The death of [53 Pale Wave] Soldoswine (Devil)

in Tharnadian Bank

from the perspective of [56 Dread Reaper] Zloin The Empire (Kobold)

<worn as a badge>    a glass pyramid
<worn on head>       halo of the maelstrom
<worn on eyes>       the eyepatch of immortality (magic) (glowing)
<worn in ear>        an enchanted earring of constitution
<worn in ear>        a tiny orb of obsidian (magic)
<worn on face>       a white hot mask of living flame (glowing)
<worn around neck>   a cloak of dragons (magic) (glowing)
<worn around neck>   a stylish dragonscale collar
<worn on body>       a robe of a Netheril Battle Mage (magic) (humming)
<worn about body>    the robe of Lost Souls (magic)[239h 54m 11s]
<worn on back>       an embroidered illithid-hide backsheath (magic) [64%]
<worn on tail>       a twined dragonscale tail protector
<worn as quiver>     an unique silver quiver from The Jade Empire
<worn about waist>   a belt of skulls of endurance (magic) [73%]
<worn on belt buckle>a soul sceptre [superior] with a strange dark bloodstone (magic) (glowing)
<attached to belt>   a tome of wizardry [50%]
<attached to belt>   a midnight blue tome with silver bindings (glowing) [74%]
<worn on arms>       the sleeves of sorcery (magic) (glowing)
<worn around wrist>  the ancestral bracelet of Sevenoaks (magic)
<worn around wrist>  a bracelet of influence [superior] (magic)
<worn on hands>      some ancient Tukluk spellshield gloves
<worn on finger>     a gleaming platinum ring of endurance (magic)
<worn on finger>     a yellow ring of chrysoberyl [poor] (magic)
<primary weapon>     'Mayhem', chaotic sword of the night (magic) (humming)[239h 54m 10s]
<held>               the globe of shadows (invis) (magic)[239h 54m 10s]
<worn on legs>       some angel feather leggings [poor] (magic)
<worn on feet>       some boots of enchantment [superior] (glowing)


< 1147h/1012H 172v/174V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A street sweeper who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is a brief walk away to your north.
A human merchant who is not far off to your east.
A militia guard who is not far off to your east.
A stray dog who is in the distance to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.

< 1147h/1012H 172v/174V 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 young man in leather armor seems to be patrolling the area.
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the area.
Hooked enters from the south.

< 1147h/1012H 171v/174V Pos: standing >
You quickly scan the area.
A militia guard who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A human merchant who is close by to your west.
A militia guard who is close by to your west.
A young cleric who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A religious zealot who is not far off to your west.
A militia guard who is not far off to your west.
A stray cat who is not far off to your west.
A large rat who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A stray cat who is rather far off to your west.
The doctor who is in the distance to your west.

< 1147h/1012H 171v/174V Pos: standing >
A street sweeper leaves north.
You sigh loudly.

< 1147h/1012H 173v/174V Pos: standing >

< 1147h/1012H 174v/174V Pos: standing >

< 1146h/1012H 174v/174V 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 street sweeper is cleaning here, singing songs of labor.
Hooked enters from the south.

< 1146h/1012H 173v/174V 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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
Hooked enters from the north.

< 1145h/1012H 172v/174V 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 none 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 south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
Hooked enters from the north.

< 1145h/1012H 171v/174V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
Hooked enters from the west.

< 1145h/1012H 170v/174V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A human merchant from another town stands here, perusing Tharnadia.
A militia guard is posted here, keeping watch over the bazaar.
Alarm bells sound, signalling an invasion!
Hooked enters from the west.

< 1145h/1012H 169v/174V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
Hooked enters from the west.

< 1145h/1012H 169v/174V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your east.
A militia guard who is rather far off to your east.
A militia guard who is in the distance to your east.
An old lady who is close by to your south.
A human merchant who is close by to your west.
A militia guard who is close by to your west.

< 1145h/1012H 169v/174V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
Hooked enters from the west.

< 1145h/1012H 170v/174V Pos: standing >
Alas, you cannot go that way. . . .

< 1145h/1012H 170v/174V Pos: standing >
Alas, you cannot go that way. . . .

< 1145h/1012H 171v/174V Pos: standing >
Alas, you cannot go that way. . . .

< 1145h/1012H 171v/174V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern 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 Great Tharnadian Way leads
away to the west 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 north and to the south.
Obvious exits: -North -East -South -West
[2] The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
The corpse of a tharnadian illusionist is lying here.
The corpse of a tharnadian thief-hunter is lying here.
[3] The corpse of an elite guard is lying here.
The corpse of a militia guard is lying here.
The corpse of a street sweeper is lying here.
The corpse of a stray cat is lying here.
A large wandering dog is here, growling at you.
Hooked enters from the west.

< 1145h/1012H 170v/174V Pos: standing >
Road Beneath the Gate 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 northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
Hooked enters from the south.

< 1145h/1012H 170v/174V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North -South -West
Hooked enters from the south.

< 1145h/1012H 169v/174V Pos: standing >
A tharnadian thief-hunter enters from the west.
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
Alarm bells sound, signalling an invasion!
Hooked enters from the south.

< 1145h/1012H 169v/174V Pos: standing >
Alas, you cannot go that way. . . .

< 1145h/1012H 169v/174V Pos: standing >
Sarn, the banker suddenly attacks Hooked!
Hooked snaps into visibility.
Sarn, the banker's feeble punch grazes Hooked.
Alas, you cannot go that way. . . .

< 1145h/1012H 170v/174V Pos: standing >
You don't have that spell memorized.

< 1144h/1012H 174v/174V Pos: standing >
You don't have that spell memorized.

< 1144h/1012H 174v/174V Pos: standing >
You don't have that spell memorized.

< 1144h/1012H 174v/174V Pos: standing >
You don't have that spell memorized.

< 1144h/1012H 174v/174V Pos: standing >
Hooked's fine punch wounds Sarn, the banker.
Sarn, the banker dodges Hooked's attack.
Hooked's fine punch wounds Sarn, the banker.
Hooked's fine punch wounds Sarn, the banker.
Hooked's punch wounds Sarn, the banker.
Hooked's punch strikes Sarn, the banker.
Hooked's fine punch wounds Sarn, the banker.
Hooked's fine punch wounds Sarn, the banker.

< 1144h/1012H 174v/174V Pos: standing >
Hooked snaps into visibility.
Sarn, the banker's feeble punch grazes Hooked.
Sarn, the banker's decent punch grazes Hooked.
Hooked gracefully whirls around Sarn, the banker's attack.
Sarn, the banker misses Hooked.

< 1144h/1012H 174v/174V Pos: standing >
Hooked begins moving into position for a combination...

< 1144h/1012H 174v/174V Pos: standing >

< 1144h/1012H 174v/174V Pos: standing >
Autosaving...

< 1029h/897H 174v/174V Pos: standing >
Hooked snaps into visibility.
Hooked's punch strikes Sarn, the banker.
Hooked's impressive punch strikes Sarn, the banker.
Hooked's punch wounds Sarn, the banker.
Hooked's fine punch wounds Sarn, the banker.
Hooked's fine punch wounds Sarn, the banker.
Hooked's fine punch wounds Sarn, the banker.
Hooked's fine punch wounds Sarn, the banker.
Hooked's punch strikes Sarn, the banker.

< 1028h/897H 174v/174V Pos: standing >

		Score information for Zloin

Level: 56   Race: Kobold   Class: Necromancer / Necrolyte Sex: Male
Hit points: 1028(897)  Moves: 174(174)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 13002 platinum  1055 gold     0 silver     0 copper
Playing time: 14 days / 12 hours/ 49 minutes
Received data: 0.6984 MB this session.
Send data:     0.0048 MB this session.
Compression ratio: none
Title: Magister Militum of The Empire
Followers:
   Hooked
Status:  Standing.
         Soulshielded
Epic points(total): 6828(47038) Current task: find runestone of The Keep of Evil
Epic Bonus: Epic Points Bonus (60.00%)
Frags:   +11.67   Deaths:   70
Detecting:       Invisible Magic Life
Protected from:  Good Fire Cold Lightning Gas Acid All but High Circle Spells
Protected by:    Spirit Ward
Enchantments:    Ultravision Farsee Fly Armor Haste Invisibility Levitation Sneaking Fearless
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 2
Combat Pulse:   14 Spell Pulse:  0.53 
Leaderboard Points: 1947 

Active Spells:
--------------
stone skin (8 minutes)
globe of invulnerability (6 minutes)
stone skin (2 minutes)
soulshield (5 minutes)
vitality (3 minutes)
rested bonus (60 minutes)
vitalize undead (9 minutes)
detect invisibility (44 minutes)
armor (15 minutes)
bless (20 minutes)
protection from cold (47 minutes)
protection from fire (47 minutes)
protection from gas (47 minutes)
protection from lightning (47 minutes)
fly (55 minutes)
protection from acid (47 minutes)


< 1028h/897H 174v/174V Pos: standing >
Hooked's limbs begin to blur...
Hooked snaps into visibility.
Hooked pulls Sarn, the banker's head down and brings her knee up, smashing it...
...then swings her elbow around, smashing Sarn, the banker's face...
...then pounds Sarn, the banker's face with a series of swift jabs...
...then grabs Sarn, the banker by the arm, twists him around, and kicks him in the back...
...then nails Sarn, the banker with a swift uppercut...
...then whirls around behind Sarn, the banker sending a crushing blow to his spine...
Sarn, the banker's decent punch grazes Hooked.
Hooked nimbly swivels out of the path of Sarn, the banker's attack.
Hooked nimbly swivels out of the path of Sarn, the banker's attack.
Hooked gracefully whirls around Sarn, the banker's attack.
Sarn, the banker hits Hooked with a mighty kick to her chest.

< 1028h/897H 174v/174V Pos: standing >
Your account contains:
    2 platinum, 1055 gold, 0 silver, 0 copper coins.

< 1028h/897H 174v/174V Pos: standing >
Hooked snaps into visibility.
Hooked's fine punch strikes Sarn, the banker.
Hooked's fine punch strikes Sarn, the banker.
Hooked's fine punch strikes Sarn, the banker.
Hooked misses Sarn, the banker.
Hooked's punch strikes Sarn, the banker.
Hooked's punch strikes Sarn, the banker.
Hooked's fine punch strikes Sarn, the banker.
Hooked's punch strikes Sarn, the banker.
Hooked's impressive punch strikes Sarn, the banker.
Hooked's fine punch strikes Sarn, the banker.

< 1028h/897H 174v/174V Pos: standing >
Ok.
You put 13000 platinum, 0 gold, 0 silver, and 0 copper coins into a bottomless bag of the illithids.

< 1028h/897H 174v/174V Pos: standing >
You are carrying: (1/11)
a bottomless bag of the illithids (magic)

< 1028h/897H 174v/174V Pos: standing >
Sarn, the banker misses Hooked.
Hooked nimbly swivels out of the path of Sarn, the banker's attack.
Sarn, the banker's impressive punch wounds Hooked.

< 1027h/897H 174v/174V Pos: standing >
Hooked's fine punch strikes Sarn, the banker.
Hooked's punch strikes Sarn, the banker very hard.
Hooked's punch strikes Sarn, the banker.
Hooked's impressive punch strikes Sarn, the banker very hard.
Hooked's impressive punch strikes Sarn, the banker very hard.
Hooked's punch strikes Sarn, the banker hard.
Sarn, the banker dodges Hooked's attack.
Hooked's impressive punch strikes Sarn, the banker very hard.
Hooked's punch strikes Sarn, the banker very hard.

< 1027h/897H 174v/174V Pos: standing >
Yay! Lohrr cheers wildly for you! YAY!

< 1027h/897H 174v/174V Pos: standing >
Hooked settles to her knees.

< 1027h/897H 174v/174V Pos: standing >
Hooked's leap knocks into Sarn, the banker, sending him slightly off balance...

< 1027h/897H 174v/174V Pos: standing >

< 1027h/897H 174v/174V Pos: standing >
Hooked snaps into visibility.
Sarn, the banker's punch wounds Hooked.
Hooked's insignia of the nomad healers made by Obe was damaged from the massive blow!
Hooked nimbly swivels out of the path of Sarn, the banker's attack.

< 1027h/897H 174v/174V Pos: standing >
'Mayhem', chaotic sword of the night glows brightly for a moment.
You invigorate Hooked with renewed energy.
You invigorate yourself with renewed energy.
Fresh energy pours through your body. You are invigorated!
Hooked's fine punch strikes Sarn, the banker very hard.
Hooked's fine punch seriously wounds Sarn, the banker.
Hooked's fine punch seriously wounds Sarn, the banker.
Hooked's fine punch enshrouds Sarn, the banker in a mist of blood.
Hooked's impressive punch grievously wounds Sarn, the banker.
Hooked punches Sarn, the banker to death.
Sarn, the banker is dead! R.I.P.
You receive your share of experience.
Sarn, the banker's death cry reverberates in your head as he falls to the ground.

< 1027h/897H 174v/174V Pos: standing >
You get a few coins from the corpse of Sarn, the banker.
There were: 6 platinum coins, 23 gold coins. 

< 1026h/897H 174v/174V Pos: standing >
Ok.
You put 6 platinum, 23 gold, 0 silver, and 0 copper coins into a bottomless bag of the illithids.

< 1026h/897H 174v/174V Pos: standing >
You don't have anything to put in it.

< 1026h/897H 174v/174V Pos: standing >
It appears to be the corpse of Sarn, the banker.
Nothing.

< 1026h/897H 174v/174V Pos: standing >
A Devil enters from the south.
Tharnadian Bank
Obvious exits: -South
A few drops of fresh blood are scattered around the area.
The corpse of sarn, the banker is lying here.
A large wooden counter is here, with a sign posted on it.
A Devil (medium) stands in mid-air here.
Hooked Magister Equitum of The Empire (Devil)(medium) stands in mid-air here.

< 1026h/897H 174v/174V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your south.
A stray dog who is a brief walk away to your south.
A tharnadian thief-hunter who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.

< 1026h/897H 174v/174V Pos: standing >
Ok.

< 1026h/897H 174v/174V Pos: standing >
You snap into visibility.
You miss a Devil.

< 1026h/897H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP: excellent >
 Hooked suddenly attacks a Devil!
Hooked's fine punch wounds a Devil.

< 1026h/897H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP: few scratches >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
A Devil wavers in agony, as the positive energies purge your undead essence!
[Damage: 50 ] You send a Devil reeling with your word of power.

< 1025h/897H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 You miss a Devil.
You snap into visibility.

< 1025h/897H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked snaps into visibility.
Hooked's fine punch wounds a Devil.
Hooked misses a Devil.
A Devil dodges Hooked's attack.
A Devil dodges Hooked's attack.
You dodge a Devil's vicious attack.
You dodge a Devil's vicious attack.
You dodge a Devil's vicious attack.
You dodge a Devil's vicious attack.
A Devil misses you.
You snap into visibility.

< 1025h/897H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked looks at a Devil.

< 1025h/897H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Autosaving...
Hooked begins moving into position for a combination...

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked settles to her knees.

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked snaps into visibility.

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked is suddenly surrounded by a green mist!

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 You miss a Devil.
You miss a Devil.
You snap into visibility.

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked snaps into visibility.
Hooked's punch grazes a Devil.
You don't have that spell memorized.
Hooked rises to her feet.

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 You dodge a Devil's vicious attack.
A Devil misses you.
You dodge a Devil's vicious attack.
You dodge a Devil's vicious attack.
You snap into visibility.

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 You don't have that spell memorized.

< 1140h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked settles to her knees.

< 1139h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Hooked snaps into visibility.
Hooked feigns low and strikes a Devil in the throat with the back of her hand...
...then spins low and delivers three quick punches below the ribs...
...only to place a double chi-palm strike sending him flying!

< 1139h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  small wounds >
 Hooked's limbs begin to blur...
Hooked snaps into visibility.
Hooked spins around on her foot and swings at a Devil with her leg...
...then swings her elbow around, smashing a Devil's face...
...then pounds a Devil's face with a series of swift jabs...
...then grabs a Devil by the arm, twists him around, and kicks him in the back...
...then nails a Devil with a swift uppercut...

< 1139h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  small wounds >
 You start chanting...
You snap into visibility.

< 1139h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  small wounds >
 You snap into visibility.
Hooked snaps into visibility.
Hooked's weak punch grazes a Devil.
The aura of displacement around a Devil absorbs most of the assault!
Hooked's feeble punch grazes a Devil.
Hooked's weak punch grazes a Devil.
The aura of displacement around a Devil absorbs most of the assault!
Hooked's feeble punch grazes a Devil.
Hooked's weak punch wounds a Devil.

< 1139h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  small wounds >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
Your 'Mayhem', chaotic sword of the night glows as it bites deeply into a Devil
You complete your spell...
[Damage: 52 ] You reach out and touch a Devil, leeching some of his lifeforce.

< 1189h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  few wounds >
 You dodge a Devil's vicious attack.
A Devil misses you.
You dodge a Devil's vicious attack.
You snap into visibility.

< 1189h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  few wounds >
 You start chanting...
You snap into visibility.

< 1189h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  few wounds >
 You snap into visibility.

< 1189h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  few wounds >
 You complete your spell...
[Damage: 51 ] You reach out and touch a Devil, leeching some of his lifeforce.

< 1188h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  few wounds >
 Autosaving...

< 1188h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  few wounds >
 Hooked snaps into visibility.
Hooked's decent punch strikes a Devil.
Hooked's crude punch wounds a Devil.
Hooked's weak punch wounds a Devil.
Hooked's decent punch strikes a Devil.
Hooked's punch wounds a Devil.
You petition 'yep'
The petition channel is not for general conversation. Use the idea, typo, or bug commands.

< 1188h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP:  nasty wounds >
 A Devil clambers to his feet.

< 1188h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 A Devil misses you.
You parry a Devil's lunge at you.
A Devil misses you.
You dodge a Devil's vicious attack.
You dodge a Devil's vicious attack.
You snap into visibility.

< 1188h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 You start chanting...
You snap into visibility.

< 1188h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 You snap into visibility.
You complete your spell...
[Damage: 51 ] You reach out and touch a Devil, leeching some of his lifeforce.

< 1188h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 You feel less energetic as a Devil drains you.
OUCH!  That really did HURT!
Your life energy was drained, leaving you a bit shaken.

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 Hooked looks at a Devil.

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 Hooked snaps into visibility.
Hooked roundhouse kicks a Devil in solar plexus, a Devil is rendered breathless!
Hooked swings about and delivers a mighty roundhouse kick to a Devil!

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil kne EP:  nasty wounds >
 You start chanting...
Sparkling magic surrounds you as you begin your chant.

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil kne EP:  nasty wounds >
 You snap into visibility.
You complete your spell...
Your spell flows around a Devil, leaving him unharmed!

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil kne EP:  nasty wounds >
 Hooked snaps into visibility.
Hooked's crude punch wounds a Devil.
The aura of displacement around a Devil absorbs most of the assault!
Hooked's feeble punch grazes a Devil.
The aura of displacement around a Devil absorbs most of the assault!
Hooked's feeble punch grazes a Devil.
Hooked's crude punch wounds a Devil.
Hooked's crude punch wounds a Devil.

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil kne EP:  nasty wounds >
 You miss a Devil.
You miss a Devil.
You snap into visibility.
You petition 'thanks'
The petition channel is not for general conversation. Use the idea, typo, or bug commands.

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil kne EP:  nasty wounds >
 You snap into visibility.
As a Devil avoids your bash, you topple over and fall to the ground.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 A Devil misses you.
You snap into visibility.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
Spheres begin rotating around you.
Spheres begin rotating around Hooked.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 A Devil says 'stune'

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 You miss a Devil.
You snap into visibility.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 Hooked snaps into visibility.
Hooked's fine punch strikes a Devil.
Hooked's crude punch wounds a Devil.
Hooked's punch wounds a Devil.
Hooked's crude punch wounds a Devil.
Hooked's weak punch wounds a Devil.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 A Devil says 'stune'

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 A Devil misses you.
You snap into visibility.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil kne EP:  nasty wounds >
 A Devil rises to his feet.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sta EP:  nasty wounds >
 You miss a Devil.
You snap into visibility.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sta EP:  nasty wounds >
 Hooked snaps into visibility.
Hooked's fine punch strikes a Devil.
A Devil dodges Hooked's attack.
Hooked's punch grazes a Devil.
A Devil dodges Hooked's attack.
A Devil dodges Hooked's attack.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sta EP:  nasty wounds >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
Your fiery blast strikes a Devil full on!
You snap into visibility.
[Damage: 59 ] 
< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sta EP: pretty hurt >
 A Devil misses you.
A Devil misses you.
A Devil misses you.
A Devil misses you.
You snap into visibility.
You clamber to your feet.
Hooked settles to her knees.

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 You see nothing special about him.
This Devil looks pretty hurt.
He's medium in size.
He seems to be moving much faster than normal..
His body is surrounded in a a green mist!
His hands glow blood red!
He's encased in a shimmering globe!

Hooked snaps into visibility.
Hooked's leap knocks into a Devil, sending him slightly off balance...

< 1041h/1012H 174v/174V Pos: standing >
< T: Zloin TP: sta TC:excellent E: A Devil sit EP: pretty hurt >
 You miss a Devil.
You miss a Devil.
You snap into visibility.
As a Devil avoids your bash, you topple over and fall to the ground.

< 1041h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 Hooked snaps into visibility.
Hooked's punch strikes a Devil hard.
The aura of displacement around a Devil absorbs most of the assault!
Hooked's punch grazes a Devil.
Hooked's weak punch strikes a Devil.
The aura of displacement around a Devil absorbs most of the assault!
Hooked's feeble punch grazes a Devil.
Hooked's weak punch wounds a Devil.

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 Your spell flows around a Devil, leaving him unharmed!

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 You miss a Devil.
You snap into visibility.

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 A Devil misses you.
A Devil misses you.
A Devil misses you.
You snap into visibility.

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 Hooked looks at a Devil.

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 Hooked snaps into visibility.
Hooked's weak punch strikes a Devil.
Hooked's punch strikes a Devil.
Hooked's weak punch wounds a Devil.
Hooked's punch strikes a Devil.

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 You miss a Devil.
You snap into visibility.

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 A Devil opens the door.

< 1040h/1012H 174v/174V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: A Devil sit EP: pretty hurt >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
You snap into visibility.
[Damage: 188 ] Your fist crushes a Devil, leaving nothing but a smear of blood on the ground.
A Devil is dead! R.I.P.
You receive your share of experience.