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Fighting Numbers as a Channeler

Posted: Mon Jun 07, 2010 2:48 am
by Jaina
Log picks up after I had been playing around with Baraal, Obould and Lyrak around Gap for a bit.


HP:Battered SP:Good MV:Fresh >
The Road to Tarwin's Gap
The simple dirt road that had been heading predominantly from north to south
bends to the east here due to a massive hill to the north covered with thick
and thorny shrubbery as well as tall pines. To the east, the road continues
downward into a dried up valley, nestled within the hills.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.
*Baraal* is standing here.
*Baraal* tries to strike your head, but misses.

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>

Note the hp difference. Just because I'm down in health doesn't mean I can't fight him. Confidence is key, and thus I try my luck


s
No way! You're fighting for your life!

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
not
You will now look around more carefully.

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
You try to strike *Baraal*'s body, but miss.
*Baraal* tries to strike your shoulders, but misses.

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
emb
You surrender yourself to saidar as you embrace the True Source.

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
= -
* channel 'create fire'
You lose your concentration.
You begin channeling the appropriate flows...

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
= -
* channel 'create fire'
Okay.
Your flows of Fire burst into existance, and lick at *Baraal*'s skin.

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
You try to strike *Baraal*'s feet, but miss.
*Baraal* tries to strike your feet, but misses.
You begin channeling the appropriate flows...

HP:Battered SP:Good MV:Fresh - Baraal: Hurt>
= -
* channel 'create fire'
Okay.
Your flows of Fire burst into existance, and lick at *Baraal*'s skin.

HP:Battered SP:Weakening MV:Fresh - Baraal: Wounded>
You begin channeling the appropriate flows...

HP:Battered SP:Weakening MV:Fresh - Baraal: Wounded>
= -
* channel 'create fire'
Okay.
Your flows of Fire burst into existance, and lick at *Baraal*'s skin.

HP:Battered SP:Weakening MV:Fresh - Baraal: Wounded>
You begin channeling the appropriate flows...

HP:Battered SP:Weakening MV:Fresh - Baraal: Wounded>
= - *Baraal* tries to strike your body, but misses.

HP:Battered SP:Weakening MV:Fresh - Baraal: Wounded>

* channel 'create fire'
Okay.
Your flows of Fire burst into existance, and lick at *Baraal*'s skin.
You begin channeling the appropriate flows...

HP:Battered SP:Weakening MV:Fresh - Baraal: Wounded>
= -
* channel 'immolate'
Okay.
Your flows of Fire burst into existance, and lick at *Baraal*'s skin.


At this point he's probably tapped or has given up on trying to beat me and is waiting for Obould, so I run something a bit stronger.


HP:Battered SP:Flickering MV:Fresh - Baraal: Battered>
You begin channeling the appropriate flows...

HP:Battered SP:Flickering MV:Fresh - Baraal: Battered>
= =
* *Baraal* tries to strike your shoulders, but misses.

HP:Battered SP:Flickering MV:Fresh - Baraal: Battered>
+ - = % = - +
* Okay.
*Baraal* screams in agony and tears at his skin as your flows of Fire char his insides.
*Baraal* grimaces in pain.

HP:Battered SP:Flickering MV:Fresh - Baraal: Beaten>
channel 'create fire' dark
You try to strike *Baraal*'s hands, but miss.
*Baraal* tries to strike your arms, but misses.

HP:Battered SP:Flickering MV:Fresh - Baraal: Beaten>
You begin channeling the appropriate flows...

HP:Battered SP:Flickering MV:Fresh - Baraal: Beaten>
= -
* Okay.
Your flows of Fire burst into existance, and lick at *Baraal*'s skin.
*Baraal* panics, and attempts to flee!

HP:Battered SP:Flickering MV:Fresh - Baraal: Critical>
channel 'create fire' dark
You are too drained to complete the weave.

HP:Battered SP:Flickering MV:Fresh - Baraal: Critical>
*Baraal* leaves south.

HP:Battered SP:Flickering MV:Fresh >
rel
You release the One Power.


Time to chase. Channelers don't have autotrack, so I assume that he is going to run to his nearest mob support and thus run directly there.


HP:Battered SP:Flickering MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
kill dark
s
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
kill dark
The Road Alongside the Forest Hedge
The hedge bordering the dirt road has grown very thick here, consisting of bear
pines and other less discernable foliage underneath. Beyond the hedge
alongside the road, the forest of pine, hemlock, oak, and even some spruce
makes the scenery almost seem peaceful, if it weren't for the fact that these
thick forests could be hiding any sort of danger this far north in the
Borderlands.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.
A small buck is here, looking frisky.

HP:Battered SP:Flickering MV:Fresh >
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 21.6 lbs.
Offensive Bonus: 151 Dodge Bonus: 112, Parry Bonus: 195
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 46 other worthy players.
Your armor absorbs 3% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 17
AGILITY 17

HP:Battered SP:Flickering MV:Fresh >
s
s
Tarwin's Gap Road Before a Turn in the Road
The dirt road continues southwards and northwards, but to the south a turn in
the road can be seen. Beyond the turn, however, very little is visible from
here, besides some dark trees leading into the forest.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
kill dark
A Bend in the Road
The encroaching woods bordering the road force the road to bend somewhat. The
dirt road continues to north and west, shadowed by the surrounding forests. A
way can be picked through the forest to the south however because the trees are
less closely spaced.
[ Exits: n s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
w
A Slight Bend in the Road
The simple, dirt road to Tarwin's Gap turns here, winding between the thick
woods of the forested Borderlands. The way north is impassable due to growing
verge becoming almost man high. The road continues towards the east.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
s
s
Down Towards Tarwin's Gap
The dirt road continues to meander through the forested Borderlands. Towards
the north, the road gently slopes downwards. The verge to the east is not very
thick, however, allowing for a passage into the trees.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.
A small buck is here, looking frisky.

HP:Battered SP:Flickering MV:Fresh >
The Road to Tarwin's Gap
The woods to either side of the dirt road are very thick, allowing for
virtually no passage east or west, forcing one to continue down the simple,
dusty road.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
s
s
s
The Road to Tarwin's Gap
The dusty road continues further and deeper into the forested Borderlands.
The way becomes very narrow between the encroaching forest to either side of
the dirt road, allowing for no way to escape except down one direction or the
other of the road.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.
A large elk stares at you.

HP:Battered SP:Flickering MV:Fresh >
kill dark
The Road to Tarwin's Gap
The road to Tarwin's Gap is barely more than a narrow path beaten into the dirt
here between the forests to either side, the paved road having ended, falling
into disarray, no longer maintained after the death of Malkier.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
Road Beside an Old Fortification
Close to the side of the dirt road, a ruined fortification stands, marking the
border which no longer exists between Shienar and Malkier of old. Looking as
though abandoned for several years, most of the walls had crumbled, and the
rest of the ancient structure ready to crumble as well. The stairs on the
eastern side of the fortification that led to what must have once been a watch
turret had long since fallen into disrepair, allowing for no way up.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
s
s
The Road to Tarwin's Gap
As the road continues north towards Tarwin's Gap, the thick woods that
encompass it let up a bit. To the east, a path can be traversed through the
closely spaced pine trees and the taller, less prevalent spruce trees.
Further towards the north, a small edifice can be seen.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
kill dark
The Road to Tarwin's Gap
The paved road continues on, from Fal Dara to Tarwin's Gap. Though the road
here is paved, it is falling into disrepair because this road receives much
travel and is well trodden. Forests border the road on either side as it
continues north.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.
A small buck is here, looking frisky.
Sneaking around in the shadows stands a shienaran scout.
Sneaking around in the shadows stands a shienaran scout.

HP:Battered SP:Flickering MV:Fresh >
They don't seem to be here.

HP:Battered SP:Flickering MV:Fresh >
tr
HP:Battered SP:Flickering MV:Fresh >
- +
* You see very recent tracks of a trolloc leaving north.
You see very recent tracks of a dreadlord leaving north.
You see very recent tracks of a trolloc leaving south.

HP:Battered SP:Flickering MV:Fresh >
n
n
The Road to Tarwin's Gap
As the road continues north towards Tarwin's Gap, the thick woods that
encompass it let up a bit. To the east, a path can be traversed through the
closely spaced pine trees and the taller, less prevalent spruce trees.
Further towards the north, a small edifice can be seen.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
Road Beside an Old Fortification
Close to the side of the dirt road, a ruined fortification stands, marking the
border which no longer exists between Shienar and Malkier of old. Looking as
though abandoned for several years, most of the walls had crumbled, and the
rest of the ancient structure ready to crumble as well. The stairs on the
eastern side of the fortification that led to what must have once been a watch
turret had long since fallen into disrepair, allowing for no way up.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
s
The Road to Tarwin's Gap
As the road continues north towards Tarwin's Gap, the thick woods that
encompass it let up a bit. To the east, a path can be traversed through the
closely spaced pine trees and the taller, less prevalent spruce trees.
Further towards the north, a small edifice can be seen.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
e
Off the Main Road
The spruce and pine are closely gathered here, just off of the road to Tarwin's
Gap. It becomes difficult to see very far, as the forest is still very thick
here, but the small path off the road still continues eastwards through some
bear pine shrubbery. Beyond the waist-high shrubberies, though, visibility
remains dim.
[ Exits: e w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
e
e
Along a Dirth Path
A dirt path emerges from the thick woods to the west, and it continues on
eastwards, though the distance eastwards cannot be determined due to the
density of the pine and spruce trees in this forest.
[ Exits: e w ]
A white stallion is standing here, being ridden by you.
A large rat is here scurrying out of sight.

HP:Battered SP:Flickering MV:Fresh >
A Turn in the Path
The small forest path turns here, allowing passage only towards the west or
north. The bear pine shrubbery here is still quite thick, shadowed by the
taller trees, but it seems as though the hedge nearest the small dirt path has
been trimmed recently, but not with any gardening tools. Rather, it seems as
though the shrubs were hacked apart to force a path.
[ Exits: n w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
n
n
A Small Path in the Forest
As the path continues on a mainly north to south track, the hedge of bear pine
shrubberies bordering the path continue to appear well trimmed, but not at all
neatly. The towering pine trees and even loftier spruce trees almost blot out
the sky, but enough light trickles down through the branches to illuminate a
clearing ahead, to the north.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.
A small buck is here, looking frisky.

HP:Battered SP:Flickering MV:Fresh >
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Fresh >
dism
e
You stop riding a white stallion.

HP:Battered SP:Flickering MV:Fresh >
kill dark
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A trolloc of the Dhjin'nen tribe stands here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.

HP:Battered SP:Flickering MV:Excellent >
They don't seem to be here.

HP:Battered SP:Flickering MV:Excellent >
n
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
*Baraal* is standing here.
An elite assassin trolloc is here, barely noticable.
*Baraal* leaves south.

HP:Battered SP:Flickering MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Flickering MV:Excellent >
s
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
*Baraal* is standing here.
A trolloc of the Dhjin'nen tribe stands here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.

HP:Battered SP:Flickering MV:Excellent >
kill dark
You try to strike *Baraal*'s legs, but miss.

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
emb
*Baraal* panics, and attempts to flee!

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
You surrender yourself to saidar as you embrace the True Source.

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
channel 'create fire'
You are too drained to complete the weave.

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
You try to strike *Baraal*'s legs, but miss.

HP:Wounded SP:Flickering MV:Fresh - Baraal: Beaten>
rel
You release the One Power.

HP:Wounded SP:Flickering MV:Fresh - Baraal: Beaten>
*Baraal* leaves west.

HP:Wounded SP:Flickering MV:Fresh >
n
kill dark
A Dhjin'nen trolloc tries to blast your body, but misses.
A Dhjin'nen trolloc tries to blast your body, but misses.

HP:Wounded SP:Flickering MV:Fresh - a Dhjin'nen trolloc: Healthy>
No way! You're fighting for your life!

HP:Wounded SP:Flickering MV:Fresh - a Dhjin'nen trolloc: Healthy>
They don't seem to be here.

HP:Wounded SP:Flickering MV:Fresh - a Dhjin'nen trolloc: Healthy>
*Baraal* has arrived from the west.

HP:Wounded SP:Flickering MV:Fresh - a Dhjin'nen trolloc: Healthy>
f
You panic and attempt to flee!

HP:Wounded SP:Flickering MV:Fresh - a Dhjin'nen trolloc: Healthy>
*Baraal* tries to strike your head, but misses.

HP:Wounded SP:Flickering MV:Fresh - a Dhjin'nen trolloc: Healthy>
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A tall white stallion is standing here.
You flee head over heels.

HP:Wounded SP:Flickering MV:Excellent >
sc
You have 159(312) hit, 24(196) mana, and 123(126) movement points.
You have scored 384590953 exp, 202 total quest points
You need 11409047 exp to reach your next level.
You have been playing for 1 days and 10 hours.
You have gathered 224 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 51 Quest Points, rank 3, 65 Quest Points to rank.
You are standing.

HP:Wounded SP:Flickering MV:Excellent >
emb
You surrender yourself to saidar as you embrace the True Source.

HP:Wounded SP:Flickering MV:Excellent >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 21.6 lbs.
Offensive Bonus: 144 Dodge Bonus: 117, Parry Bonus: 195
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 46 other worthy players.
Your armor absorbs 3% damage on average.
You are affected by:
NOTICE 20
NO QUIT 6
NIGHT VISION 16
AGILITY 16

HP:Wounded SP:Flickering MV:Excellent >
l
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A tall white stallion is standing here.

HP:Wounded SP:Flickering MV:Excellent >
kill dark
They don't seem to be here.

HP:Wounded SP:Flickering MV:Excellent >
not
You look around less carefully.

HP:Wounded SP:Flickering MV:Excellent >
l
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A tall white stallion is standing here.

HP:Wounded SP:Flickering MV:Excellent >
kill dark
They don't seem to be here.

HP:Wounded SP:Flickering MV:Excellent >
kill dark
They don't seem to be here.

HP:Wounded SP:Flickering MV:Excellent >
kill dark
They don't seem to be here.

HP:Wounded SP:Flickering MV:Excellent >
l
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A tall white stallion is standing here.

HP:Wounded SP:Flickering MV:Excellent >
e
channel 'drain' dark
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
*Baraal* is standing here.
A trolloc of the Dhjin'nen tribe stands here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.


My sps are pretty low, so I cast a drain and steal some to help me finish him.


HP:Wounded SP:Flickering MV:Excellent >
You begin channeling the appropriate flows...

HP:Wounded SP:Flickering MV:Excellent >
% *Baraal* leaves north.

HP:Wounded SP:Flickering MV:Excellent >
= + *Baraal* has arrived from the west.

HP:Wounded SP:Flickering MV:Excellent >
Okay.
You place a net of Spirit over *Baraal*, who appears to become more sluggish.
*Baraal* tries to strike your legs, but misses.

HP:Wounded SP:Flickering MV:Excellent - Baraal: Beaten>
*Baraal* panics, and attempts to flee!

HP:Wounded SP:Flickering MV:Excellent - Baraal: Beaten>


He's fleeing a lot, so I try to catch him reentering with something a bit longer in length.


channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Wounded SP:Flickering MV:Excellent - Baraal: Beaten>
= A Ko'bal trolloc assists *Baraal*.
A Ko'bal trolloc assists a Ko'bal trolloc.
A Dhjin'nen trolloc tries to blast your hands, but misses.
A Dhjin'nen trolloc tries to blast your hands, but misses.

HP:Wounded SP:Flickering MV:Excellent - Baraal: Beaten>
= *Baraal* leaves west.

HP:Wounded SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Healthy>

* A Dhjin'nen trolloc tries to blast your head, but misses.
A Dhjin'nen trolloc tries to blast your body, but misses.
A Ko'bal trolloc tries to pierce your arms, but misses.
A Ko'bal trolloc tries to pierce your body, but misses.
A Ko'bal trolloc tries to pierce your body, but misses.

HP:Wounded SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Healthy>
+ - *Baraal* has arrived from the west.

HP:Wounded SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Healthy>
= % = - *Baraal* leaves north.

HP:Wounded SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Healthy>
+
* Your target could not be found.
You strike a Dhjin'nen trolloc's arms.
A Dhjin'nen trolloc tries to blast your hands, but misses.
A Dhjin'nen trolloc tries to blast your body, but misses.
A Ko'bal trolloc pierces your body.
A Ko'bal trolloc pierces your legs.
A Ko'bal trolloc tries to pierce your body, but misses.
A Ko'bal trolloc tries to pierce your body, but misses.

HP:Battered SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Scratched>
*Baraal* has arrived from the north.

HP:Battered SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Scratched>
change mood wimpy
Mood changed to: Wimpy

HP:Battered SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Scratched>
f
You panic and attempt to flee!

HP:Battered SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Scratched>
channel 'immolate' dark
*Baraal* leaves north.

HP:Battered SP:Flickering MV:Excellent - a Dhjin'nen trolloc: Scratched>
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A tall white stallion is standing here.
You flee head over heels.
Your target could not be found.

HP:Battered SP:Flickering MV:Excellent >
sc


A vertical beam of light slowly opens into a gateway, leading to somewhere afar.

Obould's here, time to be a bit more careful.



You have 141(312) hit, 32(196) mana, and 119(126) movement points.
You have scored 384591214 exp, 202 total quest points
You need 11408786 exp to reach your next level.
You have been playing for 1 days and 10 hours.
You have gathered 224 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 51 Quest Points, rank 3, 65 Quest Points to rank.
You are standing.

HP:Battered SP:Flickering MV:Excellent >
n
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]

HP:Battered SP:Flickering MV:Excellent >
e
channel 'immolate' dark
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
An elite assassin trolloc is here, barely noticable.

HP:Battered SP:Flickering MV:Excellent >
Your target could not be found.

HP:Battered SP:Flickering MV:Excellent >
w
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]

HP:Battered SP:Flickering MV:Strong >
s
enter gate
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A strange gateway is here, leading to an unknown destination.
*Obould* is standing here.
A tall white stallion is standing here.

HP:Battered SP:Flickering MV:Strong >
You enter through the gate.
The Great Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, as if ready to burst apart at a touch.

[ Exits: n w ]
A strange gateway is here, leading to an unknown destination.

HP:Battered SP:Flickering MV:Strong >
enter gate
You enter through the gate.
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A strange gateway is here, leading to an unknown destination.
*Obould* is standing here.
A tall white stallion is standing here.

HP:Battered SP:Flickering MV:Strong >
*Obould* steps through the gateway.

Mindgames, son.


HP:Battered SP:Flickering MV:Strong >
ride horse
ride horse
You begin riding a white stallion.

HP:Battered SP:Flickering MV:Strong >
s
You're already riding a white stallion

HP:Battered SP:Flickering MV:Strong >
s
A Small Path in the Forest
As the path continues on a mainly north to south track, the hedge of bear pine
shrubberies bordering the path continue to appear well trimmed, but not at all
neatly. The towering pine trees and even loftier spruce trees almost blot out
the sky, but enough light trickles down through the branches to illuminate a
clearing ahead, to the north.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.
A small buck is here, looking frisky.

HP:Battered SP:Flickering MV:Strong >
A Turn in the Path
The small forest path turns here, allowing passage only towards the west or
north. The bear pine shrubbery here is still quite thick, shadowed by the
taller trees, but it seems as though the hedge nearest the small dirt path has
been trimmed recently, but not with any gardening tools. Rather, it seems as
though the shrubs were hacked apart to force a path.
[ Exits: n w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Strong >
not
You will now look around more carefully.

HP:Battered SP:Flickering MV:Strong >
w
w
Along a Dirth Path
A dirt path emerges from the thick woods to the west, and it continues on
eastwards, though the distance eastwards cannot be determined due to the
density of the pine and spruce trees in this forest.
[ Exits: e w ]
A white stallion is standing here, being ridden by you.
A large rat is here scurrying out of sight.

HP:Battered SP:Flickering MV:Strong >
Off the Main Road
The spruce and pine are closely gathered here, just off of the road to Tarwin's
Gap. It becomes difficult to see very far, as the forest is still very thick
here, but the small path off the road still continues eastwards through some
bear pine shrubbery. Beyond the waist-high shrubberies, though, visibility
remains dim.
[ Exits: e w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Flickering MV:Strong >
rel
You release the One Power.

HP:Battered SP:Flickering MV:Strong >
sc
You have 141(312) hit, 32(196) mana, and 111(126) movement points.
You have scored 384591214 exp, 202 total quest points
You need 11408786 exp to reach your next level.
You have been playing for 1 days and 10 hours.
You have gathered 224 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 51 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.

Horse is haggish, I go to get a remount and then come back to finish the job.


HP:Wounded SP:Weakening MV:Fresh >
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A rough grey stallion is standing here, being ridden by you.

HP:Wounded SP:Weakening MV:Fresh >
e
channel 'immolate' baraal
*Nyoga* has arrived from the north.

HP:Wounded SP:Weakening MV:Fresh >
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A rough grey stallion is standing here, being ridden by you.
A trolloc of the Dhjin'nen tribe stands here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.

HP:Wounded SP:Weakening MV:Fresh >
Your target could not be found.

HP:Wounded SP:Weakening MV:Fresh >
n
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
A rough grey stallion is standing here, being ridden by you.
*Baraal* is standing here.
An elite assassin trolloc is here, barely noticable.

HP:Wounded SP:Weakening MV:Fresh >
channel 'immolate' baraal
You begin channeling the appropriate flows...

HP:Wounded SP:Weakening MV:Fresh >
= = *Obould* has arrived from the west.

HP:Wounded SP:Weakening MV:Fresh >

* + *Obould* tries to pierce your legs, but misses.

HP:Wounded SP:Weakening MV:Fresh - Obould: Healthy>
- = *Baraal* tries to strike your legs, but misses.

HP:Wounded SP:Weakening MV:Fresh - Obould: Healthy>
A Ko'bal trolloc assists *Obould*.
A Dhjin'nen trolloc has arrived from the south.
A Dhjin'nen trolloc has arrived from the south.

HP:Wounded SP:Weakening MV:Fresh - Obould: Healthy>
% = A Ko'bal trolloc tries to pierce your body, but misses.
You are interrupted and stop what you are doing.
*Obould* pierces your head very hard.
*Obould* tries to pierce your feet, but misses.

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
channel 'create fire' baraal
You begin channeling the appropriate flows...

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
f
= Cancelled...
You panic and attempt to flee!

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
*Baraal* channels sharp air scythes which tear your skin apart!

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
w
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A rough grey stallion is standing here, being ridden by you.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
You flee head over heels.
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A rough grey stallion is standing here, being ridden by you.

With 3 around, I decide to back up and get a better horse from Basin before coming back.


HP:Battered SP:Weakening MV:Fresh >
e
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
scan e
HP:Battered SP:Weakening MV:Fresh >
- +
* *Baraal* is standing here.
A trolloc of the Dhjin'nen tribe stands here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.

HP:Battered SP:Weakening MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Weakening MV:Fresh >
s
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
*Obould* is standing here.

HP:Battered SP:Weakening MV:Fresh >
kill dark
You try to strike *Obould*'s body, but miss.

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
scan e
No way! You're fighting for your life!
*Baraal* has arrived from the east.

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
*Baraal* strikes your hands.

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
*Obould* tries to pierce your legs, but misses.
*Obould* tries to pierce your body, but misses.
You try to strike *Obould*'s hands, but miss.

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
f
You panic and attempt to flee!

HP:Battered SP:Weakening MV:Fresh - Obould: Healthy>
n
n
Looking Upon a Small Forest
Coming off of the dirt path to the east, the terrain rises slightly. Deep
within the woods, no path can be marked to traverse further into the forest.
Back towards the north, though, a clearing in the woods can be spotted.
[ Exits: n e ]
A white stallion is standing here, being ridden by you.
Sneaking around in the shadows stands a shienaran scout.
You flee head over heels.
A Clearing Within the Woods
The clearing here is bereft of trees and shrubbery alike. Stumps and scorch
marks spot the bare earth. This desolation is bordered by the forest on all
sides, but the only way actually blocked by impassably thick trees is to the
west.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.
Sneaking around in the shadows stands a shienaran scout.

HP:Battered SP:Weakening MV:Fresh >
Deep Within the Woods
The thin path cut through the shrubberies continues here, deeper into the
forest. Very little light manages to meander through the branches of pine and
oak above, but enough filters through to light the path. Very little besides
more trees can be seen to the east, but a clearing is visible to the south.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
w
Alas, you cannot go that way...

HP:Battered SP:Weakening MV:Fresh >
dism
You stop riding a white stallion.

Dismount so I can use Thunderclap on the group and not have my horse attack me.



HP:Battered SP:Weakening MV:Fresh >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 21.6 lbs.
Offensive Bonus: 144 Dodge Bonus: 117, Parry Bonus: 195
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 46 other worthy players.
Your armor absorbs 3% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 14
AGILITY 14

HP:Battered SP:Weakening MV:Fresh >
n
Amongst the Woods
The forest suddenly becomes thicker and looms menacingly, deeper within the
woods. The closely spaced trees blot out the sky, allowing for very little to
no light to come through. The resulting understory and herbacious layer are
very thin and sparse, except for very thick and dry bear pine shrubberies,
bereft of leaves and flowers. A small path has been cut through the bear
pines, however, almost savagely, allowing for a thin path.
[ Exits: s w ]

HP:Battered SP:Weakening MV:Excellent >
tc
What?!?
*Baraal* has arrived from the south.

HP:Battered SP:Weakening MV:Excellent >
l
*Baraal* tries to strike your body, but misses.

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
Amongst the Woods
The forest suddenly becomes thicker and looms menacingly, deeper within the
woods. The closely spaced trees blot out the sky, allowing for very little to
no light to come through. The resulting understory and herbacious layer are
very thin and sparse, except for very thick and dry bear pine shrubberies,
bereft of leaves and flowers. A small path has been cut through the bear
pines, however, almost savagely, allowing for a thin path.
[ Exits: s w ]
*Baraal* is here, fighting YOU!.

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
tc
What?!?

Uh oh, alias isn't set! Better do it manually. I use Thunderclap here because it is the fastest weave, and will keep both Obould and Baraal from weaving on me.



HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
f
*Nyoga* has arrived from the south.
PANIC! You couldn't escape!

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
You try to strike *Baraal*'s body, but miss.

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
f
PANIC! You couldn't escape!

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
f
You panic and attempt to flee!

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
Deep Within the Woods
The thin path cut through the shrubberies continues here, deeper into the
forest. Very little light manages to meander through the branches of pine and
oak above, but enough filters through to light the path. Very little besides
more trees can be seen to the east, but a clearing is visible to the south.
[ Exits: n e s ]
*Obould* is standing here.
A tall white stallion is standing here.
You flee head over heels.

HP:Battered SP:Weakening MV:Excellent >
*Obould* leaves north.

HP:Battered SP:Weakening MV:Excellent >
channel 'thunderclap
You are not in touch with the True Source.
*Baraal* has arrived from the north.

HP:Battered SP:Weakening MV:Excellent >
*Obould* has arrived from the north.
*Baraal* tries to strike your body, but misses.

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
*Obould* tries to pierce your arms, but misses.

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
f
You panic and attempt to flee!

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
emb
An Impassable Thicket
The way further into the woods is blocked off by a large thicket of
shrubberies, the hedge almost as tall as an ogier. The pine and oak trees
beyond seem normal enough, what little can be seen of them due to the lack of
sun light, but the trees here are stunted, and the shrubberies seem almost
unnaturally high.
[ Exits: s w ]
A large elk stares at you.
You flee head over heels.
You surrender yourself to saidar as you embrace the True Source.

HP:Battered SP:Weakening MV:Excellent >
channel 'thunderclap'
You begin channeling the appropriate flows...

HP:Battered SP:Weakening MV:Excellent >
*Baraal* has arrived from the west.

HP:Battered SP:Weakening MV:Excellent >
+ *Baraal* tries to strike your legs, but misses.

HP:Battered SP:Weakening MV:Excellent - Baraal: Battered>
Okay.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.

HP:Battered SP:Weakening MV:Excellent - Baraal: Beaten>
*Obould* pierces your body extremely hard.

HP:Battered SP:Weakening MV:Excellent - Baraal: Beaten>
channel 'thunderclap'
You begin channeling the appropriate flows...

HP:Battered SP:Weakening MV:Excellent - Baraal: Beaten>
*Obould* tries to pierce your head, but misses.
A large elk tries to hit your feet, but you dodge the attack.
*Baraal* tries to strike your feet, but misses.

HP:Battered SP:Weakening MV:Excellent - Baraal: Beaten>
+ Okay.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.

HP:Battered SP:Weakening MV:Excellent - Baraal: Beaten>
channel 'thunderclap'
You begin channeling the appropriate flows...

HP:Battered SP:Weakening MV:Excellent - Baraal: Beaten>
+ Okay.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
channel 'thunderclap'
You begin channeling the appropriate flows...

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
+ *Nyoga* tries to pierce your body, but misses.
*Nyoga* tries to pierce your hands, but misses.
A large elk tries to hit your arms, but you parry the attack.

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
channel 'thunderclap'
Okay.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
You begin channeling the appropriate flows...

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
+ Okay.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
channel 'thunderclap'
You begin channeling the appropriate flows...

HP:Battered SP:Flickering MV:Excellent - Baraal: Critical>
+ Okay.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *Baraal*'s death cry.
*Baraal* is dead! R.I.P.
Your flows of Air, Fire, and Spirit reverberate against each other, creating a sharp thunderclap.


And boom, he dies. Prospective channelers take note: there's no need for you to run and hide at the first sign of superior numbers. Pick your targets carefully and you can still come away with some kills.

Posted: Mon Jun 07, 2010 9:28 am
by Lyrak
Wow. Prospective channelers should also note that an exceptional link is a must for playing vs numbers!

Mind posting your set too? Im pretty new here, and have no idea how you're pulling 195 pb.

Posted: Mon Jun 07, 2010 10:59 am
by Jaina
At the beginning of the log I was wearing:

<worn> a strange ruby necklace
<worn> a necklace of heavy gold links
<worn> a small diamond earring
<worn> a small diamond earring
<worn> a sparkling diamond crusted tiara
<worn> a shawl bearing the Flame of Tar Valon
<worn> a black surcoat with silver stitching
<worn> a set of finely worked shoulder pads sparkling with gold
<worn> a pair of dark fur sleeves
<worn> a studded leather belt
<worn> a dark silver cuff
<worn> a dark silver cuff
<worn> a pair of gloves embroidered with gold
<worn> a great serpent ring
<worn> a gold ring
<wielded> a vine covered staff
<worn> a pair of dark cloth leggings
<worn> a pair of gold-fringed boots


After killing Baraal, I swapped a lot of gear with him and ended up in full dodge.

Posted: Mon Jun 07, 2010 3:08 pm
by Kathryn
i pull more than 195 pb :)

Posted: Tue Jun 08, 2010 7:50 pm
by Callisto
I pull 150 :/

Posted: Wed Jun 09, 2010 9:46 am
by Rawr
Full dodge+vine staff is like 195 pb 133 db (dismounted) and gives a lot of nice practices.