logger from desolate leaves north.

< 365h/365H 105v/106V Pos: standing >
Market Road West
   Running east to west off the Myrabolus Highway, Market Road is the
designated commerce center of the city. It also happens to be the loudest
area in the city where the shouts of hundreds of humaniods mingle together
in an obscence display of inter-racial bartering.
Obvious exits: -East -South -West
A common resident of the city wanders the streets.

< 365h/365H 104v/106V Pos: standing >
Aphantan Avenue and Market Road
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -East -South
A cute little black kitten wanders around here.(Gold Aura)
This Halfling spends his days playing pranks on visitors.
A woman shopper travels the city.

< 365h/365H 104v/106V Pos: standing >
Aphantan Avenue
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -South
A common resident of the city wanders the streets.
A pigeon, trained by animal empathists, flutters about.(Gold Aura)

< 365h/365H 105v/106V Pos: standing >
Aphantan Avenue and Gate Road
   Aphantan Avenue, named after the legendary founding member of the
Hunters, could possible be traced to the first contruction of the
city. Legends say, Aphantan built a camp in this location with the
help of his followers because it seemed to be directly under a full
moon that evening. Now, Aphantan is a memory yet his beliefs
have passed on throughout the years and this street has been dedicated
in his honour.
Obvious exits: -North -East
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 104v/106V Pos: standing >
Gate Road West
   Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -West
A myrabolan hunter guard in mid-air sits atop a whitetiger.(Gold Aura)
A mercenary from the Soldiers of Fortune stands here looking lost.

< 365h/365H 104v/106V Pos: standing >
Gate Road West
   Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -South -West
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 104v/106V Pos: standing >
Defence Station Second
   The secondary barracks along Gate Road house the general militia
men of the city of Myrabolus. This includes first and foremost the
Hunter Guards, the elite ranger unit trained from early teens to
protect and serve the city proper. Generally the Hunter Guards
stationed in these barracks are not as efficient as soldiers as the ones
about the town.
Obvious exits: -North
A resting hunter guard waits here for his duty shift.(Gold Aura)
A resting hunter guard waits here for his duty shift.(Gold Aura)
A resting hunter guard waits here for his duty shift.(Gold Aura)

< 365h/365H 105v/106V Pos: standing >
You quickly scan the area.
A half-orc commoner who is close by to your north.

< 365h/365H 105v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 105v/106V Pos: standing >
You would need some luck!

< 365h/365H 105v/106V Pos: standing >
Gate Road West
   Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -South -West
A mercenary from the Soldiers of Fortune stands here looking lost.
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 104v/106V Pos: standing >
A half-orc commoner leaves east.

< 365h/365H 104v/106V Pos: standing >
Gate Road West
   Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -North -East -West
A Half-Orc, born and raised in the city, loiters here.
A Half-Orc, born and raised in the city, loiters here.

< 365h/365H 105v/106V Pos: standing >
You quickly scan the area.
A shock troop who is close by to your north.
A shock troop who is close by to your north.
A shock troop who is close by to your north.
A shock troop who is close by to your north.
A pretty woman who is close by to your east.
A black panther who is not far off to your east.
A myrabolan hunter guard who is not far off to your east.
A pretty woman who is in the distance to your east.
A soldier of fortune who is close by to your west.
A myrabolan hunter guard who is not far off to your west.
A whitetiger who is not far off to your west.

< 365h/365H 105v/106V Pos: standing >
Gate Road West
   Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -West -Up
A woman shopper travels the city.

< 365h/365H 104v/106V Pos: standing >
An Archer's Parapet
This room is built by the same sturdy, magical, white stone that the city
walls are created from. A ladder leads down to the Gate Road and continues
up to the open ceiling, that is used for carrier pigeons sending scout
reports to the palace. A slit is open in west, south, and east walls just
narrow enough to give the archers targetting space.
Obvious exits: -Down
A Half-Orc, born and raised in the city, loiters here.
A Grey Elf from Charing, wanders the city.
A Myrabolan archer watches over the city.

< 365h/365H 105v/106V Pos: standing >
Your skin loses its barklike texture.
The psionic armor around you fades.

< 365h/365H 105v/106V Pos: standing >
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.

< 365h/365H 105v/106V Pos: standing >
You ARE mad!

< 365h/365H 106v/106V Pos: standing >
Gate Road West
   Gate Road continues west of the Highway providing access to
the primary residential sector of the city. As well as commoners who
travel and live here it also acts as a defence parimeter for the city
itself. Secondary soldiers, peacekeepers, and gate guards all
have barracks along this road.
Obvious exits: -East -West -Up
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)
A woman shopper travels the city.

< 365h/365H 105v/106V Pos: standing >
A half-orc commoner floats in from above.

< 365h/365H 105v/106V Pos: standing >
Myrabolus Highway - Gate Road Intersection
   This is the first main insection in the city. Gate Road runs east
to west parallel Market Road and Ancients Avenue. Inside the gates
a huge red painted sign reads:
        'Welcome to Myrabolus, Home of the Hunters.'
The peaceful citizens of the town welcome all visitors warmly and offer
directions to all this great city's attractions.  The Highway here runs
straight north here, directly towards the palace gates.
Obvious exits: -North -East -South -West

< 365h/365H 104v/106V Pos: standing >
A half-orc commoner enters from the west.

< 365h/365H 106v/106V Pos: standing >
A rakshasa guard snaps into visibility.
Out of nowhere, a rakshasa guard stabs you in the back.
OUCH!  That really did HURT!
Out of nowhere, a rakshasa guard stabs you in the back.
OUCH!  That really did HURT!

< 254h/365H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: a rakshasa guard sta EP: excellent >
 A Duergar snaps into visibility.
A Duergar fills with BLoodLuST and makes a ferocious leap at YOU!
A Duergar knocks you down with a mighty blow!
OUCH!  That really did HURT!

< 190h/365H 106v/106V Pos: kneeling >
< T: Vokar TP: kne TC: few wounds E: someone sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 190h/365H 106v/106V Pos: kneeling >
< T: Vokar TP: kne TC: few wounds E: someone sta EP: excellent >
 -=[A Duergar's powerful crush strikes you very hard.]=-
-=[A Duergar's powerful crush strikes you very hard.]=-
A Duergar jams his elbow in your side!
OUCH!  That really did HURT!
-=[A Duergar's powerful crush seriously wounds you.]=-
-=[A Duergar's powerful crush enshrouds you in a mist of blood.]=-
-=[A Duergar's powerful crush 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 Duergar's powerful crush hits you.]=-
Your consciousness begins to fade in and out as your mortality slips away.....

< -10h/365H 106v/106V Pos: kneeling >
You feel the hatred in your heart subside.

< -10h/365H 106v/106V Pos: kneeling >
At the sight of your nemesis the hatred of old generations BURN in your blood!
A Duergar crushes your chest, and all your hopes of escaping this battle alive.
Your steel warhammer was completely destroyed by the massive blow!
Your pair of blacksteel boots was completely destroyed by the massive blow!