"The fighting in the north seems dulled for a moment"...
"The fighting in the north seems dulled for a moment"...
This happened within just a few minutes of reboot. I am trying to relearn northern PK after an extended absence, and even before then, I was more of a middling level PKer. Jestin and 2-3 others were around right before reboot outside of Fal Dara, and he came in earlier to scout a bit but I hadn't seen him in a while. I want to be better and I'm currently a Tower Accepted and Red Ajah apprentice, so I was loitering in the north and trying to muster up the courage to go out solo to look for some PK.
I've been sparring lots of Tower members lately, and I thought I did well here, but there's a lot to learn and I would welcome any feedback on how I could improve here in channeler vs. channeler combat!
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Healthy SP:Bursting MV:Fresh >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.
* R HP:Healthy SP:Bursting MV:Fresh >
cm0
change wimpy 0
You won't flee from any fight now.
* R HP:Healthy SP:Bursting MV:Fresh >
cmw
change mood wimpy
Mood changed to: Wimpy
* R HP:Healthy SP:Bursting MV:Fresh >
who
Players
There is(are): 26 player(s) on LS and 10 player(s) on DS as of the last site update.
-------
Emily the Wisdom [Wisdom]
Sarinda din Rovan, Tower Accepted [White Tower]
Mahdobam the Sergeant [Queen's Guard]
Lord Eritage the Banner-General [Ever Victorious Army] WANTED
Rylee the Fledgling Novice [White Tower]
Treo of Two Rivers
6 players displayed.
* R HP:Healthy SP:Bursting MV:Fresh >
sf Rylee
Friend set to Rylee
cmw
change mood wimpy
Mood changed to: Wimpy
* R HP:Healthy SP:Bursting MV:Fresh >
wf
whois Rylee
* R HP:Healthy SP:Bursting MV:Fresh >
Rylee the Fledgling Novice is a level 31 White Tower human.
* R HP:Healthy SP:Bursting MV:Fresh >
sco
You have 280(280) hit and 143(143) movement points.
You have scored 108554877 experience points and 111 quest points.
You need 1727264486 exp to level and 39 qp to rank.
You have amassed 44 Turn points to date.
You have played 12 days and 10 hours (real time).
This ranks you as Sarinda the Tower Accepted [White Tower 4] (Level 51).
You are standing.
* R HP:Healthy SP:Bursting MV:Fresh >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is fresh.
* R HP:Healthy SP:Bursting MV:Fresh >
sta
You are already standing.
emb
* R HP:Healthy SP:Bursting MV:Fresh >
You feel the flows of saidar coursing through your body.
* R HP:Healthy SP:Bursting MV:Fresh >
ll2
channel 'locate life' jestin
You begin to weave the appropriate flows...
-=+**+=- -=+*
Ok.
Nobody around by that name.
* R HP:Healthy SP:Full MV:Fresh >
lo ring
channel 'locate object' ring
You begin to weave the appropriate flows...
-=+**+=- -=+*
Ok.
a gold ring delicately carved with ivy - [qryjovqryolpolp] - somewhere very far west of here,
carried by a human.
a gold ring delicately carved with ivy - [qrykaersabeadab] - somewhere very far west of here,
carried by a human.
a gold ring delicately carved with ivy - [meyileknenalkne] - somewhere very far north of here,
carried by a trolloc.
a gold ring delicately carved with ivy - [qrypidqulnguuav] - somewhere very far north of here,
carried by a trolloc.
a gold ring delicately carved with ivy - [rtibokulithguav] - somewhere far south of here, carried by
a human.
a gold ring delicately carved with ivy - [rtibokmvuopanul] - somewhere far south of here, carried by
a human.
a ring of silver - [fmuflxoaecedkae] - somewhere southwest of here, carried by a human.
a ring of silver - [wujulivxzceddsa] - somewhere southwest of here, carried by a human.
a ring of silver - [wujflxvxzflxkae] - somewhere southwest of here, carried by a human.
a ring of silver - [wujmvuardflxkae] - somewhere southwest of here, carried by a human.
a ring of silver - [meylijnguolpvxz] - somewhere extremely far west of here, carried by a human.
an emerald ring - [rtibokulizfemey] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzuliopanse] - somewhere far south of here, carried by a human.
a great serpent ring - [olpoaeulithgflx] - somewhere far south of here, carried by a human.
a great serpent ring - [rtivxzulithgnul] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzulinyazfe] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzmvuilerxe] - somewhere far south of here, carried by a human.
a great serpent ring - [olpbokulilijliq] - somewhere far south of here, carried by a human.
a great serpent ring - [beavxzcedlijrti] - somewhere far south of here, carried by a human.
a great serpent ring - [beavxzcedhrtliq] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzmvujovngu] - somewhere far south of here, carried by a human.
an emerald ring - [rtiardmvursakae] - somewhere far south of here, carried by a human.
a great serpent ring - [rtiardflxqrykae] - somewhere far south of here, carried by a human.
an emerald ring - [rtibokmvunsefmu] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzflxrsawuj] - somewhere far south of here, carried by a human.
He had been showing on Locates earlier, so I assumed he had headed in, or logged in and was hiding somewhere else. No other Shadowspawn nearby so I assume I can let my guard down a bit.
* R HP:Healthy SP:Strong MV:Fresh >
rel
Ok.
cmw
change mood wimpy
* R HP:Healthy SP:Strong MV:Fresh >
Mood changed to: Wimpy
* R HP:Healthy SP:Strong MV:Fresh >
A city lamplighter has arrived from the west.
* R HP:Healthy SP:Strong MV:Fresh >
rel
You aren't in touch with saidar to release anything.
* R HP:Healthy SP:Strong MV:Fresh >
sco
* R HP:Healthy SP:Strong MV:Fresh >
You have 280(280) hit and 143(143) movement points.
You have scored 108554877 experience points and 111 quest points.
You need 1727264486 exp to level and 39 qp to rank.
You have amassed 44 Turn points to date.
You have played 12 days and 10 hours (real time).
This ranks you as Sarinda the Tower Accepted [White Tower 4] (Level 51).
You are standing.
* R HP:Healthy SP:Strong MV:Fresh >
who fem
Females
---------
Imbolc the Storyteller [Gleeman]
Emily the Wisdom [Wisdom]
Sarinda din Rovan, Tower Accepted [White Tower]
Rylee the Fledgling Novice [White Tower]
4 players displayed.
* R HP:Healthy SP:Strong MV:Fresh >
A city lamplighter looks at a streetlamp and nods.
A city lamplighter leaves east. >>
* R HP:Healthy SP:Strong MV:Fresh >
who male
Males
---------
7 Espen Al Rasiardis |Deathwatch Applicant| [Ever Victorious Army] WANTED
Mahdobam the Sergeant [Queen's Guard]
Treo of Two Rivers
3 players displayed.
* R HP:Healthy SP:Strong MV:Fresh >
tf Hello there!
tell Rylee Hello there!
You tell Rylee 'Hello there!'
* R HP:Healthy SP:Strong MV:Fresh >
sco
You have 280(280) hit and 143(143) movement points.
You have scored 108554877 experience points and 111 quest points.
You need 1727264486 exp to level and 39 qp to rank.
You have amassed 44 Turn points to date.
You have played 12 days and 10 hours (real time).
This ranks you as Sarinda the Tower Accepted [White Tower 4] (Level 51).
You are standing.
* R HP:Healthy SP:Strong MV:Fresh >
rel
You aren't in touch with saidar to release anything.
* R HP:Healthy SP:Strong MV:Fresh >
who male
Males
---------
7 Espen Al Rasiardis |Deathwatch Applicant| [Ever Victorious Army] WANTED
Mahdobam the Sergeant [Queen's Guard]
Treo of Two Rivers
3 players displayed.
* R HP:Healthy SP:Full MV:Fresh >
lip
look in pack
backpack (used) :
two copper pennys
a gold crown
[2] a package of iron rations
a mirrored lantern
a water skin
* R HP:Healthy SP:Full MV:Fresh >
l
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Healthy SP:Full MV:Fresh >
lkh
look warhorse
White as driven snow, eighteen hands tall at the shoulders, and clad in steel
armour, this is a horse of war. Trained for battle since birth, it is
invaluable for any warrior in the field. This stallion looks strong enough
to fight all day and ride all night for a week without pause.
A warhorse is in excellent condition.
* R HP:Healthy SP:Full MV:Fresh >
Rylee tells you 'hello Accepted!'
* R HP:Healthy SP:Full MV:Fresh >
tf The fighting in the north seems dulled for a moment
tell Rylee The fighting in the north seems dulled for a moment
time
You tell Rylee 'The fighting in the north seems dulled for a moment'
* R HP:Healthy SP:Full MV:Fresh >
It is 9 o'clock am, on the 11th day of the month of Saven, year 1439.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
Welcome, new players!
(Server: Wed Feb 9 00:07:07 2022 EST, last rebooted 3 minutes ago)
* R HP:Healthy SP:Full MV:Fresh >
weat
The temperature is about 75 degrees.
The sky is cloudless, and a mild wind comes from the north.
I'm currently collecting data for a research project I've been working on regarding weather conditions. I was literally alt-tabbing between windows to jot this down in my spreadsheet when I saw this.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* has arrived from the north, riding a bloodstock stallion.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* leaves west riding a bloodstock stallion. <<
* R HP:Healthy SP:Full MV:Fresh >
emb
cg
close gate
You feel the flows of saidar coursing through your body.
* R HP:Healthy SP:Full MV:Fresh > Ok.
* R HP:Healthy SP:Full MV:Fresh >
narr jestin FD again
cg
close gate
You narrate 'jestin FD again'
* R HP:Healthy SP:Full MV:Fresh >
It's already closed!
* R HP:Healthy SP:Full MV:Fresh >
emb
The Shienaran gatekeeper opens the Malkiergate.
* R HP:Healthy SP:Full MV:Fresh > You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
cg
close gate
Ok.
* R HP:Healthy SP:Full MV:Fresh >
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
ta jestin
First target is set as: jestin
ta2 dark
Second target is set as: dark
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
w
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
1
k jestin
* R HP:Healthy SP:Full MV:Fresh >
They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
w;1
k jestin
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
j
channel 'flame strike' jestin
* R HP:Healthy SP:Full MV:Fresh >
They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
Espen narrates 'weird, he usually doesnt go in cities right after boot cause
fasst chasing'
Nobody here by that name.
* R HP:Healthy SP:Full MV:Fresh >
w;1
k jestin
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Healthy SP:Full MV:Fresh > They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* has arrived from the south, riding a dun mare.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* leaves east riding a dun mare. >>
* R HP:Healthy SP:Full MV:Fresh >
s
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
e
* R HP:Healthy SP:Full MV:Fresh >
e
Alas, you cannot go that way...
* R HP:Healthy SP:Full MV:Fresh > Alas, you cannot go that way...
* R HP:Healthy SP:Full MV:Fresh >
n
*Jestin* has arrived from the north, riding a dun mare.
e
* R HP:Healthy SP:Full MV:Fresh >
1
k jestin
*Jestin* leaves south riding a dun mare. vv
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Healthy SP:Full MV:Fresh >
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Healthy SP:Full MV:Fresh >
They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
1
k jestin
*Jestin* has arrived from the west, riding a dun mare.
You try to strike *Jestin*, but he dodges the attack.
* R HP:Healthy SP:Full MV:Fresh - Jestin: Healthy >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**+=
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
First blood, and looks like his autowimpy is still on.
* R HP:Healthy SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
*Jestin* leaves east riding a dun mare. >>
* R HP:Healthy SP:Strong MV:Fresh > Nobody here by that name.
* R HP:Healthy SP:Strong MV:Fresh >
e
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a dun mare.
* R HP:Healthy SP:Strong MV:Fresh > You try to strike *Jestin*, but he deflects the blow.
* R HP:Healthy SP:Strong MV:Fresh - Jestin: Hurt >
You try to strike *Jestin*, but he deflects the blow.
You begin to weave the appropriate flows...
-=+**+
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ouch! You couldn't maintain the flows.
* R HP:Hurt SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
*Jestin* swiftly dodges your attempt to strike him.
You begin to weave the appropriate flows...
-=+**
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ouch! You couldn't maintain the flows.
* R HP:Hurt SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**
g
channel 'slice weaves' jestin+
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ouch! You couldn't maintain the flows.
Not doing great with timing here, he's just so fast. I wanted to try and shake things up a bit, so I went to Slice, hoping that it might help me reset the tempo.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Hurt >
You begin to weave the appropriate flows...
-=+**
Ok.
You lash out with razor-fine ribbons of Fire and Spirit, severing *Jestin*'s flows.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**+
j
channel 'flame strike' jestin=
Ok.
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Hurt >
You begin to weave the appropriate flows...
-=+**+=
j
channel 'flame strike' jestin
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
*Jestin* leaves east riding a dun mare. >>
* R HP:Wounded SP:Strong MV:Fresh >
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
*Jestin* has arrived from the east, riding a dun mare.
* R HP:Wounded SP:Strong MV:Fresh >
*Jestin* leaves west riding a dun mare. <<
* R HP:Wounded SP:Strong MV:Fresh >
e
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Wounded SP:Strong MV:Fresh >
w
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Strong MV:Fresh > They aren't here.
* R HP:Wounded SP:Strong MV:Fresh >
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
g
channel 'slice weaves' jestin
w
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Wounded SP:Strong MV:Fresh >
They aren't here.
* R HP:Wounded SP:Strong MV:Fresh >
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
w
1
k jestin
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a dun mare.
A run-down looking man wanders aimlessly, collecting lost belongings.
g
channel 'slice weaves' jestin
* R HP:Wounded SP:Strong MV:Fresh >
You try to strike *Jestin*, but he parries successfully.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You begin to weave the appropriate flows...
-=+**
Ok.
You failed.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
j
channel 'flame strike' jestin
You gasp in pain as streaks of fire from *Jestin* burn your body!
Because he's so fast, and Slice worked a minute ago, I'm thinking I might be able to throw him off a little by Slicing immediately and then switching. Unfortunately, the weave itself failed the Will check or else this would've been great timing.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You begin to weave the appropriate flows...
*Jestin* tries to strike you, but you deflect the blow.
-=+**+
j
channel 'flame strike' jestin=
Ok.
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You gasp in pain as streaks of fire from *Jestin* burn your body!
* R HP:Battered SP:Strong MV:Fresh - Jestin: Wounded >
You begin to weave the appropriate flows...
*Jestin* tries to strike you, but you deflect the blow.
-=+**+
j
channel 'flame strike' jestin=
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Battered SP:Strong MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
*Jestin* leaves south riding a dun mare. vv
-=+**+=
Your target is no longer here!
Doing ok so far, we've traded the advantage a few times.
* R HP:Battered SP:Strong MV:Fresh >
s
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a dun mare.
* R HP:Battered SP:Strong MV:Fresh > You try to strike *Jestin*, but he dodges the attack.
* R HP:Battered SP:Strong MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
-=
*Jestin* panics, and attempts to flee!
+**
*Jestin* leaves north riding a dun mare. ^^
+=
Your target is no longer here!
* R HP:Battered SP:Strong MV:Fresh >
n
q
channel 'earthquake'
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Battered SP:Strong MV:Fresh > You begin to weave the appropriate
flows...
-
e=
Cancelled.
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A dun mare is here, snorting angrily.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Battered SP:Strong MV:Fresh >
The earth trembles and shivers beneath your feet..!
I went to start Earthquake instinctively and realized that if I was going to, and he didn't engage me in a hit first, he was probably about to start that hismelf. I moved out at just the right time to get him to waste the SPs.
Your blood freezes as you hear someone's death cry.
* R HP:Battered SP:Strong MV:Fresh >
j
channel 'flame strike' jestin
Nobody here by that name.
* R HP:Battered SP:Strong MV:Fresh >
w
1
k jestin
j
channel 'flame strike' jestin
*Jestin* has arrived from the west.
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
The corpse of a poor trash collector is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Strong MV:Fresh >
They aren't here.
* R HP:Wounded SP:Strong MV:Fresh > Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
s
*Jestin* has arrived from the east.
* R HP:Wounded SP:Strong MV:Fresh >
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Strong MV:Fresh >
*Jestin* has arrived from the north.
* R HP:Wounded SP:Strong MV:Fresh >
g
channel 'slice weaves' jestin
*Jestin* tries to strike you, but you parry successfully.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You try to strike *Jestin*, but he dodges the attack.
You begin to weave the appropriate flows...
-=+**
Ok.
There were no weaves to slice.
* R HP:Wounded SP:Good MV:Fresh - Jestin: Wounded >
You gasp in pain as streaks of fire from *Jestin* burn your body!
The timing window on Slice is really fast. He got the PONR Flame Strike so I couldn't Slice this time. Could've been a Flame Strike.
* R HP:Battered SP:Good MV:Fresh - Jestin: Wounded >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**+
j
channel 'flame strike' jestin=
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
*Jestin* leaves south. vv
Nobody here by that name.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the south.
s
* R HP:Battered SP:Good MV:Fresh >
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
They aren't here.
* R HP:Battered SP:Good MV:Fresh >
Nobody here by that name.
* R HP:Battered SP:Good MV:Fresh >
s
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.
* R HP:Battered SP:Good MV:Fresh >
n;p
channel 'ice spikes' jestin
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here.
* R HP:Battered SP:Good MV:Fresh > You begin to weave the appropriate flows...
-
*Jestin* leaves south. vv
=+
*Jestin* has arrived from the south.
*
*Jestin* leaves north. ^^
*+=- -=
Your target is no longer here!
* R HP:Battered SP:Good MV:Fresh >
n
1
k jestin
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh > They aren't here.
* R HP:Battered SP:Good MV:Fresh >
n
1
k jestin
*Jestin* has arrived from the north.
* R HP:Battered SP:Good MV:Fresh > Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
The corpse of a poor trash collector is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
They aren't here.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the south.
1
k jestin
* R HP:Battered SP:Good MV:Fresh >
*Jestin* tries to strike you, but you parry successfully.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered > You try to strike *Jestin*, but he deflects
the blow.
*Jestin* tries to strike you, but you dodge the attack.
You do the best you can!
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
e
No way! You're fighting for your life!
f
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
You panic and attempt to flee!
You flee head over heels.
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
The earth trembles and shivers beneath your feet..!
He's fighting pretty aggressively, so thankfully I was able to get him to use Earthquake and pulled out just in time.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the north.
* R HP:Battered SP:Good MV:Fresh >
s
*Jestin* tries to strike you, but you deflect the blow.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
No way! You're fighting for your life!
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
f
You panic and attempt to flee!
You flee head over heels.
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the north.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* tries to strike you, but you deflect the blow.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
g
channel 'slice weaves' jestin
You begin to weave the appropriate flows...
-=+*
j
channel 'flame strike' jestin*
You try to strike *Jestin*, but he parries successfully.
Ok.
There were no weaves to slice.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
You gasp in pain as streaks of fire from *Jestin* burn your body!
Slice #2 that could have been Flame Strike, or if I had been just 1 pulse faster, I could've earned the advantage here.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
-=+**+=
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
j
channel 'flame strike' jestin
*Jestin* swiftly dodges your attempt to strike him.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
*Jestin* leaves south. vv
Nobody here by that name.
* R HP:Beaten SP:Good MV:Fresh >
j
channel 'flame strike' jestin
*Jestin* has arrived from the south.
* R HP:Beaten SP:Good MV:Fresh >
*Jestin* tries to strike you, but you parry successfully.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
-=+**+
j
channel 'flame strike' jestin=
You wish that your wounds would stop BLEEDING so much!
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Critical SP:Fading MV:Fresh - Jestin: Beaten >
Still getting PONR Flame Strike, but at this point I'm committed to the fact that I will probably die.
You begin to weave the appropriate flows...
-
*Jestin* leaves north. ^^
=+**+
*Jestin* has arrived from the north.
=
*Jestin* tries to strike you, but you deflect the blow.
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Critical SP:Fading MV:Fresh - Jestin: Critical >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-
*Jestin* leaves north. ^^
=+*
n*
1
k jestin+
j
channel 'flame strike' jestin
Cancelled.
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Critical SP:Fading MV:Fresh > They aren't here.
* R HP:Critical SP:Fading MV:Fresh >
Nobody here by that name.
* R HP:Critical SP:Fading MV:Fresh >
q
channel 'earthquake'
You begin to weave the appropriate flows...
-=
*Jestin* has arrived from the north.
+**+
Ok.
The earth trembles and shivers beneath your feet..!
*Jestin* panics, and attempts to flee!
*Jestin* vibrates and is knocked about.
Trying to hard to finish him off here, but I am so low on SPs and this might have cost me. Tapped right now.
* R HP:Critical SP:Trickling MV:Fresh - Jestin: Critical >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-
*Jestin* leaves south. vv
=+*
s
1
k jestin*
j
channel 'flame strike' jestin
Cancelled.
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Critical SP:Trickling MV:Fresh > They aren't here.
* R HP:Critical SP:Trickling MV:Fresh >
Nobody here by that name.
* R HP:Critical SP:Trickling MV:Fresh >
Your blood freezes as you hear someone's death cry.
j
channel 'flame strike' jestin
* R HP:Critical SP:Trickling MV:Fresh >
Nobody here by that name.
* R HP:Critical SP:Trickling MV:Fresh >
s
1j
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
The corpse of Jestin is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.
* R HP:Critical SP:Trickling MV:Fresh >
Arglebargle, glop-glyf!?!
* R HP:Critical SP:Trickling MV:Fresh >
1
k jestin
They aren't here.
* R HP:Critical SP:Trickling MV:Fresh >
gac
get all corpse
You get eleven copper pennys from the corpse of Jestin.
You get a stable ticket from the corpse of Jestin.
You get a black pair of silver-tooled boots from the corpse of Jestin.
You get a pair of earthen colored breeches from the corpse of Jestin.
You get a soft leather pouch from the corpse of Jestin.
You get a belt with a buckle of cuendillar from the corpse of Jestin.
You get a yew staff from the corpse of Jestin.
You get a silver etched shield from the corpse of Jestin.
You get a silver Kandori wristcuff from the corpse of Jestin.
You get a silver Kandori wristcuff from the corpse of Jestin.
You get a pair of dark gloves from the corpse of Jestin.
You get a set of cloth sleeves from the corpse of Jestin.
You get an elegant riding dress of dark green silk from the corpse of Jestin.
You get a bearskin tunic from the corpse of Jestin.
You get a Kandori snowflake necklace from the corpse of Jestin.
You get a Kandori snowflake necklace from the corpse of Jestin.
You get a camouflaged hood from the corpse of Jestin.
You get an emerald ring from the corpse of Jestin.
You get a gold ring from the corpse of Jestin.
* R HP:Critical SP:Trickling MV:Fresh > Nobody here by that name.
* R HP:Critical SP:Trickling MV:Fresh >
narr Jestin rip
You narrate 'Jestin rip'
* R HP:Critical SP:Trickling MV:Fresh >
x
rem staff
draw dagger
scalp 1.corpse
sheath dagger
wield staff
You stop using a walking staff.
* R HP:Critical SP:Trickling MV:Fresh > You try to quietly draw a dagger from a fine linen riding
hood.
* R HP:Critical SP:Trickling MV:Fresh >
You lean over and sever the bloody head from the corpse of Jestin.
* R HP:Critical SP:Trickling MV:Fresh >
You sheath a dagger into a fine linen riding hood.
* R HP:Critical SP:Trickling MV:Fresh >
You wield a walking staff.
* R HP:Critical SP:Trickling MV:Fresh >
rel
Ok.
* R HP:Critical SP:Trickling MV:Fresh >
Espen narrates 'see above'
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Overall, I think Slice helped me a little with getting on the right tempo, and in a group combat I think it could really add a fascinating dynamic to group combat as well. I think it's a really fascinating weave right now and I'm still trying to develop my skill with knowing when to use it and when to use a damaging weave instead. I feel bad that Jestin got a flee into a room with guards and mobripped because I didn't actually earn the final hit for the kill, but this was my first solo kill against a dreadlord and I'm really proud of that.
If anyone else uses Slice Weaves, I would love to hear your thoughts on when you use it and other strategies I could learn from.
I've been sparring lots of Tower members lately, and I thought I did well here, but there's a lot to learn and I would welcome any feedback on how I could improve here in channeler vs. channeler combat!
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Healthy SP:Bursting MV:Fresh >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.
* R HP:Healthy SP:Bursting MV:Fresh >
cm0
change wimpy 0
You won't flee from any fight now.
* R HP:Healthy SP:Bursting MV:Fresh >
cmw
change mood wimpy
Mood changed to: Wimpy
* R HP:Healthy SP:Bursting MV:Fresh >
who
Players
There is(are): 26 player(s) on LS and 10 player(s) on DS as of the last site update.
-------
Emily the Wisdom [Wisdom]
Sarinda din Rovan, Tower Accepted [White Tower]
Mahdobam the Sergeant [Queen's Guard]
Lord Eritage the Banner-General [Ever Victorious Army] WANTED
Rylee the Fledgling Novice [White Tower]
Treo of Two Rivers
6 players displayed.
* R HP:Healthy SP:Bursting MV:Fresh >
sf Rylee
Friend set to Rylee
cmw
change mood wimpy
Mood changed to: Wimpy
* R HP:Healthy SP:Bursting MV:Fresh >
wf
whois Rylee
* R HP:Healthy SP:Bursting MV:Fresh >
Rylee the Fledgling Novice is a level 31 White Tower human.
* R HP:Healthy SP:Bursting MV:Fresh >
sco
You have 280(280) hit and 143(143) movement points.
You have scored 108554877 experience points and 111 quest points.
You need 1727264486 exp to level and 39 qp to rank.
You have amassed 44 Turn points to date.
You have played 12 days and 10 hours (real time).
This ranks you as Sarinda the Tower Accepted [White Tower 4] (Level 51).
You are standing.
* R HP:Healthy SP:Bursting MV:Fresh >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is fresh.
* R HP:Healthy SP:Bursting MV:Fresh >
sta
You are already standing.
emb
* R HP:Healthy SP:Bursting MV:Fresh >
You feel the flows of saidar coursing through your body.
* R HP:Healthy SP:Bursting MV:Fresh >
ll2
channel 'locate life' jestin
You begin to weave the appropriate flows...
-=+**+=- -=+*
Ok.
Nobody around by that name.
* R HP:Healthy SP:Full MV:Fresh >
lo ring
channel 'locate object' ring
You begin to weave the appropriate flows...
-=+**+=- -=+*
Ok.
a gold ring delicately carved with ivy - [qryjovqryolpolp] - somewhere very far west of here,
carried by a human.
a gold ring delicately carved with ivy - [qrykaersabeadab] - somewhere very far west of here,
carried by a human.
a gold ring delicately carved with ivy - [meyileknenalkne] - somewhere very far north of here,
carried by a trolloc.
a gold ring delicately carved with ivy - [qrypidqulnguuav] - somewhere very far north of here,
carried by a trolloc.
a gold ring delicately carved with ivy - [rtibokulithguav] - somewhere far south of here, carried by
a human.
a gold ring delicately carved with ivy - [rtibokmvuopanul] - somewhere far south of here, carried by
a human.
a ring of silver - [fmuflxoaecedkae] - somewhere southwest of here, carried by a human.
a ring of silver - [wujulivxzceddsa] - somewhere southwest of here, carried by a human.
a ring of silver - [wujflxvxzflxkae] - somewhere southwest of here, carried by a human.
a ring of silver - [wujmvuardflxkae] - somewhere southwest of here, carried by a human.
a ring of silver - [meylijnguolpvxz] - somewhere extremely far west of here, carried by a human.
an emerald ring - [rtibokulizfemey] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzuliopanse] - somewhere far south of here, carried by a human.
a great serpent ring - [olpoaeulithgflx] - somewhere far south of here, carried by a human.
a great serpent ring - [rtivxzulithgnul] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzulinyazfe] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzmvuilerxe] - somewhere far south of here, carried by a human.
a great serpent ring - [olpbokulilijliq] - somewhere far south of here, carried by a human.
a great serpent ring - [beavxzcedlijrti] - somewhere far south of here, carried by a human.
a great serpent ring - [beavxzcedhrtliq] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzmvujovngu] - somewhere far south of here, carried by a human.
an emerald ring - [rtiardmvursakae] - somewhere far south of here, carried by a human.
a great serpent ring - [rtiardflxqrykae] - somewhere far south of here, carried by a human.
an emerald ring - [rtibokmvunsefmu] - somewhere far south of here, carried by a human.
a great serpent ring - [olpvxzflxrsawuj] - somewhere far south of here, carried by a human.
He had been showing on Locates earlier, so I assumed he had headed in, or logged in and was hiding somewhere else. No other Shadowspawn nearby so I assume I can let my guard down a bit.
* R HP:Healthy SP:Strong MV:Fresh >
rel
Ok.
cmw
change mood wimpy
* R HP:Healthy SP:Strong MV:Fresh >
Mood changed to: Wimpy
* R HP:Healthy SP:Strong MV:Fresh >
A city lamplighter has arrived from the west.
* R HP:Healthy SP:Strong MV:Fresh >
rel
You aren't in touch with saidar to release anything.
* R HP:Healthy SP:Strong MV:Fresh >
sco
* R HP:Healthy SP:Strong MV:Fresh >
You have 280(280) hit and 143(143) movement points.
You have scored 108554877 experience points and 111 quest points.
You need 1727264486 exp to level and 39 qp to rank.
You have amassed 44 Turn points to date.
You have played 12 days and 10 hours (real time).
This ranks you as Sarinda the Tower Accepted [White Tower 4] (Level 51).
You are standing.
* R HP:Healthy SP:Strong MV:Fresh >
who fem
Females
---------
Imbolc the Storyteller [Gleeman]
Emily the Wisdom [Wisdom]
Sarinda din Rovan, Tower Accepted [White Tower]
Rylee the Fledgling Novice [White Tower]
4 players displayed.
* R HP:Healthy SP:Strong MV:Fresh >
A city lamplighter looks at a streetlamp and nods.
A city lamplighter leaves east. >>
* R HP:Healthy SP:Strong MV:Fresh >
who male
Males
---------
7 Espen Al Rasiardis |Deathwatch Applicant| [Ever Victorious Army] WANTED
Mahdobam the Sergeant [Queen's Guard]
Treo of Two Rivers
3 players displayed.
* R HP:Healthy SP:Strong MV:Fresh >
tf Hello there!
tell Rylee Hello there!
You tell Rylee 'Hello there!'
* R HP:Healthy SP:Strong MV:Fresh >
sco
You have 280(280) hit and 143(143) movement points.
You have scored 108554877 experience points and 111 quest points.
You need 1727264486 exp to level and 39 qp to rank.
You have amassed 44 Turn points to date.
You have played 12 days and 10 hours (real time).
This ranks you as Sarinda the Tower Accepted [White Tower 4] (Level 51).
You are standing.
* R HP:Healthy SP:Strong MV:Fresh >
rel
You aren't in touch with saidar to release anything.
* R HP:Healthy SP:Strong MV:Fresh >
who male
Males
---------
7 Espen Al Rasiardis |Deathwatch Applicant| [Ever Victorious Army] WANTED
Mahdobam the Sergeant [Queen's Guard]
Treo of Two Rivers
3 players displayed.
* R HP:Healthy SP:Full MV:Fresh >
lip
look in pack
backpack (used) :
two copper pennys
a gold crown
[2] a package of iron rations
a mirrored lantern
a water skin
* R HP:Healthy SP:Full MV:Fresh >
l
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Healthy SP:Full MV:Fresh >
lkh
look warhorse
White as driven snow, eighteen hands tall at the shoulders, and clad in steel
armour, this is a horse of war. Trained for battle since birth, it is
invaluable for any warrior in the field. This stallion looks strong enough
to fight all day and ride all night for a week without pause.
A warhorse is in excellent condition.
* R HP:Healthy SP:Full MV:Fresh >
Rylee tells you 'hello Accepted!'
* R HP:Healthy SP:Full MV:Fresh >
tf The fighting in the north seems dulled for a moment
tell Rylee The fighting in the north seems dulled for a moment
time
You tell Rylee 'The fighting in the north seems dulled for a moment'
* R HP:Healthy SP:Full MV:Fresh >
It is 9 o'clock am, on the 11th day of the month of Saven, year 1439.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
Welcome, new players!
(Server: Wed Feb 9 00:07:07 2022 EST, last rebooted 3 minutes ago)
* R HP:Healthy SP:Full MV:Fresh >
weat
The temperature is about 75 degrees.
The sky is cloudless, and a mild wind comes from the north.
I'm currently collecting data for a research project I've been working on regarding weather conditions. I was literally alt-tabbing between windows to jot this down in my spreadsheet when I saw this.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* has arrived from the north, riding a bloodstock stallion.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* leaves west riding a bloodstock stallion. <<
* R HP:Healthy SP:Full MV:Fresh >
emb
cg
close gate
You feel the flows of saidar coursing through your body.
* R HP:Healthy SP:Full MV:Fresh > Ok.
* R HP:Healthy SP:Full MV:Fresh >
narr jestin FD again
cg
close gate
You narrate 'jestin FD again'
* R HP:Healthy SP:Full MV:Fresh >
It's already closed!
* R HP:Healthy SP:Full MV:Fresh >
emb
The Shienaran gatekeeper opens the Malkiergate.
* R HP:Healthy SP:Full MV:Fresh > You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
cg
close gate
Ok.
* R HP:Healthy SP:Full MV:Fresh >
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
ta jestin
First target is set as: jestin
ta2 dark
Second target is set as: dark
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
w
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
1
k jestin
* R HP:Healthy SP:Full MV:Fresh >
They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
w;1
k jestin
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
j
channel 'flame strike' jestin
* R HP:Healthy SP:Full MV:Fresh >
They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
Espen narrates 'weird, he usually doesnt go in cities right after boot cause
fasst chasing'
Nobody here by that name.
* R HP:Healthy SP:Full MV:Fresh >
w;1
k jestin
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Healthy SP:Full MV:Fresh > They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* has arrived from the south, riding a dun mare.
* R HP:Healthy SP:Full MV:Fresh >
*Jestin* leaves east riding a dun mare. >>
* R HP:Healthy SP:Full MV:Fresh >
s
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
e
* R HP:Healthy SP:Full MV:Fresh >
e
Alas, you cannot go that way...
* R HP:Healthy SP:Full MV:Fresh > Alas, you cannot go that way...
* R HP:Healthy SP:Full MV:Fresh >
n
*Jestin* has arrived from the north, riding a dun mare.
e
* R HP:Healthy SP:Full MV:Fresh >
1
k jestin
*Jestin* leaves south riding a dun mare. vv
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Healthy SP:Full MV:Fresh >
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Healthy SP:Full MV:Fresh >
They aren't here.
* R HP:Healthy SP:Full MV:Fresh >
emb
You are already in touch with saidar, can't you feel it?
* R HP:Healthy SP:Full MV:Fresh >
1
k jestin
*Jestin* has arrived from the west, riding a dun mare.
You try to strike *Jestin*, but he dodges the attack.
* R HP:Healthy SP:Full MV:Fresh - Jestin: Healthy >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**+=
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
First blood, and looks like his autowimpy is still on.
* R HP:Healthy SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
*Jestin* leaves east riding a dun mare. >>
* R HP:Healthy SP:Strong MV:Fresh > Nobody here by that name.
* R HP:Healthy SP:Strong MV:Fresh >
e
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a dun mare.
* R HP:Healthy SP:Strong MV:Fresh > You try to strike *Jestin*, but he deflects the blow.
* R HP:Healthy SP:Strong MV:Fresh - Jestin: Hurt >
You try to strike *Jestin*, but he deflects the blow.
You begin to weave the appropriate flows...
-=+**+
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ouch! You couldn't maintain the flows.
* R HP:Hurt SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
*Jestin* swiftly dodges your attempt to strike him.
You begin to weave the appropriate flows...
-=+**
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ouch! You couldn't maintain the flows.
* R HP:Hurt SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**
g
channel 'slice weaves' jestin+
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ouch! You couldn't maintain the flows.
Not doing great with timing here, he's just so fast. I wanted to try and shake things up a bit, so I went to Slice, hoping that it might help me reset the tempo.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Hurt >
You begin to weave the appropriate flows...
-=+**
Ok.
You lash out with razor-fine ribbons of Fire and Spirit, severing *Jestin*'s flows.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Hurt >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**+
j
channel 'flame strike' jestin=
Ok.
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Hurt >
You begin to weave the appropriate flows...
-=+**+=
j
channel 'flame strike' jestin
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
*Jestin* leaves east riding a dun mare. >>
* R HP:Wounded SP:Strong MV:Fresh >
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
*Jestin* has arrived from the east, riding a dun mare.
* R HP:Wounded SP:Strong MV:Fresh >
*Jestin* leaves west riding a dun mare. <<
* R HP:Wounded SP:Strong MV:Fresh >
e
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Wounded SP:Strong MV:Fresh >
w
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
You are just inside the city walls along the northern part of Fal Dara's
outer road. The road stretches off to the east and west with a large
gate to east.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Strong MV:Fresh > They aren't here.
* R HP:Wounded SP:Strong MV:Fresh >
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
g
channel 'slice weaves' jestin
w
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Wounded SP:Strong MV:Fresh >
They aren't here.
* R HP:Wounded SP:Strong MV:Fresh >
Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
w
1
k jestin
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a dun mare.
A run-down looking man wanders aimlessly, collecting lost belongings.
g
channel 'slice weaves' jestin
* R HP:Wounded SP:Strong MV:Fresh >
You try to strike *Jestin*, but he parries successfully.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You begin to weave the appropriate flows...
-=+**
Ok.
You failed.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
j
channel 'flame strike' jestin
You gasp in pain as streaks of fire from *Jestin* burn your body!
Because he's so fast, and Slice worked a minute ago, I'm thinking I might be able to throw him off a little by Slicing immediately and then switching. Unfortunately, the weave itself failed the Will check or else this would've been great timing.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You begin to weave the appropriate flows...
*Jestin* tries to strike you, but you deflect the blow.
-=+**+
j
channel 'flame strike' jestin=
Ok.
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You gasp in pain as streaks of fire from *Jestin* burn your body!
* R HP:Battered SP:Strong MV:Fresh - Jestin: Wounded >
You begin to weave the appropriate flows...
*Jestin* tries to strike you, but you deflect the blow.
-=+**+
j
channel 'flame strike' jestin=
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Battered SP:Strong MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
*Jestin* leaves south riding a dun mare. vv
-=+**+=
Your target is no longer here!
Doing ok so far, we've traded the advantage a few times.
* R HP:Battered SP:Strong MV:Fresh >
s
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a dun mare.
* R HP:Battered SP:Strong MV:Fresh > You try to strike *Jestin*, but he dodges the attack.
* R HP:Battered SP:Strong MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
-=
*Jestin* panics, and attempts to flee!
+**
*Jestin* leaves north riding a dun mare. ^^
+=
Your target is no longer here!
* R HP:Battered SP:Strong MV:Fresh >
n
q
channel 'earthquake'
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Battered SP:Strong MV:Fresh > You begin to weave the appropriate
flows...
-
e=
Cancelled.
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the west
the wall stretches on, and to the east the road eventually runs to the
northern town gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A dun mare is here, snorting angrily.
A run-down looking man wanders aimlessly, collecting lost belongings.
* R HP:Battered SP:Strong MV:Fresh >
The earth trembles and shivers beneath your feet..!
I went to start Earthquake instinctively and realized that if I was going to, and he didn't engage me in a hit first, he was probably about to start that hismelf. I moved out at just the right time to get him to waste the SPs.
Your blood freezes as you hear someone's death cry.
* R HP:Battered SP:Strong MV:Fresh >
j
channel 'flame strike' jestin
Nobody here by that name.
* R HP:Battered SP:Strong MV:Fresh >
w
1
k jestin
j
channel 'flame strike' jestin
*Jestin* has arrived from the west.
Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
The corpse of a poor trash collector is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Strong MV:Fresh >
They aren't here.
* R HP:Wounded SP:Strong MV:Fresh > Nobody here by that name.
* R HP:Wounded SP:Strong MV:Fresh >
s
*Jestin* has arrived from the east.
* R HP:Wounded SP:Strong MV:Fresh >
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Strong MV:Fresh >
*Jestin* has arrived from the north.
* R HP:Wounded SP:Strong MV:Fresh >
g
channel 'slice weaves' jestin
*Jestin* tries to strike you, but you parry successfully.
* R HP:Wounded SP:Strong MV:Fresh - Jestin: Wounded >
You try to strike *Jestin*, but he dodges the attack.
You begin to weave the appropriate flows...
-=+**
Ok.
There were no weaves to slice.
* R HP:Wounded SP:Good MV:Fresh - Jestin: Wounded >
You gasp in pain as streaks of fire from *Jestin* burn your body!
The timing window on Slice is really fast. He got the PONR Flame Strike so I couldn't Slice this time. Could've been a Flame Strike.
* R HP:Battered SP:Good MV:Fresh - Jestin: Wounded >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-=+**+
j
channel 'flame strike' jestin=
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
*Jestin* leaves south. vv
Nobody here by that name.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the south.
s
* R HP:Battered SP:Good MV:Fresh >
1
k jestin
j
channel 'flame strike' jestin
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
They aren't here.
* R HP:Battered SP:Good MV:Fresh >
Nobody here by that name.
* R HP:Battered SP:Good MV:Fresh >
s
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.
* R HP:Battered SP:Good MV:Fresh >
n;p
channel 'ice spikes' jestin
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here.
* R HP:Battered SP:Good MV:Fresh > You begin to weave the appropriate flows...
-
*Jestin* leaves south. vv
=+
*Jestin* has arrived from the south.
*
*Jestin* leaves north. ^^
*+=- -=
Your target is no longer here!
* R HP:Battered SP:Good MV:Fresh >
n
1
k jestin
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh > They aren't here.
* R HP:Battered SP:Good MV:Fresh >
n
1
k jestin
*Jestin* has arrived from the north.
* R HP:Battered SP:Good MV:Fresh > Bend in the Road
The road turns to the east and south here, curving around the city. The
large walls loom above you, protecting the city from invaders. Torches
on the wall provide light to chase away the shadows.
[ obvious exits: E S ]
Zone: Fal Dara
The corpse of a poor trash collector is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
They aren't here.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the south.
1
k jestin
* R HP:Battered SP:Good MV:Fresh >
*Jestin* tries to strike you, but you parry successfully.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered > You try to strike *Jestin*, but he deflects
the blow.
*Jestin* tries to strike you, but you dodge the attack.
You do the best you can!
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
e
No way! You're fighting for your life!
f
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
You panic and attempt to flee!
You flee head over heels.
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
The earth trembles and shivers beneath your feet..!
He's fighting pretty aggressively, so thankfully I was able to get him to use Earthquake and pulled out just in time.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the north.
* R HP:Battered SP:Good MV:Fresh >
s
*Jestin* tries to strike you, but you deflect the blow.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
No way! You're fighting for your life!
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
f
You panic and attempt to flee!
You flee head over heels.
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* has arrived from the north.
* R HP:Battered SP:Good MV:Fresh >
*Jestin* tries to strike you, but you deflect the blow.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
g
channel 'slice weaves' jestin
You begin to weave the appropriate flows...
-=+*
j
channel 'flame strike' jestin*
You try to strike *Jestin*, but he parries successfully.
Ok.
There were no weaves to slice.
* R HP:Battered SP:Good MV:Fresh - Jestin: Battered >
You gasp in pain as streaks of fire from *Jestin* burn your body!
Slice #2 that could have been Flame Strike, or if I had been just 1 pulse faster, I could've earned the advantage here.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
-=+**+=
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
j
channel 'flame strike' jestin
*Jestin* swiftly dodges your attempt to strike him.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
*Jestin* leaves south. vv
Nobody here by that name.
* R HP:Beaten SP:Good MV:Fresh >
j
channel 'flame strike' jestin
*Jestin* has arrived from the south.
* R HP:Beaten SP:Good MV:Fresh >
*Jestin* tries to strike you, but you parry successfully.
* R HP:Beaten SP:Good MV:Fresh - Jestin: Battered >
You begin to weave the appropriate flows...
-=+**+
j
channel 'flame strike' jestin=
You wish that your wounds would stop BLEEDING so much!
You gasp in pain as streaks of fire from *Jestin* burn your body!
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Critical SP:Fading MV:Fresh - Jestin: Beaten >
Still getting PONR Flame Strike, but at this point I'm committed to the fact that I will probably die.
You begin to weave the appropriate flows...
-
*Jestin* leaves north. ^^
=+**+
*Jestin* has arrived from the north.
=
*Jestin* tries to strike you, but you deflect the blow.
Ok.
*Jestin* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Jestin*.
* R HP:Critical SP:Fading MV:Fresh - Jestin: Critical >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-
*Jestin* leaves north. ^^
=+*
n*
1
k jestin+
j
channel 'flame strike' jestin
Cancelled.
Road Inside the City Walls
The large stone road is flanked on both sides by the city walls. The
brush and all vegetation has been cleared well away from the walls, eliminating
any hiding spots. To the south is the Dog Gate and to the north the
road turns eastward.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Critical SP:Fading MV:Fresh > They aren't here.
* R HP:Critical SP:Fading MV:Fresh >
Nobody here by that name.
* R HP:Critical SP:Fading MV:Fresh >
q
channel 'earthquake'
You begin to weave the appropriate flows...
-=
*Jestin* has arrived from the north.
+**+
Ok.
The earth trembles and shivers beneath your feet..!
*Jestin* panics, and attempts to flee!
*Jestin* vibrates and is knocked about.
Trying to hard to finish him off here, but I am so low on SPs and this might have cost me. Tapped right now.
* R HP:Critical SP:Trickling MV:Fresh - Jestin: Critical >
j
channel 'flame strike' jestin
You begin to weave the appropriate flows...
-
*Jestin* leaves south. vv
=+*
s
1
k jestin*
j
channel 'flame strike' jestin
Cancelled.
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Critical SP:Trickling MV:Fresh > They aren't here.
* R HP:Critical SP:Trickling MV:Fresh >
Nobody here by that name.
* R HP:Critical SP:Trickling MV:Fresh >
Your blood freezes as you hear someone's death cry.
j
channel 'flame strike' jestin
* R HP:Critical SP:Trickling MV:Fresh >
Nobody here by that name.
* R HP:Critical SP:Trickling MV:Fresh >
s
1j
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
The corpse of Jestin is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.
* R HP:Critical SP:Trickling MV:Fresh >
Arglebargle, glop-glyf!?!
* R HP:Critical SP:Trickling MV:Fresh >
1
k jestin
They aren't here.
* R HP:Critical SP:Trickling MV:Fresh >
gac
get all corpse
You get eleven copper pennys from the corpse of Jestin.
You get a stable ticket from the corpse of Jestin.
You get a black pair of silver-tooled boots from the corpse of Jestin.
You get a pair of earthen colored breeches from the corpse of Jestin.
You get a soft leather pouch from the corpse of Jestin.
You get a belt with a buckle of cuendillar from the corpse of Jestin.
You get a yew staff from the corpse of Jestin.
You get a silver etched shield from the corpse of Jestin.
You get a silver Kandori wristcuff from the corpse of Jestin.
You get a silver Kandori wristcuff from the corpse of Jestin.
You get a pair of dark gloves from the corpse of Jestin.
You get a set of cloth sleeves from the corpse of Jestin.
You get an elegant riding dress of dark green silk from the corpse of Jestin.
You get a bearskin tunic from the corpse of Jestin.
You get a Kandori snowflake necklace from the corpse of Jestin.
You get a Kandori snowflake necklace from the corpse of Jestin.
You get a camouflaged hood from the corpse of Jestin.
You get an emerald ring from the corpse of Jestin.
You get a gold ring from the corpse of Jestin.
* R HP:Critical SP:Trickling MV:Fresh > Nobody here by that name.
* R HP:Critical SP:Trickling MV:Fresh >
narr Jestin rip
You narrate 'Jestin rip'
* R HP:Critical SP:Trickling MV:Fresh >
x
rem staff
draw dagger
scalp 1.corpse
sheath dagger
wield staff
You stop using a walking staff.
* R HP:Critical SP:Trickling MV:Fresh > You try to quietly draw a dagger from a fine linen riding
hood.
* R HP:Critical SP:Trickling MV:Fresh >
You lean over and sever the bloody head from the corpse of Jestin.
* R HP:Critical SP:Trickling MV:Fresh >
You sheath a dagger into a fine linen riding hood.
* R HP:Critical SP:Trickling MV:Fresh >
You wield a walking staff.
* R HP:Critical SP:Trickling MV:Fresh >
rel
Ok.
* R HP:Critical SP:Trickling MV:Fresh >
Espen narrates 'see above'
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Overall, I think Slice helped me a little with getting on the right tempo, and in a group combat I think it could really add a fascinating dynamic to group combat as well. I think it's a really fascinating weave right now and I'm still trying to develop my skill with knowing when to use it and when to use a damaging weave instead. I feel bad that Jestin got a flee into a room with guards and mobripped because I didn't actually earn the final hit for the kill, but this was my first solo kill against a dreadlord and I'm really proud of that.
If anyone else uses Slice Weaves, I would love to hear your thoughts on when you use it and other strategies I could learn from.
Re: "The fighting in the north seems dulled for a moment"...
Earthquake is not a welcome weave inside Fal Dara.
Re: "The fighting in the north seems dulled for a moment"...
Jestin invariably dies inside FD to mobs on most occasions he's there, due to his aggressive style and the fast hitting nature of the mobs therein. I suspect you would of had a much more painful experience in any other zone however.
Re: "The fighting in the north seems dulled for a moment"...
Don't listen to them. EARTHQUAKE IS FINE!
Re: "The fighting in the north seems dulled for a moment"...
Sorry! That is very helpful to know. Noted.
Oh yeah, I suspect the same. I mean if he had any SPs left I probably was only 1-2 weaves away from dying myself. This post is definitely not meant to be a brag, I’m trying to learn from it. Do you have any suggestions on what I could have done better?
Re: "The fighting in the north seems dulled for a moment"...
Fun to see Slice being used, however it still seems very lackluster and unless you want to experiment or like the idea of slice, I'd probably just use another weave if I were you. Or at least keep it as a trick. If it buys you one flame strike on the opponent it has probably done its job, but it seems like it cost you a 2-3 for the one you gained.
Re: "The fighting in the north seems dulled for a moment"...
Exactly this.iria wrote: ↑Wed Feb 09, 2022 7:53 amFun to see Slice being used, however it still seems very lackluster and unless you want to experiment or like the idea of slice, I'd probably just use another weave if I were you. Or at least keep it as a trick. If it buys you one flame strike on the opponent it has probably done its job, but it seems like it cost you a 2-3 for the one you gained.
Re: "The fighting in the north seems dulled for a moment"...
No shade on what looks like a fun fight but i do think a rank 4 tower member should know basic laws of a closely allied nation before they go there. Isn't the whole point of being trained by the Tower that you don't use the one power irresponsibly?
Perhaps a detailed rp review of the laws of various nations by the venerable Aes Sedai posting above me is in order 0:-)
Perhaps a detailed rp review of the laws of various nations by the venerable Aes Sedai posting above me is in order 0:-)
Re: "The fighting in the north seems dulled for a moment"...
Slice weave gives opponent a pulse of lag. So if you slice and time we’ll, you can get an ice spike off before their flamestrike if they double tap fstrike or if they are caught off guard a bit.
Re: "The fighting in the north seems dulled for a moment"...
Agree though, think you tried 5 or 6 slices and got 1 FS extra off as a result, and you ended up out of sps partially as a result. Might be more useful against a FC where you can tell when they're weaving. Also, your timing was good enough to trade FSes - probably didn't need the pulse that slice provides.