Kick, horse, and auto-rescue

... post your favorite game bugs here for the coders' attention. Please, please, please, show the steps necessary to repeat the bug. Otherwise they can't be solved and they will be ignored...

Moderator: Aureus

jaimie
Posts: 57
Joined: Tue Apr 12, 2022 10:40 pm

Kick, horse, and auto-rescue

Post by jaimie » Tue Apr 04, 2023 12:45 pm

Was curious if this still worked. If I flee from someone and spam kick horse then because the kick can't work after they are engaged, I do not experience any lag from follow-up kicks.


[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Strong > Backstab who?

* S HP:Healthy MV:Strong >


Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]

* S HP:Healthy MV:Strong >
Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
*Baran* is standing here, riding a warhorse.
A small grasshopper hops from place to place.
A raven is here flying around.
A crow is here flying around.

* S HP:Healthy MV:Strong > [hide ]
You can't find anything to conceal yourself with.

* S HP:Healthy MV:Strong > You silently approach your victim...

- =
+
Cancelled.
A tall, non-descript fellow with lanky brown hair stands here. You notice a thin white scar running across his neck.

Baran is in excellent condition.

*Baran* is using:
<used as light> a brass storm lantern
<held> an oilstone
<worn on head> a rimmed round helmet
<worn around neck> a Kandori snowflake necklace
<worn around neck> a Kandori snowflake necklace
<worn about body> an earthen brown mantle
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a saw-toothed axe
<worn on legs> a set of riveted chainmail leggings
<worn on feet> a pair of lissome leather boots with metal capped toes

You attempt to peek at the inventory:
sixteen copper pennys

* S HP:Healthy MV:Strong > Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
*Baran* is standing here, riding a warhorse.
A small grasshopper hops from place to place.
A raven is here flying around.
A crow is here flying around.

* S HP:Healthy MV:Strong >

backpack (used) :
a wealth of gold crowns (103)
eighteen copper pennys
a cup
an oilstone
a bunch of fireworks
[5] a thin vial of yellow fluid
[2] a bubbling draught
a cup of thick syrup
[6] a cup of thready brown tea
a leather water flask
[8] a throwing knife

* S HP:Healthy MV:Strong > You are carrying:
Nothing.

* S HP:Healthy MV:Strong >
Players in your Zone
--------------------
Jaimie - Under the Angel
You catch a faint scent of a horse nearby.

* S HP:Healthy MV:Strong >
You narrate 'Baran is AFK at a no channel.'

* S HP:Healthy MV:Strong >
The grasshopper leaves south.

* S HP:Healthy MV:Strong >
Your beautiful full-circle kick misses a warhorse by a mile.

* S HP:Healthy MV:Strong - a warhorse: Healthy >

You swiftly dodge a warhorse's attempt to hit you.

* S HP:Healthy MV:Strong - a warhorse: Healthy >
*Baran* tries to cleave you, but you deflect the blow.

* S HP:Healthy MV:Strong - a warhorse: Healthy > Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
*Baran* is here, fighting YOU!, riding a warhorse.
A raven is here flying around.
A crow is here flying around.

* S HP:Healthy MV:Strong - a warhorse: Healthy >
You swiftly dodge a warhorse's attempt to hit you.
You pierce a warhorse's right leg very hard.

* S HP:Healthy MV:Strong - a warhorse: Scratched >
You dodge a bash from *Baran* who loses his balance and falls!


* S HP:Healthy MV:Strong - a warhorse: Scratched > Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
*Baran* is here, fighting YOU!, riding a warhorse.
A raven is here flying around.
A crow is here flying around.

* S HP:Healthy MV:Strong - a warhorse: Scratched >
A warhorse tries to hit you, but you deflect the blow.
You pierce a warhorse's left leg extremely hard.

* S HP:Healthy MV:Strong - a warhorse: Hurt >
Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
*Baran* is here, fighting YOU!, riding a warhorse.
A raven is here flying around.
A crow is here flying around.

* S HP:Healthy MV:Strong - a warhorse: Hurt >
A warhorse tries to hit you, but you dodge the attack.
You try to pierce a warhorse, but he parries successfully.

* S HP:Healthy MV:Strong - a warhorse: Hurt >
You dodge a bash from *Baran* who loses his balance and falls!

* S HP:Healthy MV:Strong - a warhorse: Hurt >
A warhorse tries to hit you, but you dodge the attack.
You pierce a warhorse's left arm into bloody fragments!

* S HP:Healthy MV:Strong - a warhorse: Wounded >
*Baran* panics, and attempts to flee!

* S HP:Healthy MV:Strong - a warhorse: Wounded >
*Baran* leaves west riding a warhorse.

* S HP:Healthy MV:Strong >
*Baran* has arrived from the west, riding a warhorse.

* S HP:Healthy MV:Strong >
*Baran* tries to cleave you, but you deflect the blow.

* S HP:Healthy MV:Strong - Baran: Healthy >
You are a 594 year old male trolloc rogue.
Your height is 6 feet, 9 inches, and you weigh 247.0 lbs.
You are carrying 0.0 lbs and wearing 22.3 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:19.
Offensive bonus: 143, Dodging bonus: 148, Parrying bonus: 141
Your mood is: Wimpy. You will flee below: 195 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- SNEAK

* S HP:Healthy MV:Strong - Baran: Healthy >

You snicker softly.

* S HP:Healthy MV:Strong - Baran: Healthy > Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
*Baran* is here, fighting YOU!, riding a warhorse.
A raven is here flying around.
A crow is here flying around.

* S HP:Healthy MV:Strong - Baran: Healthy >
You try to pierce *Baran*, but he deflects the blow.

* S HP:Healthy MV:Strong - Baran: Healthy >
#Ok. $starget is now set to {light}.

*Baran* sends you sprawling with a powerful bash!

* S HP:Scratched MV:Strong - Baran: Healthy >

*Baran* cleaves your left foot extremely hard.

* S HP:Scratched MV:Strong - Baran: Healthy >

*Baran* stops using a silver etched shield.
*Baran* grips a saw-toothed axe with both hands.

* S HP:Scratched MV:Strong - Baran: Healthy >
*Baran* cleaves your left leg into bloody fragments!

* S HP:Hurt MV:Strong - Baran: Healthy >
*Baran* shifts a saw-toothed axe to one hand.
*Baran* binds a silver etched shield to his arm.

* S HP:Hurt MV:Strong - Baran: Healthy >
You panic and attempt to flee!

You flee head over heels.
Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]
Alas, you cannot go that way...

* S HP:Hurt MV:Strong > Players in your Zone
--------------------
Jaimie - Passing Some Tombstones
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Strong >
Your heartbeat calms down more as you feel less panicked.

* S HP:Hurt MV:Full >

The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
North: A mole is here, looking sickly.
A mid-sized slice of meat is displayed here. [3]
A squirrel is here, chittering.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* S HP:Hurt MV:Full > On the Stone Steps
The stairs leading up to the entrance are made of the same stone that the
monastery was built with. There are thirteen steps up to what once was a
gate, but now is only a gateway. Bones and marks of blades on the steps are
witness of some fight taking place here long ago. To the west there is a
yard, and to the east the gaping hole that was once the entrance to the
monastery awaits.
[ obvious exits: E W ]
A snake is crawling through the water here.
A snake is crawling through the water here.

* S HP:Hurt MV:Full >
Baran {Apprentice to Shaista Gaidin} is a level 51 human.
A tall, non-descript fellow with lanky brown hair stands here. You notice a thin white scar running across his neck.


* S HP:Hurt MV:Full >

Your eyesight is not so keen.

* S HP:Hurt MV:Full > You are carrying:
Nothing.

* S HP:Hurt MV:Full >

Your eyesight is not so keen.

* S HP:Hurt MV:Full > On the Stone Steps
The stairs leading up to the entrance are made of the same stone that the
monastery was built with. There are thirteen steps up to what once was a
gate, but now is only a gateway. Bones and marks of blades on the steps are
witness of some fight taking place here long ago. To the west there is a
yard, and to the east the gaping hole that was once the entrance to the
monastery awaits.
[ obvious exits: E W ]
A snake is crawling through the water here.
A snake is crawling through the water here.

* S HP:Hurt MV:Full >
Players in your Zone
--------------------
Jaimie - On the Stone Steps
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Full >
You are carrying:
Nothing.

* S HP:Hurt MV:Full >

You are a 594 year old male trolloc rogue.
Your height is 6 feet, 9 inches, and you weigh 247.0 lbs.
You are carrying 0.0 lbs and wearing 22.3 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:19.
Offensive bonus: 143, Dodging bonus: 148, Parrying bonus: 141
Your mood is: Wimpy. You will flee below: 195 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- SNEAK

* S HP:Hurt MV:Full >
On the Stone Steps
The stairs leading up to the entrance are made of the same stone that the
monastery was built with. There are thirteen steps up to what once was a
gate, but now is only a gateway. Bones and marks of blades on the steps are
witness of some fight taking place here long ago. To the west there is a
yard, and to the east the gaping hole that was once the entrance to the
monastery awaits.
[ obvious exits: E W ]
A snake is crawling through the water here.
A snake is crawling through the water here.

* S HP:Hurt MV:Full > Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Hurt MV:Full >
o S HP:Hurt MV:Full >
Ok.

o S HP:Hurt MV:Full >


A spirit of a monk wails in agony.

o S HP:Hurt MV:Full > Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
South: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Hurt MV:Full > Players
-------
Jestin the Dreadlord [Dreadlord]
Gummy the Bearish Trolloc
Jaimie the Androgynous Nothin [Ko'bal]

3 players displayed.

o S HP:Hurt MV:Full >

A snake is crawling through the water here.
A snake is crawling through the water here.

o S HP:Hurt MV:Full > Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
South: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Hurt MV:Full >
A snake is crawling through the water here.
A snake is crawling through the water here.

o S HP:Hurt MV:Full >
You are a 594 year old male trolloc rogue.
Your height is 6 feet, 9 inches, and you weigh 247.0 lbs.
You are carrying 0.0 lbs and wearing 22.3 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:19.
Offensive bonus: 143, Dodging bonus: 148, Parrying bonus: 141
Your mood is: Wimpy. You will flee below: 195 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- SNEAK

o S HP:Hurt MV:Full >
Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
South: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Hurt MV:Full >

A snake is crawling through the water here.
A snake is crawling through the water here.

o S HP:Hurt MV:Full > Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
South: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Hurt MV:Full >

A snake is crawling through the water here.
A snake is crawling through the water here.

o S HP:Hurt MV:Full > Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
South: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Hurt MV:Full >
A snake is crawling through the water here.
A snake is crawling through the water here.

o S HP:Hurt MV:Full >
A snake is crawling through the water here.
A snake is crawling through the water here.


o S HP:Hurt MV:Full > Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
South: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Hurt MV:Full >
Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]
North: A hooded monk stands here, muttering a menacing prayer.
East: A spirit of a monk wails in agony.
South: A spirit of a monk wails in agony.
West: A snake is crawling through the water here.

o S HP:Scratched MV:Full >
A snake is crawling through the water here.

o S HP:Scratched MV:Full >

On the Stone Steps
The stairs leading up to the entrance are made of the same stone that the
monastery was built with. There are thirteen steps up to what once was a
gate, but now is only a gateway. Bones and marks of blades on the steps are
witness of some fight taking place here long ago. To the west there is a
yard, and to the east the gaping hole that was once the entrance to the
monastery awaits.
[ obvious exits: E W ]
A snake is crawling through the water here.

* S HP:Scratched MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
North: A sickly, skinny deer stands here in a daze.
A mid-sized slice of meat is displayed here. [3]
A snake is crawling through the water here.
A squirrel is here, chittering.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* S HP:Scratched MV:Full >
Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]

* S HP:Scratched MV:Full > Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
A raven is here flying around.
A crow is here flying around.

* S HP:Scratched MV:Full >

Kick who?

* S HP:Scratched MV:Full > Players in your Zone
--------------------
Jaimie - Under the Angel
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Full >

You are a 594 year old male trolloc rogue.
Your height is 6 feet, 9 inches, and you weigh 247.0 lbs.
You are carrying 0.0 lbs and wearing 22.3 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:19.
Offensive bonus: 143, Dodging bonus: 148, Parrying bonus: 141
Your mood is: Wimpy. You will flee below: 195 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- SNEAK

* S HP:Scratched MV:Full > Under the Angel
Close to the monastery's wall, a tombstone shaped like an angel stands. Its
large wings provide some protection from the occasional rain trying to tear
at the inscription just below the angel's knees. The once fertile ground
around the grave has dried up completely. The burial site stretches over
westwards with some large tombstones to the south.
[ obvious exits: S W ]
A raven is here flying around.
A crow is here flying around.

* S HP:Scratched MV:Full >

Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]

* S HP:Scratched MV:Full >

The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
North: A squirrel is here, chittering.
A mid-sized slice of meat is displayed here. [3]
A snake is crawling through the water here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* S HP:Scratched MV:Full >
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]

* S HP:Scratched MV:Full >
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.

* S HP:Scratched MV:Full >
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Scratched MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Strong > Backstab who?


* S HP:Scratched MV:Strong > A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.


* S HP:Scratched MV:Strong >
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
A young and strong buck is here, munching some grass.
A green woodpecker is high up a tree, tapping away.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* S HP:Scratched MV:Strong > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
East: South: A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.

* S HP:Scratched MV:Strong >
Players in your Zone
--------------------
Jaimie - By the Apple Trees
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Strong >
*Baran* is here, fighting the writhing grass, riding a warhorse.
A squirrel is here, chittering.
The writhing grass is here, fighting Baran.

* S HP:Scratched MV:Strong >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.
West: A sickly, skinny deer stands here in a daze.
*Baran* is here, fighting the writhing grass, riding a warhorse.
A squirrel is here, chittering.
The writhing grass is here, fighting Baran.

* S HP:Scratched MV:Strong >
*Baran* cleaves the writhing grass's trunk into bloody fragments!
The writhing grass tries to hit Baran, but he deflects the blow.

* S HP:Scratched MV:Strong >
*Baran* turns his mount, preventing you from getting an opening.

* S HP:Scratched MV:Strong >

*Baran* turns his mount, preventing you from getting an opening.

* S HP:Scratched MV:Strong > *Baran* cleaves the writhing grass's trunk into bloody fragments!
The writhing grass tries to hit Baran, but he deflects the blow.
The sun disappears beneath the western horizon.
Your heartbeat calms down more as you feel less panicked.
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.
West: A sickly, skinny deer stands here in a daze.
*Baran* is here, fighting the writhing grass, riding a warhorse.
A squirrel is here, chittering.
The writhing grass is here, fighting Baran.

* S HP:Scratched MV:Fresh > In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.
West: A sickly, skinny deer stands here in a daze.
*Baran* is here, fighting the writhing grass, riding a warhorse.
A squirrel is here, chittering.
The writhing grass is here, fighting Baran.

* S HP:Scratched MV:Fresh >
*Baran* cleaves the writhing grass's roots into bloody fragments!
The writhing grass tries to hit Baran, but he parries successfully.

* S HP:Scratched MV:Fresh >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.
West: A sickly, skinny deer stands here in a daze.
*Baran* is here, fighting the writhing grass, riding a warhorse.
A squirrel is here, chittering.
The writhing grass is here, fighting Baran.

* S HP:Scratched MV:Fresh >
*Baran* cleaves the writhing grass's trunk into bloody fragments!
The writhing grass tries to hit Baran, but he deflects the blow.

* S HP:Scratched MV:Fresh >
The writhing grass looks pretty hurt.

* S HP:Scratched MV:Fresh >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.
West: A sickly, skinny deer stands here in a daze.
*Baran* is here, fighting the writhing grass, riding a warhorse.
A squirrel is here, chittering.
The writhing grass is here, fighting Baran.

* S HP:Scratched MV:Fresh >
*Baran* cleaves the writhing grass's crown into bloody fragments!
The writhing grass tries to hit Baran, but he deflects the blow.

* S HP:Scratched MV:Fresh >
*Baran* cleaves the writhing grass's crown into bloody fragments!
The writhing grass is dead! R.I.P.
Your blood freezes as you hear the writhing grass's death cry.

* S HP:Scratched MV:Fresh >
Your beautiful full-circle kick misses a warhorse by a mile.

* S HP:Scratched MV:Fresh - a warhorse: Scratched >
*Baran* tries to cleave you, but you parry successfully.

* S HP:Scratched MV:Fresh - a warhorse: Scratched >
You swiftly dodge a warhorse's attempt to hit you.

* S HP:Scratched MV:Fresh - a warhorse: Scratched >
You dodge a bash from *Baran* who loses his balance and falls!

* S HP:Scratched MV:Fresh - a warhorse: Scratched >
A warhorse tries to hit you, but you dodge the attack.
You pierce a warhorse's body extremely hard.

* S HP:Scratched MV:Fresh - a warhorse: Hurt >
You swiftly dodge a warhorse's attempt to hit you.
You try to pierce a warhorse, but he deflects the blow.

* S HP:Scratched MV:Fresh - a warhorse: Hurt >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.
West: A sickly, skinny deer stands here in a daze.
The corpse of the writhing grass is lying here.
*Baran* is here, fighting YOU!, riding a warhorse.
A squirrel is here, chittering.

* S HP:Scratched MV:Fresh - a warhorse: Hurt >
You dodge a bash from *Baran* who loses his balance and falls!

* S HP:Scratched MV:Fresh - a warhorse: Hurt >
A warhorse tries to hit you, but you dodge the attack.
You pierce a warhorse's body extremely hard.

* S HP:Scratched MV:Fresh - a warhorse: Wounded >
*Baran* panics, and attempts to flee!

* S HP:Scratched MV:Fresh - a warhorse: Wounded >
*Baran* leaves west riding a warhorse.

* S HP:Scratched MV:Fresh >
*Baran* has arrived from the west, riding a warhorse.

* S HP:Scratched MV:Fresh >
*Baran* tries to cleave you, but you deflect the blow.

* S HP:Scratched MV:Fresh - Baran: Scratched >
Players in your Zone
--------------------
Jaimie - In a Dying Orchard
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Fresh - Baran: Scratched >

In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.
West: A sickly, skinny deer stands here in a daze.
The corpse of the writhing grass is lying here.
*Baran* is here, fighting YOU!, riding a warhorse.
A squirrel is here, chittering.

* S HP:Scratched MV:Fresh - Baran: Scratched > You panic and attempt to flee!


You flee head over heels.
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
East: South: A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* S HP:Scratched MV:Full >

Kick who?

* S HP:Scratched MV:Full > *Baran* has arrived from the east, riding a warhorse.
Your beautiful full-circle kick misses a warhorse by a mile.

* S HP:Scratched MV:Full - a warhorse: Wounded >

*Baran* tries to cleave you, but you parry successfully.

* S HP:Scratched MV:Full - a warhorse: Wounded >

A warhorse tries to hit you, but you dodge the attack.

* S HP:Scratched MV:Full - a warhorse: Wounded > *Baran* turns his mount, preventing you from getting an opening.

* S HP:Scratched MV:Full - a warhorse: Wounded > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
East: A squirrel is here, chittering.
South: A squirrel is here, chittering.
*Baran* is here, fighting YOU!, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* S HP:Scratched MV:Full - a warhorse: Wounded >
*Baran* tries to cleave you, but you deflect the blow.
You swiftly dodge a warhorse's attempt to hit you.
You pierce a warhorse's right leg into bloody fragments!
You dodge a bash from *Baran* who loses his balance and falls!

* S HP:Scratched MV:Full - a warhorse: Wounded >
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
East: A squirrel is here, chittering.
South: A squirrel is here, chittering.
*Baran* is sitting here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* S HP:Scratched MV:Full - a warhorse: Wounded >
Players in your Zone
--------------------
Jaimie - By the Apple Trees
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Full - a warhorse: Wounded >
A warhorse tries to hit you, but you deflect the blow.
You pierce a warhorse's body very hard.

* S HP:Scratched MV:Full - a warhorse: Wounded >
HP:Scratched MP:Full
You have scored 108500001 experience points and 732 quest points.
You need 1727319362 exp to level and 268 qp to rank.
You have amassed 179 Turn points to date.
You have played 8 days and 1 hours (real time).
This ranks you as Jaimie the Veteran Havoc [Ko'bal 6] (Level 51).
You are fighting a warhorse.

* S HP:Scratched MV:Full - a warhorse: Wounded >
*Baran* clambers to his feet.

* S HP:Scratched MV:Full - a warhorse: Wounded >
A warhorse tries to hit you, but you dodge the attack.
You pierce a warhorse's left arm extremely hard.

* S HP:Scratched MV:Full - a warhorse: Battered >
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
East: A squirrel is here, chittering.
South: A squirrel is here, chittering.
*Baran* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* S HP:Scratched MV:Full - a warhorse: Battered >
*Baran* panics, and attempts to flee!
*Baran* leaves south riding a warhorse.

* S HP:Scratched MV:Full >
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
East: A squirrel is here, chittering.
South: A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.