The death of [ 1 Monk] Benar (Human)

in The Ogre's Foot Inn

from the perspective of [ 1 Monk] Benar (Human)


The Ogre's Foot Inn
Obvious exits: -W -D
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.
A large sign hangs from the front of the counter here.
The receptionist stands here behind the counter, waiting to help someone.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V 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.'

< 22h/22H 112v/112V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Teis looks at you.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'spaihaw abrazak'

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Deid floats in from below.

< 22h/22H 112v/112V Pos: standing >
The innkeeper stores Deid's stuff in the safe and shows him to his room.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V 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.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the help files for your class to see what's available.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 22h/22H 112v/112V Pos: standing >
Sorry, but there are no help topics that match your search.

< 22h/22H 112v/112V Pos: standing >
Classes
=========================================
Once you have selected the race of being you wish to play, you must select
a class. A class is the trade or profession at which your character will
excel. Not all classes are available for each race, as it would be highly
unlikely that an unintelligent, clumsy troll would take up the demanding
profession of assassin. There are four main "types" of classes (Fighters,
Priests, Rogues and Magic User|Magic-Users) available, and the available classes are
listed below the headings of each one.

==Fighter==
* Warrior
* Ranger
* Paladin
* Anti-Paladin
* Monk
* Reaver
* Berserker
* Dreadlord
* Avenger

==Priest==
* Cleric
* Druid
* Shaman
* Ethermancer
* Blighter

==Rogue==
* Rogue
* Bard
* Mercenary

==Magic-User==
* Sorcerer
* Conjurer
* Illusionist
* Alchemist
* Psionicist
* Necromancer
* Theurgist

==NOTE== For more information on each class, type: help <classname> or help skill_<classname>

==See also==
speclist, multiclass, specialization, unspec, skills

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water. 

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 22h/22H 112v/112V Pos: standing >
Hint: In certain rooms, you can heal at an advanced rate!  In others, you won't heal at all!

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 22h/22H 112v/112V Pos: standing >
Hint: Type "toggle" to see a list of various commands you can toggle.  Try them out!  Some are quite handy.

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V 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.

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: If someone wants to group with you and says "f/c", that means you need to type "follow <person>" and "consent <person>"

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 22h/22H 112v/112V Pos: standing >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V Pos: standing >
Sorry, but there are no help topics that match your search.

< 22h/22H 112v/112V Pos: standing >
Halfling
=========================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess infravision,
keen eyes, and recover movement quickly if their large hairy feet are not
squished into a boot.

==See also==
* Innate
* Races 
* Woodseer


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Cleric      : Zealot, Healer, Holyman
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 95
Agility     : 125
Dexterity   : 130
Constitution: 95
Power       : 80
Intelligence: 100
Wisdom      : 115
Charisma    : 110
Luck        : 120
Karma       : 100

==Racial Traits==
Combat Pulse : good
Spell Pulse  : awesome

==Innate abilities==
 burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.


< 22h/22H 112v/112V Pos: standing >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.

< 22h/22H 112v/112V Pos: standing >
He is away from his keyboard right now..

< 22h/22H 112v/112V 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.'

< 22h/22H 112v/112V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 22h/22H 112v/112V Pos: standing >
Drow elf
=========================================
Living far beneath the surface, deep within the bowels of the Underdark,
Drow Elves are a swift-moving, crafty, remorselessly wicked people ruled
by a society of priestesses who serve the demonic Spider Queen, Lloth.
The Drow are an extremely intelligent race, and their abilities and
ambition are feared and loathed by races throughout the Realms,
particularly Grey Elves, their distant cousins and blood enemies.

Because of the length of time they spend below the surface, Drow are hurt
by the natural light of the sun  and the light of fire. To compensate,
they have permanent ultravision, allowing them to see in total darkness.
However, they seldom travel to the surface, and never during the daytime.
Drow tend to be weaker and frailer than humans, but are better in most
other areas. Low level Drow are somewhat resistant to magical attacks, but
gain more resistance as they level.

==See also==
* Races


==Class list==
* Warrior     : Swordsman, Guardian, Swashbuckler
* Psionicist  : Pyrokinetic, Enslaver, Psycheporter
* Anti-Paladin: Dark Knight, Demonic Rider, Violator
* Cleric      : Zealot, Healer, Holyman
* Monk        : Red Dragon, Elaphidist
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Reaver      : Ice Reaver, Flame Reaver, Shock Reaver, Earth Reaver
* Illusionist : Magician, Dark Dreamer
* Blighter    : Storm Bringer, Scourge, Ruiner
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 90
Agility     : 130
Dexterity   : 110
Constitution: 90
Power       : 110
Intelligence: 120
Wisdom      : 115
Charisma    : 90
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : average
Spell Pulse  : very good

==Innate abilities==
 levitate (obtained at level 11)
 faerie fire
*ultravision
 globe of darkness (obtained at level 26)
*magic resistance
*dayblind
*vulnerable to sun
*longsword master (obtained at level 11)
'*' Designates passive ability.


< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Highlord Protectors mark safe zones for new goodrace players.  If you find a Highlord Protector corpse, you'd best be on the look out!

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V 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.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Hint: Typing "aggressive 0" will make you automatically attack any aggressive monsters that enter the room. Type "aggressioff" to turn this off.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Pay attention to what your group does. If someone does something you don't understand, ask why.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 22h/22H 112v/112V Pos: standing >
Hint: Ask a cleric to bless your weapon - it will strike more accurately. If the blessing wears off, do it again.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)". For shorter way, you can all do "practice all". You can also do it if you have another players book in your inventory and type "scribe (spell name)".

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V 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.

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V Pos: standing >
Hint: Remember to use your skills! Type "skills" to see what special techniques you may be able to use.

< 22h/22H 112v/112V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)".  You can do it if you have another players book in your inventory and type "scribe (spell name)". - Tayna

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Type 'terrain' to see what kind of terrain you are in.  Druids benefit from Forest or Field terrain.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 22h/22H 112v/112V 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.'

< 22h/22H 112v/112V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.
A large sign hangs from the front of the counter here.
The receptionist stands here behind the counter, waiting to help someone.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 22h/22H 112v/112V Pos: standing >
Lam has returned from the dead.

< 22h/22H 112v/112V Pos: standing >
Lam leaves down.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Type "forget (spell name)" to free up a spell slot.  Alternately, you can "forget all" to free all your spell slots.

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Lam suddenly fades into this reality, muttering a word of thanks.

< 22h/22H 112v/112V Pos: standing >
The innkeeper stores Lam's stuff in the safe and shows him to his room.

< 22h/22H 112v/112V Pos: standing >
Hint: Some magic works at a distance - try "cast 'spellname' <person> <direction>" to hit someone in the next room!

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V 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.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Lam has entered the game.

< 22h/22H 112v/112V Pos: standing >
Lam leaves down.

< 22h/22H 112v/112V Pos: standing >
Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw qare'

< 22h/22H 112v/112V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.

< 22h/22H 112v/112V Pos: standing >
Nibst sent you a tell, and your AFK is toggled on!

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw yufz'

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'

< 22h/22H 112v/112V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
A tharnadian illusionist looks vitalized.

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 22h/22H 112v/112V Pos: standing >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 22h/22H 112v/112V 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.'

< 22h/22H 112v/112V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw yufz'

< 22h/22H 112v/112V 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.

< 22h/22H 112v/112V 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.'

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 22h/22H 112v/112V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 22h/22H 112v/112V Pos: standing >
Autosaving...

< 22h/22H 112v/112V 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.'

< 22h/22H 112v/112V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V 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.'

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >

< 22h/22H 112v/112V Pos: standing >
Lanru enters from below.

< 22h/22H 112v/112V Pos: standing >
The innkeeper stores Lanru's stuff in the safe and shows him to his room.

< 22h/22H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!

< 22h/22H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!

< 22h/22H 112v/112V Pos: standing >
The receptionist starts to chant in a deep voice.

< 22h/22H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!

< 22h/22H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 22h/22H 112v/112V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.

< 22h/22H 112v/112V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 22h/22H 112v/112V 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.

< 22h/22H 112v/112V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 22h/22H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 22h/22H 112v/112V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 22h/22H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!

< 22h/22H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!

< 22h/22H 112v/112V Pos: standing >
Alarm bells sound, signalling an invasion!

< 22h/22H 112v/112V Pos: standing >
The vampire of Omm enters from below.
The vampire of Soldon enters from below.
The lich of Omm enters from below.

< 22h/22H 112v/112V Pos: standing >
The lich of Omm is knocked to the ground by a tharnadian illusionist's mighty bash!

< 22h/22H 112v/112V Pos: standing >
An elite guard suddenly attacks someone!
An Ogre snaps into visibility.
An elite guard's punch grazes an Ogre.

< 22h/22H 112v/112V Pos: standing >
The lich of Omm's punch grazes a tharnadian illusionist.

< 22h/22H 112v/112V Pos: standing >
An elite guard suddenly attacks an Ogre!
An elite guard's decent punch grazes an Ogre.

< 22h/22H 112v/112V Pos: standing >
Someone gives an order to her followers.
You dodge a bash from the vampire of Soldon, who loses its balance and falls.
You are knocked to the ground by the vampire of Omm's mighty bash!
An Ogre turns to focus his attack on you!

< 20h/22H 112v/112V Pos: sitting >
< T: Benar TP: sit TC:few scratches E: undead kne EP: few scratches >
 You miss the vampire of Soldon.
A tharnadian illusionist's weak punch grazes the lich of Omm.
A tharnadian illusionist is burned severely as he hits the lich of Omm!
A tharnadian illusionist's crude punch wounds the lich of Omm.
A tharnadian illusionist is burned severely as he hits the lich of Omm!
A tharnadian illusionist's crude punch grazes the lich of Omm.
A tharnadian illusionist is burned severely as he hits the lich of Omm!

< 20h/22H 112v/112V Pos: sitting >
< T: Benar TP: sit TC:few scratches E: undead kne EP: few scratches >
 Your upper body is disconnected from your legs as an Ogre slashes you.