The death of [29 Warrior] Tadish (Thri-Kreen)

in The Fountain of the Celestial Bazaar

from the perspective of [29 Warrior] Tadish (Thri-Kreen)

<worn on head>       a raccoon-skin cap
<worn on eyes>       a soft eyepatch made of squirrel hide
<worn on face>       a beautiful mask made of bird feathers
<worn around neck>   a foxfur scarf
<worn around neck>   a foxfur scarf
<worn about body>    a thick buck-hide cloak
<worn about waist>   an odd looking fish-scale belt
<worn on arms>       a pair of wildcat-hide sleeves
<worn on lower arms> a pair of wildcat-hide sleeves
<worn around wrist>  a wristguard made from chipmunk hide
<worn around wrist>  a wristguard made from chipmunk hide
<worn on lower wrist>a wristguard made from chipmunk hide
<worn on lower hands>a pair of gloves with razor-sharp talons
<primary weapon>     a crystalline chatkcha (glowing)
<worn on legs>       a pair of monkey-hide breeches

You miss them by inches with your jaws!

< 343h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC:few scratches E: theft sta EP:  few wounds >
 -=[Theft's punch strikes you.]=-
You parry Theft's lunge at you.

< 325h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
You miss Theft.
Theft dodges your futile attack.

< 325h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
-=[Theft's fine punch strikes you.]=-
-=[Theft's decent punch strikes you.]=-

< 286h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
Theft dodges your futile attack.
You score a CRITICAL HIT!!!!!
[Damage: 13 ] -=[Your impressive slash wounds Theft.]=-
[Damage:  6 ] -=[Your slash wounds Theft.]=-
Theft dodges your futile attack.

< 286h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 You dodge Theft's vicious attack.
You parry Theft's lunge at you.
You parry Theft's lunge at you.

< 286h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 You have no venom left!

< 286h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 [Damage:  7 ] -=[Your fine slash wounds Theft.]=-
You miss Theft.
Theft dodges your futile attack.
You miss Theft.
You miss Theft.
You parry Theft's lunge at you.
-=[Theft's decent punch strikes you.]=-

< 267h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 Autosaving...

< 267h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
You feel your skill in riposte improving.
You parry Theft's lunge at you.
-=[Theft's punch strikes you.]=-

< 249h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 Theft dodges your futile attack.
[Damage:  7 ] -=[Your fine slash wounds Theft.]=-
[Damage:  7 ] -=[Your slash wounds Theft.]=-
You miss Theft.
[Damage: 19 ] -=[You leap towards Theft and sink your jaws dripping with venom deep in his flesh.]=-

< 249h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 -=[Theft's fine punch strikes you.]=-
You parry Theft's lunge at you.

< 229h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
You miss Theft.

< 229h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 -=[Theft's fine punch strikes you hard.]=-
You parry Theft's lunge at you.
-=[Theft's fine punch strikes you hard.]=-

< 188h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You have no venom left!

< 188h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
Theft dodges your futile attack.
You miss Theft.
Theft dodges your futile attack.
Theft dodges your futile attack.
You dodge Theft's vicious attack.
-=[Theft's fine punch strikes you hard.]=-
-=[Theft's punch strikes you very hard.]=-

< 147h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You have no venom left!

< 147h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 -=[Theft's decent punch strikes you very hard.]=-
You parry Theft's lunge at you.
-=[Theft's fine punch strikes you very hard.]=-

< 109h/363H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
Theft dodges your futile attack.
Theft dodges your futile attack.
Theft dodges your futile attack.
Theft dodges your futile attack.
You raise a level!
[Damage: 14 ] -=[You leap towards Theft and sink your jaws dripping with venom deep in his flesh.]=-

< 119h/373H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 Hint: You take more damage if you're sitting or reclining, so be sure to 'stand' if someone knocks you down in battle.

< 119h/373H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
You parry Theft's lunge at you.
You dodge Theft's vicious attack.

< 119h/373H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You attempt to flee...
PANIC!  You couldn't escape!

< 119h/373H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
[Damage:  7 ] -=[Your slash wounds Theft.]=-
Theft dodges your futile attack.
Theft dodges your futile attack.
You miss Theft.
Theft dodges your futile attack.

< 119h/373H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You attempt to flee...
PANIC!  You couldn't escape!

< 119h/373H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
You attempt to flee...
PANIC!  You couldn't escape!

< 119h/373H 200v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You attempt to flee...
A Room Devoted to Alchemists and Bards
   This room is simple in its design. A small podium stands at the back of
the room with a few chairs placed in an arch to provide a good view of
whomever is speaking. The walls are adorned with tapestries and have a
few hundred books packed neatly into built-in shelving. The floor is
wooden and has a very fancy area rug placed at the center. The rug itself
illustrates a scene of an Alchemist and Bard working together to
fight off a group of Trolls using song and potions as their weapons.
Obvious exits: -East  -South -West 
You flee eastward!

< 119h/373H 173v/239V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -South -West 

< 119h/373H 172v/239V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -East  -South

< 119h/373H 172v/239V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -East  -West 

< 120h/373H 171v/239V Pos: standing >
At the Top of the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Below, the stairs continue downwards towards the base of this tower. The
ceiling however looks a bit odd.
Obvious exits: -North -East  -South -West  -Down 
An apprentice paces throughout the hallways. (casting) 
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A mighty wizard stands here, guarding Winterhaven from intruders.
A brightly glowing torch floats near a mighty wizard's head. (Illuminating)

< 120h/373H 171v/239V Pos: standing >
A Staircase in the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Above, the stairs continue upwards towards the top of this tower.
Below, the stairs continue downwards towards the base of this tower.
Obvious exits: -Up    -Down 

< 120h/373H 170v/239V Pos: standing >
A Staircase in the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Above, the stairs continue upwards towards the top of this tower.
Obvious exits: -Up    -Down 

< 121h/373H 169v/239V Pos: standing >
The Entrance to the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Above, the stairs continue upwards towards the top of this tower.
Obvious exits: -East  -Up   
A guard stands here protecting the tower of the guilds.
A guard stands here protecting the tower of the guilds.
A guard stands here protecting the tower of the guilds.

< 121h/373H 169v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 121h/373H 169v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 121h/373H 169v/239V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. To the North, is the famous Bronze Griffon
Inn and Tavern. To the East, you can see the city square and the roads that
take explorers on adventures throughout these lands. To the West, is the Tower
of the Guilds, where adventures can learn from their Teachers. To the South,
is the Official Winterhaven Supply Shop.
Obvious exits: -North -East  -South -West 
A snow buffalo walks through here, grazing on the grass.
(Q)An Ambassador from the Lair of the Gibberling King wanders the city.

< 122h/373H 169v/239V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the South, is the famous Bar of the Black Swan.
Obvious exits: -North -East  -South -West 

< 122h/373H 168v/239V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the South, is the Auction House.
Obvious exits: -North -East  -South -West 
(Q)An Ambassador from Fort Boyard walks the streets here.
A male commoner explores the streets for some entertainment.

< 122h/373H 167v/239V Pos: standing >
The Fountain of the Celestial Bazaar
   A magnificent fountain of both size and granduer dominates this central
point within a rather improptu glade set within the center of the city.  Lush
plants grow with a strange vigor, as if the area were enchanted somehow.  The
throngs of people that pass through the bazaar stop to meditate and relax
within the confines of the park-like glade. Shops selling every type of
equipment, adventurer's tool and magical items can be seen all around the bazaar,
providing goods and services for the collected people's of the surface world.
As this is a gathering spot for many citizen's of the world, it is not unusual
to see groups of adventurer's meeting up and leaving from this heralded location.
Benevolent spellcasters often pass through the area looking to bestow some
small amount of power upon the average citizen, wishing them good luck as they
move along upon their chosen path.  The rather dubiously named Bronze Griffon
Inn and Tavern lies not far to the west of this location.
Obvious exits: -North -East  -South -West 
There is a HUGE well here, intended for welfare donations.
An ornate oak sign affixed to the donation well demands your attention.
A marvelous and grand fountain sits at the center of this square.
The High Priest of Winterhaven is busy assisting the people.

< 123h/373H 166v/239V Pos: standing >
You drop to your belly.

< 125h/373H 168v/239V Pos: on your ass >
You close your eyes and relax.

< 125h/373H 168v/239V Pos: on your ass >
You clamber to your feet.

< 126h/373H 168v/239V Pos: standing >
You have just begun the trek to your next level!

< 127h/373H 170v/239V Pos: standing >
You're about as ready as you can get.

< 128h/373H 170v/239V Pos: standing >

		Character attributes for Tadish

Level: 29   Race: Thri-Kreen   Class: Warrior 
Age: 20 yrs / 6 mths  Height: 76 inches Weight: 264 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 114 ( 99)    Pow:  60 ( 86)
Dex: 130 (100)    Int:  58 ( 89)   
Agi: 130 (100)    Wis:  59 ( 91)
Con: 100 (100)    Cha:  62 ( 83)   Luk:  78 ( 87)
Equipped Items:  20     Carried weight:   46

Armor Points: -174  Reduces melee damage taken by 17.4% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 6% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 5% 
Hitroll: 16   Damroll: 27
Alignment: -1000  (-1000 to 1000)

Saving Throws: PAR[51]  FEA[51]
               BRE[51]  SPE[41]

Load carried: Paltry

< 129h/373H 171v/239V Pos: standing >

		Score information for Tadish

Level: 29   Race: Thri-Kreen   Class: Warrior Sex: Male
Hit points: 131(373)  Moves: 172(239)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   0
Detecting:      Heat
Enchantments:   Hawkvision Ultravision Fly Armor Aware Levitation
Combat Pulse:   19 Spell Pulse:  1.10 
Leaderboard Points:  290 

Active Spells:
--------------
climb (8 minutes)
barkskin (20 minutes)
levitate (52 minutes)
agility (52 minutes)
fire ward (52 minutes)
hawkvision (9 minutes)
accelerated healing (19 minutes)
well-rested bonus (109 minutes)
spirit armor (less than a minute remaining)
pantherspeed (2 minutes)
fly (31 minutes)


< 131h/373H 172v/239V Pos: standing >
The High Priest of Winterhaven starts casting a spell.
The High Priest of Winterhaven completes his spell...
The High Priest of Winterhaven utters the words 'ofzahzf wunsoeuio'
The High Priest of Winterhaven points at you.
You shudder as an immense rush of life flows into your body!

< 317h/373H 173v/239V Pos: standing >

< 321h/373H 175v/239V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
Obvious exits: -North -East  -South -West  -Up   

< 324h/373H 175v/239V Pos: standing >
The Grand Intersection of Merchant's Way and the Prancing Fawn
   This intersection sits squarely at the heart of this great city, and with
good reason. The main avenues of travel, the Prancing Fawn and Merchant's
Way, collide into this square with a flurry of activity. These two massive
roads are eased into one another through the use of an extremely large
roundabout. The traffic of thousands of visitors and citizens flows in a
circle, delivering produce and goods from far away lands to the hands of
shopkeepers and their customers in the city's fabled Celestial Bazaar. A
massive statue of flowing blue-green water stands at the center, suspended
in its current shape by the magical chants of numerous white-clad Monks.
To the East, North and South, the massives roads lead to the city's main
gates. To the West, the enormous Celestial Bazaar makes a grand appearance.
Obvious exits: -North -East  -South -West 
A massive statue composed of blue-green water is here. (humming)
A white-clad monk is busy chanting in unison with his group.

< 325h/373H 174v/239V Pos: standing >
Avenue of the Prancing Fawn
   This massive street is nearly 100 feet wide and a boasts an impressive
collection of fountains and statues. White marble walls frame either side
of the street, adding a very regal appearance to this busy causeway. The
ground is paved with a variety of rare granites containing marvelous
deposites of quartz, causing the light from the sun to reflect onto the
white marble walls in dazzling patterns of yellows, reds and purples.
Merchants from all over the continent sit on horse-drawn carriages headed
to the city's main Bazaar to the South. To the North, one can see the
huge polished steel gates, framed by massive walls of dark stone. Beyond
the Northern walls, the King's private forest is clearly visible, with
trees of tall Oak and Pine showing their canopy above the city walls.
To the West, the Celestial Bazaar makes a grand appearance.
Obvious exits: -North -East  -South -West 

< 325h/373H 173v/239V Pos: standing >
Avenue of the Prancing Fawn
   This massive street is nearly 100 feet wide and a boasts an impressive
collection of fountains and statues. White marble walls frame either side
of the street, adding a very regal appearance to this busy causeway. The
ground is paved with a variety of rare granites containing marvelous
deposites of quartz, causing the light from the sun to reflect onto the
white marble walls in dazzling patterns of yellows, reds and purples.
Merchants from all over the continent sit on horse-drawn carriages headed
to the city's main Bazaar to the South. To the North, one can see the
huge polished steel gates, framed by massive walls of dark stone. Beyond
the Northern walls, the King's private forest is clearly visible, with
trees of tall Oak and Pine showing their canopy above the city walls.
Obvious exits: -North -East  -South -West 
A street performer juggles balls while dancing a jig.

< 325h/373H 173v/239V Pos: standing >
A Vacant building
   This building stands here completely unused and waits for
someone to rent or purchase it. Other than a need for some new
paint and maybe visit from the local pest control, the building
is in great condition.
Obvious exits: -West 

< 326h/373H 172v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 326h/373H 172v/239V Pos: standing >
You are carrying: (2/12)
a large snakeskin bag
a rugged adventurers satchel

< 326h/373H 173v/239V Pos: standing >
You are using:
<worn on head>       a raccoon-skin cap
<worn on eyes>       a soft eyepatch made of squirrel hide
<worn on face>       a beautiful mask made of bird feathers
<worn around neck>   a foxfur scarf
<worn around neck>   a foxfur scarf
<worn about body>    a thick buck-hide cloak
<worn about waist>   an odd looking fish-scale belt
<worn on arms>       a pair of wildcat-hide sleeves
<worn on lower arms> a pair of wildcat-hide sleeves
<worn around wrist>  a wristguard made from chipmunk hide
<worn around wrist>  a wristguard made from chipmunk hide
<worn on lower wrist>a wristguard made from chipmunk hide
<worn on lower wrist>a wristguard made from chipmunk hide
<worn on hands>      a pair of gloves with razor-sharp talons
<worn on lower hands>a pair of gloves with razor-sharp talons
<primary weapon>     a crystalline chatkcha (glowing)
<secondary weapon>   a crystalline chatkcha (glowing)
<third weapon>       a crystalline chatkcha (glowing)
<fourth weapon>      a crystalline chatkcha (glowing)
<worn on legs>       a pair of monkey-hide breeches

< 326h/373H 173v/239V Pos: standing >
You have just begun the trek to your next level!

< 327h/373H 173v/239V Pos: standing >
You're about as ready as you can get.

< 328h/373H 174v/239V Pos: standing >

		Score information for Tadish

Level: 29   Race: Thri-Kreen   Class: Warrior Sex: Male
Hit points: 330(373)  Moves: 176(239)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   0
Detecting:      Heat
Enchantments:   Hawkvision Ultravision Fly Armor Aware Levitation
Combat Pulse:   19 Spell Pulse:  1.10 
Leaderboard Points:  290 

Active Spells:
--------------
climb (8 minutes)
barkskin (20 minutes)
levitate (52 minutes)
agility (52 minutes)
fire ward (52 minutes)
hawkvision (9 minutes)
accelerated healing (19 minutes)
well-rested bonus (109 minutes)
spirit armor (less than a minute remaining)
pantherspeed (2 minutes)
fly (31 minutes)


< 330h/373H 176v/239V Pos: standing >
Swordsman - Last Edited: 2014-07-31 03:44:41 by lohrr
=====================================================
Master of offense, the Swordsman may sometimes strike special critical
hits with their attacks and have gained the "Sweeping Thrust" ability. They
are also able to hit a bash on their opponent without a shield. But note,
a successful shieldless bash does not keep the victim on the ground for
long.

==See also==
* Guardian
* Warrior

==Allowed races==
* Human, Barbarian, Drow Elf, Grey Elf, Dwarf, Duergar, Halfling, Gnome, Ogre, Troll, Orc, Thri-Kreen, Centaur, Githyanki, Minotaur, Shade, Goblin, Shadow Beast, Githzerai, Drider, Kobold, Firbolg

==Innate abilities==
*melee mastery
'*' Designates passive ability.

==Skills==
30th Level: sweeping thrust
41st Level: critical attack, triple attack
56th Level: quadruple attack

==Spells==
None.


< 336h/373H 182v/239V Pos: standing >
Theft enters from the west.

< 341h/373H 187v/239V Pos: standing >
Theft suddenly attacks YOU!
-=[Theft's fine punch strikes you.]=-

< 322h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 [Damage: 15 ] -=[You leap towards Theft and sink your jaws dripping with venom deep in his flesh.]=-

< 322h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 You dodge Theft's vicious attack.
You parry Theft's lunge at you.
Theft misses you.

< 322h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
You miss Theft.
Theft dodges your futile attack.

< 322h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
-=[Theft's decent punch strikes you.]=-

< 304h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 You feel your skill in double attack improving.
Theft dodges your futile attack.
[Damage:  5 ] -=[Your fine slash wounds Theft.]=-
You miss Theft.
You miss Theft.

< 304h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 -=[Theft's decent punch strikes you.]=-
You parry Theft's lunge at you.
You parry Theft's lunge at you.

< 289h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: small wounds E: theft sta EP:  few wounds >
 Theft dodges your futile attack.
Theft dodges your futile attack.
Theft dodges your futile attack.
-=[Theft's decent punch strikes you.]=-
Your thick buck-hide cloak was damaged from the massive blow!
You dodge Theft's vicious attack.

< 273h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You miss them by inches with your jaws!

< 273h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 -=[Theft's decent punch strikes you.]=-
-=[Theft's punch strikes you.]=-

< 237h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You miss Theft.
Theft dodges your futile attack.
Theft dodges your futile attack.
Theft dodges your futile attack.

< 237h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
You parry Theft's lunge at you.

< 237h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You have no venom left!

< 237h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
You miss Theft.
Theft dodges your futile attack.
Theft dodges your futile attack.

< 237h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 -=[Theft's fine punch strikes you hard.]=-
-=[Theft's decent punch strikes you hard.]=-

< 198h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 A street performer enters from the west.

< 198h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 Theft dodges your futile attack.
You miss Theft.
You dodge Theft's vicious attack.
You parry Theft's lunge at you.
You parry Theft's lunge at you.

< 198h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You miss them by inches with your jaws!

< 198h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: few wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
-=[Theft's decent punch strikes you hard.]=-
You dodge Theft's vicious attack.

< 181h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
Theft dodges your futile attack.
Theft dodges your futile attack.

< 181h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You have no venom left!

< 181h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 -=[Theft's decent punch strikes you hard.]=-
-=[Theft's decent punch strikes you hard.]=-

< 148h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 The taste of blood slowly fades from your body.
You feel less protected.

< 148h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 Hint: Be sure to check your innate abilities. These can help you win the fight. Just type 'innate' to see a list.  You can see all innates with 'innate list' and who has a particular innate with 'innate list <innate>'.

< 148h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
You feel your skill in double attack improving.
Theft dodges your futile attack.
[Damage:  5 ] -=[Your fine slash wounds Theft.]=-
You miss Theft.
You miss Theft.
You miss Theft.

< 148h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You parry Theft's lunge at you.
Theft misses you.
You parry Theft's lunge at you.

< 148h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 You have no venom left!

< 148h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC: nasty wounds E: theft sta EP:  few wounds >
 Theft dodges your futile attack.
[Damage:  5 ] -=[Your slash wounds Theft.]=-
[Damage:  6 ] -=[Your slash wounds Theft.]=-
-=[Theft's decent punch strikes you very hard.]=-
-=[Theft's fine punch strikes you very hard.]=-

< 107h/373H 188v/239V Pos: standing >
< T: Tadish TP: sta TC:pretty hurt E: theft sta EP:  few wounds >
 You attempt to flee...
Avenue of the Prancing Fawn
   This massive street is nearly 100 feet wide and a boasts an impressive
collection of fountains and statues. White marble walls frame either side
of the street, adding a very regal appearance to this busy causeway. The
ground is paved with a variety of rare granites containing marvelous
deposites of quartz, causing the light from the sun to reflect onto the
white marble walls in dazzling patterns of yellows, reds and purples.
Merchants from all over the continent sit on horse-drawn carriages headed
to the city's main Bazaar to the South. To the North, one can see the
huge polished steel gates, framed by massive walls of dark stone. Beyond
the Northern walls, the King's private forest is clearly visible, with
trees of tall Oak and Pine showing their canopy above the city walls.
Obvious exits: -North -East  -South -West 
You flee westward!

< 107h/373H 162v/239V Pos: standing >
Avenue of the Prancing Fawn
   This massive street is nearly 100 feet wide and a boasts an impressive
collection of fountains and statues. White marble walls frame either side
of the street, adding a very regal appearance to this busy causeway. The
ground is paved with a variety of rare granites containing marvelous
deposites of quartz, causing the light from the sun to reflect onto the
white marble walls in dazzling patterns of yellows, reds and purples.
Merchants from all over the continent sit on horse-drawn carriages headed
to the city's main Bazaar to the South. To the North, one can see the
huge polished steel gates, framed by massive walls of dark stone. Beyond
the Northern walls, the King's private forest is clearly visible, with
trees of tall Oak and Pine showing their canopy above the city walls.
To the West, the Celestial Bazaar makes a grand appearance.
Obvious exits: -North -East  -South -West 

< 107h/373H 161v/239V Pos: standing >
The Grand Intersection of Merchant's Way and the Prancing Fawn
   This intersection sits squarely at the heart of this great city, and with
good reason. The main avenues of travel, the Prancing Fawn and Merchant's
Way, collide into this square with a flurry of activity. These two massive
roads are eased into one another through the use of an extremely large
roundabout. The traffic of thousands of visitors and citizens flows in a
circle, delivering produce and goods from far away lands to the hands of
shopkeepers and their customers in the city's fabled Celestial Bazaar. A
massive statue of flowing blue-green water stands at the center, suspended
in its current shape by the magical chants of numerous white-clad Monks.
To the East, North and South, the massives roads lead to the city's main
gates. To the West, the enormous Celestial Bazaar makes a grand appearance.
Obvious exits: -North -East  -South -West 
A massive statue composed of blue-green water is here. (humming)
A poor commoner walks the streets with empty pockets.
A white-clad monk is busy chanting in unison with his group.

< 108h/373H 161v/239V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
Obvious exits: -North -East  -South -West  -Up   
A black crow flaps its wings and caws at you.

< 108h/373H 160v/239V Pos: standing >
The Fountain of the Celestial Bazaar
   A magnificent fountain of both size and granduer dominates this central
point within a rather improptu glade set within the center of the city.  Lush
plants grow with a strange vigor, as if the area were enchanted somehow.  The
throngs of people that pass through the bazaar stop to meditate and relax
within the confines of the park-like glade. Shops selling every type of
equipment, adventurer's tool and magical items can be seen all around the bazaar,
providing goods and services for the collected people's of the surface world.
As this is a gathering spot for many citizen's of the world, it is not unusual
to see groups of adventurer's meeting up and leaving from this heralded location.
Benevolent spellcasters often pass through the area looking to bestow some
small amount of power upon the average citizen, wishing them good luck as they
move along upon their chosen path.  The rather dubiously named Bronze Griffon
Inn and Tavern lies not far to the west of this location.
Obvious exits: -North -East  -South -West 
There is a HUGE well here, intended for welfare donations.
An ornate oak sign affixed to the donation well demands your attention.
A marvelous and grand fountain sits at the center of this square.
The High Priest of Winterhaven is busy assisting the people.

< 108h/373H 159v/239V Pos: standing >
You are carrying: (2/12)
a large snakeskin bag
a rugged adventurers satchel

< 109h/373H 160v/239V Pos: standing >
You are using:
<worn on head>       a raccoon-skin cap
<worn on eyes>       a soft eyepatch made of squirrel hide
<worn on face>       a beautiful mask made of bird feathers
<worn around neck>   a foxfur scarf
<worn around neck>   a foxfur scarf
<worn about body>    a thick buck-hide cloak
<worn about waist>   an odd looking fish-scale belt
<worn on arms>       a pair of wildcat-hide sleeves
<worn on lower arms> a pair of wildcat-hide sleeves
<worn around wrist>  a wristguard made from chipmunk hide
<worn around wrist>  a wristguard made from chipmunk hide
<worn on lower wrist>a wristguard made from chipmunk hide
<worn on lower wrist>a wristguard made from chipmunk hide
<worn on hands>      a pair of gloves with razor-sharp talons
<worn on lower hands>a pair of gloves with razor-sharp talons
<primary weapon>     a crystalline chatkcha (glowing)
<secondary weapon>   a crystalline chatkcha (glowing)
<third weapon>       a crystalline chatkcha (glowing)
<fourth weapon>      a crystalline chatkcha (glowing)
<worn on legs>       a pair of monkey-hide breeches

< 109h/373H 160v/239V Pos: standing >
You have just begun the trek to your next level!

< 111h/373H 161v/239V Pos: standing >
You're about as ready as you can get.

< 112h/373H 162v/239V Pos: standing >

		Score information for Tadish

Level: 29   Race: Thri-Kreen   Class: Warrior Sex: Male
Hit points: 113(373)  Moves: 162(239)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   0
Detecting:      Heat
Enchantments:   Hawkvision Ultravision Fly Aware Levitation
Combat Pulse:   19 Spell Pulse:  1.10 
Leaderboard Points:  290 

Active Spells:
--------------
climb (7 minutes)
barkskin (19 minutes)
levitate (51 minutes)
agility (51 minutes)
fire ward (51 minutes)
hawkvision (8 minutes)
accelerated healing (18 minutes)
well-rested bonus (108 minutes)
pantherspeed (1 minute)
fly (30 minutes)


< 113h/373H 162v/239V Pos: standing >

		Character attributes for Tadish

Level: 29   Race: Thri-Kreen   Class: Warrior 
Age: 20 yrs / 6 mths  Height: 76 inches Weight: 264 lbs  Size: medium

  Actual (Base)     Actual (Base)
Str: 114 ( 99)    Pow:  60 ( 86)
Dex: 130 (100)    Int:  58 ( 89)   
Agi: 130 (100)    Wis:  59 ( 91)
Con: 100 (100)    Cha:  62 ( 83)   Luk:  78 ( 87)
Equipped Items:  20     Carried weight:   46

Armor Points: -127  Reduces melee damage taken by 12.7% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 6% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 16   Damroll: 27
Alignment: -1000  (-1000 to 1000)

Saving Throws: PAR[51]  FEA[51]
               BRE[51]  SPE[51]

Load carried: Paltry

< 114h/373H 163v/239V Pos: standing >
A rakshasa guard snaps into visibility.
-=[Out of nowhere, a rakshasa guard stabs you in the back.]=-
YIKES!  Another hit like that, and you've had it!!
Sorry, you aren't allowed to do that in combat.

< 48h/373H 165v/239V Pos: standing >
< T: Tadish TP: sta TC: awful E: a rakshasa guard sta EP: excellent >
 A rakshasa guard snaps into visibility.
-=[A rakshasa guard's impressive slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
A rakshasa guard misses you.
-=[A rakshasa guard's impressive slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!

< 18h/373H 165v/239V Pos: standing >
< T: Tadish TP: sta TC: awful E: a rakshasa guard sta EP: excellent >
 The Priest says, 'Grouping with other adventurers increases your odds of survival.'

Theft enters from the east.

< 18h/373H 165v/239V Pos: standing >
< T: Tadish TP: sta TC: awful E: someone sta EP: excellent >
 Theft suddenly attacks YOU!
-=[Theft's decent punch grievously wounds you.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!

< 1h/373H 165v/239V Pos: standing >
< T: Tadish TP: sta TC: awful E: theft sta EP:  few wounds >
 You try to overcome your woozy feeling.

< 1h/373H 165v/239V Pos: standing >
< T: Tadish TP: sta TC: awful E: theft sta EP:  few wounds >
 A rakshasa guard snaps into visibility.
A rakshasa guard dances an amazing maneuver in battle, tripping you.

< 1h/373H 165v/239V Pos: on your ass >
< T: Tadish TP: ass TC: awful E: theft sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Theft dodges your futile attack.
You miss Theft.
Theft dodges your futile attack.
You miss Theft.
You miss Theft.
You miss Theft.

< 1h/373H 165v/239V Pos: on your ass >
< T: Tadish TP: ass TC: awful E: theft sta EP:  few wounds >
 A rakshasa guard snaps into visibility.
-=[A rakshasa guard's impressive slash hits you.]=-
Your crystalline chatkcha was completely destroyed by the massive blow!
Your crystalline chatkcha was completely destroyed by the massive blow!
Your crystalline chatkcha was completely destroyed by the massive blow!
Your pair of gloves with razor-sharp talons was completely destroyed by the massive blow!
Your wristguard made from chipmunk hide was completely destroyed by the massive blow!