The death of [ 1 Monk] Arimonk (Orc)

in Overgrown Grasslands of the Northern Wilds

from the perspective of [ 1 Monk] Arimonk (Orc)

<worn on head>       a whisper-thin helm
<worn on body>       a set of loose fitting robes
<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<worn on arms>       a set of loose fitting sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<worn on legs>       a set of loose fitting leggings
<worn on feet>       some thin leather sandals


< 25h/25H 84v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 25h/25H 84v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 You attempt to flee...
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a small dilapidated building.
Obvious exits: -North# -East  -West 
An orc guard of the Black Order is here watching your every action.
You flee eastward!

< 25h/25H 57v/113V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway.
Obvious exits: -East  -West 
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A spellbook has been tossed aside here.
A crazed orc stands here, babbling.

< 25h/25H 57v/113V Pos: standing >
The South Gates of the Shady Grove
  A large city dwells before your eyes. Many citizens have made this city
their home.  Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
Obvious exits: -North -East  -West  -Down #
Fresh blood splatters cover the area.
[4] A small bandage rests upon the ground here.
[2] The corpse of an Orc is lying here.

< 25h/25H 56v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 56v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/25H 56v/113V Pos: standing >
A crazed orc enters from the east.
The black seems to be closed.

< 25h/25H 57v/113V Pos: standing >
A crazed orc suddenly attacks YOU!
A crazed orc misses you.
Sorry, you aren't allowed to do that in combat.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 A crazed orc dodges your futile attack.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 A crazed orc misses you.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 WHAP!  For a moment, you feel just like a dragon must as you punch a crazed orc.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 
< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 You miss a crazed orc.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 A crazed orc misses you.
You whirl around, just avoiding a crazed orc's vicious attack.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 
< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 A crazed orc dodges your futile attack.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 A crazed orc misses you.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP:  nasty wounds >
 WHAP!  For a moment, you feel just like a dragon must as you punch a crazed orc.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP: pretty hurt >
 
< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP: pretty hurt >
 You miss a crazed orc.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP: pretty hurt >
 A crazed orc misses you.
A crazed orc misses you.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP: pretty hurt >
 
< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP: pretty hurt >
 A crazed orc dodges your futile attack.

< 25h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC:excellent E: orc sta EP: pretty hurt >
 A crazed orc's fine punch enshrouds you in a mist of blood.
OUCH!  That really did HURT!
A crazed orc misses you.
WHAP!  For a moment, you feel just like a dragon must as you punch a crazed orc.

< 15h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 A crazed orc dodges your futile attack.

< 15h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 
< 15h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 A crazed orc misses you.

< 15h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 A crazed orc dodges your futile attack.

< 15h/25H 57v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 You attempt to flee...
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway.
Obvious exits: -East  -West 
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A spellbook has been tossed aside here.
An orc guard of the Black Order is here watching your every action.
You flee eastward!

< 15h/25H 31v/113V Pos: standing >
The South Gates of the Shady Grove
  A large city dwells before your eyes. Many citizens have made this city
their home.  Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
Obvious exits: -North -East  -West  -Down #
Fresh blood splatters cover the area.
[4] A small bandage rests upon the ground here.
[2] The corpse of an Orc is lying here.
A crazed orc stands here, babbling.

< 15h/25H 31v/113V Pos: standing >
The black seems to be closed.

< 15h/25H 31v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 15h/25H 31v/113V Pos: standing >
A crazed orc suddenly attacks YOU!
A crazed orc misses you.
Sorry, you aren't allowed to do that in combat.

< 15h/25H 32v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 Sorry, you aren't allowed to do that in combat.

< 15h/25H 32v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 Ok.

< 15h/25H 32v/113V Pos: standing >
< T: Arimonk TP: sta TC: few wounds E: orc sta EP:  awful >
 You attempt to flee...
Before the Ramparts that Lead to the South Gates of Shady Grove
A massive moat was recently built before the gates. From within the deep moat,
a long ramp leads upwards to the south gates of Shady Grove. The moat is
currently dry...

   Standing before the magnificent entryway into the city, one easily notices
the many eyes watching from above.  These eyes of the sentries on the city wall
mark your entry into the city and keep an eye out for danger.  The gates to the
city are large and black.  Constructed from black obsidian forged in the fiery
pits of a volcanoe, these gates have kept unwanted visitors out of the city. On
the other side of the gates, many guards can be seen standing stern and
attending to their tasks at hand.
A bright light fills this area.
Obvious exits: -South -Up   
The corpse of an umber hulk is lying here.
[2] The corpse of a young orc sentinel is lying here.
The corpse of the orc gate guard is lying here.
The corpse of a young orc sentinel is lying here.
The corpse of a cowardly orcish girl is lying here.
The corpse of an orcish merchant is lying here.
The corpse of a Drow Elf is lying here.
[2] The corpse of an Orc is lying here.
You flee downward!

< 15h/25H 7v/113V Pos: standing >
Nearing the Shady Grove
   The pathway leads closer to a large city. High black city walls surround
this city called the Shady Grove. Along the city wall, there appear to be
many sentries observing the city and near by surroundings. Along side of this
pathway, beautiful pastures filled with grazing animals can be seen. The only
exits are north and south along this pathway.
Obvious exits: -North -South
An orcish elite searches the area here for any signs of problems.

< 15h/25H 6v/113V Pos: standing >
A Small Pathway
   The rocky pathway continues here heading up to a large city in the near
distance.  The city to the north is marked by its varying skyline of towers
and the city wall.  Many guards can been seen on their posts from this path.
There are a variety of animals roaming about here in search of food to satisfy
their appetites.  The pathway continues north and south through the surrouding
shrubbery.
Obvious exits: -North -South
A fanged ivory crown lies here on the ground.

< 15h/25H 6v/113V Pos: standing >
 
 ***^^^*^M  
 *^*^^^^**  
 ^.^^@..**  
 ^...+..M*  
 ....+...*  
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 15h/25H 5v/113V Pos: standing >
 
 *^*^^^^**  
 ^.^^+..**  
 ^...@.M^*  
 ....+...*  
 .^..+....  
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 

< 15h/25H 5v/113V Pos: standing >
You quickly scan the area.
An orcish elite who is a brief walk away to your north.
Krekish ViceFang who is not far off to your east.

< 15h/25H 7v/113V Pos: standing >
 
 ^*^^^^**M  
 .^^+..***  
 ...+@M^**  
 ...+...**  
 ^..+....*  
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 16h/25H 10v/113V Pos: standing >
You quickly scan the area.
Krekish ViceFang who is close by to your east.

< 16h/25H 11v/113V Pos: standing >
 
 *^^^^**MM  
 ^^+..***M  
 ..+.@^***  
 ..+...***  
 ..+....**  
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
(Q)Krekish ViceFang the Orc Hunter stalks through the area.

< 16h/25H 10v/113V Pos: standing >
Krekish ViceFang checks the ground for tracks in the dirt.


< 16h/25H 11v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 17h/25H 13v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 17h/25H 13v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 17h/25H 14v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 17h/25H 14v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 17h/25H 15v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 17h/25H 16v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 18h/25H 17v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 18h/25H 17v/113V Pos: standing >
 
 *^^^^**MM  
 ^^+..***M  
 ..+.@^***  
 ..+...***  
 ..+....**  
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
(Q)Krekish ViceFang the Orc Hunter stalks through the area.

< 18h/25H 18v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 18h/25H 20v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 18h/25H 21v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 18h/25H 22v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 22v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 22v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 23v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 24v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 25v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 25v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 26v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 19h/25H 26v/113V Pos: standing >
 
 *^^^^**MM  
 ^^+..***M  
 ..+.@^***  
 ..+...***  
 ..+....**  
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
(Q)Krekish ViceFang the Orc Hunter stalks through the area.

< 20h/25H 28v/113V Pos: standing >

< 20h/25H 32v/113V Pos: standing >

< 21h/25H 34v/113V Pos: standing >
The sun starts to set in the south.
 
  *^^^*^MMM   
 ^*^^^^**MMM  
 .^^+..***MM  
 ...+.@^****  
 ...+...****  
 ^..+....***  
  ..+......   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
(Q)Krekish ViceFang the Orc Hunter stalks through the area.

< 21h/25H 35v/113V Pos: standing >

< 21h/25H 38v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 22h/25H 40v/113V Pos: standing >
You may not use this command until level two.

< 22h/25H 41v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/25H 44v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/25H 45v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/25H 46v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/25H 46v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 23h/25H 47v/113V Pos: standing >
 
  *^^^*^MMM   
 ^*^^^^**MMM  
 .^^+..***MM  
 ...+.@^****  
 ...+...****  
 ^..+....***  
  ..+......   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
(Q)Krekish ViceFang the Orc Hunter stalks through the area.

< 23h/25H 48v/113V Pos: standing >
Krekish ViceFang checks the ground for tracks in the dirt.


< 24h/25H 52v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 60v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 60v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 61v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 61v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 62v/113V Pos: standing >
 
  *^^^*^MMM   
 ^*^^^^**MMM  
 .^^+..***MM  
 ...+.@^****  
 ...+...****  
 ^..+....***  
  ..+......   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
(Q)Krekish ViceFang the Orc Hunter stalks through the area.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 63v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 64v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 65v/113V Pos: standing >
You hear the sounds of movement in the distance.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 65v/113V Pos: standing >
You quickly scan the area.
You see nothing.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 65v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 66v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 67v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 67v/113V Pos: standing >
Krekish ViceFang ducks behind a nearby rock, spying on something.

The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 67v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 25h/25H 68v/113V Pos: standing >
You hear the sounds of movement in the distance.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 68v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 69v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 69v/113V Pos: standing >
A Centaur trots in from the south.
A Centaur trots in from the south.
A Dwarf enters from the south.

< 25h/25H 70v/113V Pos: standing >
A Centaur trots south.
A Centaur trots south.
A Dwarf leaves south.

< 25h/25H 71v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 71v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 71v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 72v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 72v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 73v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 73v/113V Pos: standing >
You quickly scan the area.
You see nothing.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 73v/113V Pos: standing >
You hear the sounds of movement in the distance.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 74v/113V Pos: standing >
 
  *^^^*^MMM   
 ^*^^^^**MMM  
 .^^+..***MM  
 ...+.@^****  
 ...+...****  
 ^..+....***  
  ..+......   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
(Q)Krekish ViceFang the Orc Hunter stalks through the area.

< 25h/25H 74v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 25h/25H 80v/113V Pos: standing >
You quickly scan the area.
A Grey Elf who is close by to your south.

< 25h/25H 81v/113V Pos: standing >
A Grey Elf plays a song to lift his spirit off the ground.
You fly through the air, free as a bird!
You quickly scan the area.
You see nothing.
A Grey Elf suddenly breaks out a quick verse from their repitiore of songs...
A Grey Elf keeps singing a song of a _VERY_ boring nature.
A Grey Elf busts out in dance!
You feel very sleepy ..... Zzzzzz

< 25h/25H 81v/113V Pos: standing >
In your dreams, or what?

< 25h/25H 81v/113V Pos: standing >
Please wake up to kill yourself.

< 25h/25H 113v/113V Pos: standing >
In your dreams, or what?

< 25h/25H 113v/113V Pos: standing >

		Score information for Arimonk

Level: 1   Race: Orc   Class: Monk Sex: Male
Hit points: 25(25)  Moves: 113(113)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: none
Status:  Asleep on your feet (literally).
Frags:   +0.00   Deaths:   0
Enchantments:   Ultravision Fly
Songs:          Song of Flight
Combat Pulse:   15 Spell Pulse:  1.02 
Leaderboard Points:   10 

Active Spells:
--------------
sleep (1 minute)
well-rested bonus (148 minutes)


< 25h/25H 113v/113V Pos: standing >

< 25h/25H 113v/113V Pos: standing >

		Score information for Arimonk

Level: 1   Race: Orc   Class: Monk Sex: Male
Hit points: 25(25)  Moves: 113(113)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: none
Status:  Asleep on your feet (literally).
Frags:   +0.00   Deaths:   0
Enchantments:   Ultravision Fly
Songs:          Song of Flight
Combat Pulse:   15 Spell Pulse:  1.02 
Leaderboard Points:   10 

Active Spells:
--------------
sleep (1 minute)
well-rested bonus (148 minutes)


< 25h/25H 113v/113V Pos: standing >

		Score information for Arimonk

Level: 1   Race: Orc   Class: Monk Sex: Male
Hit points: 25(25)  Moves: 113(113)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: none
Status:  Asleep on your feet (literally).
Frags:   +0.00   Deaths:   0
Enchantments:   Ultravision Fly
Songs:          Song of Flight
Combat Pulse:   15 Spell Pulse:  1.02 
Leaderboard Points:   10 

Active Spells:
--------------
sleep (less than a minute remaining)
well-rested bonus (147 minutes)


< 25h/25H 113v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >
You are using:
<worn on head>       Something.
<worn on body>       Something.
<worn about body>    Something.
<worn about waist>   Something.
<worn on arms>       Something.
<held as shield>     Something.
<worn on hands>      Something.
<worn on legs>       Something.
<worn on feet>       Something.

< 25h/25H 113v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >
You hear the sounds of movement in the distance.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >
Skill
awareness                      6
bandage                       17
blindfighting                 14
buddha palm               (obtained at level 15)
calm                           9
chant                          7
chi purge                 (obtained at level 21)
climb                          5
combination attack        (obtained at level 10)
diamond soul                   6
dragon punch                  16
feign death                   10
fishing                       13
heroism                       20
kick                          14
martial arts                  12
mount                         16
quivering palm            (obtained at level 10)
regenerate                (obtained at level 20)
retreat                       17
roundkick                     19
safe fall                     16
salvage                       11
springleap                     7
swim                          20
switch opponents              10
unarmed damage                 9

< 25h/25H 113v/113V Pos: standing >
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >
You hear the sounds of movement in the distance.
The earth trembles from the marching of a nearby army.
The earth trembles from the marching of a nearby army.

< 25h/25H 113v/113V Pos: standing >

		Score information for Arimonk

Level: 1   Race: Orc   Class: Monk Sex: Male
Hit points: 25(25)  Moves: 113(113)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: none
Status:  Asleep on your feet (literally).
Frags:   +0.00   Deaths:   0
Enchantments:   Ultravision Fly
Songs:          Song of Flight
Combat Pulse:   15 Spell Pulse:  1.02 
Leaderboard Points:   10 

Active Spells:
--------------
sleep (less than a minute remaining)
well-rested bonus (147 minutes)


< 25h/25H 113v/113V Pos: standing >
Your rest is violently disturbed!
A Githzerai wills the flames of the abyss to overwhelm and consume thier foe...
You scream in agony as searing heat ignites and bursts into flames within your body.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Githzerai snaps into visibility.