#AREA System Zone~ #VERSION 2 #AUTHOR The_Fury~ #RANGES 1 30 1 45 #SPELLLIMIT 0 #RESETMSG A dim pulse of light filters through the swirling mists.~ #RESETFREQ 60 #FLAGS 4 #ECONOMY 0 33267667 #CONTINENT xianza~ #CLIMATE 2 2 2 #MOBILES # 1 Puff~ Puff~ Puff the Fractal Dragon is here, contemplating a higher reality. ~ ~ 50 3 3 1000 10 0 0 3 1000 12 12 2 0 12643 3420515 1 0 0 0 0 > rand_prog 5~ mpe To escape Limbo, type a command or say "return" ... ~ > rand_prog 50~ mpat 4 mppurge ~ | # 2 freddy imp~ A demon imp~ A demon imp hovers nearby...drooling constantly with a fiendish grin. ~ This demon is clearly something that you don't want to mess with... It appears to be very agile, and very strong. ~ 50 3 3 1000 10 0 0 3 -1000 12 12 0 0 1 1 1 0 0 0 0 > act_prog p is starved~ mpoload 20 give mushroom $n mpforce $n eat mushroom mprestore $n 500 ~ > act_prog p bashes against~ mprestore $n 500 ~ > act_prog p shivers and~ cast 'cure poison' $n mprestore $n 500 ~ > act_prog p wears~ mprestore $n 500 ~ > act_prog p wields~ mprestore $n 500 ~ > act_prog p is DEAD!!~ if inroom($i) == 6 mptransfer 0.$n 6 else mptransfer 0.$n 8 endif ~ > act_prog p is suffering from lack of blood!~ mpforce $n drink blood mprestore $n 500 ~ > rand_prog 1~ if isimmort($r) else if class($r) == vampire mpforce $r drink blood mprestore $r 100 endif endif ~ > act_prog p is mortally wounded, and will die soon, if not aided.~ mprestore $n 1000 ~ > act_prog p is incapacitated, and will die slowly soon if not aided.~ mprestore $n 1000 ~ > act_prog p has entered the game.~ if inroom($i) == 8 or isimmort($n) else if ishelled($n) == 0 mea 0.$n _yel Your time in hell has expired, and you have been released. if ispkill($n) mptransfer 0.$n 3001 else mptransfer 0.$n 21000 endif mpat 0.$n mpforce 0.$n look endif endif ~ > act_prog p disappears in a column of divine power.~ if inroom($i) == 6 mptransfer 0.$n 6 mpforce 0.$n look else mptransfer 0.$n 8 endif ~ | # 3 supermob~ the supermob~ The supermob is here. He looks busy as hell. ~ How clever he looks! ~ 36 3 3 1400 12 0 0 10493953 -1000 12 12 0 0 1 1 1 0 0 0 0 > rand_prog 10~ mpinvis 31 if ismobinvis($i) else mpinvis endif ~ | # 4 fharlangan god traveler~ Fharlangan~ A man desiring nothing more than to be allowed to travel is here. ~ The eternal wanderer is before you. His clothes are threadbare and his boots weathered, yet his eyes possess the light of youth. He goes throughout the world now always wandering, never tarrying. ~ 50 3 3 1000 12 0 0 5 600 12 12 1 0 1 131073 1 0 0 0 0 > rand_prog 5~ c teleport mpasound You feel the power of an immortal close by... mpe With a clap of thunder, Fharlangan strides out of a cloud of lightning. if level($r) == 2 mpadvance $r 3 mea $r You have been chosen by me to carry my word throughout the Realms! mer $r $I points an aged finger at $r, who suddenly looks different! c bless $n c refresh $n c 'heal' $n c sanc $n endif ~ > fight_prog 15~ mpasound The nearby sound of a god doing battle can be heard clearly. mpe $I gathers his godly might into one blow and strikes out! mpe $I's blast of magic rips through the air! mpdamage $n 500 ~ > rand_prog 10~ wear all drop all.ball drop all.mushroom ~ > rand_prog 3~ mpat 3 c heal , mumbles and runs his hands over his arms. ~ | # 5 undead animated corpse~ an animated corpse~ An animated corpse struggles with the horror of its undeath. ~ Denied its rightful death, this animated corpse has been infused with the powerful energies of its master. It exists on the precipice between life and unlife, even as its physical body rots and decays under the strain of its tasks. ~ 1 3 3 3 1 0 0 1 0 12 12 0 0 1 1 1 7 0 0 0 # 10 wolf~ a deadly wolf~ A deadly wolf prowls around you with a vengeance ~ While this large beast circles you, you have a chance to see its large fangs and its sharp claws. The wolf's eyes are small, black and have the aura of a deadly intent. Its raggedy coat tells of a recent battle with something. ~ 1 3 3 3 1 0 0 1 0 12 12 0 0 -17649 135445263 2 0 0 0 0 # 11 mist~ mist~ A thick mist plays with your senses. ~ Is it the fog you see? Or are your eyes playing deadly tricks on you. The mist swirls around you and then quickly disappears before you can blink. You suddenly find yourself overcome with an unknown power. ~ 1 3 3 3 1 0 0 1 0 12 12 0 0 -14965 135447947 2 0 0 0 0 # 12 bat~ bat~ A bat hovers nearby with bloody fangs. ~ As this bloodsucking creature flies past you, you notice the tiny black eyes that stare at your jugular vein. This little black bat has the intentions of drinking your blood until there is none left in your body. ~ 1 3 3 3 2 0 0 1 0 12 12 0 0 26221 1996514924 2 0 0 0 0 # 13 hawk~ hawk~ A hawk watches you with predatory eyes from its perch. ~ This proud creature stands upon its perch watching you with unblinking eyes. Any movement made by you could make it flare its wings in disapproval and open its beak to scream its intent. Its long beak open and before you know what has happened, it comes flying towards you. ~ 1 3 3 3 1 0 0 1 0 12 12 0 0 -14245 135448666 2 0 0 0 0 # 14 black cat~ black cat~ A black cat has crossed your path with deadly intent. ~ With a furry black coat, and big yellow eyes, this cat gracefully walks across your path, bringing you several years of bad luck. Its tail moves slowly to tell you that it is laughing at your misfortune. ~ 1 3 3 3 1 0 0 1 0 12 12 0 0 25955 6645090 2 0 0 0 0 # 15 dove~ dove~ A beautiful dove sings a melancholy melody from its nest. ~ With feathers the colour of soft grey and soft loving black eyes, this small delicate creature sings you a tune full of romance. The tune it sings comes from the small breast that rises and falls with every chorus it sings. You are at peace as you listen to this lovable creature. ~ 1 3 3 3 2 0 0 1 0 12 12 0 0 -14245 135448666 1 0 0 0 0 # 16 fish~ fish~ A fish blows large bubbles as it quickly swims past you. ~ With fins, teeth and gills, this slippery little thing is hard to catch. It swims with a speed no beast, human or animal can compete with. It's tiny eyes, move with every breath. It blows several large bubbles as it quickly swims past you. ~ 1 3 3 3 1 0 0 1 0 12 12 0 0 -14533 135448378 1 0 0 0 0 # 17 avatar~ the avatar of %s~ The daunting and powerful avatar of %s occupies the ground here. ~ The avatar of %s appears calm and cool, ready for whatever might come. ~ 1 3 3 3 1 0 0 16777219 0 12 12 0 0 1 1 1 2047 0 0 0 > death_prog 100~ mpecho The spirit of the avatar rises skyward to be joined with its master, mpecho while its corporeal form falls lifelessly to the ground. ~ > rand_prog 5~ mpecho With its task complete, the avatar departs in a puff of smoke. mpgoto 4 ~ > speech_prog depart~ bow , disappears in a puff of smoke. mpgoto 4 ~ | # 20 quest1 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 5 3 3 15 1 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 21 quest2 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 10 3 3 30 2 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 22 quest3 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 20 3 3 100 5 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 23 quest4 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 30 3 3 300 7 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 24 quest5 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 40 3 3 600 8 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 25 quest6 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 50 3 3 1000 9 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 26 quest7 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 60 3 3 1500 13 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 27 quest8 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 70 3 3 2100 13 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 28 quest9 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 80 3 3 3200 15 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 29 quest10 mobile~ a travelling autoquestor~ A travelling &CA&Ru&Ct&Ro&Cq&Ru&Ce&Rs&Ct&Ro&Cr &Wof &CE&Bl&Cd&Bh&Ca&D stands here. ~ ~ 97 3 3 4500 17 0 0 16777345 0 12 12 0 0 1 1 1 0 0 0 0 # 199 last mobile~ a newly created last mobile~ Some god abandoned a newly created last mobile here. ~ ~ 1 0 3 0 0 0 0 1073741825 0 12 12 0 0 0 0 0 0 0 0 0 #0 #OBJECTS #2 coin gold~ a gold coin~ One miserable gold coin.~ ~ 20 0 1 1 0 0 0 1 0 0 #3 coins gold~ %d gold coins~ A pile of gold coins.~ ~ 20 0 1 0 0 0 0 1 0 0 #7 board of marks~ the Marks Board~ A large bullseye sits in the far corner, riddled with arrows.~ ~ 13 0 0 0 0 0 0 1 0 0 #8 board vnum/area~ the Vnum/Area Board~ The Vnum/Area Board is hanging on the wall here.~ ~ 13 1073741824 0 0 0 0 0 1 0 0 #9 board vnum~ the Vnum Board~ A small bulletin board sits atop a desk in the far corner.~ ~ 13 0 0 0 0 0 0 1 0 0 #10 corpse~ the corpse of %s~ The corpse of %s lies here.~ ~ 23 0 1 0 0 0 1 50 0 0 #11 corpse~ the corpse of %s~ The corpse of %s is lying here.~ ~ 24 0 0 0 0 0 1 100 0 0 #12 head~ the decapitated head of %s~ The head of %s lies here, a vacant stare of shock on its face.~ %s gobble$q down $p with gusto... disgusting!~ 61 0 1 10 0 0 0 5 0 0 #13 heart~ the torn-out heart of %s~ The torn-out heart of %s lies here, no longer beating with life.~ %s savagely devour$q $p!~ 61 0 1 16 0 0 0 2 0 0 #14 arm~ the mangled arm of %s~ A writhing arm lies torn from the body of %s.~ %s chomp$q on $p.~ 61 0 1 30 0 0 0 5 0 0 #15 leg~ the dismembered leg of %s~ Still twitching as if to kick you, the leg of %s lies here.~ %s chomp$q on $p.~ 61 0 1 40 0 0 0 5 0 0 #16 guts~ the spilled guts of %s~ The disemboweled guts of %s swarm with maggots.~ ~ 61 0 0 5 0 0 1 1 0 0 #17 blood~ the spilled blood~ A pool of spilled blood lies here.~ ~ 27 0 0 5 0 0 1 1 0 0 #18 bloodstain~ the bloodstain~ Blood stains the ground.~ ~ 28 0 0 5 0 0 1 1 0 0 #19 scraps remnants~ the remnants of %s~ The remnants of %s are strewn about.~ ~ 29 0 1 5 0 0 1 1 0 0 #20 a magic mushroom~ a magic mushroom~ A magic mushroom appears to have been left here.~ %s enjoy$q $p.~ 19 0 1 5 0 0 0 1 10 1 #21 ball light~ a ball of light~ A ball of light.~ ~ 1 65 1 13 0 -1 0 1 0 0 #22 mystical spring flowing~ a mystical spring~ A mystical spring flows majestically from a glowing circle of blue.~ ~ 25 64 0 0 100 0 0 10 0 1 > use_prog 100~ mpechoat $n You drink deeply from the flow of mystical water. mpechoar $n $n drinks deeply from the flow of mystical water. ~ | #23 skin~ the skin of %s~ The skin of %s lies here.~ ~ 8 0 1 0 0 0 0 1 0 0 #24 meat fresh slice~ a slice of raw meat from %s~ A slice of raw meat from %s lies lies on the ground.~ ~ 61 262144 1 15 0 0 0 2 0 0 > use_prog 100~ mpechoat $n Your mouth waters in delight as you enjoy this fresh meat. mpechoaround $n $n chews contentedly, enjoying the flavor of the fresh meat. ~ | #25 shoppe bag shopping~ a bag~ A shoppe bag lies discarded nearby.~ ~ 15 0&1 1 50 0 0 13 2 20 2 #26 blood pool spill bloodlet~ a quantity of let blood~ A pool of let blood glistens here.~ ~ 27 0 0 0 0 0 0 1 0 0 #30 fire flame cloud~ a cloud of vaporous flame~ A cloud of vaporous flame blazes here, defying the elements.~ ~ 34 64 0 0 0 0 0 10 10 1 #31 trap~ a trap~ You detect a trap.~ ~ 44 0 0 0 0 0 0 100 10 1 #32 portal whirling~ a whirling portal~ A whirling portal of energy turns slowly, beckoning to the unknown.~ ~ 46 64 0 0 0 0 0 100 10 1 #33 black poison powder~ black poisoning powder~ A small amount of black poisoning powder sits in a small container on the ground.~ ~ 13 0 16385 0 0 0 0 1 48000 4800 #34 scroll scribing blank~ a blank scroll~ A blank scroll lays here gathering dust.~ ~ 2 8192 1 0 -1 -1 -1 2 100 130 'NONE' 'NONE' 'NONE' #35 empty potion vial~ an empty potion vial~ An empty potion vial.~ ~ 10 8192 1 0 -1 -1 -1 1 100 45 'NONE' 'NONE' 'NONE' #36 parchment paper note~ a note~ A note has been discarded here.~ ~ 47 0 16385 0 0 0 0 1 1500 150 #37 quill pen~ a quill~ A feather dipped in ink lies here.~ ~ 21 0 1 15 15 0 0 2 2000 200 #38 boots travel traveling~ weathered boots~ A pair of weathered traveling boots lie here.~ ~ 9 8391747 65 0 0 0 13 2 325400 32540 A 19 5 A 18 1 A 14 100 A 2 1 #39 key gate~ a gate key~ A largish key lies here.~ ~ 18 524288 1 0 0 0 0 1 0 0 #41 orb~ the orb~ A small orb tops a slender pedestal of glowing crystal.~ ~ 37 0 0 0 0 0 0 1 0 0 E orb~ Pulsing atop the crystal column, it seems as though it could be pushed to turn it ever so slightly. ~ > push_prog 100~ mpechoat $n The instant your hand touches the orb, your surroundings change. mpechoat $n The sights and busy sounds of Darkhaven surround you... if ispkill($n) mptrans 0.$n 3009 else mptrans $n 21001 mpat 21001 mer 0.$n $n materializes in the center of the great rune. endif mpat 99 pull orb ~ | #42 orb~ a pulsing orb~ A pulsing orb lies here, probably lost.~ ~ 4 0 16385 25 1 1 -1 1 1 0 'heal' > use_prog 100~ mpecho $n blows sweet dragon's breath over you. ~ | #43 holy symbol faith~ a symbol of faith~ A holy symbol lies here, shining.~ ~ 9 -2147483648 16385 0 0 0 13 5 0 0 A 4 2 #44 chunk chunks brain brains~ the splattered brains of %s~ Grey chunks of the brain of %s lie here attracting flies.~ %s savagely devour$q $p!~ 19 0 1 16 0 0 0 2 0 0 #45 hand~ the severed hand of %s~ The severed hand of %s clenches in a death spasm.~ %s savagely devour$q $p!~ 61 0 1 12 0 0 0 2 0 0 #46 foot~ the twisted foot of %s~ The foot of %s lies in a pool of coagulated blood.~ %s savagely devour$q $p!~ 61 0 1 12 0 0 0 2 0 0 #47 finger~ the wriggling finger of %s~ Ripped from the hand of %s, a finger lies wriggling here.~ %s savagely devour$q $p!~ 61 0 1 5 0 0 0 1 0 0 #48 ear~ the torn ear of %s~ The sliced-off ear of %s lies here, never again to hear battle.~ %s savagely devour$q $p!~ 61 0 1 5 0 0 0 1 0 0 #49 eye~ the gouged-out eye of %s~ A gouged-out eye forever envisions the gruesome death of %s.~ %s savagely devour$q $p!~ 61 0 1 5 0 0 0 1 0 0 #50 long-tongue~ the long tongue of %s~ Twisting as if to taste you, the writhing tongue of %s lies here.~ %s savagely devour$q $p!~ 61 0 1 14 0 0 0 2 0 0 #51 eyestalk~ the eyestalk of %s~ Visions of death fill your mind as you notice the eyestalks of %s.~ %s savagely devour$q $p!~ 61 0 1 10 0 0 0 1 0 0 #52 tentacle~ the slimy tentacle of %s~ A tentacle of %s thrashes wildly in a feeble attempt to regain life.~ %s savagely devour$q $p!~ 61 0 1 25 0 0 0 4 0 0 #53 fin~ the mutilated fin of %s~ The mutilated fin of %s lies here, smelling of rot and decay.~ ~ 13 0 1 0 0 0 0 2 0 0 #54 wing~ the wing of %s~ The mangled wing of %s thrashes in final throes.~ ~ 13 0 0 0 0 0 0 4 0 0 #55 tail~ the thrashing tail of %s~ The tail of %s lies here in a heap of morbid decay.~ ~ 13 0 1 0 0 0 0 5 0 0 #56 scale~ a scale from %s~ A scale from %s lies here, caked thickly in blood.~ ~ 13 0 1 0 0 0 0 3 0 0 #57 tusk~ the broken tusk of %s~ The broken tusk of %s has dropped here.~ ~ 13 0 1 0 0 0 0 5 0 0 #58 horn~ the cracked horn of %s~ The cracked horn of %s lies dislodged here.~ ~ 13 0 1 0 0 0 0 6 0 0 #59 claw~ the severed claw of %s~ The severed claw of %s lies mangled here.~ ~ 13 0 1 0 0 0 0 5 0 0 #60 blood fountain~ a fountain of blood~ A fountain of fresh blood flows in the corner.~ ~ 27 0 0 99999 99999 0 0 1 0 0 #61 spring matrimony~ the Spring of Matrimony~ A shimmering spring flows quietly through.~ ~ 25 64 0 30000 30000 0 0 1 0 0 #62 ceremonial lever griffon~ a shiny white lever ~ A white lever is here for your transportation needs.~ ~ 37 0 0 1 0 0 0 1000 0 0 E lever ceremonial~ Pull this lever for magical transportation to the wedding. Pull the lever to call your limousine. ~ E griffon lever~ &w _____, _..-=-=-=-=-====--, _.'a / .-',___,..=--=--==-'` ( _ \ / //___/-=---=----' ` `\ / //---/--==----=-' ,-. | / \_//-_.'==-==---=' (.-.`\ | |'../-'=-=-=-=--' (' `\`\| //_|-\.`;--````-, _ \ | \_,_,_\.' \ .'_`\ `\ , , \ || `\\ \ / _.--\ \ '._.'/ / | / /`---' \ \ |`'---' \/ / /' \ ;-. \ __/ / __) \ ) `| ((='--;) (,___/(,_/ A Majestic Griffon awaits to transport you to the wedding of Mokshonian and Delphya. ~ > use_prog 100~ if ispc($n) or isimmort($n) mea 0.$n A stretch white limousine pulls up and the chauffeur urges you in. mptrans 0.$n Harakiem mpat 0.$n mer $n arrives in a stretch white limousine. mpat 0.$n mer $n $n appears from a cloud of swirling mists. endif ~ | #63 extradimensional portal~ an extradimensional portal~ Some wizard left an extradimensional portal laying here.~ ~ 15 8618240 1 500 0 0 13 4 1000 100 #64 sigil~ the sigil of %s~ The sigil of %s lies here, abandoned.~ ~ 1 0 1 13 0 -1 0 1 0 0 E sigil~ A floating, opaque candle spreads the aura of a deity about the room. ~ A 13 20 A 12 20 A 14 20 A 17 -20 > wear_prog 100~ if favor($n) < 300 mpforce 0.$n remove sigil mea 0.$n Due to your low favor with your deity, you cannot brandish the sigil. endif ~ | #65 solomonic cross crucifix symbol~ a solomonic crucifix~ An elegant crucifix radiates a glow of warmth and piety.~ ~ 9 25218307 16385 0 0 0 13 4 0 0 #66 sign~ a Sign~ A sign providing you with information stands here.~ ~ 13 0 0 0 0 0 0 1 0 0 E sign~ If you feel the punishment you have received is unfair you may appeal to a higher level immortal by following the procedure in the Help Appeals file. If you do not follow this procedure your appeal may not be dealt with in a timely fashion. Frivolous appeals may not result in a reduction of sentence BUT an increase in time. Please read the following help files: help appeals and help the_panel. ~ #71 glass sherry wine~ a fine glass of sherry~ A wine glass full of sherry drips here on the ground.~ ~ 17 0 16385 6 6 2 0 1 250 25 #80 feather~ a feather from %s~ A feather from %s floats about here.~ ~ 13 0 1 0 0 0 0 1 0 0 #81 forelegs~ the severed foreleg of %s~ The severed foreleg of %s lies here.~ ~ 13 0 1 0 0 0 0 1 0 0 #82 paw~ %s's severed paw~ The severed paw of %s lies here.~ ~ 13 0 1 0 0 0 0 1 0 0 #83 hoof~ the cloven hoof of %s~ The cloven hoof of %s lies here.~ ~ 13 0 1 0 0 0 0 2 0 0 #84 beak~ the beak of %s~ The beak of %s lies here.~ ~ 13 0 1 0 0 0 0 1 0 0 #85 sharpscale~ a sharp scale from %s~ A sharp scale from %s lies here.~ ~ 13 0 1 0 0 0 0 1 0 0 #86 haunch~ the haunch of %s~ The great haunch of %s lies here.~ ~ 19 0 1 25 0 0 0 4 0 0 #87 fang~ the fang of %s~ The fang of %s lies here.~ ~ 13 0 1 0 0 0 0 1 0 0 #88 deck~ a large deck chair~ A large deck chair lies here awaiting Mystaric.~ ~ 12 0 0 0 0 0 0 1 0 0 #89 swirling tide pool~ a Mystic tide pool~ A Mystic tide pool is here, the water swirling hypnotically.~ ~ 25 0 0 0 9999 0 0 1 0 0 #90 arena sign banner~ a floating banner~ A big banner floats here. Read it.~ ~ 12 1 0 0 0 0 0 1 0 0 E arena sign banner~ Use the arena at your own risk. Equipment loss for _ANY_ reason will _NOT_ be reimbursed. Deadlies will be able to loot and be looted by other deadlies. Otherwise no looting is possible. To return to Darkhaven, say "return" in the center of the arena. You cannot leave if engaged in combat. ~ #91 Global quest token~ &YA Global Quest Token&D~ &WA rare and precious Global Quest Token has been left here.&D~ ~ 69 0 1 1 20 200 1000 1 0 0 E ~ The global quest token is something rare and precious. The Autoquestor of Eldha is very interested in objects like this, and will reward anyone who can bring one of these to him. ~ #92 obj_forge_armor~ a newly created obj_forge_armor~ Some god dropped a newly created obj_forge_armor here.~ ~ 9 0 1 0 0 0 13 1 0 0 #93 obj_clothing~ a newly created obj_clothing~ Some god dropped a newly created obj_clothing here.~ ~ 9 0 1 0 0 0 13 1 0 0 #94 a sewing kit~ a small sewing kit~ A small sewing kit has been left here.~ ~ 65 8192 16385 0 0 0 0 1 2700 270 #95 some coloured dye~ a newly created some coloured dye~ Some god dropped a newly created some coloured dye here.~ ~ 64 0 16385 0 0 0 0 1 0 0 #96 Obj_random_weapon~ Obj_random_weapon~ Obj_random_weapon~ ~ 5 0 65 13 0 0 2 2 0 1 0 0 #97 obj_token~ a newly created obj_token~ Some god dropped a newly created obj_token here.~ ~ 69 0 0 0 0 0 0 1 0 0 #98 a slice of wedding cake~ a slice of wedding cake~ A slice of heavenly wedding cake sits on a garden table.~ %s look$q around suspiciously, then scarf$q down $p.~ 19 0 1 40 0 0 0 2 75 7 #99 kings crown~ the Kings Crown~ The stolen kings crown has been discarded here. ~ ~ 8 524291 1 0 0 0 0 1 0 0 #100 kings scepter~ a kings scepter~ A scepter fit for a king is here in all its glory.~ ~ 8 0 1 0 0 0 0 1 0 0 #101 treasure map~ a treasure map~ A piece of parchment is rolled up and bound here, looking like a map.~ ~ 8 524291 1 0 0 0 0 1 0 0 #102 queens robe~ a queens robe~ A bundle of robes fit for a queen are here.~ ~ 8 524291 1 0 0 0 0 1 0 0 #103 diamond ring~ a diamond ring~ A ring bearing a large diamond is here, gleaming.~ ~ 13 524291 1 0 0 0 0 1 0 0 #106 diamond~ diamond ore~ Some Diamond ore has been left here.~ ~ 67 0 1 0 0 0 0 10 0 0 #199 final object~ a newly created final object~ Some god dropped a newly created final object here.~ ~ 13 1073741824 0 0 0 0 0 1 0 0 #0 #ROOMS #2 Limbo~ You float in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light which fades into the relative darkness around you without any trace of edge or shadow. ~ 0 3154956 0 S #3 Storage~ This room is reserved for storage of polymorphed players. ~ 0 3148294 0 S #4 Deity purge room~ This room handles the purging of unused deities. ~ 0 3145740 0 D5 ~ ~ 536870912 -1 3 1 269 194 S #5 Floating in a void~ ~ 0 1073741828 1 S #6 Hell~ As if picked up by the scruff of your neck by a mighty hand, you find yourself unceremoniously dumped at a strange gateway. Here is the place which will determine your fate. Whether you will be sent back to life as you once knew it, or proceed onto a far yet bleaker pathway. The time has come for you to plead your case and await judgement for the crimes that have been placed upon your head. Speak wisely and choose your words carefully, for your testimony will be written in the ledgers of the Gods, and will determine the path you will ultimately travel. ~ 0 36840524 0 S #7 The Building Room~ ~ 0 1073741828 1 S #8 Hell~ As if picked up by the scruff of your neck by a mighty hand, you find yourself unceremoniously dumped at a strange gateway. Here is the place which will determine your fate. Whether you will be sent back to life as you once knew it, or proceed onto a far yet bleaker pathway. The time has come for you to plead your case and await judgement for the crimes that have been placed upon your head. Speak wisely and choose your words carefully, for your testimony will be written in the ledgers of the Gods, and will determine the path you will ultimately travel. L|J(_) ) | (") ( ,(. |`/ \- y (,`) )' (' | \ /\/ ) (. (' ),) | _W_ (,)' ). ~ 0 36840652 0 > death_prog 100~ if ispc($n) mptransfer $n 8 mpforce $n drink blood mpforce $n drink blood mpforce $n drink blood mpforce $n drink blood mpforce $n drink blood mpforce $n drink water mpforce $n drink water mpforce $n drink water mpforce $n drink water mpforce $n drink water endif ~ | S #9 Task Room~ Any mob here is probably performing tasks. Mess with it and I will kill your dog. -- Blodkai ~ 0 3407884 0 S #10 Immortal Hall of Rules~ Welcome to the immortal community of Realms of Despair! Being an immortal is not all the fun and games of being a mortal... It involves some responsibility, common sense, and some creative role- playing too. THE COMMANDMENTS ---------------- 1) Absolutely NO helping mortals out to an unfair advantage! This includes: - giving, selling or auctioning equipment to mortals - giving gold to mortals - assisting mortals in killing mobiles/monsters - giveaway hints and clues to locations... secret doors... etc. - corpse retrievals are up to your own descretion... use your best judgement. You are allowed to cast kindred strength and give detect invisible to mortals when doing CR's, if required. - if there is no one else to help a newbie get started, or a newbie loses their newbie equipment for some strange reason, you ARE permitted to give them a little assistance (levels 1-5 only). (Continued in room #11) ~ 0 3145740 0 S #11 Immortal Hall of Rules~ 2) Switching into a mobile is a power given to you to make the game more interesting to mortals. Care must be taken to play the role of the mobile... don't act silly, or say "hey! it's me Joe!" And please avoid using the chat channels too much while switched. Be sure NOT to do anything to make the mobile harder or easier to kill and never reveal statistics of the mobile to any players... ie: hit points, gold, items carried, hitroll/damroll etc. 3) Set a good example for the mortals... You are there to keep an eye on things... moderate the chat channels, break up arguments, get rid of nuisance players... etc. Summon or transfer any "problem" players to room #6 (HELL). All conversation in that location will be LOGGED for review purposes... Don't warn the players about it... ;) 4) Keep an eye on other immortals. Report any problems to a higher god, or to me, Thoric. Send me email: Thoric@realms.game.org if need be. 5) We are all here to have fun. There are certain rules to ensure that players don't get out of hand, and ruin the game for everyone. There are also rules for you to make sure that you don't ruin the game for everyone either. Use your own common sense. If in question, ask a higher level god. Immortality is a privilage, not a right. ~ 0 3145740 0 S #12 Immortal Hall of Rules~ Immortal Guidelines and Promotion Criteria *Under no circumstances is an immortal to switch into a mob and remove its equipment. Such action will result in immediate recommendation for demotion. *Immortals are expected to monitor new players applying for authorization and authorize in a timely manner. *immortals are expected to enforce the rules of the mud, as well as comply with them. ~ 0 1076887556 0 S #13 Immortal Hall of Rules~ Creator Guidelines and Promotion Criteria In addition to all the guidelines and requirements for immortals, the following areas will be reviewed when considering a creator for promotion to saint. *A creator is strongly recommended to build a unique area for incorporation into the mud. Although there is no set timeline for its completion, steady progress on the area is expected. *A creator is expected to demonstrate a willingness to offer constructive input into the operarion of the mud. *A creator is expected to demonstrate the ability to deal with problem situations without the assisttance of higher level immortals. **Promotions to saint are not taken lightly, creators must understand that the council will want to observe a potential candidtate for a period of time prior to making a recommendation. ~ 0 1076887556 0 S #14 Mortal Hall of Rules~ 1) No form of harassment or spamming will be tolerated. Spamming is repeatedly communicating to one or more players a message in a short duration of time. 2) The only form of player killing allowed is between two players whose names appear under the "Deadly Clans" section of the who list. Even in this case the parties must be withing 10 levels of each other. 3) Profanity and other lewd comments will not be tolerated. Please remain civil when communicating with others. 4) Do not attack or cast spells on any of the Darkhaven storekeepers. If it displays its wares when you type list it is a storekeeper. 5) When any rank of Immortal speaks with you answer their questions quickly and honestly. This will help to ensure things stay fair for all players and that any issues that arise are taken care of promptly. (Please be patient, you will be transported to the next room shortly) ~ 0 14681100 0 S #15 Mortal Hall of Rules~ 6) Player killing is decided the instant you cast any hostile spell or make any aggressive action against a player...actually killing the target means little. 7) Do not summon or lead any aggressive monsters to areas where the level range is lower then that of the monster's level. (See areas command for a listing of areas and their level range) 8) Multiplaying is allowed to those not listed in the "Deadly Clans" section of the who list. If any of your characters appears in this section of the who list do not bring any of your other charcters online. 9) Finally, if you have any problems with the game or players please feel free to contact any visible immortal logged on. If none are present do not take action yourself, rather post a note in the board room (south and west of the healers) or wait for an immortal to enter the game. You will be transported to the Temple of Darkhaven Shortly ~ 0 14681100 0 S #16 The Hall of Creation --- Overview~ Within these halls are the standard rules and guidelines of area building. To the aspiring creator, these rules should be followed as much as possible. THEME --- Before beginning your area, check to make sure no one is using your area theme in mind. Try to have a single idea in your area, rather than many smaller, conflicting ones. Since we are playing in the "Realms of Despair," the area should have a dark, occult feel to it. No items, mobs or rooms in the area should be futuristic or even close to modern day. MAZES --- The creation of mazes is encouraged, for it gives the player a mental challenge. However, the area council will not carefully go through it. It is up to the creator to pass through every room and make sure it works properly. AREA APPROVAL --- When your area is completed, go through it a couple times to make sure everything is as you want it. Upon doing so, post a note to the area council and they will get around to checking and authorizing it. ~ 0 2097164 0 D0 The Hall of Creation stretches northward. ~ ~ 0 -1 17 0 0 0 S #17 The Hall of Creation --- Rooms~ Here are the general rules to be followed when making your rooms. ROOM NAMES --- Standard names should have all important words capitalized and should end with no punctuation mark. Good example: Wandering the Dark Lands of Ered Mithik Bad example: Wandering The Dark Lands Of Ered Mithik. DESCRIPTIONS --- Skimpy 2-3 sentence room descriptions should be avoided as much as possible. The description should invoke a mental image of the room. Builders should try to avoid describing player actions and emotions in a description, as well as the presence and actions of a mobile in the room (use mobprograms for those). SECTORS --- All room sectors must be filled out. Note that the inside sector signifies that there is a roof over the player's head, while the city sector means there is none. All rooms with the inside sector must be accompanied by the indoors flag. FLAGS --- Room flags should be carefully thought out so you understand how the players will get to and fight in certain room, as well as how difficult it will be for them to retrieve their corpse. EXDESCS --- Exit descriptions should be filled in, especially ones that lead in/out of building and other places of import. An exdesc for a DT is absolutely necessary. ROOM PROGS --- Feel free to use room programs if needed. These can be used to confuse players or add mood. Depending on your creativity however, there are many things possible with room progs. (This is for level 54+) ~ 0 2097164 0 D0 The Hall of Creation continues to the north. ~ ~ 0 -1 18 0 0 0 D2 The Hall of Creation stretches southward. ~ ~ 0 -1 16 0 0 0 S #18 The Hall of Creation --- Mobiles (level 53+)~ Here are the general rules to be followed when making your mobs. MOB NAMES --- The short description of a mob is up to the builder, yet should never have any kind of ending punctuation. Also, don't capitalize words like 'of' or 'the'. NPC RACES, CLASSES AND BODYPARTS --- All new mobs should have these filled in. Although they do not affect anything at the moment, they will in the future. HITDIE --- The hitnumdie+hitsizedie+hitplus should be used to determine a mob's hp. Example: 2d5+10 means 12-20 hp. If you want to have a mob's hp always set to the same thing, put the hitnumdie and hitsizedie to 1 and set the hitplus to the hp desired. DAMDIE --- This is the amount of damage the mobile does with each non- wielding attack. It uses the same system as hitdie. NUMATTACKS --- This is the number of attacks the mobile can have each round, be sure to fill it in. LANGUAGES --- Make sure all your mobiles are speaking and can understand the proper languages. If you wish to ensure that all players will be able to understand it, have it speak common. MOB DESCS: All mobs should have a description upon looking at them. MOB RIS: Mobiles can have all kinds of resists, suscepts and immunities. However, if the mobile has an immunity to anything, it MUST have immune charm also. ~ 0 2097164 0 D0 The Hall of Creation stretches northward. ~ ~ 0 -1 19 0 0 0 D2 ~ ~ 0 -1 17 0 0 0 S #19 The Hall of Creation --- Mobiles and Objects (level 53+)~ Continuation of mobile guidelines and beginning of object rules. MOBILE DIFFICULTY --- Be sure that your mobiles are not a piece of cake for their equipment and also for leveling. High level mobs which do very little or no damage will not be accepted due to the lack of difficulty for levelling. MOBPROGS --- Mob programs are starting to become a standard thing on many mobiles. Feel free to use them in a number of ways. The mppractice and mpadvance commands should not be used without permission from the area council. (This is for level 54+) OBJECT NAMES --- The short description of an object should follow the same rules as a room name: no ending punctuation and capitalization of important words only. However, the builder may leave his words without capital letters at his discretion. Good examples: 'lifebane' 'the Ring of Wizardry' Bad example: 'The Devilish Blade Of Lore.' RIS AND AFFECTS --- RIS (Resistant, immune and susceptible) and spell affects can be placed on objects. Certain things will not be accepted however. Immunities and affect_santuary, _shockshield, _fireshield or _iceshield will not be approved. Susceptibilities are ok. Resists and other affects are ok also, but should be relatively rare. A list of items with affects or any RIS should be made and sent to the area council. ~ 0 2097164 0 D0 ~ ~ 0 -1 20 0 0 0 D2 The Hall of Creation continues south of here. ~ ~ 0 -1 18 0 0 0 S #20 The Hall of Creation --- Objects (level 53+)~ Continuation of object rules. OBJECT POWER --- Use your good judgement to decide how powerful your items should be. Try comparing the difficulty of reaching and killing your mobile to the difficulty of reaching and killing other mobs with similar equipment which are currently in the game. OBJECT PROGS --- Feel free to use object programs to enhance the theme of your objects. Obj progs that cast spells or aid the the player in any way should be listed for approval with the RIS and affects. (This is for level 54+) There are the general rules to be followed. Thank you for showing an interest in contributing to the Realms of Despair. ~ 0 2097164 0 D2 ~ ~ 0 -1 19 0 0 0 S #199 Last Room~ ~ 0 4 0 S #0 #SHOPS 0 #REPAIRS 0 #SPECIALS S #$