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When it doubt, button mash! (Pollux)comments   back
   (14 ratings and 1511 hits. Posted 2017/01/20)
#Background: I've been playing MUME on and off since the early 2000s, irl friends got me hooked on the
game. In my most revisitation of MUME I had leveled this character up as a mage and then started to
transition to a quaking cleric. This character was the first character I ever warlorded (to 8th spot)
at lvl 20, was lucky with quakes on an armour-less Glasya elf hidden camp. I am extremely rusty!#

Here is my current level and eq before fight:


whois pollux
Pollux ß is a level twenty-three Dúnadan Master Healer.
Is playing from *.net.

*[ C>

*[ C>
eq
You are using:
<wielded>            a Dúnadan blade (flawless)
<used as shield>     a bejewelled oak staff; it has a soft glowing aura
<worn on head>       a white chain mail coif (flawless)
<worn on body>       a fine tunic (flawless)
<worn about body>    a forest green cloak (flawless)
<worn on arms>       a pink pair of sleeves (flawless)
<worn on hands>      a pair of white chain mail gloves (flawless)
<worn on legs>       a pink pair of pants (flawless)
<worn on feet>       a black pair of padded boots (flawless)
<worn around neck>   a necklace
<worn around neck>   a golden necklace
<worn on wrist>      an archaic copper wristband (flawless)
<worn on finger>     a copper ring
<worn on finger>     a small tin ring
<worn on back>       a leather backpack
<worn as belt>       a gleaming belt
<worn on belt>       a gem-inlaid knife (flawless)
<worn on belt>       a water skin
<worn on belt>       a strange set of lock picks

#Background part deux:

Fane narrates that an Orc is near bree, had been several orcs+bns around lately so I
go to investigate. Being new to PKing as a cleric I make an alias for quick harm on *ORC*.
I apologize for chopiness of log, it was c/p from JMC client. Enjoy the spell spam fest!#



!+ CR Mana:Burning Move:Tired>
s
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =south=, =west=.

!+ CR Mana:Burning Move:Tired>
n
South of Bree
You find yourself in the dim shadow of Bree's southern gate. North of you is
Bree, the last outpost of civilisation, which soon ends and gives way to the 

eastern wilderness full of dangerous creatures and adventures.
A mother eagle is here, fighting *Saai the Orc*.
*Saai the Orc*, wielding a black runed dagger, is here, fighting a mother eag
le.
A warhorse is standing here, ridden by you.
Exits: [north], =south=.

!+ CR Mana:Burning Move:Tired>3

cast quick 'harm' *orc*
You start to concentrate...

3
*Saai the Orc* panics, and attempts to flee.
*Saai the Orc* leaves south.
Your victim has disappeared!

!+ CR Mana:Burning Move:Tired>
3
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR Mana:Burning Move:Tired>
3
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR Mana:Burning Move:Tired>
cast quick 'harm' *orc*
Nobody here by that name.
A mother eagle quickly approaches, trying to hit you.

!+ CR Mana:Burning Move:Tired a mother eagle:Wounded>

A mother eagle swiftly dodges your attempt to slash her.

!+ CR Mana:Burning Move:Tired a mother eagle:Wounded>
fle
You flee head over heels.
You flee south.
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =south=, =west=.

!+ CR Mana:Burning Move:Tired>s

Greenway
A crossroads is formed as the Greenway meets another large road. The new road

leads north while the Greeway contines through green pastures to the west and

east. Columns of smoke, probably from the many chimneys of Bree, can be seen 
to
the north. The hard soil of the roads bear many tracks of carts and feet.
A tall stag is here, grazing peacefully.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =west=.

!+ CR Mana:Burning Move:Tired>

Fane narrates 'dreadful near bree was sneaker'

!+ CR Mana:Burning Move:Tired>
rev q
You begin to search...


cbob
You didn't find anyone.

!+ CR Mana:Burning Move:Tired>
cast 'breath of briskness'
You start to concentrate...


narrate its saai
rev q
An energy begins to flow within your legs as your body becomes lighter.

!+ CR Mana:Burning>
Ok.

!+ CR Mana:Burning>
Hildifons narrates 'actually Horast etc went e'
You begin to search...


n
You didn't find anyone.

!+ CR Mana:Burning>
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =south=, =west=.
You have found *Saai the Orc*!

!+ CR Mana:Burning>
n
South of Bree
You find yourself in the dim shadow of Bree's southern gate. North of you is
Bree, the last outpost of civilisation, which soon ends and gives way to the 

eastern wilderness full of dangerous creatures and adventures.
A mother eagle flies high above, looking for prey.
A warhorse is standing here, ridden by you.
Exits: [north], =south=.

!+ CR Mana:Burning>

A mother eagle barely hits your right foot and tickles it.

!+ CR HP:Fine Mana:Burning a mother eagle:Wounded>
s
No way! You are fighting for your life!

!+ CR HP:Fine Mana:Burning a mother eagle:Wounded>

A mother eagle swiftly dodges your attempt to slash her.

!+ CR HP:Fine Mana:Burning a mother eagle:Wounded>fle

You flee head over heels.
PANIC! You couldn't escape!

!+ CR HP:Fine Mana:Burning a mother eagle:Wounded>

You flee head over heels.
PANIC! You couldn't escape!

!+ CR HP:Fine Mana:Burning a mother eagle:Wounded>

A mother eagle tries to hit you, but your parry is successful.

!+ CR HP:Fine Mana:Burning a mother eagle:Wounded>

You flee head over heels.
You flee south.
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =south=, =west=.
You have found *Saai the Orc*!

!+ CR HP:Fine Mana:Burning>
rev

*Saai the Orc* leaves east sneaking.

!+ CR HP:Fine Mana:Burning>
You can reveal an object, a character, "all", or with a given effort.

!+ CR HP:Fine Mana:Burning>
rev q
You begin to search...
rev q
3
You didn't find anyone.

!+ CR HP:Fine Mana:Burning>
You begin to search...


You hear the long howl of a wolf from the south.


rev q
You have revealed *Saai the Orc*!

!+ CR HP:Fine Mana:Burning>
cast quick 'harm' *orc*
You start to concentrate...


*Saai the Orc* leaves his hiding place.
*Saai the Orc* pierces your body and tickles it.
Argh! You cannot concentrate any more...

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
No way! You are fighting for your life!

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

You try to slash *Saai the Orc*, but he parries successfully.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
exa orc
You see nothing special about him.
*Saai the Orc* is in an excellent condition.
*Saai the Orc* is using:
<wielded>            a black runed dagger (well-maintained)
<worn as shield>     a bejewelled shield (flawless)
<worn on head>       a crown of bones (flawless)
<worn on body>       a black shirt (flawless)
<worn about body>    a forest green cloak (flawless)
<worn on arms>       a shining pair of chain mail sleeves (flawless)
<worn on hands>      a fine pair of soft leather gloves (satisfactory)
<worn on legs>       a shining pair of chain mail leggings (flawless)
<worn on feet>       a black pair of padded boots (well-maintained)
<worn on wrist>      a keyring with a key and a set of lock picks
<worn on finger>     an iron ring
<worn on back>       a leather backpack
<worn across back>   a laced quiver
<worn as belt>       a golden belt
<worn on belt>       a foetid green vial
<worn on belt>       a sable pouch
<worn on belt>       a small pouch
<worn on belt>       a fragrant-smelling bag
<worn on belt>       a water skin

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
smile

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
You smile happily.
*Saai the Orc* sends you sprawling with a powerful bash.


!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>bow


*Saai the Orc* pierces your right arm and tickles it.


!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

*Saai the Orc* stops using a black runed dagger.
*Saai the Orc* confidently draws a steel claymore.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

*Saai the Orc* tries to slash you, but your parry is successful.


!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

Your head stops stinging.
You try to slash *Saai the Orc*, but he parries successfully.
*Saai the Orc* strongly slashes your right arm.
The venom enters your body!

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
No way! You are fighting for your life!

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

*Saai the Orc* stops using a steel claymore.
*Saai the Orc* skilfully draws a black runed dagger.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
exa

You hear the long howl of a wolf from the east.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
A warhorse is standing here, ridden by you.
*Saai the Orc*, wielding a black runed dagger, is here, fighting YOU.
Exits/emulated: =north=, =east=, =south=, =west=.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

*Saai the Orc* swiftly dodges your attempt to slash him.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

*Saai the Orc* barely pierces your right hand and tickles it.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>

*Saai the Orc* panics, and attempts to flee.
*Saai the Orc* leaves east.

!+ CR HP:Fine Mana:Burning>
fle
w
*Saai the Orc* has arrived from the east.
You flee head over heels.
You flee east.
Well Kept Road
The East Road is well kept in this area through Bree-land. Closely set stones

flag the width, and short grass grows at either side. Off to the north the
hedge and ditch about Bree cuts it's path, with Bree Hill rising high above
it. Shortly to the west, a road leads north towards the southern gate of
Bree.
A warhorse is standing here, ridden by you.
Exits: =east=, =west=.

!+ CR HP:Fine Mana:Burning>w

w
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
*Saai the Orc*, wielding a black runed dagger, is standing here.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =south=, =west=.

!+ CR HP:Fine Mana:Burning>
Paved Road
The road dips around to go level eastwards, as it finally approaches the
southern gate of Bree. Off ahead the road is met by the road out of Bree,
and it continues off into the distance in the east.
A warhorse is standing here, ridden by you.
Exits: =east=, =west=.

!+ CR HP:Fine Mana:Burning>e

3
Paved Road
Sloping down around the hedge, the road leads in a southeasterly direction.
Small potholes speak of the need for repair on the road, but with the Kingdom

of Arnor long ago lost, there is nobody to do so, as Bree folk feel it is
none of their concern.
A warhorse is standing here, ridden by you.
Exits: =east=, =west=.

!+ CR HP:Fine Mana:Burning>
3
Paved Road
The road dips around to go level eastwards, as it finally approaches the
southern gate of Bree. Off ahead the road is met by the road out of Bree,
and it continues off into the distance in the east.
A warhorse is standing here, ridden by you.
Exits: =east=, =west=.

!+ CR HP:Fine Mana:Burning>
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR HP:Fine Mana:Burning>
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR HP:Fine Mana:Burning>
e

*Saai the Orc* has arrived from the east.

!+ CR HP:Fine Mana:Burning>
3
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =south=, =west=.

!+ CR HP:Fine Mana:Burning>
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR HP:Fine Mana:Burning>
w
Paved Road
The road dips around to go level eastwards, as it finally approaches the
southern gate of Bree. Off ahead the road is met by the road out of Bree,
and it continues off into the distance in the east.
*Saai the Orc*, wielding a black runed dagger, is standing here.
A warhorse is standing here, ridden by you.
Exits: =east=, =west=.
*Saai the Orc* barely pierces your right hand and tickles it.

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
3

!+ CR HP:Fine Mana:Burning *Saai the Orc*:Healthy>
3
cast quick 'harm' *orc*
You start to concentrate...


3
3
3
You dodge a bash from *Saai the Orc* who loses his balance.


Ok.
As you call on ancient powers, *Saai the Orc* twists in great pain.

!+ CR HP:Fine Mana:Hot *Saai the Orc*:Fine>
cast quick 'harm' *orc*
You start to concentrate...


3
Ok.
As you call on ancient powers, *Saai the Orc* twists in great pain.
You strongly slash *Saai the Orc*'s right leg.
Your victim is shocked by your hit!

!+ CR HP:Fine Mana:Warm *Saai the Orc*:Hurt>
cast quick 'harm' *orc*
You start to concentrate...


*Saai the Orc* panics, and attempts to flee.
*Saai the Orc* leaves east.
Your victim has disappeared!

!+ CR HP:Fine Mana:Warm>
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR HP:Fine Mana:Warm>
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR HP:Fine Mana:Warm>
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR HP:Fine Mana:Warm>
e
Junction
From the north a tidy, but well worn road leads out from the village of Bree,

and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
A warhorse is standing here, ridden by you.
Exits: =north=, =east=, =south=, =west=.

!+ CR HP:Fine Mana:Warm>
3
cast quick 'harm' *orc*
Nobody here by that name.

!+ CR HP:Fine Mana:Warm>
tr *orc*
You carefully examine the ground around you, looking for tracks...


narrate hes hurt
e
You see some vague, bloody tracks of *an Orc* leading east, done less than 1 
hour ago.

!+ CR HP:Fine Mana:Warm>
Ok.

#SNIP# I track Saai to SD and ask if anyone has key. I believe he skirmished a bit with
Fane while I was regening mana. #SNIP#

![ CR>
cast quick 'harm' *orc*
You start to concentrate...


3
3
3
Ok.
*Saai the Orc* leaves his hiding place.
As you call on ancient powers, *Saai the Orc* twists in great pain.
*Saai the Orc* tries to pierce you, but your parry is successful.
You try to slash *Saai the Orc*, but he parries successfully.

![ CR Mana:Burning *Saai the Orc*:Wounded>
cast quick 'harm' *orc*
You start to concentrate...


3
3
3
*Saai the Orc* panics, and attempts to flee.
*Saai the Orc* leaves south.
Your victim has disappeared!

![ CR Mana:Burning>
cast quick 'harm' *orc*
Nobody here by that name.
*Saai the Orc* has arrived from the south.

![ CR Mana:Burning>3

cast quick 'harm' *orc*
You start to concentrate...


3
3
*Saai the Orc* leaves north.
Your victim has disappeared!
You hear some apparently very close noise from the north.

![ CR Mana:Burning>
3
cast quick 'harm' *orc*
Nobody here by that name.

![ CR Mana:Burning>
cast quick 'harm' *orc*
Nobody here by that name.

![ CR Mana:Hot>3

cast quick 'harm' *orc*
Nobody here by that name.

![ CR Mana:Hot>
cast quick 'harm' *orc*
Nobody here by that name.

![ CR Mana:Hot>
cast quick 'harm' *orc*
Nobody here by that name.

![ CR Mana:Hot>
cast quick 'harm' *orc*

#SNIP of me spamming quick harms like a noob and wasting mana...#

![ CR Mana:Hot>
tr *orc*
You stop tracking your victim.
You carefully examine the ground around you, looking for tracks...


n
Fane narrates 'isn't sd always a trap?'
You see some plain, bloody tracks of *an Orc* leading north, done less than 1
 hour ago.

![ CR Mana:Hot>
Before the Castle Gate
You are standing in front of the castle gate where the rusty old portcullis
lies shattered on the ground in three pieces. The castle wall is full of hole
s
but its structure is still pretty stable. Through the gate you can see a dust
y
castle yard.
*Saai the Orc*, wielding a black runed dagger, is standing here.
A stooped orc is crouched here, sniffing the air and examining the ground.
The brutally disfigured lieutenant of the lurg whips his charges.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A bedraggled man stumbles as best he can across the terrain.
A bedraggled man stumbles as best he can across the terrain.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A lurg-leader with cat-like eyes wields a wicked spear.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A warhorse is standing here, ridden by you.
Exits: north, east, south, west.
Aha, you have found your victim!

![ CR Mana:Hot>

Grachúl the Ohurk-murg barely whips your left hand and tickles it.

![ CR HP:Fine Mana:Hot Grachúl the Ohurk-murg:Healthy>

Khorg the Ohurk-gothai lightly stabs your left arm and tickles it.

![ CR HP:Fine Mana:Hot Grachúl the Ohurk-murg:Healthy>

Nalg the Ohurk-nutu tries to pierce you, but your parry is successful.

![ CR HP:Fine Mana:Hot Grachúl the Ohurk-murg:Healthy>
fle

*Saai the Orc* strongly pierces your body.
You feel a sharp pain there!
Nalg the Ohurk-nutu says 'I wall hund you uhtil you'la deat, Gillux!' in Orki
sh.
Grachúl the Ohurk-murg swiftly dodges your attempt to slash him.

![ CR HP:Fine Mana:Hot Grachúl the Ohurk-murg:Healthy>
An Ohurk-uai soldier says 'YOU! Bollux! Yiu fell die bahere yoor tihe.' in Or
kish.
You swiftly dodge an Ohurk-uai soldier's attempt to slash you.
You flee head over heels.
You flee east.
Plains
The plains stretch on endlessly here, grass growing rampant through the
years. It is no wonder that this place is called the Lone-lands, nary a soul
lives here. However, here stands a ruined castle, its walls broken but still
impassable to all but the foolhardy. It seems the only building within view.
A warhorse is standing here, ridden by you.
Exits: north, east, west.

!. CR HP:Fine Mana:Hot>
e
The Hedge-Trail
The trail following the southern side of the great wall of thorns is heading
roughly from south-east to north-west. It looks to be still in use as the
grasses are flattened along its length. Maybe merchants use this route or
even the famed Rangers of the North, who knows?
A warhorse is standing here, ridden by you.
Exits: -north-, -east-, south, west.

!. CR HP:Fine Mana:Hot>
rev q
You begin to search...


Some apparently very close noise can be heard from the west.

tr *orc*

You didn't find anyone.

!. CR HP:Fine Mana:Hot>
You carefully examine the ground around you, looking for tracks...


You stop searching.

!. CR HP:Fine Mana:Hot>
rev q
You begin to search...


!. CR HP:Fine Mana:Hot>w

!. CR HP:Fine Mana:Hot>w

w
Plains
The plains stretch on endlessly here, grass growing rampant through the
years. It is no wonder that this place is called the Lone-lands, nary a soul
lives here. However, here stands a ruined castle, its walls broken but still
impassable to all but the foolhardy. It seems the only building within view.
A stooped orc is crouched here, sniffing the air and examining the ground.
The brutally disfigured lieutenant of the lurg whips his charges.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A bedraggled man stumbles as best he can across the terrain.
A bedraggled man stumbles as best he can across the terrain.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A lurg-leader with cat-like eyes wields a wicked spear.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A warhorse is standing here, ridden by you.
Exits: north, east, west.
Nalg the Ohurk-nutu says 'Oh! Tzere you are!' in Orkish.

!. CR HP:Fine Mana:Hot>
Before the Castle Gate
You are standing in front of the castle gate where the rusty old portcullis
lies shattered on the ground in three pieces. The castle wall is full of hole
s
but its structure is still pretty stable. Through the gate you can see a dust
y
castle yard.
A warhorse is standing here, ridden by you.
Exits: north, east, south, west.

![ CR HP:Fine Mana:Hot>
s
Old Castle Gate
A large iron gate hangs here halfway open with its long sharp ends pointing
towards the ground. The gate creaks loudly and shakes with even the slightest

breeze. The slightest vibrations could bring the gate crashing down. There is

a wooden rail freshly built just outside the gate, a place to tie the horses
and walk through the gate. The surface of the walls around the gate has becom
e
discoloured from the rust that pours off the iron bars. A few bars from the
gate are missing near the bottom from where the rust has eaten all the way
through them.
A warhorse is standing here, ridden by you.
Exits: north, south.

![ CR HP:Fine Mana:Hot>
s
Castle Yard
The castle walls loom above from all sides within these grounds, with some
stairs leading up to the top of the walls. The stairs have many cracks and
holes in them, some steps missing completely. There is a large stone building

over towards the corner of the yard, with some letters etched in the stone
above the doorway. Some grass grows in patches all around the yard with mud
covering the rest of the land. Further south is the entrance to the castle
itself.
A hungry warg stands here, sniffing around for flesh.
A warhorse is standing here, ridden by you.
Exits: north, east, south, up.
You feel a hidden presence.

![ CR HP:Fine Mana:Hot>

A hungry warg leaves north.

![ CR HP:Fine Mana:Hot>
rev q
You begin to search...


rev q
You didn't find anyone.

![ CR HP:Fine Mana:Hot>
You begin to search...


tr *orc*
n
Some very close noise can be heard from the north.


You didn't find anyone.

![ CR HP:Fine Mana:Hot>
You carefully examine the ground around you, looking for tracks...


You see some plain, bloody tracks of *an Orc* leading north, done less than 1
 hour ago.

![ CR HP:Fine Mana:Hot>
Old Castle Gate
A large iron gate hangs here halfway open with its long sharp ends pointing
towards the ground. The gate creaks loudly and shakes with even the slightest

breeze. The slightest vibrations could bring the gate crashing down. There is

a wooden rail freshly built just outside the gate, a place to tie the horses
and walk through the gate. The surface of the walls around the gate has becom
e
discoloured from the rust that pours off the iron bars. A few bars from the
gate are missing near the bottom from where the rust has eaten all the way
through them.
A warhorse is standing here, ridden by you.
Exits: north, south.


You see some plain, bloody tracks of *an Orc* leading north, done less than 1
 hour ago.

![ CR HP:Fine Mana:Hot>
n
Some very close noise can be heard from the north.


You didn't find anyone.

![ CR HP:Fine Mana:Hot>
You carefully examine the ground around you, looking for tracks...


You see some plain, bloody tracks of *an Orc* leading north, done less than 1
 hour ago.

![ CR HP:Fine Mana:Hot>
Old Castle Gate
A large iron gate hangs here halfway open with its long sharp ends pointing
towards the ground. The gate creaks loudly and shakes with even the slightest

breeze. The slightest vibrations could bring the gate crashing down. There is

a wooden rail freshly built just outside the gate, a place to tie the horses
and walk through the gate. The surface of the walls around the gate has becom
e
discoloured from the rust that pours off the iron bars. A few bars from the
gate are missing near the bottom from where the rust has eaten all the way
through them.
A warhorse is standing here, ridden by you.
Exits: north, south.


You see some plain, bloody tracks of *an Orc* leading north, done less than 1
 hour ago.

![ CR HP:Fine Mana:Hot>

![ CR HP:Fine Mana:Hot>
n
Before the Castle Gate
You are standing in front of the castle gate where the rusty old portcullis
lies shattered on the ground in three pieces. The castle wall is full of hole
s
but its structure is still pretty stable. Through the gate you can see a dust
y
castle yard.
A stooped orc is crouched here, sniffing the air and examining the ground.
*Saai the Orc*, wielding a steel claymore, is here, riding a hungry warg.
A hungry warg is standing here, ridden by *Saai the Orc*.
The brutally disfigured lieutenant of the lurg whips his charges.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A bedraggled man stumbles as best he can across the terrain.
A bedraggled man stumbles as best he can across the terrain.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A lurg-leader with cat-like eyes wields a wicked spear.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A warhorse is standing here, ridden by you.
Exits: north, east, south, west.
Aha, you have found your victim!

![ CR HP:Fine Mana:Hot>

Khorg the Ohurk-gothai tries to stab you, but your parry is successful.

![ CR HP:Fine Mana:Hot Khorg the Ohurk-gothai:Healthy>n

*Saai the Orc* slashes your body hard.
No way! You are fighting for your life!

![ CR HP:Fine Mana:Hot Khorg the Ohurk-gothai:Healthy>

Nalg the Ohurk-nutu joins Khorg the Ohurk-gothai's fight.
Nalg the Ohurk-nutu lightly pierces your right foot and tickles it.

![ CR HP:Fine Mana:Hot Khorg the Ohurk-gothai:Healthy>

An Ohurk-uai soldier says 'YAU! Pallix! Yiu sill dae before your kife.' in Or
kish.
An Ohurk-uai soldier barely slashes your right leg and tickles it.

![ CR HP:Fine Mana:Hot Khorg the Ohurk-gothai:Healthy>
fle

An Ohurk-uai soldier barely stabs your left foot and tickles it.
You try to slash Khorg the Ohurk-gothai, but he parries successfully.

![ CR HP:Fine Mana:Hot Khorg the Ohurk-gothai:Healthy>
You flee head over heels.
You flee west.
Plains
The plains stretch on endlessly here, grass growing rampant through the
untended years. This place deserves to be called the Lone-lands since hardly
anybody lives in these parts. A castle stands here, although it has seen the
best of its days. The walls are broken and impassable.
A warhorse is standing here, ridden by you.
Exits: north, east.

# Here I remember that I have quakes stored and decide to go for it. Quakes
have served me well in the past!

!. CR HP:Fine Mana:Hot>
dism
e
You stop riding a warhorse.

!. C HP:Fine Mana:Hot>
Before the Castle Gate
You are standing in front of the castle gate where the rusty old portcullis
lies shattered on the ground in three pieces. The castle wall is full of hole
s
but its structure is still pretty stable. Through the gate you can see a dust
y
castle yard.
A stooped orc is crouched here, sniffing the air and examining the ground.
*Saai the Orc*, wielding a steel claymore, is here, riding a hungry warg.
A hungry warg is standing here, ridden by *Saai the Orc*.
The brutally disfigured lieutenant of the lurg whips his charges.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A bedraggled man stumbles as best he can across the terrain.
A bedraggled man stumbles as best he can across the terrain.
An orc of the Ohurk-uai stands here, cursing and grumbling.
A lurg-leader with cat-like eyes wields a wicked spear.
An orc of the Ohurk-uai stands here, cursing and grumbling.
Exits: north, east, south, west.

![ C HP:Fine Mana:Hot>cq
cast 'earthquake'
You quickly recall your stored spell...


cq
*Saai the Orc* quickly approaches, trying to slash you.
You swiftly dodge Grachúl the Ohurk-murg's attempt to whip you.


cq
Khorg the Ohurk-gothai barely stabs your body and tickles it.


*Saai the Orc* barely slashes your right hand and tickles it.


The earth trembles beneath your feet!
An Ohurk-uai soldier says 'Tamtild! Haw dale yeu? I will rehesbur youl waca P
olrux!' in Orkish.
An Ohurk-uai soldier says 'You nill gie a painful death, Pollux!' in Orkish.
Nalg the Ohurk-nutu says 'Is dhot the best yau can ko? Try harbel!' in Orkish
.
A hungry warg says 'Once you are dead, I'll rip tze limbs from your body!' in
 Morbeth.
An Ohurk-uai soldier tries to stab you, but your parry is successful.

cq

![ C HP:Fine Mana:Hot *Saai the Orc*:Wounded>
cast 'earthquake'
You quickly recall your stored spell...
Nalg the Ohurk-nutu barely pierces your body and tickles it.
A hungry warg barely hits your left hand and tickles it.


An Ohurk-uai soldier fails to slash you.


cq
cq
You bleed from open wounds.
*Saai the Orc* bleeds from open wounds.


cq
The earth trembles beneath your feet!
A bedraggled prisoner is mortally wounded and will die soon if not aided.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
**Yawn** Boring kill, wasn't it?
You hear an Ohurk-uai soldier's death cry as he collapses.
#   $xpLastKill set to {An Ohurk-uai soldier}[local]
An Ohurk-uai soldier is dead! R.I.P.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
Congratulations! This is the first time you've killed it!
You hear a bedraggled prisoner's death cry as he collapses.
#   $xpLastKill set to {A bedraggled prisoner}[local]
A bedraggled prisoner is dead! R.I.P.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
**Yawn** Boring kill, wasn't it?
You hear an Ohurk-uai soldier's death cry as he collapses.
#   $xpLastKill set to {An Ohurk-uai soldier}[local]
An Ohurk-uai soldier is dead! R.I.P.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
**Yawn** Boring kill, wasn't it?
You hear an Ohurk-uai soldier's death cry as he collapses.
#   $xpLastKill set to {An Ohurk-uai soldier}[local]
An Ohurk-uai soldier is dead! R.I.P.
*Saai the Orc* swiftly dodges your attempt to slash him.

![ C HP:Fine Mana:Hot *Saai the Orc*:Bad>
cast 'earthquake'
You quickly recall your stored spell...
You swiftly dodge Khorg the Ohurk-gothai's attempt to stab you.
*Saai the Orc* panics, and attempts to flee.
*Saai the Orc* leaves west riding a hungry warg.
cq
*Saai the Orc* has arrived from the west riding a hungry warg.
Nalg the Ohurk-nutu barely pierces your body and tickles it.
You swiftly dodge Grachúl the Ohurk-murg's attempt to whip you.


cq
The earth trembles beneath your feet!
*Saai the Orc* dismounts from a hungry warg, and stops riding it.
*Saai the Orc* is incapacitated and will slowly die, if not aided.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
Congratulations! This is the first time you've killed it!
You hear Nalg the Ohurk-nutu's death cry as he collapses.
#   $xpLastKill set to {Nalg the Ohurk-nutu}[local]
Nalg the Ohurk-nutu is dead! R.I.P.
A hungry warg is mortally wounded and will die soon if not aided.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
Yes! You're beginning to get the idea.
You hear a bedraggled prisoner's death cry as he collapses.
#   $xpLastKill set to {A bedraggled prisoner}[local]
A bedraggled prisoner is dead! R.I.P.

![ C HP:Hurt Mana:Hot Grachúl the Ohurk-murg:Awful>
cq
cast 'earthquake'
You quickly recall your stored spell...
cq
The earth trembles beneath your feet!
info to level %X
#   $xpToLevelOld set to {255431}[local]
You feel more experienced.
Congratulations! This is the first time you've killed it!
You gained some renown in this battle!
You hear *Saai the Orc*'s death cry as he collapses.
#   $xpLastKill set to {*Saai the Orc*}[local]
*Saai the Orc* has drawn his last breath! R.I.P.
A shadow slowly rises above the corpse of *Saai the Orc*.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
**Yawn** Boring kill, wasn't it?
You hear a hungry warg's death cry as it collapses.
#   $xpLastKill set to {A hungry warg}[local]
A hungry warg is dead! R.I.P.
Khorg the Ohurk-gothai is incapacitated and will slowly die, if not aided.
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
Congratulations! This is the first time you've killed it!
You hear Grachúl the Ohurk-murg's death cry as he collapses.
#   $xpLastKill set to {Grachúl the Ohurk-murg}[local]
Grachúl the Ohurk-murg is dead! R.I.P.

![ C HP:Hurt Mana:Warm Khorg the Ohurk-gothai:Dying>
cast 'earthquake'
You start to concentrate...


cq
exa
The earth trembles beneath your feet!
info to level %X
#   $xpToLevelOld set to {255431}[local]
You receive your share of experience.
Congratulations! This is the first time you've killed it!
You hear Khorg the Ohurk-gothai's death cry as he collapses.
#   $xpLastKill set to {Khorg the Ohurk-gothai}[local]
Khorg the Ohurk-gothai is dead! R.I.P.
A shadow says 'Meat your death, Pollux!' in Orkish.

#Here I realize I can stop spamming earthquake like a tard and regain my wits#

o# C>
view warlord

*** Warlords Hall of Fame ***

    Armies of the West

 1  Fastolph the Harfoot Bodyguard
 2  Warathrum the Dwarven Hero
 3  Zack the Dwarven Ranger
 4  Hildifons the Fallohid Healer
 5  Pollux the Dúnadan Master Healer
 6  Lozen the Noldorin Warlock
 7  Norbert the Dwarven Ranger
 8  Juutti the Harfoot Ranger
 9  Stifler the Dwarven Adventurer
10  Thoreau the Half-Elven Hero

#I know this log is nothing "notable" per se (I think Saai was probably lagged and not 
expecting quakes, I also spammed like a noob) but I find it ironic that the character
I am having the most success with in my MUME "career" is a lvl 20ish cleric that quakes. 
Figured I would share as it has been so much fun revisiting MUME! Tried to leave some eq 
but gave some away as spares, kept rock+2 azures+2 pieces of shining mail. Thanks for reading!#


2017/01/20 05:55, Durrin:  Rated: Good 
Great job! Armies of the West Prevail!

2017/01/20 07:35, Zepir:  Rated: Awful 
cool log, wrong section IMO.

2017/01/20 08:17, Reich:   
Looking good bro!

2017/01/20 12:01, Vidgri:edited 1x  Rated: Superb 
start: #log mylogname.txt
stop: #log

and add settings to quake-key to disable xp-counter, it really helps with screen

2017/01/20 15:40, Saai:   
Nice job, I didn't expect those quakes. However, I should have probably fled the scene after 3 harms!

2017/01/20 18:45, Faine:Rated: Average 
Brief mode helps too.

2017/01/21 00:34, Bungo:Rated: Good 
Not even half bad. You managed to kill wimpiest of orcs i have ever seen on open. Good work!

2017/01/21 07:17, Soemanto:   
welcome back :)

2017/01/21 17:36, Telessar:  Rated: Good 
I'm gonna rate this good only because you're pking without brief. Impressive!

2017/01/21 19:54, Spe:   
I pk without briefs almost exclusively.

2017/01/22 18:35, Horus:Rated: Superb 
nice one! is harm making a comeback? :D

2017/01/23 13:57, Jeraziah:  Rated: Awful 
So MUME is so dead even torc scouts prac now slash they could hoard Hewer?

2017/01/23 16:11, Fhraax:   
I thought this was pretty great:
Fane narrates 'isn't sd always a trap?'

2017/01/23 22:17, Saai:   
Jeraziah, I carry a claymore to finish off bad/awful fleeing opponents. Pierce just takes too many hits.

2017/01/30 20:41, Azazello: 
Be a man - shhhhmite!

2017/01/31 10:17, Zorts: 
With slash part I agree with jeraziah, more beneficial is either ornate or smite.

Wrong section, gratz on kill.


top
 


 Rating-Summary 
 Superb Horus, Susu, Vidgri 
 Good Bungo, Durrin, Roadkill, Telessar 
 Average Dagor, Faine, Fieldy 
 Poor Baratheon, Kakao 
 Awful Jeraziah, Zepir 
Rating period for this log has expired!


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