Ye Olde Abandoned Realms Logs

HOWTO: Dealing with Demons - by Szrevan

posted on 2021-10-11 12:09:10
<718hp 353m 489mv> [no opponent] [no opponent] wa
You wake and stand up.

<718hp 353m 489mv> [no opponent] [no opponent] whe
Players near you in Darkhaven:
<PK> Szrevan Weathered Graves

<718hp 353m 489mv> [no opponent] [no opponent] look
Weathered Graves
+ | Poorly maintained gravestones lay about this cemetery. You can
| | hardly make out any names that might be carved into each tombstone
+-+ | itself, as the elements seem to have gotten the better of them.
| | Once part of the many headstones, you can see chunks of marble,
+-+ @-o | granite and various other materials scattered about the rather
| | | | | diminished ground. A crumpled iron fence confines the cemetery
+ +-o-o-z| while you can see Lacramose Temple beyond the road north of you.
| | The paths through the gravestones continue east and south.
+ |
---------+

[Exits: east south]

<718hp 353m 489mv> [no opponent] [no opponent] e
Weathered Graves
| Poorly maintained gravestones lay about this cemetery. You
| can hardly make out any names that might be carved into
| each tombstone itself, as the elements seem to have gotten
| the better of them. Once part of the many headstones, you
+ o-@ | can see chunks of marble, granite and various other materials
| | | | scattered about the rather diminished ground. A crumpled
+-o-o-z | iron fence confines the cemetery while you can see Lacramose
| Temple beyond the road north of you. There lies an open
| crypt entrance leading downwards while the path through
---------+ the gravestones continues west and south.

[Exits: south west down]

<718hp 353m 487mv> [no opponent] [no opponent] s
e
Weathered Graves
| Poorly maintained gravestones lay about this cemetery. You
| can hardly make out any names that might be carved into
+ o-o | each tombstone itself, as the elements seem to have gotten
| | | | the better of them. Once part of the many headstones, you
+-o-@-z | can see chunks of marble, granite and various other materials
| scattered about the rather diminished ground. A crumpled
| iron fence confines the cemetery while you can see shops
| to the south. You can see an open clearing to your east
| or the path through the gravestones continues north and
---------+ west.

[Exits: north east west]

<718hp 353m 485mv> [no opponent] [no opponent] The Edge of a Shattered Necropolis
| The path here ends abruptly as ruins of something ancient
| seem to be blocking the path. As you climb up higher to gain
o-o | a vantage point, you see the ruins are that of a destroyed
| | | necropolis. The way forward is too cluttered to advance so
o-o-@ | returning to the graveyard west is the only option.
|
|
|
|
---------+

[Exits: west]
A wisp of energy from a bygone era is here.

<718hp 353m 482mv> [no opponent] [no opponent] w
Weathered Graves
| Poorly maintained gravestones lay about this cemetery. You
| can hardly make out any names that might be carved into
+ o-o | each tombstone itself, as the elements seem to have gotten
n
| | | | the better of them. Once part of the many headstones, you
+-o-@-z | can see chunks of marble, granite and various other materials
| scattered about the rather diminished ground. A crumpled
| iron fence confines the cemetery while you can see shops
| to the south. You can see an open clearing to your east
| or the path through the gravestones continues north and
---------+ west.

[Exits: north east west]

<718hp 353m 479mv> [no opponent] [no opponent] Weathered Graves
| Poorly maintained gravestones lay about this cemetery. You
| can hardly make out any names that might be carved into
| each tombstone itself, as the elements seem to have gotten
| the better of them. Once part of the many headstones, you
+ o-@ | can see chunks of marble, granite and various other materials
| | | | scattered about the rather diminished ground. A crumpled
+-o-o-z | iron fence confines the cemetery while you can see Lacramose
| Temple beyond the road north of you. There lies an open
| crypt entrance leading downwards while the path through
---------+ the gravestones continues west and south.

[Exits: south west down]

<718hp 353m 477mv> [no opponent] [no opponent] s
e
Weathered Graves
| Poorly maintained gravestones lay about this cemetery. You
| can hardly make out any names that might be carved into
+ o-o | each tombstone itself, as the elements seem to have gotten
| | | | the better of them. Once part of the many headstones, you
+-o-@-z | can see chunks of marble, granite and various other materials
| scattered about the rather diminished ground. A crumpled
| iron fence confines the cemetery while you can see shops
| to the south. You can see an open clearing to your east
| or the path through the gravestones continues north and
---------+ west.

[Exits: north east west]

<718hp 353m 475mv> [no opponent] [no opponent] e
The Edge of a Shattered Necropolis
| The path here ends abruptly as ruins of something ancient
| seem to be blocking the path. As you climb up higher to gain
o-o | a vantage point, you see the ruins are that of a destroyed
| | | necropolis. The way forward is too cluttered to advance so
o-o-@ | returning to the graveyard west is the only option.
|
|
|
|
---------+

[Exits: west]
A wisp of energy from a bygone era is here.

<718hp 353m 472mv> [no opponent] [no opponent] look wisp
Alas, you cannot go that way.

<718hp 353m 472mv> [no opponent] [no opponent] A wisp of pure energy is here, hovering. This strange ball of
contradiction appears to be made of light, yet emits no light of any kind.
The entity seems to be alive despite being much older than modern Serin.
Was it always round, or was it worn down by time like a stone tumbling along
a river's bottom?
A wisp of energy is in excellent condition.

<718hp 353m 472mv> [no opponent] [no opponent] whe
Players near you in Darkhaven:
<PK> Aelaldric Coral Way
<PK> Szrevan The Edge of a Shattered Necropolis

<718hp 353m 472mv> [no opponent] [no opponent] con wisp

Your lore of Serin people and equipment reveal the following:
[AC] **** : a wisp of energy's armor class is somewhat better than your own.
[DAM] * : a wisp of energy's damage is much lower than your own.
[AVE] ** : a wisp of energy's weapon is somewhat weaker than your own.

You would learn nothing from defeating a wisp of energy.
a wisp of energy looks just as disinterested as you.

<718hp 353m 472mv> [no opponent] [no opponent] i
You are carrying:
(Humming) the blade of madness
(Glowing) (Humming) a broadsword of purification
(Glowing) (Humming) a baton of purification
( 2) ground-up bones of a vampire bat
a set of steel javelins (1)
(Magical) (Glowing) a magic seashell
a gigantic gold chalice
(Humming) an enspelled energy shield
(Glowing) (Humming) an axe of bladed fury
(Humming) 'vaelsram', the Blade of Conquerors
(Magical) (Glowing) (Humming) a whipping tail of a manticore
(Invis) (Magical) (Humming) the mace of disruption
(Magical) (Glowing) a Dagger of Chaos

<742hp 363m 489mv> [no opponent] [no opponent] giv chaos wisp
You give a Dagger of Chaos to a wisp of energy.

<742hp 363m 489mv> [no opponent] [no opponent] w
w
Weathered Graves
| Poorly maintained gravestones lay about this cemetery. You
| can hardly make out any names that might be carved into
+ o-o | each tombstone itself, as the elements seem to have gotten
| | | | the better of them. Once part of the many headstones, you
+-o-@-z | can see chunks of marble, granite and various other materials
| scattered about the rather diminished ground. A crumpled
| iron fence confines the cemetery while you can see shops
| to the south. You can see an open clearing to your east
| or the path through the gravestones continues north and
---------+ west.

[Exits: north east west]

<742hp 363m 486mv> [no opponent] [no opponent] w
whe
Weathered Graves
+-+-+ | Poorly maintained gravestones lay about this cemetery. You can
| | hardly make out any names that might be carved into each tombstone
+-+ o-o | itself, as the elements seem to have gotten the better of them.
| | | | | Once part of the many headstones, you can see chunks of marble,
+ +-@-o-z| granite, and various other materials scattered about the rather
| | diminished ground. A crumpled iron fence confines the cemetery
+ | to the west, while you can see shops to the south beyond the
| | fence. You can leave the cemetery through the gate and the gravestones
+ | continue to the east and north.
---------+

[Exits: north east west]

<742hp 363m 484mv> [no opponent] [no opponent] A Broken Wrought Iron Gate
+-+-+-+-+| The mangled iron fence comes to a halt as it approaches a massive
| | wrought iron gate to the cemetery. One of the gate doors is
+-+ o-o| rusted shut, while the other is broken off the hinges entirely
| | | || and can be seen leaning up against the fence. A path leads
+ + @-o-o| inside through the gate or you can follow the path out to the
| | | north.
+-+ |
| |
+ |
---------+

[Exits: north east]

<742hp 363m 482mv> [no opponent] [no opponent] Players near you in Darkhaven:
<PK> Aelaldric Larken Road
<PK> Szrevan A Broken Wrought Iron Gate

<742hp 363m 482mv> [no opponent] [no opponent] whe
Players near you in Darkhaven:
<PK> Aelaldric Larken Road
<PK> Szrevan A Broken Wrought Iron Gate

<742hp 363m 482mv> [no opponent] [no opponent] af
You are affected by the following:
: lasts for 49 hours
Skill: warcry : modifies save vs afflictive by 6 for 11 hours
: modifies hitroll by 6 for 11 hours
Set : Titanium Tenor : modifies damroll by 5 permanently
: modifies constitution by 5 permanently
: modifies save vs afflictive by 15 permanently
: modifies armor class by 60 permanently

<742hp 363m 482mv> [no opponent] [no opponent] whe
Players near you in Darkhaven:
<PK> Aelaldric Amongst Crumpled Iron
<PK> Szrevan A Broken Wrought Iron Gate

<742hp 363m 482mv> [no opponent] [no opponent] tena

Aelaldric rides in on a nightmare.
You prepare your resolve and stand ready for battle.

<742hp 303m 482mv> [no opponent] [no opponent]
You yell 'Help! I am being attacked by Aelaldric!'
You turn Aelaldric's attack against him.
Your beating MUTILATES Aelaldric!
Aelaldric's thrust MUTILATES you!
[* ] You parry Aelaldric's thrust.
Aelaldric is in excellent condition.

<702hp 288m 482mv> [blade] [none] mounted
You feel extremely uncomfortable in Aelaldric's presence.
Your beating DISEMBOWELS Aelaldric!
Your pierce maims Aelaldric!
Your beating maims Aelaldric!
Your pierce devastates Aelaldric!
Aelaldric's thrust maims you!
Aelaldric has some small wounds and bruises.

<668hp 288m 482mv> [blade] [none] mounted overpower bash

Aelaldric has fled!
Aelaldric rides east on a nightmare.

<668hp 288m 482mv> [no opponent] [no opponent] wie flai
dual dagger
But you aren't fighting anyone!

<668hp 288m 457mv> [no opponent] [no opponent] You do not have that item.

<668hp 288m 457mv> [no opponent] [no opponent] You do not have that weapon.

<668hp 288m 457mv> [no opponent] [no opponent] e
Weathered Graves
+-+-+ | Poorly maintained gravestones lay about this cemetery. You can
| | hardly make out any names that might be carved into each tombstone
+-+ o-o | itself, as the elements seem to have gotten the better of them.
murder Aelaldric
| | | | | Once part of the many headstones, you can see chunks of marble,
+ +-@-o-z| granite, and various other materials scattered about the rather
| | diminished ground. A crumpled iron fence confines the cemetery
+ | to the west, while you can see shops to the south beyond the
| | fence. You can leave the cemetery through the gate and the gravestones
+ | continue to the east and north.
---------+

[Exits: north east west]

<668hp 288m 455mv> [no opponent] [no opponent] They aren't here.

<668hp 288m 455mv> [no opponent] [no opponent] scan all
You scan all around.
You scan north.
You scan east.
*** Range 2 (east) ***
A wisp of energy from a bygone era is here.
You scan west.

<668hp 288m 455mv> [no opponent] [no opponent] e

Aelaldric rides in on a nightmare.
Weathered Graves
| Poorly maintained gravestones lay about this cemetery. You
| can hardly make out any names that might be carved into
+ o-o | each tombstone itself, as the elements seem to have gotten
| | | | the better of them. Once part of the many headstones, you
+-o-@-z | can see chunks of marble, granite and various other materials
| scattered about the rather diminished ground. A crumpled
| iron fence confines the cemetery while you can see shops
scan all
| to the south. You can see an open clearing to your east
| or the path through the gravestones continues north and
---------+ west.

[Exits: north east west]

<668hp 288m 453mv> [no opponent] [no opponent] You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
A wisp of energy from a bygone era is here.
You scan west.
*** Range 2 (west) ***
(White Aura) (OUTCAST) Aelaldric the Unholy Knight is riding on the back of a nightmare.

<668hp 288m 453mv> [no opponent] [no opponent] whe
Players near you in Darkhaven:
<PK> Aelaldric A Broken Wrought Iron Gate
<PK> Szrevan Weathered Graves

<668hp 288m 453mv> [no opponent] [no opponent] w
murder Aelaldric
Weathered Graves
+-+-+ | Poorly maintained gravestones lay about this cemetery. You can
| | hardly make out any names that might be carved into each tombstone
+-+ o-o | itself, as the elements seem to have gotten the better of them.
| | | | | Once part of the many headstones, you can see chunks of marble,
+ +-@-o-z| granite, and various other materials scattered about the rather
| | diminished ground. A crumpled iron fence confines the cemetery
+ | to the west, while you can see shops to the south beyond the
| | fence. You can leave the cemetery through the gate and the gravestones
+ | continue to the east and north.
---------+

[Exits: north east west]

<668hp 288m 451mv> [no opponent] [no opponent] w
murder Aelaldric
They aren't here.

<668hp 288m 451mv> [no opponent] [no opponent] A Broken Wrought Iron Gate
+-+-+-+-+| The mangled iron fence comes to a halt as it approaches a massive
| | wrought iron gate to the cemetery. One of the gate doors is
+-+ o-o| rusted shut, while the other is broken off the hinges entirely
| | | || and can be seen leaning up against the fence. A path leads
+ + @-o-o| inside through the gate or you can follow the path out to the
| | | north.
+-+ |
| |
+ |
---------+

[Exits: north east]

<668hp 288m 449mv> [no opponent] [no opponent] n
They aren't here.

<668hp 288m 449mv> [no opponent] [no opponent] w
Amongst Crumpled Iron
+ *| The path here follows a mangled, wrought iron fence. The individual
| || bars are bent and broken as if something large and powerful
+-+-+-+-+| tried to get through. Beyond the fence, you can make out traces
| | of a cemetery. Heading south will bring you to the entrance,
+-@ o-o| and Coral Way is to the west.
| | | ||
+ + +-o-o|
| | |
+-+ |
---------+

[Exits: south west]

<668hp 288m 447mv> [no opponent] [no opponent] scan all
Coral Way
S + | Specialty stores are all around you selling fishing accessories,
| | | rain jackets, etc. Store owners call out to you as you walk
+-+-+-+-+| past and glance at them. Skanky looking prostitutes look
| | your way - hoping to gain some business. A path to the east
@-+ o| leads to an old grave site.
| | ||
B + + +-o|
| | | |
+-+-+ |
---------+

[Exits: north east south]

<668hp 288m 445mv> [no opponent] [no opponent] You scan all around.
You scan north.
*** Range 1 (north) ***
A Darkhaven guard stalks the area.
*** Range 4 (north) ***
(White Aura) (OUTCAST) Aelaldric the Unholy Knight is riding on the back of a nightmare.
*** Range 5 (north) ***
The caravan attendant is here, with caravans for hire.
*** Range 6 (north) ***
(White Aura) A triton Watchman stands here, with purpose.
You scan east.
You scan south.
*** Range 1 (south) ***
A haggard looking pirate is in search of booty.
*** Range 3 (south) ***
A Darkhaven guard stalks the area.
A meditationist walks slowly about chanting mantras.
*** Range 6 (south) ***
A Darkhaven guard stalks the area.

<668hp 288m 445mv> [no opponent] [no opponent] n
Coral Way
+ | Specialty stores are all around you selling fishing accessories,
| | rain jackets, etc. Store owners call out to you as you
S + | walk past and glance at them. Skanky looking prostitutes
| | | look your way - hoping to gain some business.
+-+-@-+-+|
| |
+-+ o|
| | ||
+ +-o|
---------+

[Exits: north east south west]
A Darkhaven guard stalks the area.

<668hp 288m 443mv> [no opponent] [no opponent] n
n
Coral Way
+ | Specialty stores are all around you selling fishing accessories,
| | rain jackets, etc. Store owners call out to you as you
+ | walk past and glance at them. Skanky looking prostitutes
| | look your way - hoping to gain some business.
S @ |
| | |
+-+-+-+-+|
| |
+-+ |
---------+

[Exits: north south]

<668hp 288m 441mv> [no opponent] [no opponent] n
Coral Way
| Specialty stores are all around you selling fishing accessories,
| | rain jackets, etc. Store owners call out to you as you
+ | walk past and glance at them. Skanky looking prostitutes
| | look your way - hoping to gain some business.
@ |
| |
S + |
| | |
+-+-+-+-+|
---------+

[Exits: north south]

<668hp 288m 439mv> [no opponent] [no opponent] At the North Gate
| You reach the northern end of the city. Ahead of you, you
| can see a dim forest with some sunlight bursting through
| the canopy. The only thing that stands in your way are a
| | pair of big, thick, metal gates. You almost feel relieved
@ | leaving this city.
| |
+ |
| |
+ |
---------+

[Exits: north south]

<668hp 288m 437mv> [no opponent] [no opponent] n
Outside the Gates
| You are completely lost in this insane fog. You know that
| there is a city somewhere. You can hear it. You can smell
| it. You can taste the salt in the air. But where is it? You
| | begin to wonder, is this fog entirely natural?
@ |
| |
|
|
|
---------+

[Exits: north south]
(White Aura) A triton Watchman stands here, with purpose.
The caravan attendant is here, with caravans for hire.

<668hp 288m 435mv> [no opponent] [no opponent]
A Triton Watchman screams and attacks you!
You turn a Triton Watchman's attack against him.
Your beating MUTILATES a Triton Watchman!
[***] You dodge a Triton Watchman's charge.
A Triton Watchman has some small wounds and bruises.

<668hp 273m 435mv> [none] [mob] ground s
No way! You are still fighting!
A Triton Watchman has some small wounds and bruises.

<668hp 273m 435mv> [none] [mob] ground flee
You flee from combat!
At the North Gate
| You reach the northern end of the city. Ahead of you, you
| can see a dim forest with some sunlight bursting through
| the canopy. The only thing that stands in your way are a
| | pair of big, thick, metal gates. You almost feel relieved
@ | leaving this city.
| |
+ |
| |
+ |
---------+

[Exits: north south]

<668hp 273m 433mv> [no opponent] [no opponent] scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) A triton Watchman stands here, with purpose.
The caravan attendant is here, with caravans for hire.
*** Range 2 (north) ***
(White Aura) (OUTCAST) Aelaldric the Unholy Knight is riding on the back of a nightmare.
You scan south.
*** Range 3 (south) ***
A Darkhaven guard stalks the area.
*** Range 5 (south) ***
A haggard looking pirate is in search of booty.

<668hp 273m 433mv> [no opponent] [no opponent] scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) (OUTCAST) Aelaldric the Unholy Knight is riding on the back of a nightmare.
(White Aura) A triton Watchman stands here, with purpose.
The caravan attendant is here, with caravans for hire.
You scan south.
*** Range 3 (south) ***
A Darkhaven guard stalks the area.
*** Range 5 (south) ***
A haggard looking pirate is in search of booty.

<668hp 273m 433mv> [no opponent] [no opponent] s
scan all
Coral Way
| Specialty stores are all around you selling fishing accessories,
| | rain jackets, etc. Store owners call out to you as you
+ | walk past and glance at them. Skanky looking prostitutes
| | look your way - hoping to gain some business.
@ |
| |
S + |
| | |
+-+-+-+-+|
---------+

[Exits: north south]

<668hp 273m 431mv> [no opponent] [no opponent] You scan all around.
You scan north.
*** Range 2 (north) ***
(White Aura) (OUTCAST) Aelaldric the Unholy Knight is riding on the back of a nightmare.
(White Aura) A triton Watchman stands here, with purpose.
The caravan attendant is here, with caravans for hire.
You scan south.
*** Range 2 (south) ***
A Darkhaven guard stalks the area.
*** Range 4 (south) ***
A haggard looking pirate is in search of booty.
*** Range 6 (south) ***
whe
A Darkhaven guard stalks the area.
A meditationist walks slowly about chanting mantras.

<668hp 273m 431mv> [no opponent] [no opponent] Players near you in Darkhaven:
<PK> Szrevan Coral Way

<668hp 273m 431mv> [no opponent] [no opponent] ex
Obvious exits:
North - At the North Gate
South - Coral Way

<668hp 273m 431mv> [no opponent] [no opponent] n
At the North Gate
| You reach the northern end of the city. Ahead of you, you
| can see a dim forest with some sunlight bursting through
| the canopy. The only thing that stands in your way are a
| | pair of big, thick, metal gates. You almost feel relieved
@ | leaving this city.
| |
+ |
| |
+ |
---------+

[Exits: north south]
(White Aura) A triton Watchman stands here, with purpose.
A Triton Watchman screams and attacks you!
You turn a Triton Watchman's attack against him.
Your beating maims a Triton Watchman!
[** ] You dodge a Triton Watchman's charge.
A Triton Watchman has some small wounds and bruises.

<668hp 258m 429mv> [none] [mob] ground af
You are affected by the following:
Skill: counter : lasts for 22 moments
Aura : malevolence : modifies hitroll by -6 for 2 hours
: lasts for 49 hours
Skill: warcry : modifies save vs afflictive by 6 for 11 hours
: modifies hitroll by 6 for 11 hours
Set : Titanium Tenor : modifies damroll by 5 permanently
: modifies constitution by 5 permanently
: modifies save vs afflictive by 15 permanently
: modifies armor class by 60 permanently
A Triton Watchman kicks dirt in your eyes!
A Triton Watchman's kicked dirt scratches you.
You can't see a thing!

<664hp 258m 429mv> [unknown] [unknown]
Someone rides in on a nightmare.

<664hp 258m 429mv> [unknown] [unknown] flee

Someone utters the words, 'ablggar bjrxabrat'.
The demonic haze surrounding someone grows darker.
You flee from combat!
You can't see a thing!

<664hp 258m 427mv> [no opponent] [no opponent] n
You can't see a thing!

<664hp 258m 425mv> [no opponent] [no opponent] n
n
You can't see a thing!

<664hp 258m 423mv> [no opponent] [no opponent] n
You can't see a thing!

<677hp 265m 489mv> [no opponent] [no opponent] You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 489mv> [no opponent] [no opponent] w
w
You can't see a thing!

<677hp 265m 487mv> [no opponent] [no opponent] w
w
w
You can't see a thing!

<677hp 265m 485mv> [no opponent] [no opponent] w
You can't see a thing!

<677hp 265m 483mv> [no opponent] [no opponent] You can't see a thing!

<677hp 265m 481mv> [no opponent] [no opponent] You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 481mv> [no opponent] [no opponent] You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 481mv> [no opponent] [no opponent] w
n
You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 481mv> [no opponent] [no opponent] n
You can't see a thing!

<677hp 265m 479mv> [no opponent] [no opponent] You can't see a thing!

<677hp 265m 477mv> [no opponent] [no opponent] w
w
You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 477mv> [no opponent] [no opponent] w
You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 477mv> [no opponent] [no opponent] You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 477mv> [no opponent] [no opponent] n
w
You can't see a thing!

<677hp 265m 475mv> [no opponent] [no opponent] You can't see a thing!

<677hp 265m 473mv> [no opponent] [no opponent] w
You can't see a thing!

<677hp 265m 471mv> [no opponent] [no opponent] w
You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 471mv> [no opponent] [no opponent] w
You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 471mv> [no opponent] [no opponent] n
You can't see a thing!

<677hp 265m 469mv> [no opponent] [no opponent] w
You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 469mv> [no opponent] [no opponent] w
You can't see a thing!
Alas, you cannot go that way.

<677hp 265m 469mv> [no opponent] [no opponent] n

You rub the dirt out of your eyes, but they're still watering.

<677hp 265m 469mv> [no opponent] [no opponent] Outerlimits
Everything is in a blur right now.
A foul looking crow crawls around here.
A foul looking crow crawls around here.

<677hp 265m 467mv> [no opponent] [no opponent] w
Alas, you cannot go that way.

<677hp 265m 467mv> [no opponent] [no opponent] w
Alas, you cannot go that way.

<677hp 265m 467mv> [no opponent] [no opponent] w
Alas, you cannot go that way.

<677hp 265m 467mv> [no opponent] [no opponent] n
Outerlimits
Everything is in a blur right now.
A foul looking crow crawls around here.

<677hp 265m 465mv> [no opponent] [no opponent] w
Outerlimits
Everything is in a blur right now.

<677hp 265m 463mv> [no opponent] [no opponent] w
Outerlimits
Everything is in a blur right now.

<677hp 265m 461mv> [no opponent] [no opponent] whe
w
Players near you in Outerlimits:
<PK> Aelaldric The open plains
<PK> Szrevan An unstable rope bridge

<677hp 265m 461mv> [no opponent] [no opponent] Outerlimits
Everything is in a blur right now.

<677hp 265m 459mv> [no opponent] [no opponent] w
Outerlimits
Everything is in a blur right now.

<677hp 265m 457mv> [no opponent] [no opponent] n
w
Dankbark Forest
Everything is in a blur right now.
(Glowing) A gaudy looking pearl bracelet looks lost.
A length of thick wood with crude spikes protruding lays here.

<677hp 265m 455mv> [no opponent] [no opponent] w
Dankbark Forest
Everything is in a blur right now.
A man stands here, examining the trail for possible pursuit.
A dirt-stained child stands here, sucking his thumb.
A lady is here, crying at her family's misfortune.

<677hp 265m 452mv> [no opponent] [no opponent] whe
Alas, you cannot go that way.

<677hp 265m 452mv> [no opponent] [no opponent] Players near you in Dankbark Forest:
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] af
You are affected by the following:
Skill: watery eyes : modifies hitroll by -3 for 1 rounds
Aura : malevolence : modifies hitroll by -6 for 1 hours
: lasts for 48 hours
Skill: warcry : modifies save vs afflictive by 6 for 10 hours
: modifies hitroll by 6 for 10 hours
Set : Titanium Tenor : modifies damroll by 5 permanently
: modifies constitution by 5 permanently
: modifies save vs afflictive by 15 permanently
: modifies armor class by 60 permanently

<677hp 265m 452mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] re
You rest.

<677hp 265m 452mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] who

Your eyes stop watering.

<677hp 265m 452mv> [no opponent] [no opponent] whe
[ Duerg ] Aelgar Ickyhand the Knifer
[ Demon ] Werig the Regent of Ancient Wisdom
[ DmElf ] <PK> [LEGION] (*DEATHMARK*) (THREAT) (OUTCAST) Aelaldric the Unholy Knight
[ Beast ] <PK> Tonke Barklowe the Grand Hierophant of the Forest
[ Trean ] <PK> Gruezi the Grand Hierophant of the Forest
[50 Slith War] <PK> (KING) [WARLORD] (Blademaster) Szrevan Sra'Tak the Serpent King, Blademaster of Warlords
[ Gobln ] <PK> <HERALD> Valindra Skitterwit the Sage of Arcane Power, Lore Keeper of Myth
[ Dwarf ] Hadrelan the Master of the Path
[ Storm ] <PK> <SCHOLAR> Serra the Paradigm of Water, Doyenne of Religion
Players found: 9
[KEEPER] The Balance prevails within the four kingdoms.
There are 9 characters on; the most on this past month was 17.

<677hp 265m 452mv> [no opponent] [no opponent] Players near you in Dankbark Forest:
<PK> Aelaldric Dankbark Forest
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Aelaldric Dankbark Forest
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] whe
st

Aelaldric rides in on a nightmare.
Players near you in Dankbark Forest:
<PK> Aelaldric Dankbark Forest
<PK> Szrevan Dankbark Forest

<677hp 265m 452mv> [no opponent] [no opponent] You stand up.

<677hp 265m 452mv> [no opponent] [no opponent] look
You yell 'Help! I am being attacked by Aelaldric!'
You turn Aelaldric's attack against him.
Your beating maims Aelaldric!
[** ] You dodge Aelaldric's turmoil.
You block Aelaldric's attack and attempt to strike at the brief opening.
Your riposte devastates Aelaldric!
Dankbark Forest
f f f| Long, moss covered branches block almost all the light
| | || coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| || gray fungus, which gives off a faint odour of rot and
@-f-f| decay. The heights of the trees are lost in shadows, but
| | from the width of the trunks, they probably reach to the
o-o| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungi and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north east]
(White Aura) (OUTCAST) Aelaldric is here on the back of a nightmare, fighting YOU!
A man stands here, examining the trail for possible pursuit.
A dirt-stained child stands here, sucking his thumb.
A lady is here, crying at her family's misfortune.
Aelaldric has a few scratches.

<677hp 250m 452mv> [blade] [offensive] mounted double vaels

A poor common mother looks around, unsure.
Your beating DISEMBOWELS Aelaldric!
Your pierce MUTILATES Aelaldric!
Your beating maims Aelaldric!
[* ] Aelaldric parries your pierce.
Your weapon advantage overcomes Aelaldric's parry attempt.
Your beating DISEMBOWELS Aelaldric!
Aelaldric's thrust decimates you!
[** ] You parry Aelaldric's flaming bite.
Aelaldric's wild turmoil wounds you.
Aelaldric has some small wounds and bruises.

<644hp 254m 489mv> [blade] [offensive] mounted You stop wielding a flail of dark iron.
You stop wielding a dagger of dark iron.
You wield 'Vaelsram', the Blade of Conquerors.
'Vaelsram', the Blade of Conquerors feels like a part of you!
You tighten your grip around 'Vaelsram', the Blade of Conquerors.
Aelaldric has some small wounds and bruises.

<644hp 254m 489mv> [blade] [offensive] mounted overpower bash
Your muscles surge with power.
You slam into Aelaldric, knocking him from the back of his mount!
Your bash mauls Aelaldric.
Aelaldric has some small wounds and bruises.

<644hp 254m 464mv> [blade] [offensive] ground
Your cleave DISMEMBERS Aelaldric!
Aelaldric's turmoil MUTILATES you!
Aelaldric has quite a few wounds.

<603hp 254m 464mv> [blade] [offensive] ground
Your cleave DISEMBOWELS Aelaldric!
Aelaldric's thrust MUTILATES you!
[* ] You parry Aelaldric's turmoil.
Aelaldric has quite a few wounds.

<565hp 254m 464mv> [blade] [offensive] ground overpower bash

Aelaldric looks less wobbly on his feet.
Aelaldric has quite a few wounds.

<565hp 254m 464mv> [blade] [offensive] ground Your muscles surge with power.
You slam into Aelaldric, and send him flying!
Your bash wounds Aelaldric.
Aelaldric has quite a few wounds.

<565hp 254m 439mv> [blade] [offensive] ground
Your charge DISEMBOWELS Aelaldric!
Aelaldric's turmoil MUTILATES you!
[** ] You dodge Aelaldric's flaming bite.
Aelaldric has quite a few wounds.

<526hp 254m 439mv> [blade] [offensive] ground
Your cleave DISEMBOWELS Aelaldric!
Your cleave DISEMBOWELS Aelaldric!
You block Aelaldric's attack and attempt to strike at the brief opening.
Your riposte MUTILATES Aelaldric!
You block Aelaldric's attack and attempt to strike at the brief opening.
Your riposte MUTILATES Aelaldric!
Aelaldric's thrust maims you!
Aelaldric looks pretty hurt.

<492hp 254m 439mv> [blade] [offensive] ground overpower bash

Aelaldric looks less wobbly on his feet.
Aelaldric looks pretty hurt.

<492hp 254m 439mv> [blade] [offensive] ground Your muscles surge with power.
You slam into Aelaldric, and send him flying!
Your bash decimates Aelaldric!
Aelaldric looks pretty hurt.

<492hp 254m 414mv> [blade] [offensive] ground
Your charge MUTILATES Aelaldric!
Your charge DISEMBOWELS Aelaldric!
Aelaldric's turmoil DISEMBOWELS you!
Aelaldric's weapon advantage overcomes your parry attempt.
Aelaldric's flaming bite mauls you.
Aelaldric's turmoil MUTILATES you!
[** ] You dodge Aelaldric's flaming bite.
Aelaldric is in awful condition.

<386hp 254m 414mv> [blade] [offensive] ground
You execute the form, strike of the cobra!
Your charge *** DEVASTATES *** Aelaldric!
Aelaldric has yielded. You have won the challenge.
[WARLORD] Aragmon the cyclops: 'Szrevan has claimed victory over Aelaldric.'
You receive 5 medals of [WARLORD].
[WARLORD] Aragmon the cyclops: 'The duel lasted 11 minutes and 44 seconds.'
Aelaldric is mortally wounded!!
FINISH HIM!!

<386hp 254m 414mv> [no opponent] [no opponent]
Aelaldric looks less wobbly on his feet.

<386hp 254m 414mv> [no opponent] [no opponent] st
You stand up.

<386hp 254m 414mv> [no opponent] [no opponent] nod
look
You nod.

<386hp 254m 414mv> [no opponent] [no opponent] Dankbark Forest
f f f| Long, moss covered branches block almost all the light
| | || coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| || gray fungus, which gives off a faint odour of rot and
@-f-f| decay. The heights of the trees are lost in shadows, but
| | from the width of the trunks, they probably reach to the
o-o| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungi and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north east]
A large, black mare is here, engulfed in flames.
(White Aura) (OUTCAST) Aelaldric is kneeling on the ground.
A man stands here, examining the trail for possible pursuit.
A dirt-stained child stands here, sucking his thumb.
A lady is here, crying at her family's misfortune.

<386hp 254m 414mv> [no opponent] [no opponent] report
You say 'I have 39% health 63% mana and 84% movement.'

<386hp 254m 414mv> [no opponent] [no opponent] look ael
There is something very sinister about the elf you see before you. He is
tall, muscular, fair skinned, and has perfectly smooth skin. He has long,
blonde hair that is tied in a tight braid. His eyes, however, are far from
what one would expect from a typical elf. His irises are red and his sclera
are bloodshot. They are surrounded with deep purple and his brow is angled
in a scowl. His thin lips are pulled up in a slight sneer. He shifts
uneasily from foot to foot, looking about as if he is seeking something -
perhaps keeping an eye out for predator or prey. Only he knows.
He has unlocked many secrets of the world.
Aelaldric is in awful condition.

Aelaldric is using:
<used as light> (Magical) (Glowing) (Humming) an Ancient Banner of Illisidar
<worn on finger> (Glowing) (Humming) a dragonwing iron-black band of homing
<worn on finger> (Glowing) (Humming) a dragonblood iron-black band of evisceration
<worn around neck> a necklace of elven ears
<worn around neck> (Glowing) (Humming) a dragonblood iron-black choker of maiming
<worn on head> a thick steel helmet
<worn on torso> (Magical) (Glowing) a suit of spiked garde armor
<worn on arms> (Glowing) (Humming) the Armbands of Order
<worn on hands> (Magical) a pair of red dragon claws
<worn on legs> (Glowing) (Humming) the Legbands of Order
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Magical) an acidic armband
<worn around wrist> (Glowing) (Humming) a dragonwing iron-black cuff
<wielded> (Glowing) a bastard sword of havoc
<dual wielded> (Magical) a dagger of dragon's fire
<floating nearby> (Humming) the Ankh of Gonturan

<386hp 254m 414mv> [no opponent] [no opponent] whe
Players near you in Dankbark Forest:
<PK> Aelaldric Dankbark Forest
<PK> Szrevan Dankbark Forest

<386hp 254m 414mv> [no opponent] [no opponent] fat ael
Aelaldric yells 'AAAAAAHHHHHHH!!!!!'
You sever the arms from Aelaldric's torso and chop off the fingers.
Aelaldric's armless body kicks madly into the air.
You string Aelaldric's fingers into a necklace.
You pound Aelaldric's arms into maces!
Aelaldric's lifeless body slumps to the floor.
Aelaldric is DEAD!!
You receive 35 medals of [WARLORD].

Comments

  1. Seems strange there isn’t a brief cool down on overpower since the skill appears to be pretty dope overall if a slith can spam bash a unholy armor DKN to death
    1. Happens once in a blue moon, when all the rng stars align. I've tried it before/after/inbetween - never seems to work. Always 1 round stun at most. A certain ranger always recovers and takes off with 1 round bash stun.
    2. I do not think unholy armor had any impact on bash/bodyslam. It always stuns for two rounds on me anyways.
    3. As of 8-9 years ago (though there have been many changes since then), unholy armor made no noticeable difference when it came to stopping bash/bodyslam. I got chain bashed by a giant in that time frame (2012/2013) and there were literally no commands I inputted after the bashes started that got through once the bashes started before I was dead (this was as a human if that matters).
    4. If you want to see the probablity of something happening 3 times in a row e.g. toss a coin and get heads 3 times in a row, the formula you use is just P^N . So for example with a coin at 0.5 and N=3, P^N is 0.5^3 = 0.125 which is 12.5%. Then the probability of that not happening is just 1-that, so if I toss a coin 3 times in a row, my chance of any of those events not being heads is 87.5%. So lets say then instead of heads/tails, its bash/miss. If the chance of bash was 50%, theres an 87.5% chance you will miss a bash after 3 bashes. So then you introduce overpower and unholy armor. Well lets make up some shit, lets pretend overpower adds 5%, which I'm sure it doesnt, because it was advertised as increasing the "level" of your skill so you might get 1% or potentially nothing at all if level just affects damage. 1- 0.55^3 = still 83% chance to miss one of those bashes. And lets now also pretend unholy armor adds 20% chance to miss, which is probably an underestimate as well. 1 - 0.3^3 = 97% chance to miss one of those 3 bashes. You wouldnt bet money on this working, .
      Now, I will not go so far as to say what the base numbers were, but for a real world analogy, triple bash is about the likelihood of having a moderate-to-ICU case of covid, while having unholy armor is like getting one shot of pfizer and not going back for your booster
    5. I get lagged for two rounds by your bashes...I don't know what you are seeing. As for percentages and odds, I'm 3 for 13 on dirt kicks against you and your slith eyes, with 11 attempts in the forest and 2 in fields. Your hobbles landed is 100% lol, you have yet to miss one. There's a good reason for that, too. A ranger that can not land dirt kicks against a warrior, is a ranger that will live in weapon/combat disadvantage almost the entire fight, making your hobbles so efficient when landing.

      Here's a recent change that also makes a difference too... up until a few-ish months ago when you switched weapons you went into weapon/combat neutrality, just for a round or so, then it switched to full advantage. So me unable to land dirt kicks, practically at all, coupled with instant advantage after weapon switch, and guaranteed overpowered hobbles and high success rate bashes, equals climbing up hill both ways in the snow.
      You hitting like a freight train accentuates the above.
    [reply to Thorgoth]
  2. There was a bug in riposte making the damage use the wrong persons' skill in riposte for the entire duration of AR. I noticed and fixed it like 3 weeks ago. Here is one of the first logs where you can see someone wolfing down fixed ripostes

    Your cleave DISEMBOWELS Aelaldric!
    Your cleave DISEMBOWELS Aelaldric!
    You block Aelaldric's attack and attempt to strike at the brief opening.
    Your riposte MUTILATES Aelaldric!
    You block Aelaldric's attack and attempt to strike at the brief opening.
    Your riposte MUTILATES Aelaldric!
    Aelaldric's thrust maims you!

    he's dual wielding, so he's eating ripostes like the cookie monster smashing a plate of chocolate chip cookies
      [reply to Davairus]

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