#AREA {20 45} Forstal The Plane of Nirvana~ #MOBILES #8100 tridrone~ a tridrone~ A tridrone is here, doing a menial task. ~ You see what appears to be a 3 sided pyramid with spidery arms and legs. ~ 1|4|64 0 0 S 18 11 4 3d20+80 1d6+6 0 8500 8 arachnid~ 0 #8101 quadrone~ a quadrone~ A quadrone is here, watching for trespassers. ~ A cubic creature, with spiny arms and legs. ~ 1|4|32|64 8 0 S 21 9 3 14d10+70 2d8+0 0 13000 8 arachnid~ 0 #8102 pentadrone~ a pentadrone~ A pentadrone is here, policing the area. ~ A five-armed creature which resembles a starfish on thin stilt-like legs. ~ 1|2|32|64 8 0 S 23 8 0 15d12+80 3d4+3 0 17000 8 arachnid~ 0 #8103 decaton~ a decaton~ A decaton is here, overseeing the other modrons. ~ A Decaton appear as a 10 tentacled sphere on stumpy legs. ~ 1|2|32|64 8 0 S 25 6 2 25d10+50 2d8+2 0 23000 8 arachnid~ 0 #8104 nonaton~ A nonaton~ A nonaton is here, preserving law and order. ~ A cylidrical modron with 9 tentacles and stubby legs. ~ 1|2|32|64 136 0 S 27 5 2 11d8+150 2d10+1 0 27000 8 arachnid~ 0 #8105 octon~ An octon~ An octon is here, governing his ward of responsilbility. ~ An octon has a collar at shoulder level with 8 tentacled arms outside his collar. ~ 1|2|32|64 8 0 S 29 4 1 25d10+75 3d6+5 0 31000 8 arachnid~ 0 #8106 septon~ a septon~ A septon is here, preserving order. ~ A septon appears as a human with a large bald head. It has a shoulder collar with 7 tentacles coming from it. ~ 1|2|32|64 8 300 S 31 3 1 5d10+180 2d8+8 150 34000 8 arachnid~ 0 #8107 hexton~ a hexton~ A hexton is here, watching over his armies. ~ A hexton appears as a humanoid with 6 arms: 2 large human arms with 6 fingers, and 4 tentalces below tipped with sharp claws. ~ 1|2|32|64 8|128 0 S 33 1 -2 1d1+249 5d6+5 2000 50000 8 arachnid~ 0 #8108 quinton~ a quinton~ A quinton is here keeping records. ~ Quintons look like tall, stocky humanoids with 4 flexible arms jutting from the shoulders. A prehensile tail serves as the creature's 5th arm, and it has fan-like wings attached to their shoulders. ~ 1|2|32|64 8 0 S 35 1 0 8d12+150 4d5+4 500 50000 8 arachnid~ 0 #8109 tertian~ a tertian~ A tertian is here administering the law. ~ Tertians look very human, save for their 12 foot size, the horns jutting from the sides of their bald heads, and the long prehensile tail ending in a mace- like ball. ~ 1|2|32|64 8 0 S 40 0 -5 1d1+349 4d6+5 1000 70000 8 arachnid~ 0 #8110 secundus~ Secundus~ Secundus, Viceroy of the quarter, is here. ~ The secundi appear as incredibly thin, tall humanoids with long, narrow faces and deepset eyes. ~ 1|2|32|64 8|128 0 S 45 0 -6 1d1+499 5d6+10 2500 200000 8 human~ 0 #8111 primus~ Primus~ Primus, ruler of all the planes of Nirvana, forms out of an energy pool. ~ Primus is a huge being who rises out of the energy pool and glares at you with violet eyes. His right hand is wreathed in darkness, his left in light, and he looks very displeased to see you. ~ 1|2|32|64 8|128 0 S 60 0 -10 1d1+1999 3d20+20 10000 700000 8 god~ 0 #0 #OBJECTS #8100 sword realms~ Realms sword~ The sword of the rulers of the Realm.~ ~ 5 2|4|64 8193 0~ 2~ 12~ 3~ 24 55000 12000 A 18 5 A 19 4 #8101 radiant vest~ a radiant vest~ A vest made of some glowing substance.~ ~ 9 64|1024 9 8~ 0~ 0~ 0~ 30 12000 3000 A 19 2 A 1 3 #8102 helm radiant~ a radiant helm~ A helm glowing and pulsing with radiance.~ ~ 9 2|4|64|1024 17 8~ 0~ 0~ 0~ 10 5000 1800 A 18 2 #8103 aura sleeves radiant~ Aura of radiance~ An aura lies here shimmering before you.~ ~ 9 2|4|64|1024 257 7~ 0~ 0~ 0~ 10 12450 2200 A 18 2 A 19 2 #8104 shield aura force~ a shimmering field of power~ A pool of energy lies here.~ ~ 9 2|4|64|512 513 7~ 0~ 0~ 0~ 5 500 100 A 20 -4 A 21 -6 #0 #ROOMS #8100 In the Plane of Nirvana~ You stand in a higher plane of absolute balance and order. It is equally hot and cold, equally light and dark, and made of equal parts of solid and liquid. The plane extends to the west and east, while a strange nexial link lies under your feet. A small, incongrous plaque is fixed in the fabric of existence here. ~ 81 0 2 D1 To the east, the plane extends for what seems to be forever. ~ ~ 0 -1 8101 D5 The nexial link leads back into the astral plane. ~ ~ 0 -1 1949 D3 To the west, the plane extends for what seems to be forever. ~ ~ 0 -1 8102 E plaque~ The plaque reads: This area written orignally by Forstall for Rivers of Mud. Modifications by Alander of Rivers of Mud. Modifications were made by Andersen for the 4th Realm. ~ S #8101 The Plane of Nirvana~ You are traveling the Plane of Nirvana. It is boundless to the east and west. ~ 81 0 2 D1 To the east, there seems to be a bend in direction of travel. ~ ~ 0 -1 8103 D3 To the west, the plane seems to extend forever. ~ ~ 0 -1 8100 S #8102 The Plane of Nirvana~ You are on a western strech of the plane. Boundaries to the east and west seem nonexistent. ~ 81 0 2 D1 The plane seems to strech forever to the east ~ ~ 0 -1 8100 D3 The plane continues to the west where it appears to change direction. ~ ~ 0 -1 8104 S #8103 A Change in Direction~ Here, the plane seems to direct you to the north. Also, the plane continues to the west. ~ 81 0 2 D0 The plane continues to the north with no end in sight. ~ ~ 0 -1 8105 D3 The plane contiues to the west with no end in sight. ~ ~ 0 -1 8101 S #8104 A Change in Direction~ Here, the plane goes to the north and bends to the east. ~ 81 0 2 D0 The vast plane seems to have no end to the north. ~ ~ 0 -1 8106 D1 To the east, the plane has no visible end. ~ ~ 0 -1 8102 S #8105 A North-South direction of the plane~ The plane continues to the north and south. ~ 81 0 2 D0 To the north, the plane stretches as far as the eye can see. ~ ~ 0 -1 8112 D2 To the south, the plane stretches as far as the eye can see. ~ ~ 0 -1 8103 S #8106 A North-South stretch of the plane~ The plane continues to the north and the south. ~ 81 0 2 D0 To the north, the plane stretches as far as the eye can see. ~ ~ 0 -1 8113 D2 To the south, the plane stretches as far as the eye can see. ~ ~ 0 -1 8104 S #8107 In the Tower of Nirvana~ Entering the tower, there seems to be enough light to see by, but no source is visible. The hall continues to the east, while a door lies to the west. ~ 81 8 0 D1 The hall continues east into oblivion. ~ ~ 0 -1 8110 D3 A great door lies to the west. ~ door~ 1 -1 8113 S #8108 A hallway in the Tower of Nirvana~ You are in a east-west hallway in the tower. To the west, the hall continues and a door lies to the east. ~ 81 8 0 D1 A great door lies to the east. ~ door~ 1 -1 8112 D3 The hallway continues west into oblivion. ~ ~ 0 -1 8109 S #8109 An east-west hallway in the Tower of Nirvana~ The hallway continues to the east, and stretches to the west. ~ 81 8 0 D1 The hallway continues east into oblivion. ~ ~ 0 -1 8108 D3 The Hallway continues west into oblivion. ~ ~ 0 -1 8111 S #8110 An east-west passage in the Tower of Nirvana~ ~ 81 8 0 D1 The hallway contiues east into oblivion. ~ ~ 0 -1 8111 D3 The hallway contiues west into oblivion. ~ ~ 0 -1 8107 S #8111 An intersection in the Tower of Nirvana~ You are at an intersection where the east-west passage continues, but a large passage leads to the north. ~ 81 8 0 D0 The passage continues to the north where it seems to get wider. ~ ~ 0 -1 8123 D1 The passage ontinues eastward into oblivion. ~ ~ 0 -1 8109 D3 The passage continues westward into oblivion. ~ ~ 0 -1 8110 S #8112 At the door to the Tower of Nirvana~ You stand on the plane where a mighty door lies to the west. The plane also continues north and southward. There is a large sign on the door. ~ 81 0 2 D0 The plane continues northward as far as the eye can see. ~ ~ 0 -1 8114 D2 The plane continues southward as far as the eye can see. ~ ~ 0 -1 8105 D3 A mighty door lies to the west. ~ door~ 1 -1 8108 E sign~ The sign reads: WARNING Only those brave of heart and high of level should enter the Tower of Nirvana. ~ S #8113 At the door to the Tower of Nirvana~ The plane continue to the north and south, while a mighty door lies to the east. There is a sign on the door. ~ 81 0 2 D0 The plane stretches to the north as far as the eye can see. ~ ~ 0 -1 8115 D1 A mighty door sits to the east. ~ door~ 1 -1 8107 D2 The plane continues to the south as far as the eye can see. ~ ~ 0 -1 8106 E sign~ The sign reads: WARNING! Only those brave of heart and high of level should attempt to enter the Tower of Nirvana. ~ S #8114 A north-south area of the Plane of Nirvana~ The plane continues to the north and southward. ~ 81 0 2 D0 The plane continues endlessly to the north. ~ ~ 0 -1 8127 D2 The plane continues endlessly to the south. ~ ~ 0 -1 8112 S #8115 A north-south area on the Plane of Nirvana~ The plane continues to the north and south. ~ 81 0 2 D0 The plane continues endlessly to the north. ~ ~ 0 -1 8128 D2 The plane continues endlessly to the south. ~ ~ 0 -1 8113 S #8116 Dead End~ You stand at a dead end where the only exit appears to be west. ~ 81 8 0 D3 The passage continue to the west. ~ ~ 0 -1 8118 S #8117 Dead End~ You are at what appears to be a dead end. The only exit is back east. ~ 81 8 0 D1 The passage continues to the east. ~ ~ 0 -1 8119 S #8118 A Tertain's lair~ You quite possibly have made a terrible mistake coming in here. Exits lead east and west. ~ 81 8 0 D1 The passage continues to the east. ~ ~ 0 -1 8116 D3 The passage leads west where you can see a bright light ahead. ~ ~ 0 -1 8120 S #8119 A Tertian's lair~ You might have made a terrible mistake coming into here. Exits lead east and west. ~ 81 8 0 D1 The passage continues eastward where you can see a bright light. ~ ~ 0 -1 8120 D3 The passage continues westward into oblivion. ~ ~ 0 -1 8117 S #8120 The Lair of Primus~ You are in a large hall, with a massive pool of what appears to be pure energy in the center of the room. Exits lead in all the cardinal directions. From the pool rises the master of the Plane of Nirvana.... ~ 81 8 0 D0 A passage leads north into the unknown. ~ ~ 0 -1 8124 D1 A passage leads east into the unknown. ~ ~ 0 -1 8118 D2 A passage leads south into the unknown. ~ ~ 0 -1 8121 D3 A passage leads west into the unknown. ~ ~ 0 -1 8119 S #8121 A Tertian's lair~ Maybe coming here wasn't such a hot idea. You feel very unwelcome here. Exits lead north and south. ~ 81 8 0 D0 The passage leads north where you can see a bright light. ~ ~ 0 -1 8120 D2 The passage leads south into the unknown. ~ ~ 0 -1 8122 S #8122 The office of a Quinton~ You have stumbled upon the office of a page to Primus. Scrolls lie about the room along with me strange objects...you can't imagine what kind of creature would use them. Exits lead in all the cardinal directions. ~ 81 8 0 D0 The passage heads northward where you can see nothing. ~ ~ 0 -1 8121 D1 The passage goes east where you feel it might be bad to go. ~ ~ 0 -1 8146 D2 The passage goes south into oblivion. ~ ~ 0 -1 8123 D3 The passage heads westward into oblivion. ~ ~ 0 -1 8153 S #8123 A wide north-south passageway~ You find yourself in a passage where the exits are north and south. ~ 81 8 0 D0 To the north, you spy an intersection of tunnels. ~ ~ 0 -1 8122 D2 To the south you can barely make out a junction of passageways. ~ ~ 0 -1 8111 S #8124 A Tertian's lair~ You find yourself in a lair of a Tertian. Exits lead north and south. ~ 81 8 0 D0 To the north, you can make out a intersection of tunnels. ~ ~ 0 -1 8125 D2 To the south, you can see a bright light. ~ ~ 0 -1 8120 S #8125 A north south tunnel~ You are in a passage where the only exits are north and south. ~ 81 8 0 D0 Far to the north you can see a door. ~ ~ 0 -1 8126 D2 To the south you stare into darkness. ~ ~ 0 -1 8124 S #8126 An intersection of passages~ You stand at an intersection. Exits lead off into all the cardinal directions. A door lies to the north, allowing passage out. ~ 81 8 0 D0 You see a massive door. ~ door~ 1 -1 8131 D1 To the east, you spy a dark passage. ~ ~ 0 -1 8132 D2 To the south you stare into oblivion. ~ ~ 0 -1 8125 D3 To the west, you spy a dark passage. ~ ~ 0 -1 8139 S #8127 A change of direction~ The plane curves from the south to west. ~ 81 0 2 D2 Looking south, you see the plane extending beyond view. ~ ~ 0 -1 8114 D3 Looking west, you can't fathom how far the plane extends. ~ ~ 0 -1 8130 S #8128 A change of direction~ Here, the plane takes a turm from the south to heading east. ~ 81 0 2 D1 The plane heads east from here. You can't see the end of it. ~ ~ 0 -1 8129 D2 Looking south, you view the plane extending for miles. ~ ~ 0 -1 8115 S #8129 An east-west route on the Plane of Nirvana~ Exits lead east and west. ~ 81 0 2 D1 Looking east, you spy a door far off in the distance. ~ ~ 0 -1 8131 D3 Looking west, in the distance you can spy a curve south. ~ ~ 0 -1 8128 S #8130 An east-west route on The Plane of Nirvana~ Exits lead east and west ~ 81 0 2 D1 Looking east, you can see a bend in the distance. ~ ~ 0 -1 8127 D2 Glancing west, you can spy a door far off in the distance. ~ ~ 0 -1 8131 S #8131 At a door into the Tower of Nirvana~ The plane of Nirvana goes east and west. A large door is to the south. A sign has been posted outside the door. ~ 81 0 2 D1 Looking east, you see more of the passage. ~ ~ 0 -1 8130 D2 A large door blocks the way to the south. ~ door~ 1 -1 8126 D3 Looking west, you see more of the passage. ~ ~ 0 -1 8129 E sign~ The sign reads: WARNING! Only those brave of heart and high of level should attempt to enter the Tower of Nirvana. ~ S #8132 A Junction in the passage~ Here, passages lead off in all cardinal directions. ~ 81 8 0 D0 Looking north, you spy a small room in the distance. ~ ~ 0 -1 8133 D1 Eastward, the passage continues in the darkness. ~ ~ 0 -1 8135 D2 South of here is a small room. ~ ~ 0 -1 8134 D3 West, you spy an intersection. ~ ~ 0 -1 8126 S #8133 The office of the Octon~ you are in a small room, the only exit is south. ~ 81 8 0 D2 Looking south, you see an intersection. ~ ~ 0 -1 8132 S #8134 A small room~ The only exit is north. ~ 81 8 0 D0 Looking north, you spy an intersection. ~ ~ 0 -1 8132 S #8135 A passageway~ Exits lead in all cardinal directions. ~ 81 8 0 D0 Looking north you spy a average sized room. ~ ~ 0 -1 8136 D1 Looking east, you can make out a large room. ~ ~ 0 -1 8138 D2 Looking south, you can see an average room. ~ ~ 0 -1 8137 D3 Looking west, you can see an intersection ahead. ~ ~ 0 -1 8132 S #8136 Lair of a Hexton~ You are in a room that is in complete disrepair. Items are thrown throughout the room making them worthless piles of junk. The only exit is back south ~ 81 8 0 D2 Looking south, you can make out a passage. ~ ~ 0 -1 8135 S #8137 Office of a Hexton~ A makeshift desk forms the center of this room. The only exit is north. ~ 81 8 0 D0 Looking north, you can make out a hallway. ~ ~ 0 -1 8135 S #8138 Office of a Secundus~ You are standing in a office of one of the Viceroys of the Plane of Nirvana. The occupant doesn't look real thrilled with your presence. The only exit is west. ~ 81 8 0 D3 Looking west you can see a long hallway. ~ ~ 0 -1 8135 S #8139 A Junction in the hallway~ Your are standing in a junction, exits lead in all the cardinal directions. ~ 81 8 0 D0 To the north, you spy a small room. ~ ~ 0 -1 8140 D1 To the east, you see a quadruple junction. ~ ~ 0 -1 8126 D2 To the south you see a small room. ~ ~ 0 -1 8141 D3 To the west, the passageway continues. ~ ~ 0 -1 8142 S #8140 Office of an Octon~ You see a messy room with papers scattered everywhere. The only exit leads back to the south. ~ 81 8 0 D2 To the south you can make out a junction. ~ ~ 0 -1 8139 S #8141 Office of a Septon~ A neat and tidy room, it appear to be inhabited my a neatenss freak. The only exit lies to the north. ~ 81 8 0 D0 To the north you see a junction. ~ ~ 0 -1 8139 S #8142 An east-west passage~ In east west passage is here with exits in all of the cardinal directions. ~ 81 8 0 D0 You can see a room to the north. ~ ~ 0 -1 8143 D1 To the east you can see a junction. ~ ~ 0 -1 8139 D2 To the south you can make out a averaged sized room. ~ ~ 0 -1 8144 D3 To the west you can see what appears to be a cavernous room. ~ ~ 0 -1 8145 S #8143 The Barracks~ A dusty room, with a almost untolerable odor, the barracks are being inspected by a Hexton and his personal enterage. The only exit lies to the south. ~ 81 8 0 D2 To the south you can see a junction. ~ ~ 0 -1 8142 S #8144 The Commander's Post~ You have stumbled on to the office of the Commander of the forces in the Plane Of Nirvana. The room is well furnished and a sense of courage and bravery overtakes you as you enter the room. The only exit lies to the north. ~ 81 8 0 D0 To the north you can visualize a junction of passages. ~ ~ 0 -1 8142 S #8145 The chamber of the second Secundus~ This huge room is furnished with the finest, and a personal legion guards the Secundus. the only exit is to the east. ~ 81 8 0 D1 To the east you can see a junction. ~ ~ 0 -1 8142 S #8146 A Passageway~ You are in a well lit passage. A sense of forboding danger envelopes you. Exits lead in all cardinal directions. ~ 81 8 0 D0 To the north you can see a small chamber. ~ ~ 0 -1 8147 D1 To the east, the passage continues. ~ ~ 0 -1 8149 D2 To the south, a chamber can be seen. ~ ~ 0 -1 8148 D3 To the west, a large tunnel can be found. ~ ~ 0 -1 8122 S #8147 Chamber of the Octon~ A small room, sparsely furnished, it leaves you with a sense of fear. The only exit is to the south. ~ 81 8 0 D2 To the south you can see a passage. ~ ~ 0 -1 8146 S #8148 Chamber of the Nonaton~ You have entered the chamber of the principal law and order overseers. The only exit lies to the north. ~ 81 8 0 D0 To the north you can see a passageway. ~ ~ 0 -1 8146 S #8149 End of the passageway~ You have reached the end of a long east-west passage. The passage contiues to the west, and rooms lie to the north, south, and east. ~ 81 8 0 D0 To the north you can see a room. ~ ~ 0 -1 8150 D1 To the east you can make out a large chamber. ~ ~ 0 -1 8152 D2 To the south, a room can be seen. ~ ~ 0 -1 8151 D3 To the west, the passageway continues. ~ ~ 0 -1 8146 S #8150 Chamber of a Hexton~ You have entered the chamber of a Hexton. Trophies adorn the walls, some of which are human. the only exit is to the south. ~ 81 8 0 D2 To the south you can see a passageway. ~ ~ 0 -1 8149 S #8151 Chamber of a Hexton~ You have entered a room where you are not very popular. The only exit lies northbound. ~ 81 8 0 D0 To the north you can see a passage. ~ ~ 0 -1 8149 S #8152 Chamber of the Secudus~ A large canvernous room, this chamber serves as the sleeping quarters for the third Secudus, Viceroy to Primus. The only exit lies to the west. ~ 81 8 0 D3 To the west you can see a passageway. ~ ~ 0 -1 8149 S #8153 A passageway~ You are in a passagway where you may go in any cardinal direction. ~ 81 8 0 D0 To the north lies a small chamber. ~ ~ 0 -1 8154 D1 To the east, a main passage forms a junction. ~ ~ 0 -1 8122 D2 To the south, you can spot a small room. ~ ~ 0 -1 8155 D3 To the west, the passageway continues. ~ ~ 0 -1 8159 S #8154 A small chamber~ You are in a small cramped chamber. The only exit lies to the south. ~ 81 8 0 D2 To the south you can see a passage. ~ ~ 0 -1 8153 S #8155 A cramped room~ You are in a small, crowded room. The only exit appears to lie to the north. ~ 81 8 0 D0 To the north, you can see a passageway. ~ ~ 0 -1 8153 S #8156 A large room~ You have entered a room where you are not wanted. The only exit lies to the south. ~ 81 8 0 D2 To the south you can visualize a east-west passage. ~ ~ 0 -1 8159 S #8157 A room~ You have entered a room where there was obviously a hurried move going on. The only exit lies to the north. ~ 81 8 0 D0 To the north you can make out a passageway. ~ ~ 0 -1 8159 S #8158 Chamber of The First Secundus~ You have disturbed the rest of the First Viceroy to Primus the Prime, The Secundus. He does not look like a happy camper. The only exit lies to the east. ~ 81 8 0 D1 To the east you can spot a hallway. ~ ~ 0 -1 8159 S #8159 Junction in the hallway~ Exits lead off in all of the cardinal directions ~ 81 8 0 D0 To the north lies a large chamber. ~ ~ 0 -1 8156 D1 To the east , the passage continues. ~ ~ 0 -1 8153 D2 To the south, a small chamber can be found. ~ ~ 0 -1 8157 D3 To the west, lies a monstrous room. ~ ~ 0 -1 8158 S #0 #RESETS * * Nirvana originally written by Forstall for Rivers of Mud. * Modifications by Andersen for 4th Realm. * Further equipment by Yaz for 4th Realm * M 0 8100 10 8102 tridrones M 0 8100 10 8113 M 0 8100 10 8129 M 0 8100 10 8127 M 0 8100 10 8103 * M 0 8101 9 8101 quadrones M 0 8101 9 8128 M 0 8101 9 8112 * M 0 8102 6 8111 pentadrones M 0 8102 6 8131 M 0 8102 6 8138 M 0 8102 6 8145 M 0 8102 6 8158 M 0 8102 6 8152 * M 0 8103 1 8155 decaton * M 0 8104 1 8148 nonaton * M 0 8105 4 8140 octons M 0 8105 4 8133 M 0 8105 4 8154 M 0 8105 4 8147 * M 0 8106 2 8141 septon M 0 8106 2 8134 * M 0 8107 8 8143 hextons M 0 8107 8 8144 M 0 8107 8 8136 M 0 8107 8 8137 M 0 8107 8 8150 M 0 8107 8 8155 M 0 8107 8 8156 M 0 8107 8 8157 * M 0 8108 4 8122 quintons M 0 8108 4 8116 M 0 8108 4 8125 M 0 8108 4 8117 * M 0 8109 4 8119 tertians M 0 8109 4 8124 M 0 8109 4 8118 M 0 8109 4 8121 * M 0 8110 4 8138 secundi M 0 8110 4 8145 M 0 8110 4 8158 M 0 8110 4 8152 * M 0 8111 1 8120 Primus E 1 8100 80 16 Realms sword E 1 8101 8 5 Radiant Vest E 1 8102 8 6 Radiant Helm E 1 8103 8 10 Radiant Sleeves E 1 8104 3 11 Radiant Shield * D 0 8107 3 1 Close doors leading into the tower D 0 8108 1 1 D 0 8112 3 1 D 0 8113 1 1 D 0 8126 0 1 D 0 8131 2 1 S #SPECIALS M 8100 spec_thief Tridrone M 8106 spec_cast_cleric Septon M 8107 spec_cast_cleric Hexton M 8108 spec_cast_cleric Quinton M 8109 spec_cast_mage Tertian M 8110 spec_cast_mage Secundus M 8111 spec_cast_mage Primus S #$