The death of [56 Mind Ninja] Chorob Justice League (Illithid)

in Road Under the Southern Tower

from the perspective of [56 Mind Ninja] Chorob Justice League (Illithid)


Epic Bonus: Epic Points Bonus (60.00%)
Frags:   +12.50   Deaths:   15
Detecting:       Evil Good
Enchantments:    Inertial-Barrier Ultravision Fly Haste Tower of Iron Will
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse:   18 Spell Pulse:  0.03 
Leaderboard Points: 1864 

Active Spells:
--------------
battle ecstasy (12 minutes)
hellfire (12 minutes)
vampiric trance (6 minutes)
negative energy barrier (6 minutes)
accelerated healing (38 minutes)
vitality (10 minutes)
molecular control (9 minutes)
tower of iron will (23 minutes)
inertial barrier (25 minutes)
cannibalize (50 minutes)
enhance strength (50 minutes)
enhance constitution (50 minutes)
enhance dexterity (50 minutes)
enhance agility (50 minutes)
biofeedback (less than a minute remaining)


< 332h/332H 183v/183V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >

		Character attributes for Chorob

Level: 56   Race: Illithid   Class: Psionicist Cleric 
Age: 234 yrs / 7 mths  Height: 45 inches Weight: 188 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str:  90 (129)    Pow: 164 ( 82)
Dex:  90 (100)    Int: 123 ( 82)   
Agi:  87 ( 97)    Wis:  92 ( 84)
Con:  85 (100)    Cha:  22 ( 88)   Luk:  80 ( 80)
Equipped Items:   0     Carried weight:    0

Armor Points: -22  Reduces melee damage taken by 2.2% 
Melee Critical Percentage(int): 12%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 2% 
HP Vamp Cap Percentage(pow): 182% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 18   Damroll: 20
Alignment: -1000  (-1000 to 1000)

Saving Throws: PAR[24]  FEA[24]
               BRE[33]  SPE[33]

Load carried: What load?

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >

< 332h/332H 183v/183V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 332h/332H 183v/183V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You can't concentrate enough while resting.
You can't do this sitting!

< 332h/332H 183v/183V Pos: sitting >
You start meditating...

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 4th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 4th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 4th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You stop meditating.

< 332h/332H 183v/183V Pos: sitting >
Autosaving...

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 4th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >

< 332h/332H 183v/183V Pos: sitting >
Lohrr has raised your skills!

< 332h/332H 183v/183V Pos: sitting >
Saving Chorob.

< 332h/332H 183v/183V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 332h/332H 183v/183V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 332h/332H 183v/183V Pos: sitting >
The earth trembles and shivers!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 4th circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
No-one by that name here...

< 332h/332H 183v/183V Pos: sitting >
You are carrying: (0/11)
Nothing.

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 3rd circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You can't concentrate enough while resting.
You can't do this sitting!

< 332h/332H 183v/183V Pos: sitting >
You feel infused by 3rd circle DARK powers!

< 332h/332H 183v/183V Pos: sitting >
You clamber to your feet.
Your mind reels in confusion as your link with negative powers is disturbed!

< 332h/332H 183v/183V Pos: standing >
Your body vibrates as you fan out your molecules.
A Bend in the Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
east and north.  A building, to the west, proudly bears the words Kylara's Pet
Shoppe in its front window.  You can vaguely make out the shapes of animals
through the dirty glass.
Obvious exits: -North -East -West#
A few drops of fresh blood are scattered around the area.
A handful of coins lie here.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the walls.

< 332h/332H 182v/183V Pos: standing >
A stray cat leaves north.

< 332h/332H 182v/183V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A large rat who is close by to your north.
A woman who is not far off to your north.
A tharnadian thief-hunter who is not far off to your north.
A peasant farmer who is not far off to your north.
A stray dog who is rather far off to your east.
A stray dog who is in the distance to your east.
Kylara Nevicck who is close by to your west.

< 332h/332H 182v/183V Pos: standing >
Road Beneath the Northern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
Fresh blood splatters cover the area.

< 332h/332H 181v/183V Pos: standing >
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West
A small pile of coins lies here.
a fragment of a soul lies here. (humming) (illuminating)
The corpse of an Illithid is lying here.

< 332h/332H 180v/183V Pos: standing >
Road Beneath the Northern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
Fresh blood splatters cover the area.

< 332h/332H 182v/183V Pos: standing >
Alas, you cannot go that way. . . .

< 332h/332H 182v/183V Pos: standing >
Alas, you cannot go that way. . . .

< 332h/332H 182v/183V Pos: standing >
The green mist around your body fades.

< 332h/332H 182v/183V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West
A small pile of coins lies here.
a fragment of a soul lies here. (humming) (illuminating)
The corpse of an Illithid is lying here.

< 332h/332H 181v/183V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
A few coins lie scattered here.

< 332h/332H 180v/183V 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
Fresh blood splatters cover the area.
The corpse of a militia guard is lying here.
The corpse of a stray cat is lying here.

< 332h/332H 181v/183V 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
Fresh blood covers everything in the area.
[2] The corpse of a militia guard is lying here.

< 332h/332H 182v/183V 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
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.
A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[5] A small bandage rests upon the ground here.
There are some tracks heading east.

< 332h/332H 181v/183V 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 to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West
A small pile of coins lies here.

< 332h/332H 180v/183V Pos: standing >
You begin to focus your will...

< 332h/332H 182v/183V Pos: standing >
Your mental manipulations become a reality...
You are surrounded by a green mist!

< 332h/332H 183v/183V 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 north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A working-class whore is standing here, catwalking around.
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 332h/332H 182v/183V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up

< 332h/332H 181v/183V 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.  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.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West

< 332h/332H 180v/183V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)
A peasant farmer is here from his farmstead, probably on business.(Gold Aura)

< 332h/332H 181v/183V Pos: standing >
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South

< 332h/332H 181v/183V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
north and south, to two different turns in the street.  An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West#

< 332h/332H 182v/183V 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.  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.  The road continues both
to the north and to the west.
Obvious exits: -North -West

< 332h/332H 181v/183V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
north and south, to two different turns in the street.  An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West#

< 332h/332H 182v/183V Pos: standing >
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South

< 332h/332H 181v/183V Pos: standing >
The Southern Wall Road
   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.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)
A peasant farmer is here from his farmstead, probably on business.(Gold Aura)
There are some tracks heading west.

< 332h/332H 180v/183V 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.  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.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West

< 332h/332H 179v/183V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up
There are some tracks heading south.

< 332h/332H 180v/183V Pos: standing >
Inside the Southern City Gates
   Two huge ironbound gates guard the southern 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 Southern Wall 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 east and west.
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
[5] The corpse of an elite guard is lying here.
The corpse of a militia guard is lying here.
The corpse of a stray dog is lying here.
A tough looking warrior is scanning the landscape beyond the walls.

< 332h/332H 180v/183V Pos: standing >
Outside the Southern City Gates
   Two huge ironbound gates mark the southern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the west and east for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the south toward the plains beyond.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
The corpse of a controller is lying here.
[2] A polished steel dagger lies here.
[27] A disguise kit is resting on the floor
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
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.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
There are Illithid tracks going south.
There are Avatar tracks going north.

< 332h/332H 182v/183V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 332h/332H 182v/183V Pos: standing >
Jublord enters from the south.
Inside the Southern City Gates
   Two huge ironbound gates guard the southern 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 Southern Wall 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 east and west.
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
[5] The corpse of an elite guard is lying here.
The corpse of a militia guard is lying here.
The corpse of a stray dog is lying here.
A tough looking warrior is scanning the landscape beyond the walls.

< 332h/332H 181v/183V Pos: standing >
Jublord enters from the south.

< 332h/332H 181v/183V Pos: standing >
Jublord leaves east.

< 332h/332H 182v/183V Pos: standing >
Road Under the Southern 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 eastern defense tower of the
Tharnadian southern gates.  To the north a large dwelling takes up most of the
street.  The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East -West -Up
Puddles of fresh blood cover the ground.
The corpse of a Ghost is lying here.
The corpse of a militia guard is lying here.
Jublord (Human)(small) stands here.(Gold Aura)
A stray tomcat is darting after rodents, here.

< 332h/332H 182v/183V Pos: standing >
Jublord leaves east.

< 332h/332H 182v/183V Pos: standing >
You quickly scan the area.
An old man who is close by to your north.
Jublord who is close by to your east.
A stray cat who is close by to your east.
An elite guard who is close by to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 332h/332H 182v/183V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of Chorob is made of flesh and appears to be of average quality.
The corpse of Chorob has an item value of 1.
It appears to be the corpse of Chorob.
a pair of pale, misty gloves
a glorious white quiver of heavenly flight (glowing) (illuminating)
an earring of life (glowing)
an earring of luck (glowing)
a slimy aboleth eye (glowing) (humming)
a giant longsword named 'Disintegrator' (humming)
a feathered bracelet of Nax'Varan nobility [87%]
some lily pads (illuminating) [85%]
the ceinture of giant strength [poor]
a blue mantle embroided with symbols of fortune [78%]
a pair of dusty boots of agility (glowing)
the crown of doom (humming) [76%]
a fine suit of remorhaz scale armor
a small pile of coins
a large, frozen slab of dust
a vorpal sword named 'Shimmer' (humming)
a green bladed dagger named 'Sepsis' [superior] with a strange black stone (humming)
a diamondine short spear called 'Mankiller'
the eyes of the High Forest (glowing)

< 332h/332H 182v/183V Pos: standing >
You get a pair of pale, misty gloves from the corpse of Chorob.
You get a glorious white quiver of heavenly flight from the corpse of Chorob.
You get an earring of life from the corpse of Chorob.
You get an earring of luck from the corpse of Chorob.
You get a slimy aboleth eye from the corpse of Chorob.
You get a giant longsword named 'Disintegrator' from the corpse of Chorob.
You get a feathered bracelet of Nax'Varan nobility from the corpse of Chorob.
You get some lily pads from the corpse of Chorob.
You get the ceinture of giant strength [poor] from the corpse of Chorob.
You get a blue mantle embroided with symbols of fortune from the corpse of Chorob.
You get a pair of dusty boots of agility from the corpse of Chorob.
You can't carry any more.

< 332h/332H 182v/183V Pos: standing >
An Avatar snaps into visibility.
An Avatar's leap knocks into you, sending you slightly off balance...

< 332h/332H 182v/183V Pos: sitting >
< T: Chorob TP: sit TC:excellent E: An Avatar sta EP: excellent >
 Sparks...  flashing lights...  you cannot concentrate!
You miss someone.
You miss someone.
An Avatar snaps into visibility.
[Damage:  1 ] Your feeble punch grazes an Avatar.
An Avatar dodges your futile attack.
[Damage:  1 ] Your punch grazes an Avatar.
Alarm bells sound, signalling an invasion!

< 332h/332H 182v/183V Pos: sitting >
< T: Chorob TP: sit TC:excellent E: An Avatar sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar fills with BLoodLuST and makes a ferocious leap at YOU!
An Avatar attempts to maul you, but falters and falls to his knees!

< 332h/332H 182v/183V Pos: sitting >
< T: Chorob TP: sit TC:excellent E: someone sta EP: excellent >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
A fiery conflagration spews from someone striking you full on!

< 332h/332H 182v/183V Pos: sitting >
< T: Chorob TP: sit TC:excellent E: someone sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar's fine slash wounds you.
An Avatar's fine slash wounds you.
An Avatar's fine slash wounds you.
You tuck in your arms, roll away from an Avatar's blow, then leap to your feet!
An Avatar's decent slash wounds you.
An Avatar's decent slash wounds you.
Sorry, you aren't allowed to do that in combat.

< 297h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 Autosaving...
You're too busy fighting to be pulling things out of bags!

< 297h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: someone sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar's decent pierce grazes you.
The globe around an Avatar's body flares as it bears the brunt of your assault!
Sorry, you aren't allowed to do that in combat.

< 294h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: someone sta EP: excellent >
 You are already standing.

< 295h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: someone sta EP: excellent >
 You begin to focus your will...

< 295h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: someone sta EP: excellent >
 Your mental manipulations become a reality...
Someone suddenly clutches their head, as if trying to shrug off some unknown malady.
An Avatar snaps into visibility.
[Damage: 64 ] An Avatar's eyes briefly cloud over as his entire psyche is wracked with wonderfully intense pain.
Someone dodges your futile attack.
An Avatar snaps into visibility.
[Damage:  1 ] Your feeble punch grazes an Avatar.
An Avatar dodges your futile attack.
An Avatar dodges your futile attack.
The aura of displacement around an Avatar absorbs most of the assault!
[Damage:  1 ] Your feeble punch grazes an Avatar.
An Avatar dodges your futile attack.
[Damage:  1 ] Your feeble punch grazes an Avatar.
You miss an Avatar.
You miss an Avatar.
[Damage:  1 ] Your feeble punch grazes an Avatar.

< 326h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC:few scratches E: An Avatar sta EP: excellent >
 An Avatar snaps into visibility.
The fire burns white hot as it consumes your flesh!

< 296h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 You begin to focus your will...

< 296h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 Your mental manipulations become a reality...
Your spell is absorbed by an Avatar's hellfire!

< 297h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar's decent slash wounds you.
An Avatar's slash wounds you.
An Avatar's decent slash wounds you.
An Avatar's decent slash wounds you.
An Avatar's decent slash wounds you.

< 269h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: An Avatar sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar's pierce strikes you.
The globe around an Avatar's body flares as it bears the brunt of your assault!
An Avatar's pierce wounds you.
The globe around an Avatar's body flares as it bears the brunt of your assault!
An Avatar's fine pierce wounds you.
The globe around an Avatar's body flares as it bears the brunt of your assault!
An Avatar's fine pierce wounds you.
The globe around an Avatar's body flares as it bears the brunt of your assault!
You begin to focus your will...

< 246h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: someone sta EP: excellent >
 You're busy spellcasting!
If you think you're stuck, you can still petition.
An Avatar snaps into visibility.
An Avatar fills with BLoodLuST and makes a ferocious leap at YOU!
An Avatar knocks you down with a mighty blow!
The globe around an Avatar's body flares as it bears the brunt of your assault!

< 239h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: few wounds E: someone sta EP: excellent >
 You continue preparing your spell from the ground...
Your mental manipulations become a reality...
Your spell is absorbed by someone's hellfire!

< 239h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: few wounds E: someone sta EP: excellent >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
Someone causes an EARTHQUAKE!
A stray cat staggers and almost falls!
An Avatar snaps into visibility.
A stray cat is mortally wounded, and will die soon, if not aided.
Someone dodges your futile attack.
Someone dodges your futile attack.
Someone dodges your futile attack.
An Avatar snaps into visibility.

< 241h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: few wounds E: An Avatar sta EP: excellent >
 You resist the effects of an Avatar's spell!

< 241h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: few wounds E: someone sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar's powerful slash strikes you hard.
An Avatar's slash strikes you.
An Avatar's fine slash strikes you.
An Avatar's fine slash strikes you.
An Avatar's fine slash strikes you.

< 179h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: few wounds E: An Avatar sta EP: excellent >
 You tuck in your arms, roll away from someone's blow, then leap to your feet!
An Avatar snaps into visibility.
An Avatar's fine pierce wounds you.
The globe around an Avatar's body flares as it bears the brunt of your assault!
You are already standing.

< 176h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: someone sta EP: excellent >
 You begin to focus your will...

< 176h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: someone sta EP: excellent >
 Your mental manipulations become a reality...
Your spell flows around someone, leaving him unharmed!

< 177h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: someone sta EP: excellent >
 You no longer see spots.

< 178h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: someone sta EP: excellent >
 You begin to focus your will...

< 178h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: someone sta EP: excellent >
 Your mental manipulations become a reality...
Your spell is absorbed by someone's hellfire!
Someone dodges your futile attack.
Sparks...  flashing lights...  you cannot concentrate!
An Avatar snaps into visibility.
[Damage:  1 ] Your feeble punch grazes an Avatar.
You miss an Avatar.
An Avatar dodges your futile attack.
[Damage:  4 ] Your weak punch grazes an Avatar.
Your spirit suffers from contact with an Avatar's aura!
[Damage:  1 ] Your feeble punch grazes an Avatar.
You resist the effects of an Avatar's spell!
[Damage:  1 ] Your feeble punch grazes an Avatar.
You resist the effects of an Avatar's spell!
An Avatar snaps into visibility.
[Damage:  1 ] Your punch grazes an Avatar.
[Damage: 11 ] Your decent punch grazes an Avatar.
Your spirit suffers from contact with an Avatar's aura!

< 182h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: An Avatar sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar's slash strikes you hard.
An Avatar's fine slash strikes you.
An Avatar's impressive slash strikes you hard.
An Avatar's decent slash strikes you.
An Avatar's decent slash strikes you.
You kneel.

< 130h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: nasty wounds E: An Avatar sta EP: excellent >
 An Avatar snaps into visibility.
An Avatar's fine pierce strikes you.
The globe around an Avatar's body flares as it bears the brunt of your assault!

< 126h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: nasty wounds E: someone sta EP: excellent >
 An Avatar snaps into visibility.
You dodge a bash from an Avatar, who loses his balance and falls.

< 126h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: nasty wounds E: An Avatar sit EP: excellent >
 You rise to your feet.

< 127h/332H 182v/183V Pos: standing >
< T: Chorob TP: sta TC: nasty wounds E: An Avatar sit EP: excellent >
 An Avatar snaps into visibility.
An Avatar fills with BLoodLuST and makes a ferocious leap at YOU!
An Avatar knocks you down with a mighty blow!
The green mist around your body fades.
The globe around an Avatar's body flares as it bears the brunt of your assault!

< 120h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: nasty wounds E: An Avatar sit EP: excellent >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
A dark cloud shoots forth toward you!

< 121h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: nasty wounds E: someone sit EP: excellent >
 The fiery conflagration subsides!

< 121h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: nasty wounds E: someone sit EP: excellent >
 You miss someone.
You miss someone.
An Avatar snaps into visibility.

< 122h/332H 182v/183V Pos: kneeling >
< T: Chorob TP: kne TC: nasty wounds E: An Avatar sit EP: excellent >
 An Avatar snaps into visibility.
An Avatar's powerful slash seriously wounds you.
OUCH!  That really did HURT!
An Avatar's powerful slash enshrouds you in a mist of blood.
An Avatar's slash hits you.
You watch as the world spins around your gruesomely cut body.
You feel your strength wane, leaving you for the carrion crawlers to
devour.

< -3h/332H 182v/183V Pos: kneeling >
An Avatar snaps into visibility.
An Avatar stabs you directly in the heart, killing you instantly.