The death of [19 Cleric] Skyleur (Drow Elf)

in The Tavern of the Decapitated Dwarves

from the perspective of [19 Cleric] Skyleur (Drow Elf)

<worn on head>       an unholy priest cap
<worn around neck>   some unholy beads
<worn around neck>   some unholy beads
<worn on body>       a thin priest gown
<worn about body>    a soft skin cloak
<worn about waist>   an elfskin belt
<primary weapon>     a large stone warhammer

Your touch sends wracking pains through a zarbon's body.

< 54h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 -=[You attack a zarbon.]=- [0 Hits]

< 54h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 You don't have that spell memorized.

< 54h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 A zarbon's kick hits you directly in the face.
-=[A zarbon attacks you.]=- [0 Hits]

< 45h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 You start chanting...

< 45h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious *

< 45h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!
-=[A zarbon attacks you.]=- [0 Hits]

< 45h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 You start chanting...

< 45h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 Casting: blindness 

< 45h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!
-=[You attack a zarbon.]=- [0 Hits]

< 45h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: zarbon sta EP:  nasty wounds >
 You attempt to flee...
The Llzazan Road
   The road here runs form west to east through a narrow tunnel hewn in the
durithalite veind basalt of this cavern. To the east a great deal of sound
can be heard, while to the west, the cave is almost silent. The walls of the
cavern are very smooth here, and the tunnel is almost a perfect cylindar. A
slight breeze blows in from the west.
Obvious exits: -East  -West 
You flee westward!

< 45h/117H 89v/120V Pos: standing >
The Llzazan Road
   The road here passes before the house of Dzara the Silk Weaver. Large
spools of silk stand at either side of her door, probably harvested from
the cave fishers of this portion of the underworld. The house itself is
quite small, with stone walls and a mushroom stalk roof. The road continues
to the east and west.
Obvious exits: -East  -South -West 

< 45h/117H 89v/120V Pos: standing >
Home of Dzara the Weaver
   The home of Dzara also serves as her shop. Here she weaves the silk of
spiders and cavefishers into garments fit for the lower class drow of the
Llzazan Ghetto. There is a huge loom along the south wall of her abode and
piles of silk and garments piled in a corner. The only exit from this room
is a doorway to the north.
Obvious exits: -North
A woman is here weaving with silk cord.

< 45h/117H 89v/120V Pos: standing >
You sit down and relax.

< 45h/117H 90v/120V Pos: sitting >
You aren't trained in magic.

< 45h/117H 90v/120V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               1 - summon
               1 - protection from good
               1 - invigorate
( 2nd circle)  5 - cause serious
( 1st circle)  1 - armor
               1 - bless
               6 - cause light

And you are currently praying for the following spells:
   11 seconds:  ( 3rd) cause critical
   22 seconds:  ( 3rd) cause critical
   33 seconds:  ( 3rd) cause critical
   45 seconds:  ( 3rd) cause critical
   56 seconds:  ( 3rd) cause critical
   67 seconds:  ( 3rd) cause critical
   76 seconds:  ( 2nd) cause serious
   85 seconds:  ( 2nd) blindness

You can pray no more spells.
You continue your praying.

< 45h/117H 91v/120V Pos: sitting >
You start meditating...

< 46h/117H 96v/120V Pos: sitting >
You have finished praying for cause critical.

< 48h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 51h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 54h/117H 120v/120V Pos: sitting >
The taste of blood slowly fades from your body.

< 56h/117H 120v/120V Pos: sitting >
Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 56h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 57h/117H 120v/120V Pos: sitting >
Autosaving...

< 57h/117H 120v/120V Pos: sitting >
Dzara the Weaver starts casting a spell.

< 57h/117H 120v/120V Pos: sitting >
Dzara the Weaver completes her spell...

< 58h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 59h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 61h/117H 120v/120V Pos: sitting >
You have finished praying for cause serious.

< 64h/117H 120v/120V Pos: sitting >
You have finished praying for blindness.
Your prayers are complete.

< 65h/117H 120v/120V Pos: sitting >
You clamber to your feet.

< 65h/117H 120v/120V Pos: standing >
Home of Dzara the Weaver
Obvious exits: -North
A woman is here weaving with silk cord.

< 66h/117H 120v/120V Pos: standing >
You sit down and relax.

< 67h/117H 120v/120V Pos: sitting >
You stop sitting around and lay down.

< 67h/117H 120v/120V Pos: on your ass >

< 67h/117H 120v/120V Pos: on your ass >

1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  
silence                    
unholy word                
word of recall             

10th CIRCLE:
accelerated healing        
full harm                  
taint                      

11th CIRCLE:
group recall               
mass preserve              
true seeing                

12th CIRCLE:
miracle                    


1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  

< 68h/117H 120v/120V Pos: on your ass >
Curse - Last Edited: 2007-04-19 19:17:10 by Unknown
===================================================
* Area of effect: <victim> | <object>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       7 days, Permanent on objects
* Type of spell:  Enchantment

A successful "Curse" cast on a person causes his or her hitroll to drop
and an increased susceptibility to almost every kind of magical attack.

"Curse" cast on an object makes that object undroppable. In addition, curse
will affect the stats of the object in a negative way. Because of the
nature of the spell, exactly how much the item is hurt by the spell is not
known, but rumors have circulated indicating that the change is 
significant.

Note: The effects of this spell can only be counteracted by the spell
"Remove Curse."

	See also:removecurse

The following help topics also matched your search:
 Cursed arrows
 Remove Curse


< 70h/117H 120v/120V Pos: on your ass >
Pardon?

< 71h/117H 120v/120V Pos: on your ass >
Flame strike - Last Edited: 2007-11-20 14:27:00 by zion
=======================================================
* Area of effect: <victim> | <victim> <direction>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Fire | Divine

"Flame Strike" calls down a column of flames from the sky, striking the 
enemy and causing considerable damage. Due to the nature of this spell, one
half of the damage incurred from it is fire based, and one half is Divine, thus
making it effective on creatures who are weak to Divine or Fire based damage.

< 72h/117H 120v/120V Pos: on your ass >
Pardon?

< 74h/117H 120v/120V Pos: on your ass >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 77h/117H 120v/120V Pos: on your ass >

1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  
silence                    
unholy word                
word of recall             

10th CIRCLE:
accelerated healing        
full harm                  
taint                      

11th CIRCLE:
group recall               
mass preserve              
true seeing                

12th CIRCLE:
miracle                    


1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  

< 82h/117H 120v/120V Pos: on your ass >
Harm - Last Edited: 2007-04-19 19:17:12 by Unknown
==================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Generic

"Harm" will remove a great deal of lifeforce from the victim, with the
maximum amount lost being dependent on the proficiency of the caster. It is
not (quite) possible to kill using this spell.

	See also:fullharm

The following help topics also matched your search:
 Charm Animal
 Charm Person
 Dharma
 Disharmonist
 Full Harm
 Harmonic resonance
 Masscharm
 Song of Charming
 Song of Harming
 Song of harmony

The following character attributes are used in execution of this ability (if any):
Victim's Intelligence.

< 82h/117H 120v/120V Pos: on your ass >
Pardon?

< 86h/117H 120v/120V Pos: on your ass >

1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  
silence                    
unholy word                
word of recall             

10th CIRCLE:
accelerated healing        
full harm                  
taint                      

11th CIRCLE:
group recall               
mass preserve              
true seeing                

12th CIRCLE:
miracle                    


1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  

< 93h/117H 120v/120V Pos: on your ass >

1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  
silence                    
unholy word                
word of recall             

10th CIRCLE:
accelerated healing        
full harm                  
taint                      

11th CIRCLE:
group recall               
mass preserve              
true seeing                

12th CIRCLE:
miracle                    


1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  
silence                    
unholy word                
word of recall             

10th CIRCLE:
accelerated healing        
full harm                  
taint                      

11th CIRCLE:
group recall               
mass preserve              
true seeing                

12th CIRCLE:
miracle                    


< 95h/117H 120v/120V Pos: on your ass >
Divine fury - Last Edited: 2010-12-03 22:31:19 by Jexni
=======================================================
* Area of effect: Self
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Divine

This spell imbues the Avenger with the might of the divine, increasing their hitroll
and damroll by a factor dependant upon their level of experience.

< 98h/117H 120v/120V Pos: on your ass >
Unholy Word - Last Edited: 2017-02-06 04:22:39 by lohrr
=======================================================
* Area of effect: <room>
* Aggressive:     Yes
* Cumulative:     Yes
* Duration:       Dependent on effect and proficiency of caster
* Type of spell:  Generic

This evil spell affects only those of good alignment and can cause the
following effects, dependent on the proficiency of the caster: kill, 
blindness, stun, or massive damage. If the caster is good, the spell can 
have nasty side effects.

Unholy Word requires an alignment of -900 to be effective.

	See also:Holy Word

< 98h/117H 120v/120V Pos: on your ass >
Full Harm - Last Edited: 2007-04-20 14:02:09 by Unknown
=======================================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Generic

This is a more potent version of the spell "Harm" and can inflict a 
devastating amount of damage. Like "Harm", this spell is not quite capable
of dealing the final deathblow to the enemy.

	See also:harm

< 98h/117H 120v/120V Pos: on your ass >
You feel less righteous.

< 99h/117H 120v/120V Pos: on your ass >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.

< 99h/117H 120v/120V Pos: on your ass >
You clamber to your feet.

< 99h/117H 120v/120V Pos: standing >
You start chanting...

< 100h/117H 120v/120V Pos: standing >
You complete your spell...
You briefly glow.
You suddenly feel blessed!

< 100h/117H 120v/120V Pos: standing >
You sit down and relax.

< 100h/117H 120v/120V Pos: sitting >
You aren't trained in magic.

< 100h/117H 120v/120V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               1 - summon
               1 - protection from good
               1 - invigorate
( 3rd circle)  6 - cause critical
( 2nd circle)  1 - blindness
               6 - cause serious
( 1st circle)  1 - armor
               6 - cause light

And you are currently praying for the following spells:
    6 seconds:  ( 1st) bless

You can pray no more spells.
You continue your praying.

< 100h/117H 120v/120V Pos: sitting >
You start meditating...

< 100h/117H 120v/120V Pos: sitting >
You have finished praying for bless.
Your prayers are complete.

< 102h/117H 120v/120V Pos: sitting >
You clamber to your feet.

< 102h/117H 120v/120V Pos: standing >
The Llzazan Road
   The road here passes before the house of Dzara the Silk Weaver. Large
spools of silk stand at either side of her door, probably harvested from
the cave fishers of this portion of the underworld. The house itself is
quite small, with stone walls and a mushroom stalk roof. The road continues
to the east and west.
Obvious exits: -East  -South -West 

< 106h/117H 119v/120V Pos: standing >
The Llzazan Road
   The road here runs form west to east through a narrow tunnel hewn in the
durithalite veind basalt of this cavern. To the east a great deal of sound
can be heard, while to the west, the cave is almost silent. The walls of the
cavern are very smooth here, and the tunnel is almost a perfect cylindar. A
slight breeze blows in from the west.
Obvious exits: -East  -West 

< 106h/117H 118v/120V Pos: standing >
Bend in the Llzazan Road
   The road here passes through a narrow rounded tunnel, the walls are
lightly lined with the glowing red stone durithalite. The tunnel takes a
west to south turn here, as it connects two of the small caverns that
make up the Llzazan ghetto. A soft breeze blows in from the west.
Obvious exits: -South -West 
A hideous creature crawls up to you on its ribcage.

< 106h/117H 117v/120V Pos: standing >
A zarbon suddenly attacks YOU!

< 106h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:few scratches E: zarbon sta EP:  small wounds >
 You start chanting...

< 106h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:few scratches E: zarbon sta EP:  small wounds >
 You complete your spell...
[Damage: 25 ] Your touch sends wracking pains through a zarbon's body.

< 106h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:few scratches E: zarbon sta EP:  few wounds >
 A zarbon deflects your blow and strikes back at YOU!
-=[You attack a zarbon.]=- [0 Hits]

< 106h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:few scratches E: zarbon sta EP:  few wounds >
 A zarbon's kick crashes into your chest.
-=[A zarbon attacks you.]=- [0 Hits]
You start chanting...

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 Casting: cause critical *

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 Casting: cause critical 

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You complete your spell...
[Damage: 24 ] Your touch sends wracking pains through a zarbon's body.

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You start chanting...

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 -=[A zarbon attacks you.]=- [0 Hits]

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 Casting: cause critical 

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You start chanting...

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You duck under a zarbon's lame kick.
-=[A zarbon attacks you.]=- [0 Hits]

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You complete your spell...
[Damage: 25 ] Your touch sends wracking pains through a zarbon's body.

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You start chanting...

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 -=[A zarbon attacks you.]=- [0 Hits]

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  few wounds >
 You complete your spell...
[Damage: 17 ] Your touch sends wracking pains through a zarbon's body.

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You start chanting...

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
[Damage: 25 ] Your touch sends wracking pains through a zarbon's body.

< 97h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 A zarbon's kick hits you in your side.
-=[A zarbon attacks you.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You don't have that spell memorized.

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 -=[You attack a zarbon.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 -=[A zarbon attacks you.]=- [0 Hits]
You start chanting...

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious 

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
[Damage: 13 ] A zarbon's body is wracked with spasms as you touch him!
-=[You attack a zarbon.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You start chanting...

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You block a zarbon's feeble kick with your arm.
-=[A zarbon attacks you.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious *

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious 

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
[Damage:  7 ] A zarbon's body is wracked with spasms as you touch him!

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 -=[You attack a zarbon.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You start chanting...

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious *

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 -=[A zarbon attacks you.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious 

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 -=[You attack a zarbon.]=- [0 Hits]
You start chanting...

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious 
-=[A zarbon attacks you.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
[Damage: 12 ] A zarbon's body is wracked with spasms as you touch him!

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You start chanting...

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious *

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 An acrola enters from the south.
-=[A zarbon attacks you.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 An acrola suddenly attacks YOU!
You start chanting...

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 Casting: cause serious *

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP:  nasty wounds >
 You complete your spell...
[Damage: 10 ] A zarbon's body is wracked with spasms as you touch him!

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP: pretty hurt >
 -=[An acrola attacks you.]=- [0 Hits]
You dodge a zarbon's feeble leg sweep.
-=[A zarbon attacks you.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP: pretty hurt >
 You don't have that spell memorized.

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP: pretty hurt >
 -=[You attack a zarbon.]=- [0 Hits]

< 89h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC: small wounds E: zarbon sta EP: pretty hurt >
 You attempt to flee...
The Llzazan Road
   The road here runs form west to east through a narrow tunnel hewn in the
durithalite veind basalt of this cavern. To the east a great deal of sound
can be heard, while to the west, the cave is almost silent. The walls of the
cavern are very smooth here, and the tunnel is almost a perfect cylindar. A
slight breeze blows in from the west.
Obvious exits: -East  -West 
You flee westward!

< 89h/117H 96v/120V Pos: standing >
The Llzazan Road
   The road here passes before the house of Dzara the Silk Weaver. Large
spools of silk stand at either side of her door, probably harvested from
the cave fishers of this portion of the underworld. The house itself is
quite small, with stone walls and a mushroom stalk roof. The road continues
to the east and west.
Obvious exits: -East  -South -West 

< 89h/117H 96v/120V Pos: standing >
Home of Dzara the Weaver
   The home of Dzara also serves as her shop. Here she weaves the silk of
spiders and cavefishers into garments fit for the lower class drow of the
Llzazan Ghetto. There is a huge loom along the south wall of her abode and
piles of silk and garments piled in a corner. The only exit from this room
is a doorway to the north.
Obvious exits: -North
A woman is here weaving with silk cord.

< 89h/117H 95v/120V Pos: standing >
You sit down and relax.

< 89h/117H 97v/120V Pos: sitting >
You aren't trained in magic.

< 89h/117H 97v/120V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               1 - summon
               1 - protection from good
               1 - invigorate
( 2nd circle)  1 - blindness
( 1st circle)  1 - armor
               1 - bless
               6 - cause light

And you are currently praying for the following spells:
   11 seconds:  ( 3rd) cause critical
   22 seconds:  ( 3rd) cause critical
   33 seconds:  ( 3rd) cause critical
   45 seconds:  ( 3rd) cause critical
   56 seconds:  ( 3rd) cause critical
   67 seconds:  ( 3rd) cause critical
   76 seconds:  ( 2nd) cause serious
   85 seconds:  ( 2nd) cause serious
   94 seconds:  ( 2nd) cause serious
  103 seconds:  ( 2nd) cause serious
  112 seconds:  ( 2nd) cause serious
  121 seconds:  ( 2nd) cause serious

You can pray no more spells.
You continue your praying.

< 89h/117H 98v/120V Pos: sitting >
You start meditating...

< 89h/117H 98v/120V Pos: sitting >
You have finished praying for cause critical.

< 92h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 95h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 97h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 100h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 102h/117H 120v/120V Pos: sitting >
You have finished praying for cause critical.

< 105h/117H 120v/120V Pos: sitting >
Hint: What to change what your prompt shows you?  Try the 'display' command.  You can 'display all' to set things back to default too.

< 106h/117H 120v/120V Pos: sitting >
Autosaving...

< 106h/117H 120v/120V Pos: sitting >
You have finished praying for cause serious.

< 108h/117H 120v/120V Pos: sitting >
You have finished praying for cause serious.

< 109h/117H 120v/120V Pos: sitting >
Nah... You feel too relaxed to do that...
Maybe you should get on your feet first?

< 110h/117H 120v/120V Pos: sitting >
You have just passed the half-way point on the way towards your next level.

< 111h/117H 120v/120V Pos: sitting >
You are already meditating.

< 111h/117H 120v/120V Pos: sitting >
You have finished praying for cause serious.

< 111h/117H 120v/120V Pos: sitting >

< 112h/117H 120v/120V Pos: sitting >
You have finished praying for cause serious.

< 114h/117H 120v/120V Pos: sitting >
You have finished praying for cause serious.

< 116h/117H 120v/120V Pos: sitting >
You have finished praying for cause serious.
Your prayers are complete.

< 117h/117H 120v/120V Pos: sitting >
You clamber to your feet.

< 117h/117H 120v/120V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 117h/117H 120v/120V Pos: standing >
Home of Dzara the Weaver
Obvious exits: -North
A woman is here weaving with silk cord.

< 117h/117H 120v/120V Pos: standing >
The Llzazan Road
   The road here passes before the house of Dzara the Silk Weaver. Large
spools of silk stand at either side of her door, probably harvested from
the cave fishers of this portion of the underworld. The house itself is
quite small, with stone walls and a mushroom stalk roof. The road continues
to the east and west.
Obvious exits: -East  -South -West 

< 117h/117H 119v/120V Pos: standing >
The Llzazan Road
   The road here runs form west to east through a narrow tunnel hewn in the
durithalite veind basalt of this cavern. To the east a great deal of sound
can be heard, while to the west, the cave is almost silent. The walls of the
cavern are very smooth here, and the tunnel is almost a perfect cylindar. A
slight breeze blows in from the west.
Obvious exits: -East  -West 

< 117h/117H 118v/120V Pos: standing >
Bend in the Llzazan Road
   The road here passes through a narrow rounded tunnel, the walls are
lightly lined with the glowing red stone durithalite. The tunnel takes a
west to south turn here, as it connects two of the small caverns that
make up the Llzazan ghetto. A soft breeze blows in from the west.
Obvious exits: -South -West 
Fresh blood covers everything in the area.
The corpse of a zarbon is lying here.
A small eyeless worm opens its gaping maw to feed.

< 117h/117H 117v/120V Pos: standing >
An acrola suddenly attacks YOU!

< 117h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:excellent E: worm sta EP: excellent >
 You point at an acrola.
An acrola is surrounded by the dancing outline of purplish flames!

< 117h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:excellent E: worm sta EP: excellent >
 -=[An acrola attacks you.]=- [0 Hits]

< 117h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:excellent E: worm sta EP: excellent >
 -=[You attack an acrola.]=- [0 Hits]

< 117h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:excellent E: worm sta EP: excellent >
 You start chanting...

< 117h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:excellent E: worm sta EP: excellent >
 -=[An acrola attacks you.]=- [0 Hits]

< 117h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:excellent E: worm sta EP: excellent >
 Casting: cause critical *

< 117h/117H 118v/120V Pos: standing >
< T: Skyleur TP: sta TC:excellent E: worm sta EP: excellent >
 You complete your spell...
[Damage: 17 ] Your touch sends wracking pains through an acrola's body.
An acrola is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as an acrola's gurgling and choking signals its demise.

< 117h/117H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 117h/117H 118v/120V Pos: standing >
The Llzazan Road
   The road here runs form north to south in one of the smallest caves of
the Llzazan Ghetto. To the west side of the road there stand an old
barrel like structure with a door and some arrow slits that looks much like
an old guardpost once used to secure the Llzazan House territory from the
other houses of Arachdrathos. Now it seems to be unused and in poor repair.
Obvious exits: -North -South -West 

< 117h/117H 117v/120V Pos: standing >
On the Llzazan Road through Barter Cave
   The Road here runs form north to south through the second largest cave of
the Llzazan Ghetto, Bater Cave. This is the locale of many of the sleeziest
and scummiest shops in the realms, where houseless Drow come to trade for
parcel items of the absoulte lowest quality. The cave opens up more to the
south and there are buildings to both the east and west of the road, neither
of which have a door opening onto this street.
Obvious exits: -North -South
[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 small leather-bound book lies here.
The corpse of an acrola is lying here.
The corpse of a Drow Elf is lying here.

< 117h/117H 116v/120V Pos: standing >
A Formerly Elegant Intersection
   This is the intersection of the Llzazan Road and Barter Way. Here at this
intersections the Elders of House Llzazan met to decide the fate of their
house. It was here where many a battle plan was amde and many plot twisted.
Now it is merely a simple street intersection surrounded by a few archaic
stone columns and rubble of an domed ceiling. The roads continue in all
cardinal directions from here.
Obvious exits: -North -East  -South -West 
Before you stands a huge board containing news and feedback.
An ancient obsidian fountain bubbles here.
A huge bipedal creature made out of glowing red stone stands here.

< 117h/117H 116v/120V Pos: standing >
On Barter Way
  This road is the main, and virtually only center of commerce in the
Llzazan Ghetto. The few remaining shopkeepers here try to eke out a living
by selling second rate items at exceptionally high prices. The road is
littered with refuse, broken mushroom timbers and rocks that have fallen
from the partially collapsed shops on the north and south sides of the road.
Obvious exits: -North -East  -West 

< 117h/117H 115v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
   Long ago, before the fall of House Llzazan to the combined Houses of
Arachdrathos, this portion of the Llzazan Caverns was the site of a great
battle, where Drow and Dwarf clashed over rich Durithalite deposits in
the area. It was where this tavern now stands, that a contingent of Llzazan
house nobles captured and executed a large band of Dwarven prisoners.
Fourteen skulls are bolted to the west wall of this taverrn, directly above
the bar. These fourteen skulls are the decapitated heads of the Dwarves the
Llzazan Nobles siezed on that day. This odd shrine to drow battle prowess
makes the Tavern of the Decapitated Dwarves one of the few sources of pride
for the downtrodden people of the Llzazan Ghetto.
Obvious exits: -East  -South
A huge bipedal creature made out of glowing red stone stands here.

< 117h/117H 114v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 117h/117H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 117h/117H 115v/120V Pos: standing >
You sit down and relax.

< 117h/117H 116v/120V Pos: sitting >
You aren't trained in magic.

< 117h/117H 116v/120V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               1 - summon
               1 - protection from good
               1 - invigorate
( 3rd circle)  5 - cause critical
( 2nd circle)  1 - blindness
               6 - cause serious
( 1st circle)  1 - armor
               1 - bless
               6 - cause light

And you are currently praying for the following spells:
   11 seconds:  ( 3rd) cause critical

You can pray no more spells.
You continue your praying.

< 117h/117H 117v/120V Pos: sitting >
You start meditating...

< 117h/117H 117v/120V Pos: sitting >
You have finished praying for cause critical.
Your prayers are complete.

< 117h/117H 120v/120V Pos: sitting >
You clamber to your feet.

< 117h/117H 120v/120V Pos: standing >
Hint: Try 'toggle battle' before your next fight.  It displays attacks a little more vividly.

< 117h/117H 120v/120V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 117h/117H 120v/120V Pos: standing >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.

< 117h/117H 120v/120V Pos: standing >
Autosaving...

< 117h/117H 120v/120V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 117h/117H 120v/120V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 117h/117H 120v/120V Pos: standing >
Hint: Type 'score' to get some information about your character.

< 117h/117H 120v/120V Pos: standing >

< 117h/117H 120v/120V Pos: standing >

< 117h/117H 120v/120V Pos: standing >
The Tavern of the Decapitated Dwarves
Obvious exits: -East  -South
A huge bipedal creature made out of glowing red stone stands here.

< 117h/117H 120v/120V Pos: standing >

		Score information for Skyleur

Level: 19   Race: Drow Elf   Class: Cleric Sex: Male
Hit points: 117(117)  Moves: 120(120)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 77%
Status:  Standing.
Frags:   +0.00   Deaths:   6
Enchantments:   Ultravision Armor
Combat Pulse:   16 Spell Pulse:  0.82 
Leaderboard Points:  188 

Active Spells:
--------------
bless (less than a minute remaining)
armor (1 minute)
rested bonus (13 minutes)


< 117h/117H 120v/120V Pos: standing >
You start chanting...

< 117h/117H 120v/120V Pos: standing >
You complete your spell...
The bands of magic armor glow as new!

< 117h/117H 120v/120V Pos: standing >
You stop using a large stone warhammer.

< 117h/117H 120v/120V Pos: standing >
You start chanting...

< 117h/117H 120v/120V Pos: standing >
You complete your spell...

< 117h/117H 120v/120V Pos: standing >
You wield a large stone warhammer.

< 117h/117H 120v/120V Pos: standing >
You sit down and relax.

< 117h/117H 120v/120V Pos: sitting >
You aren't trained in magic.

< 117h/117H 120v/120V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               1 - summon
               1 - protection from good
               1 - invigorate
( 3rd circle)  6 - cause critical
( 2nd circle)  1 - blindness
               6 - cause serious
( 1st circle)  6 - cause light

And you are currently praying for the following spells:
    6 seconds:  ( 1st) armor
   13 seconds:  ( 1st) bless

You can pray no more spells.
You continue your praying.

< 117h/117H 120v/120V Pos: sitting >
You start meditating...

< 117h/117H 120v/120V Pos: sitting >

< 117h/117H 120v/120V Pos: sitting >
You have finished praying for armor.

< 117h/117H 120v/120V Pos: sitting >
You have finished praying for bless.
Your prayers are complete.

< 117h/117H 120v/120V Pos: sitting >
You clamber to your feet.

< 117h/117H 120v/120V Pos: standing >
You feel less righteous.
You do not feel as safe from evil.

< 117h/117H 120v/120V Pos: standing >
Hint: Some commands can be abbreviated.  Try using shortened commands like 'exp' to see if they work.

< 117h/117H 120v/120V Pos: standing >
Autosaving...

< 117h/117H 120v/120V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 117h/117H 120v/120V Pos: standing >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.

< 117h/117H 120v/120V Pos: standing >
A lich wizard snaps into visibility.
Out of nowhere, a lich wizard stabs you in the back.
YIKES!  Another hit like that, and you've had it!!

< 52h/117H 120v/120V Pos: standing >
< T: Skyleur TP: sta TC: nasty wounds E: a lich wizard sta EP: excellent >
 A lich wizard dances an acrobatic maneuver in battle, tripping you.

< 52h/117H 120v/120V Pos: sitting >
< T: Skyleur TP: sit TC: nasty wounds E: a lich wizard sta EP: excellent >
 -=[You attack a lich wizard.]=- [0 Hits]

< 52h/117H 120v/120V Pos: sitting >
< T: Skyleur TP: sit TC: nasty wounds E: a lich wizard sta EP: excellent >
 A lich wizard snaps into visibility.
OUCH!  That really did HURT!
OUCH!  That really did HURT!
-=[A lich wizard attacks you.]=- [2 Hits]

< 27h/117H 120v/120V Pos: sitting >
< T: Skyleur TP: sit TC:pretty hurt E: a lich wizard sta EP: excellent >
 A lich wizard snaps into visibility.
OUCH!  That really did HURT!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your small round wooden shield was completely destroyed by the massive blow!
Your pair of brown leather gloves was completely destroyed by the massive blow!