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Yaliza Drow Invk vs Vhectir Ill Necro


Anonymous

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So I think I am sneaking up on Vhectir.  He puts me to sleep.  Blinds me Curses me.  Does not capitalize on this.  I am able to quickly wake up heal my blind with a few red potions.  Get to an alter very quickly and heal my curse before he knows what happenes.  I come back to where he left me and find him.


*** Range 1 (east) ***
(Invisible) (Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Invisible) (Charmed) (White Aura) A mummy shambles around with its master.
(Invisible) (Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Invisible) (Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Invisible) (Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(Invisible) (White Aura) Vhectir the Imperator of the Ossein is here.
You scan south.
You scan west.
You scan up.
You scan down.

<889hp 1453m 463mv> [Exits: N E S W] 5 
e
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [|||---](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(Invisible) (Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Invisible) (Charmed) (White Aura) A mummy shambles around with its master.
(Invisible) (Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Invisible) (Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Invisible) (Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(Invisible) (White Aura) Vhectir the Imperator of the Ossein is here.

<889hp 1453m 461mv> [Exits: N E W] 5 
You failed to abduct Vhectir.                                        (I always fail, I dont know if this is a this dam thing. Im a voker have no hit dam.) 
Vhectir fades into existence.
You parry Vhectir's attack.
You parry Vhectir's attack.
Vhectir is in excellent condition. 

Yaliza: [===|===|===|===]
<889hp 1430m 461mv> [Exits: N E W] 5 
c dis

Vhectir scans all around.
Vhectir is in excellent condition. 

Yaliza: [===|===|===|===]
<889hp 1430m 461mv> [Exits: N E W] 5 
Vhectir utters the words, 'eugszr waouq'.
You feel a brief tingling sensation.
Vhectir is in excellent condition. 

Yaliza: [===|===|===|===]
<889hp 1430m 461mv> [Exits: N E W] 5 
A mummy jumps in front of Vhectir!
You parry Vhectir's attack.
You parry Vhectir's attack.
A zombie fades into existence.
A zombie's beating wounds you.
A zombie's beating misses you.
A mummy fades into existence.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
A skeleton fades into existence.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
A flesh golem fades into existence.
You parry a flesh golem's attack.
A stone golem fades into existence.
You parry a stone golem's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
A skeleton's cleave injures you.
You parry A skeleton's attack.
You parry A zombie's attack.
A zombie's beating injures you.
A zombie kicks dirt in your eyes!
A zombie's kicked dirt scratches you.
You can't see a thing!
Someone's disease is powerless against you.
Someone's disease is powerless against you.
You parry someone's attack.
Luckily your feet aren't on the ground.
You parry someone's attack.
Luckily your feet aren't on the ground.
You parry someone's attack.

Yaliza: [===|===|===|===]
<837hp 1408m 461mv> [Exits: --- ] 5 You tap into something's mana pool and reinforce your spell.
You failed.

Yaliza: [===|===|===|===]
<837hp 1403m 461mv> [Exits: --- ] 5 
c dis
You tap into something's mana pool and reinforce your spell.
You failed.
Someone utters the words, 'gpahhzf'.

Yaliza: [===|===|===|===]
<837hp 1398m 461mv> [Exits: --- ] 5 
Someone parries your attack.
Someone parries your attack.
You parry someone's attack.
You parry someone's attack.
Someone's cleave misses you.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Someone tries to disarm you, but fails.
You parry someone's attack.
Someone's slash injures you.

Yaliza: [===|===|===|==-]
<823hp 1390m 461mv> [Exits: --- ] 5 
c dis
You tap into something's mana pool and reinforce your spell.
You failed.

Yaliza: [===|===|===|==-]
<823hp 1385m 461mv> [Exits: --- ] 5 
c dis

Someone utters the words, 'gpahhzf'.

Yaliza: [===|===|===|==-]
<823hp 1385m 461mv> [Exits: --- ] 5 You tap into something's mana pool and reinforce your spell.
You failed.
Someone parries your attack.
Someone parries your attack.
Someone's shocking bite is powerless against you.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Someone's beating wounds you.
You parry someone's attack.
Someone's disease is powerless against you.
Someone's disease is powerless against you.
Someone's pierce mauls you.
Luckily your feet aren't on the ground.
You parry someone's attack.

Yaliza: [===|===|===|==-]
<782hp 1371m 461mv> [Exits: --- ] 5 
c dis
You tap into something's mana pool and reinforce your spell.
You failed.

Yaliza: [===|===|===|==-]
<782hp 1366m 461mv> [Exits: --- ] 5 
a

Someone utters the words, 'gpahhzf'.
Someone parries your attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Someone's cleave hits you.
Someone's beating wounds you.
Someone's disease is powerless against you.
Someone's disease is powerless against you.
You parry someone's attack.
You parry someone's attack.
Someone's disease is powerless against you.
Someone's pierce mauls you.
Someone's slash injures you.
Luckily your feet aren't on the ground.

Yaliza: [===|===|===|=--]
<713hp 1354m 461mv> [Exits: --- ] 5 You are affected by the following:
Spell: dirt kicking   : modifies ac by 15 for 0 hours
                      : modifies hitroll by -6 for 0 hours
Spell: secret arts    : for 23 hours
Spell: sanctuary      : for 8 hours
Spell: mana shield    : for 4 hours
Spell: protective shield: for 1 hours
Spell: abduct         : for 63 hours
Spell: pass door      : for 5 hours
Spell: spy            : for 11 hours
Spell: detect invis   : for 16 hours
Spell: detect magic   : for 16 hours
Spell: armor          : modifies ac by -20 for 21 hours
Spell: shield         : modifies ac by -20 for 21 hours
Spell: stone skin     : modifies ac by -40 for 27 hours
Spell: fly            : for 8 hours

Yaliza: [===|===|===|=--]
<713hp 1354m 461mv> [Exits: --- ] 5 
c dis
You tap into something's mana pool and reinforce your spell.
You failed.

Yaliza: [===|===|===|=--]
<713hp 1349m 461mv> [Exits: --- ] 5 
c hell
You tap into something's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as someone is caught in a searing beam of arcane light.
Something breaks in your hellstream.
Your hellstream *** OBLITERATES *** someone!

Yaliza: [===|===|===|=--]
<713hp 1335m 461mv> [Exits: --- ] 5 
Someone jumps in front of someone!
Someone's shocking bite is powerless against you.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Someone's kick mauls you.
You parry someone's attack.
You parry someone's attack.
Someone gets a wild look in its eyes.
You parry someone's attack.
Someone's disease is powerless against you.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Luckily your feet aren't on the ground.
You parry someone's attack.

Yaliza: [===|===|===|=--]
<692hp 1323m 461mv> [Exits: --- ] 5 
c hell

Someone utters the words, 'gpahhzf'.

Yaliza: [===|===|===|=--]
<692hp 1323m 461mv> [Exits: --- ] 5 You tap into something's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as someone is caught in a searing beam of arcane light.
Your hellstream MANGLES someone!

Yaliza: [===|===|===|=--]
<692hp 1309m 461mv> [Exits: --- ] 5 
Someone jumps in front of someone!
Someone's shocking bite is powerless against you.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Someone's beating mauls you.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Someone's pierce wounds you.
Luckily your feet aren't on the ground.
You parry someone's attack.
Luckily your feet aren't on the ground.

Yaliza: [===|===|===|---]
<649hp 1296m 461mv> [Exits: --- ] 5 
flee

You rub the dirt out of your eyes.
Vhectir's protective shield dissipates.
Vhectir has some small wounds and bruises. 

Yaliza: [===|===|===|---]
<660hp 1324m 471mv> [Exits: N E W] 6 You flee from combat!
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north south west]
A pale adventurer creeps about, risen from the dead.
A warped creature is here, possessed by a demonic spirit.

<660hp 1324m 469mv> [Exits: N S W] 6 
s
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [||||--](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(White Aura) Vhectir the Imperator of the Ossein is here.

<660hp 1324m 467mv> [Exits: N E W] 6 
You failed to abduct Vhectir.     (Missed again.)
You parry Vhectir's attack.
You parry Vhectir's attack.
Your digestion misses Vhectir.
Your digestion misses Vhectir.
Your hands become coated in blood.
You parry Vhectir's attack.
You parry Vhectir's attack.
A zombie's beating mauls you.
You parry a mummy's attack.
A mummy's disease is powerless against you.
You parry a mummy's attack.
You parry a mummy's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry a flesh golem's attack.
You parry a stone golem's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
A skeleton's cleave injures you.
You parry A skeleton's attack.
A zombie's beating decimates you!
You parry A zombie's attack.
A mummy's disease is powerless against you.
You parry a mummy's attack.
A mummy's disease is powerless against you.
You parry a stone golem's attack.
You parry a flesh golem's attack.
Vhectir has some small wounds and bruises. 

Yaliza: [===|===|==-|---]
<601hp 1279m 467mv> [Exits: N E W] 6 
c dis

Vhectir scans all around.
Vhectir has some small wounds and bruises. 

Yaliza: [===|===|==-|---]
<601hp 1279m 467mv> [Exits: N E W] 6 
Vhectir utters the words, 'gpahhzf'.
You feel a sharp pain in your arms!
Vhectir's bone shatter is powerless against you.
Pain surges through you as your body convulses violently!
Vhectir has some small wounds and bruises. 

Yaliza: [===|===|==-|---]
<601hp 1268m 467mv> [Exits: N E W] 6 
Vhectir's lingering shatter decimates you!
Your digestion misses Vhectir.
With unnatural speed you strike at Vhectir's torso.
Your strike wounds Vhectir.
Your digestion misses Vhectir.
Vhectir's shocking bite is powerless against you.
Vhectir's shocking bite is powerless against you.
You parry A skeleton's attack.
You parry A skeleton's attack.
A skeleton's cleave injures you.
You parry A zombie's attack.
You parry A zombie's attack.
A zombie's bash collides with your protective shield.
A zombie's bash misses you.
You parry a mummy's attack.
A mummy's disease is powerless against you.
You parry a mummy's attack.
A stone golem's pierce wounds you.
A flesh golem's slash injures you.
Vhectir has quite a few wounds. 

Yaliza: [===|===|=--|---]
<525hp 1260m 467mv> [Exits: N E W] 6 You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
The white aura around Vhectir fades.
Vhectir's skin returns to normal.
Ok.
Vhectir has quite a few wounds.      (That will get him to flee from his pets {exactly why you should not be able to smoke in combat!}

IF CANT DEFUSE A TRAP IN COMBAT WTF SHOULD ANYONE ANYONE BE ABLE TO LIGHT ANYTHING AND SMOKE IT}

Yaliza: [===|===|=--|---]
<525hp 1250m 467mv> [Exits: N E W] 6 
c hell

Vhectir's lingering shatter decimates you!
A mummy jumps in front of Vhectir!
Vhectir's shocking bite is powerless against you.
You parry Vhectir's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
A skeleton's cleave injures you.
You parry A skeleton's attack.
A zombie's beating mauls you.
A zombie's beating wounds you.
A mummy's disease is powerless against you.
A mummy's disease is powerless against you.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a stone golem's attack.
You parry a flesh golem's attack.
Vhectir has quite a few wounds. 

Yaliza: [===|===|---|---]
<445hp 1235m 467mv> [Exits: N E W] 6 
Vhectir has fled!
Vhectir walks east.

<445hp 1235m 467mv> [Exits: N E W] 6 Cast the spell on whom?

<445hp 1235m 467mv> [Exits: N E W] 6 
e
A Dim Cave
  A peculiar wind howls endlessly in this cave, shrieking its eternal howl.
Among the infinite cascade of terrifying noise creep promises of pain,
misery and perpetual suffering.  The dark walls seem to crawl with shadows,
dancing and flickering throughout the stony cavern of despair.  The cave is
on a continuous downward slope, leading deep into the bowels of the earth...
Or elsewhere.  

[Exits: east west]
[SAVANT]    [||||||](2) Sizzling fragments of time form a blurred translucent entity.
     A mineral vein has broken the surface.
Vhectir the Imperator of the Ossein is here.

<445hp 1235m 466mv> [Exits: E W] 6 
Vhectir brandishes a glimmering white staff.
Vhectir is surrounded by a white aura.

<445hp 1235m 466mv> [Exits: E W] 6 
Vhectir's lingering shatter decimates you!
The piercing pain wounds you.
Your body stops convulsing.

<417hp 1235m 466mv> [Exits: E W] 6 
hell vhe
You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as Vhectir is caught in a searing beam of arcane light.
A glass bracelet adorned with a muddy bauble breaks in your hellstream.
Your hellstream === DISINTEGRATES === Vhectir!
Vhectir has quite a few wounds. 

Yaliza: [===|===|---|---]
<417hp 1221m 466mv> [Exits: E W] 6 
hell vhe

Your digestion misses Vhectir.
With unnatural speed you strike at Vhectir's legs.
Your strike grazes Vhectir.
Vhectir's shocking bite is powerless against you.
Vhectir's shocking bite is powerless against you.
Vhectir has quite a few wounds. 

Yaliza: [===|===|---|---]
<417hp 1221m 466mv> [Exits: E W] 6 You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as Vhectir is caught in a searing beam of arcane light.
Your hellstream MANGLES Vhectir!
Vhectir has fled!
Vhectir walks west.

<417hp 1207m 466mv> [Exits: E W] 6 
w
hell vhe
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [||||--](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(White Aura) Vhectir the Imperator of the Ossein is here.
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
Vhectir utters the words, 'grzzs'.
You yell 'Die! Vhectir, you sorcerous dog!'
Your digestion misses Vhectir.
Vhectir parries your attack.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|===|---|---]
<415hp 1207m 465mv> [Exits: N E W] 6 You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as Vhectir is caught in a searing beam of arcane light.
Your hellstream MASSACRES Vhectir!
Your mind to weak to hold back the bone cane of Wohpat adorned with a soul tear's charge, you scream in pain.
Your mana flare scratches you.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|===|---|---]
<412hp 1193m 465mv> [Exits: N E W] 6 
A mummy jumps in front of Vhectir!
Vhectir's shocking bite is powerless against you.
You parry A zombie's attack.
You parry A zombie's attack.
You parry A zombie's attack.
A mummy's disease is powerless against you.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
A skeleton's cleave hits you.
A skeleton tries to disarm you, but your weapon won't budge!
You parry a flesh golem's attack.
You parry a stone golem's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A zombie's attack.
A zombie's beating mauls you.
You parry A zombie's attack.
You parry a mummy's attack.
You parry a mummy's attack.
A mummy's disease is powerless against you.
You parry a stone golem's attack.
You parry a flesh golem's attack.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|===|---|---]
<378hp 1171m 465mv> [Exits: N E W] 6 
flee

Vhectir utters the words, 'zawsufuq hajqp'.
Vhectir's vampiric touch is powerless against you.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|===|---|---]
<378hp 1169m 465mv> [Exits: N E W] 6 You flee from combat!
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
[WARMASTER] [||||||](2) A small group of Warlords stands here proudly.
A pale adventurer creeps about, risen from the dead.

<376hp 1169m 463mv> [Exits: N E S W] 6 
n
n
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]

<374hp 1169m 461mv> [Exits: N E S W] 6 Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
A warped creature is here, possessed by a demonic spirit.

<372hp 1169m 459mv> [Exits: N E S W] 6 
c my
Unable to control the bone cane of Wohpat adorned with a soul tear's energy, you consume its raw resources.
You tear into your physical body.
Your mystic tendrils devastate you!
Yes! You feel a sudden surge of mental strength.

<343hp 1453m 459mv> [Exits: N E S W] 6 
e
e
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]

<341hp 1453m 457mv> [Exits: N E S W] 6 Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]

<339hp 1453m 455mv> [Exits: N E W] 6 
Your protective shield dissipates.
Spies report Vhectir indoors near [SAVANT].
The blood on your hands focuses and invigorates you.
You feel a little better.

<373hp 1453m 471mv> [Exits: N E W] 7 
e
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
A pale adventurer creeps about, risen from the dead.

<371hp 1453m 469mv> [Exits: N E W] 7 
a
You are affected by the following:
Spell: wounded        : for 0 hours
Spell: shatter        : modifies str by -7 for 6 hours
                      : modifies damroll by -6 for 6 hours
                      : modifies hitroll by -6 for 6 hours
Spell: secret arts    : for 21 hours
Spell: sanctuary      : for 6 hours
Spell: mana shield    : for 2 hours
Spell: abduct         : for 61 hours
Spell: pass door      : for 3 hours
Spell: spy            : for 9 hours
Spell: detect invis   : for 14 hours
Spell: detect magic   : for 14 hours
Spell: armor          : modifies ac by -20 for 19 hours
Spell: shield         : modifies ac by -20 for 19 hours
Spell: stone skin     : modifies ac by -40 for 25 hours
Spell: fly            : for 6 hours

<371hp 1453m 469mv> [Exits: N E W] 7 
You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
You surround yourself in a protective shell of magic.

<371hp 1429m 469mv> [Exits: N E W] 7 
e
Vhectir's wounding scratches you.
A Burned Clearing
  You find yourself in what must have been a warzone.  The ground here is
scorched from the heat of a battle that must not have taken place very long
ago.  Rotting bodies, and skeletal remains are strewn all over the path,
making it somewhat of a morbid task to navigate.  

[Exits: east west]

<370hp 1429m 468mv> [Exits: E W] 7 
sea
You stop using a ring of moral ambiguity.

<370hp 1429m 468mv> [Exits: E W] 7 You slip The Ring of the Sea-Elves on to your right finger.

<370hp 1429m 468mv> [Exits: E W] 7 You attempt to use The Ring of the Sea-Elves.
You feel a lot better!

<432hp 1429m 468mv> [Exits: E W] 7 
a
worse
You stop using The Ring of the Sea-Elves.

<432hp 1429m 468mv> [Exits: E W] 7 
where
You slip a ring of moral ambiguity on to your right finger.

<432hp 1429m 468mv> [Exits: E W] 7 You are affected by the following:
Spell: protective shield: for 9 hours
Spell: wounded        : for 0 hours
Spell: shatter        : modifies str by -7 for 6 hours
                      : modifies damroll by -6 for 6 hours
                      : modifies hitroll by -6 for 6 hours
Spell: secret arts    : for 21 hours
Spell: sanctuary      : for 6 hours
Spell: mana shield    : for 2 hours
Spell: abduct         : for 61 hours
Spell: pass door      : for 3 hours
Spell: spy            : for 9 hours
Spell: detect invis   : for 14 hours
Spell: detect magic   : for 14 hours
Spell: armor          : modifies ac by -20 for 19 hours
Spell: shield         : modifies ac by -20 for 19 hours
Spell: stone skin     : modifies ac by -40 for 25 hours
Spell: fly            : for 6 hours

<432hp 1429m 468mv> [Exits: E W] 7 You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
The sky seems to get cloudier.

<432hp 1420m 468mv> [Exits: E W] 7 
a
You are affected by the following:
Spell: protective shield: for 9 hours
Spell: wounded        : for 0 hours
Spell: shatter        : modifies str by -7 for 6 hours
                      : modifies damroll by -6 for 6 hours
                      : modifies hitroll by -6 for 6 hours
Spell: secret arts    : for 21 hours
Spell: sanctuary      : for 6 hours
Spell: mana shield    : for 2 hours
Spell: abduct         : for 61 hours
Spell: pass door      : for 3 hours
Spell: spy            : for 9 hours
Spell: detect invis   : for 14 hours
Spell: detect magic   : for 14 hours
Spell: armor          : modifies ac by -20 for 19 hours
Spell: shield         : modifies ac by -20 for 19 hours
Spell: stone skin     : modifies ac by -40 for 25 hours
Spell: fly            : for 6 hours

<432hp 1420m 468mv> [Exits: E W] 7 
worse
You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
The sky seems to get cloudier.

<432hp 1411m 468mv> [Exits: E W] 7 
where
w
w
Kashangal is [WARMASTER] controlled.  Players near you:
<PK>   Yaliza        (WANTED)           A Burned Clearing

<432hp 1411m 468mv> [Exits: E W] 7 Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
A pale adventurer creeps about, risen from the dead.

<430hp 1411m 467mv> [Exits: N E W] 7 Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]

<428hp 1411m 465mv> [Exits: N E W] 7 
w
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]

<426hp 1411m 463mv> [Exits: N E S W] 7 
s
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north south west]
A pale adventurer creeps about, risen from the dead.
A warped creature is here, possessed by a demonic spirit.

<424hp 1411m 461mv> [Exits: N S W] 7 
sca
You scan all around.
You scan north.
*** Range 2 (north) ***
A warped creature is here, possessed by a demonic spirit.
You scan east.
You scan south.
*** Range 1 (south) ***
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(White Aura) Vhectir the Imperator of the Ossein is here.
You scan west.
You scan up.
You scan down.

<424hp 1411m 461mv> [Exits: N S W] 7 
s
Vhectir's wounding scratches you.
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [|||||-](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(White Aura) Vhectir the Imperator of the Ossein is here.

<422hp 1411m 459mv> [Exits: N E W] 7 
You failed to abduct Vhectir.   I DO FAIL ALL THE TIME.  PULLS MURDER ROUNDS ON MELLES HAVE LEARNED NOT TO TRY.
You parry Vhectir's attack.
Vhectir's shocking bite is powerless against you.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|===|---|---]
<422hp 1388m 459mv> [Exits: N E W] 7 
c dis

Vhectir utters the words, 'unsozfol egruui'.
You feel a momentary chill.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|===|---|---]
<422hp 1388m 459mv> [Exits: N E W] 7 
Vhectir parries your attack.
Your digestion injures Vhectir.
With unnatural speed you strike at Vhectir's torso.
Your strike decimates Vhectir!
You parry Vhectir's attack.
Vhectir's shocking bite is powerless against you.
You parry A zombie's attack.
You parry A zombie's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
A mummy's disease is powerless against you.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry a flesh golem's attack.
Luckily your feet aren't on the ground.
You parry a stone golem's attack.
Luckily your feet aren't on the ground.
A skeleton's cleave hits you.
A skeleton's cleave injures you.
A skeleton's cleave hits you.
A skeleton kicks dirt in your eyes!
A skeleton's kicked dirt scratches you.
You can't see a thing!
You parry someone's attack.
Someone's disease is powerless against you.
You parry someone's attack.
Someone's disease is powerless against you.
You parry someone's attack.
Someone's pierce wounds you.
Someone's slash hits you.

Yaliza: [===|==-|---|---]
<353hp 1359m 459mv> [Exits: --- ] 7 You tap into something's mana pool and reinforce your spell.
You failed.

Yaliza: [===|==-|---|---]
<353hp 1353m 459mv> [Exits: --- ] 7 
c hell
You tap into something's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as someone is caught in a searing beam of arcane light.
Your hellstream *** OBLITERATES *** someone!

Yaliza: [===|==-|---|---]
<353hp 1337m 459mv> [Exits: --- ] 7 
Someone utters the words, 'unsozfol egruui'.
You feel a momentary chill.
Someone parries your attack.
Someone parries your attack.
Your strike misses someone.
You parry someone's attack.
You parry someone's attack.
Someone's cleave injures you.
You parry someone's attack.
Someone's cleave grazes you.
You parry someone's attack.
You parry someone's attack.
Someone's beating mauls you.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
You parry someone's attack.
Luckily your feet aren't on the ground.
Someone's pierce misses you.
You parry someone's attack.

Yaliza: [===|==-|---|---]
<308hp 1328m 459mv> [Exits: --- ] 7 
c hell

You rub the dirt out of your eyes.
You manage to mend your wounds.
Vhectir looks pretty hurt. 

Yaliza: [===|==-|---|---]
<319hp 1365m 471mv> [Exits: N E W] 8 You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as Vhectir is caught in a searing beam of arcane light.
Your hellstream MASSACRES Vhectir!
Vhectir parries your attack.
With unnatural speed you strike at Vhectir's eyes.
Vhectir appears to be blinded.
Your strike grazes Vhectir.
You parry Vhectir's attack.
A skeleton's cleave hits you.
A skeleton's cleave hits you.
You parry A skeleton's attack.
You parry A skeleton's attack.
A skeleton's kick MUTILATES you!
You parry A zombie's attack.
You parry A zombie's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
Luckily your feet aren't on the ground.
A stone golem's pierce decimates you!
Luckily your feet aren't on the ground.
You parry a flesh golem's attack.
Vhectir is in awful condition. 

Yaliza: [===|---|---|---]
<231hp 1332m 471mv> [Exits: N E W] 8 
Vhectir utters the words, 'unsozfol egruui'.
You feel a momentary chill.
Vhectir is in awful condition. 

Yaliza: [===|---|---|---]
<231hp 1332m 471mv> [Exits: N E W] 8 
c hell

A mummy jumps in front of Vhectir!
You parry Vhectir's attack.
A skeleton's cleave hits you.
You sure are BLEEDING!
You parry A skeleton's attack.
A skeleton's cleave hits you.
You sure are BLEEDING!
A skeleton's cleave hits you.
You sure are BLEEDING!
You parry A skeleton's attack.
You parry A zombie's attack.
You parry A zombie's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a stone golem's attack.
You parry a flesh golem's attack.
Vhectir is in awful condition. 

Yaliza: [===|---|---|---]
<197hp 1322m 471mv> [Exits: N E W] 8 You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as Vhectir is caught in a searing beam of arcane light.
A steel coif adorned with a muddy bauble breaks in your hellstream.
Your hellstream === DISINTEGRATES === Vhectir!
Vhectir enters a state of shock, and redirects its energy to sustain its body.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|---|---|---]
<197hp 1306m 471mv> [Exits: N E W] 8 
Your digestion misses Vhectir.
You parry Vhectir's attack.
You parry Vhectir's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
A zombie's beating mauls you.
You sure are BLEEDING!
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
You parry a mummy's attack.
Luckily your feet aren't on the ground.
A stone golem's pierce misses you.
You parry a flesh golem's attack.
Luckily your feet aren't on the ground.
Vhectir has some big nasty wounds and scratches. 

Yaliza: [===|---|---|---]
<175hp 1292m 471mv> [Exits: N E W] 8 
flee
You flee from combat!
A Dim Cave
  A peculiar wind howls endlessly in this cave, shrieking its eternal howl.
Among the infinite cascade of terrifying noise creep promises of pain,
misery and perpetual suffering.  The dark walls seem to crawl with shadows,
dancing and flickering throughout the stony cavern of despair.  The cave is
on a continuous downward slope, leading deep into the bowels of the earth...
Or elsewhere.  

[Exits: east west]
[SAVANT]    [||||||](2) Sizzling fragments of time form a blurred translucent entity.
     A mineral vein has broken the surface.

<175hp 1292m 470mv> [Exits: E W] 8 
w
w
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [|||||-](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(White Aura) Vhectir the Imperator of the Ossein is here.

<175hp 1292m 469mv> [Exits: N E W] 8 Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
[WARMASTER] [||||||](2) A small group of Warlords stands here proudly.
A pale adventurer creeps about, risen from the dead.

<175hp 1292m 467mv> [Exits: N E S W] 8 
n
n
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]

<175hp 1292m 465mv> [Exits: N E S W] 8 Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
A warped creature is here, possessed by a demonic spirit.

<175hp 1292m 463mv> [Exits: N E S W] 8 
cur
You get a nymph's heart from a portable hole.

<175hp 1292m 463mv> [Exits: N E S W] 8 You eat a nymph's heart.
You feel a lot better!

<207hp 1292m 463mv> [Exits: N E S W] 8 
n
cur
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
A pale adventurer creeps about, risen from the dead.

<207hp 1292m 461mv> [Exits: N E S W] 8 You get a nymph's heart from a portable hole.

<207hp 1292m 461mv> [Exits: N E S W] 8 You eat a nymph's heart.
You feel a lot better!

<248hp 1292m 461mv> [Exits: N E S W] 8 
e
cur
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
A warped creature is here, possessed by a demonic spirit.

<248hp 1292m 459mv> [Exits: N E S W] 8 You get a nymph's heart from a portable hole.

<248hp 1292m 459mv> [Exits: N E S W] 8 You eat a nymph's heart.
You feel a lot better!

<287hp 1292m 459mv> [Exits: N E S W] 8 
a
cur
You are affected by the following:
Spell: protective shield: for 8 hours
Spell: shatter        : modifies str by -7 for 5 hours
                      : modifies damroll by -6 for 5 hours
                      : modifies hitroll by -6 for 5 hours
Spell: secret arts    : for 20 hours
Spell: sanctuary      : for 5 hours
Spell: mana shield    : for 1 hours
Spell: abduct         : for 60 hours
Spell: pass door      : for 2 hours
Spell: spy            : for 8 hours
Spell: detect invis   : for 13 hours
Spell: detect magic   : for 13 hours
Spell: armor          : modifies ac by -20 for 18 hours
Spell: shield         : modifies ac by -20 for 18 hours
Spell: stone skin     : modifies ac by -40 for 24 hours
Spell: fly            : for 5 hours

<287hp 1292m 459mv> [Exits: N E S W] 8 You get a nymph's heart from a portable hole.

<287hp 1292m 459mv> [Exits: N E S W] 8 You eat a nymph's heart.
You feel a lot better!

<328hp 1292m 459mv> [Exits: N E S W] 8 
w
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
A pale adventurer creeps about, risen from the dead.

<328hp 1292m 457mv> [Exits: N E S W] 8 
scan
You scan all around.
You scan north.
*** Range 1 (north) ***
A warped creature is here, possessed by a demonic spirit.
A pale adventurer creeps about, risen from the dead.
*** Range 3 (north) ***
A seagull wheels overhead here.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
*** Range 4 (north) ***
A homeless beggar rests in the corner.
*** Range 5 (north) ***
A black robed cultist guards the Despair Clan Hall.
You scan east.
*** Range 1 (east) ***
A warped creature is here, possessed by a demonic spirit.
You scan south.
*** Range 1 (south) ***
A warped creature is here, possessed by a demonic spirit.
*** Range 3 (south) ***
A pale adventurer creeps about, risen from the dead.
You scan west.
You scan up.
You scan down.

<328hp 1292m 457mv> [Exits: N E S W] 8 
s
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
A warped creature is here, possessed by a demonic spirit.

<328hp 1292m 455mv> [Exits: N E S W] 8 
sca
You scan all around.
You scan north.
*** Range 1 (north) ***
A pale adventurer creeps about, risen from the dead.
*** Range 2 (north) ***
A warped creature is here, possessed by a demonic spirit.
A pale adventurer creeps about, risen from the dead.
*** Range 4 (north) ***
A seagull wheels overhead here.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
*** Range 5 (north) ***
A homeless beggar rests in the corner.
*** Range 6 (north) ***
A black robed cultist guards the Despair Clan Hall.
You scan east.
*** Range 3 (east) ***
A pale adventurer creeps about, risen from the dead.
You scan south.
*** Range 2 (south) ***
A pale adventurer creeps about, risen from the dead.
You scan west.
You scan up.
You scan down.

<328hp 1292m 455mv> [Exits: N E S W] 8 
where
The Wood of Lost Souls is [WARMASTER] controlled.  Players near you:
<PK>   Yaliza        (WANTED)           Shadowy Woods
<PK>  $Vhectir                          Shadowy Woods

<328hp 1292m 455mv> [Exits: N E S W] 8 
The blood on your hands focuses and invigorates you.
You feel fully refreshed!

<338hp 1323m 471mv> [Exits: N E S W] 9 
s
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]

<338hp 1323m 469mv> [Exits: N E S W] 9 
sca
You scan all around.
You scan north.
*** Range 1 (north) ***
A warped creature is here, possessed by a demonic spirit.
*** Range 2 (north) ***
A pale adventurer creeps about, risen from the dead.
*** Range 3 (north) ***
A warped creature is here, possessed by a demonic spirit.
A pale adventurer creeps about, risen from the dead.
*** Range 5 (north) ***
A seagull wheels overhead here.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
*** Range 6 (north) ***
A homeless beggar rests in the corner.
You scan east.
*** Range 1 (east) ***
A pale adventurer creeps about, risen from the dead.
A warped creature is here, possessed by a demonic spirit.
You scan south.
*** Range 1 (south) ***
A pale adventurer creeps about, risen from the dead.
You scan west.
You scan up.
You scan down.

<338hp 1323m 469mv> [Exits: N E S W] 9 
s
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east south west]
[WARMASTER] [||||||](2) A small group of Warlords stands here proudly.
A pale adventurer creeps about, risen from the dead.

<338hp 1323m 467mv> [Exits: N E S W] 9 
sca
You scan all around.
You scan north.
*** Range 2 (north) ***
A warped creature is here, possessed by a demonic spirit.
*** Range 3 (north) ***
A pale adventurer creeps about, risen from the dead.
*** Range 4 (north) ***
A warped creature is here, possessed by a demonic spirit.
A pale adventurer creeps about, risen from the dead.
*** Range 6 (north) ***
A seagull wheels overhead here.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
(White Aura) An Undead Soldier is here, guarding the edge of Miruvhor.
You scan east.
*** Range 1 (east) ***
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(White Aura) Vhectir the Imperator of the Ossein is here.
You scan south.
You scan west.
You scan up.
You scan down.

<338hp 1323m 467mv> [Exits: N E S W] 9 
e
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [|||||-](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
(White Aura) Vhectir the Imperator of the Ossein is here.

<338hp 1323m 465mv> [Exits: N E W] 9 
hell vhe
You tap into the bone cane of Wohpat adorned with a soul tear's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as Vhectir is caught in a searing beam of arcane light.
A demon tongue shudders under the stress and corrodes!
Your hellstream === DISINTEGRATES === Vhectir!
Vhectir is in awful condition. 

Yaliza: [===|==-|---|---]
<338hp 1307m 465mv> [Exits: N E W] 9 
hell vhe

Vhectir utters the words, 'unsozfol egruui'.
You feel a momentary chill.
Vhectir is in awful condition. 

Yaliza: [===|==-|---|---]
<338hp 1307m 465mv> [Exits: N E W] 9 
A mummy jumps in front of Vhectir!
Vhectir's shocking bite is powerless against you.
You parry A zombie's attack.
You parry a mummy's attack.
You parry a mummy's attack.
A mummy's disease is powerless against you.
You parry A skeleton's attack.
You parry A skeleton's attack.
You parry A skeleton's attack.
A skeleton kicks dirt in your eyes!
A skeleton's kicked dirt grazes you.
You can't see a thing!
You parry someone's attack.
You parry someone's attack.
Luckily your feet aren't on the ground.
Someone's cleave injures you.
Someone's cleave hits you.
You parry someone's attack.
Someone's cleave hits you.
You parry someone's attack.
Someone's disease is powerless against you.
Someone's disease is powerless against you.
Someone's disease is powerless against you.
Someone's disease is powerless against you.
Someone tries to disarm you, but your weapon won't budge!
You parry someone's attack.
You parry someone's attack.

Yaliza: [===|=--|---|---]
<297hp 1285m 465mv> [Exits: --- ] 9 
hell
They aren't here.

Yaliza: [===|=--|---|---]
<297hp 1285m 465mv> [Exits: --- ] 9 You tap into something's mana pool and reinforce your spell.
You bow your head as you call forth the full power of the arcane.
The ground erupts as someone is caught in a searing beam of arcane light.
Your hellstream *** OBLITERATES *** someone!
Someone is mortally wounded!!
Someone slowly disappears.
Someone slowly disappears.
Someone slowly disappears.
Someone slowly disappears.
Someone slowly disappears.

<297hp 1269m 465mv> [Exits: --- ] 9 
lo
sl
You can't see a thing!

<297hp 1269m 465mv> [Exits: --- ] 9 You go to sleep.

<297hp 1269m 465mv> [Exits: --- ] 9 
who
Players matched: 0
There are 0 characters on, the most on since startup was 25.
The title of Master Questor of Aabahran is currently held by Quayaxis.

<297hp 1269m 465mv> [Exits: --- ] 9 
who
Players matched: 0
There are 0 characters on, the most on since startup was 25.
The title of Master Questor of Aabahran is currently held by Quayaxis.

<297hp 1269m 465mv> [Exits: --- ] 9 
wo
You have 42249 gold, 2882250 gold in the bank and 617400 experience (48600 exp to level).
You have 4 rp points.
You currently possess 1734 skulls for your service to SYNDICATE.
You currently need 2.0 hours for one skull.

<297hp 1269m 465mv> [Exits: --- ] 9 
who
Players matched: 0
There are 0 characters on, the most on since startup was 25.
The title of Master Questor of Aabahran is currently held by Quayaxis.

<297hp 1269m 465mv> [Exits: --- ] 9 
a
You are affected by the following:
Spell: dirt kicking   : modifies ac by 15 for 0 hours
                      : modifies hitroll by -6 for 0 hours
Spell: protective shield: for 7 hours
Spell: shatter        : modifies str by -7 for 4 hours
                      : modifies damroll by -6 for 4 hours
                      : modifies hitroll by -6 for 4 hours
Spell: secret arts    : for 19 hours
Spell: sanctuary      : for 4 hours
Spell: mana shield    : for 0 hours
Spell: abduct         : for 59 hours
Spell: pass door      : for 1 hours
Spell: spy            : for 7 hours
Spell: detect invis   : for 12 hours
Spell: detect magic   : for 12 hours
Spell: armor          : modifies ac by -20 for 17 hours
Spell: shield         : modifies ac by -20 for 17 hours
Spell: stone skin     : modifies ac by -40 for 23 hours
Spell: fly            : for 4 hours

<297hp 1269m 465mv> [Exits: --- ] 9 
You are thirsty.
You are hungry.
You rub the dirt out of your eyes.
Your mana shield flares brightly then dissipates.
You feel fully refreshed!

<378hp 1427m 471mv> [Exits: N E W] 10 
wa
You wake and stand up.

<378hp 1427m 471mv> [Exits: N E W] 10 
lo
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [||||||](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(White Aura) Vhectir is kneeling on the ground.

<378hp 1427m 471mv> [Exits: N E W] 10 
say well fought.
You say 'Well fought.'

<378hp 1427m 471mv> [Exits: N E W] 10 
lo
Shadowy Woods
  A dark and eerie trail leads through the cavernous maw of towering trees
and fearsome sounds.  Glowing eyes blink deep within the shadows, following
any and all movement, in idle curiosity.  The seemingly lethargic foul
creatures do not guarantee safe passage, and ghostly whispers warn you to
turn back while you still can.  

[Exits: north east west]
[SAVANT]    [||||||](2) The Mana Sphere floats far above, humming with weird energies.
     Vultures pick at remains of the Time Elemental.
     A small spring of water flows here, trickling softly.
(White Aura) Vhectir is kneeling on the ground.


Standing approximately six feet tall is a creature completely devoid of
any hair.  It's skin is almost completely translucent, with a network of
veins pumping a purplish substance through it's body, which is visibly
pulsing underneath it's pale grey skin.  There is a large amount of scar
tissue across the right side of it's face.  The scarring originates from the
top of it's head, and runs diagonally across the face, having consumed it's
right eye, and the majority of one facial tentacle.  Only a small, scarred
stub remains where the sixth tentacle used to be.  However, the other side
of it's face seems to be in immaculate condition.  It's translucent skin is
stretched tightly across an elongated head, a row of small ridges running
from between it's eyes all the way to the back of the head, and it's good
eye is vaguely similar to that of a human's, except it is quite a bit larger
and a milky white colour.  The rest of the body is surrounded by a loosely
fitting black robe, covered in all manner of runes and symbols, except for a
pair of long slender tentacles protruding from either side of the robe.  
It has done a fair amount of traveling.
Vhectir is in awful condition.

Vhectir is using:
<used as light>        (Glowing) an illuminated disc
<worn on finger>       a ring of moral ambiguity
<worn on finger>       (Invis) (Glowing) (Humming) the ring of impermanence
<worn around neck>     (Magical) an emerald brooch adorned with a muddy bauble
<worn on head>         a Centaurian Helm adorned with a muddy bauble
<worn on ear>          (Glowing) a silver hoop earring adorned with a muddy bauble
<worn on torso>        (Humming) a suit of black eog bodyarmor
<worn on hands>        surgeon's gloves
<worn on legs>         some steelsilk pantaloons
<worn on feet>         (Glowing) boots of protection
<worn as shield>       (Glowing) a yellow tower shield
<worn about body>      (Glowing) (Humming) a chasuble of the Broken Mind
<worn about waist>     (Invis) (Humming) a belt of faerie magic
<worn around wrist>    (Magical) (Glowing) a glass bracelet adorned with a muddy bauble
<held>                 (Humming) a glimmering white staff
<worn on face>         a surgeon's face mask
<floating nearby>      (Magical) a Mote of Tides
You sense following auras:
Spell: mercy wait     : for 4 hours
Spell: mortally wounded: for 3 hours
Spell: drained        : for 10 hours
Spell: detect magic   : for 50 hours
Spell: detect invis   : for 50 hours
Spell: armor          : modifies ac by -20 for 45 hours
Spell: sanctuary      : for 3 hours
Spell: protective shield: for 3 hours
Spell: protection     : modifies savingspell by -1 for 15 hours

<378hp 1427m 471mv> [Exits: N E W] 10 
collect list vhectir
Bids set for Vhectir's head listed in order of CABAL POINTS.
 1: Gp: 0          Cp: 100       
This bounty will expire in 2 days.

<378hp 1427m 471mv> [Exits: N E W] 10 
collect vhectir 1
You slice off Vhectir's head and place it in a bag.
Vhectir's headless body twitches violently.
Vhectir is DEAD!!
[SYNDICATE]: 'Yaliza has claimed a bounty!'
You have gained 85 skulls in service of SYNDICATE.
[SYNDICATE]: '20 skulls have been directed to our coffers from Vhectir's bounty.'
You have gained 80 skulls in service of SYNDICATE.
You've received 0 gold, 0 items from the bounty and 3 items from the corpse.
You stop eavesdropping on Vhectir.

Anonymous poster hash: c1071...848

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Pretty delusional if you think a blind mage with only 1 defense should defend that much. I'd expect that many hits to not land vs a melee. I'd understand if they were blinded by firestorm.

This isn't an attack against you or your character anyway, I was merely bringing up the fact that the anti-melee pets can barely hit a mage.

Anonymous poster hash: c26e0...17c

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Firstly, I am pretty annoyed when people who are not the characters mentioned in a log post anonymously.

Secondly, to whoever is replying to Yaliza, that is what high AC and high dex do - you parry well.

Thirdly, unless it has been changed, mage parry is limited to 105%. Are you certain yours is at 110, Yaliza?

And lastly, what was Vhectir doing there, sitting for so long?

In the end, I think Yaliza played this one badly, but Vhectir played it even worse. Both of you are evil, yet noone uses protection from evil, especially considering how easy it is for Vhectir to obtain it.

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Hey,

Yeah, sorry I was a bit distracted during that fight. Definitely didn't give it my all. Who knows, maybe next time right?

As to not capitalizing on the sleep/blind/curse, basically had a lot of trouble landing any spells on you, but I assume you have some sick saves. Just miss timed my last couple of tries and didn't hit a big opener. 

Also minions weren't buffed in that fight. That might have made a bit of a difference.

My first necro at 50 too, so any tips would be welcome.

Cheers,

Anonymous poster hash: 05f3e...317

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Enough. 

If you want to flame anonymously we will permanently ban you from the forums. 

Consider this your last and only warning for the rest of eternity. All of you.

 

If you would like to add something useful to this thread in aid of either the necro or the invoker PM me. And I will post it on your behalf. Appears we can't be trusted not to get our undies in a wad.

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PM'd Advice: 

 

Make sure you use soul tap to strengthen your pets. It makes a huge difference.

When your pets dirt kick him, order them to rescue you. That way he isn't still hitting you with hellstream and has to either flee or use a less damaging aoe spell.

If he flees it will give you a chance to sleep him or cast a spell on him to get a murder round with your pets. Although if he is wise he will throw up firestorm to negative this tactic.

If he has mana shield up, none of your afflictive spells will harm him. I'm pretty sure dispel magic still works so use it. Hopefully you will get lucky and land one. If you do, he could be in for a world of hurt if timed right.

I know that energy drain could mess with him a bit but I am not sure it will have the desired effect through mana shield. He won't take the damage but maybe it still drains? Not sure.

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Advice for the Necro.

Do not just sit in combat and let yourself be hellstreamed.  Try to blind/dispel.  I suggest blind, though.

When you put me to sleep you did all the right things.  Yet you allowed me to wake up, then gave me time to go to a Healer and just remove the curse that you placed upon me without even chasing me.

We are mages and we do not heal well.  You are going to fight some very tough Warmasters.  You need to get into the habit of having consumables on hand.  We need to heal when we can or we die.  Nymph hearts all day.  If your using armies collect Nymph hearts.

I was able to heal with you not chasing me at all.

Also, it is important to try and increase your Spell level on your mals.  Plagues and poisons are terrible to catch.  Warmasters can just get rid of it with ease so I would just try to out damage them with acid blasts.

Everyone else try to poison if there protections allow for it.  Look at your opponent before you fight.  This will give you an idea of how difficult things will be to land.  If I notice a person is well protected I do not try to dispel I just try to bring the heat.

Nymph Hearts/Protection Evil.  I had three on hand that I did not use because I did not need to.  I tested the waters and when I felt the temperature was right I went for the kill.

 

I am rooting for you BRO!

 

Yaliza

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In response to F0xx, Strength Damned doesn't exist anymore unless it's been changed since July with my Necromancer I tried out with the new changes.

Necromancer needs ALL three healing items near Cabal. Two are staves, and the third being the Nymph Heart. All completely farmable and really nice to have on hand to keep health up. Just remember that staves do give a two rounds to use just once. All of which are extremely useful if you're running and healing all at the same time. Depending on which other selections you made, flesh golem or stone golem expertise, use them to your advantage when you can. If you have the flesh golem, use it to heal yourself and if you've got the stone golem, use it carefully depending on your HP. Just make sure you're constantly moving in the future so that you can do this. Vamp touch may work decent if you're trying to heal from nymphs/dryads, but in all honesty, if you get hit by one of them, you tend to lose more hp than the hp you gained to begin with. So weigh the risks on that as well.

Pay attention to your HP so that you don't go into shock. If you do, run and make sure you have a recall handy. If your hometown is the Hive, let them chase you a bit before you recall, but if it's Maelbrim, choke one back. Considering his Cabal you wont get much breathing room, but it should be enough to get you to be able to change your game plan. In this game, it's all about making sure you have enough moves to do this, otherwise there's an item you can use that will launch you out and away without using moves, but at the cost of HP. Or you can teleport as a last ditch effort if you have it mastered. Better chance of ending up somewhere alive versus in a den of aggro MOBs for an almost instant death. In most cases I'd say be the aggressor, but considering you had a bounty on you and he'd be ready almost 100% of the time if you did go at him first, I'd say fight defensively until he's down on HP. When he gets down to  Pretty Hurt or even just before that, that's when you need to be prepared to chase him. Dispel him if you can, and if you do manage to sleep him, blind him first and curse him. Leave poison/plague until the last hour before he wakes up to maximize any other spells you want to try and land. Find and use as much +spell gear you can get and if you're Temporum then +1 spell level is easily done. Destroy a soul for the same purpose if you have any, and landing those spells should be a cake walk depending on saves.

It could've gone very differently for you, but if you had that many distractions causing your game to dip dramatically, I'd highly suggest to just logging off at that point. It's far better to quit out so you can take care of what's needed and that you can always come back later to redeem yourself. There's no sense in forcing yourself to play if you are too busy to pay completely attention to your screen.

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