#AREA Limbo~ #AUTHORS Diku~ #VERSION 4 #RANGES 0 99 0 99 #OLC_RANGES 1 99 #RESETMSG off~ #FLAGS AFLAG_NOTELEPORT|AFLAG_NOSUMMON|AFLAG_CONVERTED #JUSTICE $ #HELPS 0 LIMBO~ {128} Limbo {300} This is the Gods' private studio of fractal confusion and militant entropy. The only way in is via immortal intervention. ~ 76 ADVANCE~ {200} Syntax: advance <character> <level> {078} ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 97 TRUST~ {200} Syntax: trust <character> <level> {078} TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 97 ALLOW BAN~ {200} Syntax: allow <site> Syntax: ban <site> Syntax: ban {078} BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. ~ 90 AUTHORIZE AUTH~ {200} Syntax:{078} To approve a name: auth <name> accept To deny and delete a character: auth <name> reject To ask a character to change names: auth <name> name To ask a character to change adj: auth <name> adj To ask a character to change both: auth <name> both To have the code verify the list: auth fixlist To purge inactive entries: auth clean {078} This command authorizes a name and adjective for a new character to allow them to enter the game with no restrictions. Until they have an adjective set, they can not be authorized. A player who is not authorized will be permitted to continue playing in the introductory area and level up to level 2 before being required to obtain authorization. To approve a character, simply type 'authorize <name> accept' and the character will be approved and free to roam the realms. To deny a name, and remove the associated player file type 'authorize <name> reject'. This option should only be used for a name or adjective that is considered extremely offensive, this option will delete the pfile. Typing 'authorize <name> name' approves the adjective and denies the name. Typing 'authorize <name> adj' approves the name and denies the adjective. Typing 'authorize <name> both' denies both, and the player must change both. If the authorize list is somehow broken, IE: a name can't be approved or denied, try: 'authorize fixlist'. ~ 97 REBOOT SHUTDOWN WIZLOCK~ {200} Syntax: reboot Syntax: shutdown Syntax: wizlock {078} REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 76 may not log in. Players who lose their links, however, may reconnect. ~ 97 DENY DISCONNECT FREEZE~ {200} Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> {078} DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 97 FORCE~ {200} Syntax: force <character> <command> Syntax: force all <command> {078} FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 97 USERS~ {200} Syntax: users {078} USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 97 MLOAD OLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. ~ 99 SILENCE~ Syntax: silence <character> SILENCE is used to muffle other characters, by preventing them from emoting, telling, and using channels. ~ 99 REWARD~ Syntax: reward <character> [group] [little|some|lots|level rating] REWARD is used by an immortal to award experience to a character, or to a group by using the optional GROUP argument. The amount of experience awarded is relative based on the level of the recipient: * Using no argument, or the SOME argument, will award experience based on a challenge equivalent to facing an opponent equal to the recipient's level. * Using the LITTLE argument will award based on a challenge equivalent to an opponent equal to half the recipient's level. * Using the LOTS argument will award based on a challenge equivalent to an opponent of 1 1/2 time the recipient's level. * Using the GROUP argument calculates the average level of the party. * You can also use a number (1-30) to approximate the challenge level of the reward. These levels can also be adjusted up or down relative to how well the immortal feels the character or group roleplayed in the scenario, stayed in-character and so on. ~ 99 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 99 PURGE~ Syntax: purge [area] Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. PURGE AREA will remove EVERYTHING in an entire area. ~ 99 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 99 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 99 RETRAN~ Syntax: retran <character> Syntax: retran all RETRAN puts the characters you transferred back into the place where they were before. If they quit out first or the game reboots, you are no longer able to RETRAN them. ~ 97 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 97 ECHO~ Syntax: echo <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. ~ 97 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. ~ 97 HOLYLIGHT BUILDLIGHT INVIS~ Syntax: holylight Syntax: buildlight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. BUILDLIGHT lets you see the VNUMs of rooms, mobiles, and objects in their short descs. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. Holylight will not let you see an invis mortal that's higher level than you. ~ 97 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 97 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 97 MSTAT OSTAT RSTAT RACESTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat Syntax: racestat <race> MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. ~ 97 SHOWCLASS SHOWRACE SHOWDOMAIN~ Syntax: showclass <name> Syntax: showrace <name|list> Syntax: showdomain <name|list> SHOWCLASS shows you the details of a named class. SHOWRACE shows you the details of a named race, or a list of all races. SHOWDOMAIN shows you the details of a named domain, or a list of all domains. ~ 97 OWHERE~ Syntax: mwhere <name|total> OWHERE shows you the locations of all objects with a particular name. OWHERE TOTAL shows the statistics of all objects currently in the game. ~ 97 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 97 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 97 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 97 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the details for a given skill, including all flags, and the classes and domains its available in. SLOOKUP ALL shows a list of all skills and spells with their skill number. ~ 97 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. Or, SNOOP BOB to cancel only your snoop of Bob and leave other snoops snooping. ~ 97 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 31 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 97 TICK~ {200} Syntax: tick <amount> <minutes|hours> {078} Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, character update timer is popularly called the 'tick'. Ticks on this mud are 60 seconds of real time. The tick command allows you to advance time on the mud by however many minutes or hours your specify. This is intended for troubleshooting and bug testing, and should NOT be done on an active game port with several people playing. The fact that all events cycle at an excellerated rate means that everything will be brought to a halt as the time advances. It is also best not to tick more than 2-3 hours at a time, because bad things can happen with a world unchecked at super speed. ~ 0 $~ #MOBILES #1 Puff~ Puff~ Puff the Fractal Dragon is here, contemplating a higher reality.~ ~ U 20 CLASS_MONSTER RACE_DRAGON SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_SANCTUARY 0 0 d12+0 1d300+452 0 0 25 23 12 13 10 19 12 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 30 >rand_prog 15~ switch numberrange (1,20) case 1 pat $r case 2 say Are you awake $r? case 3 mpecho {108}Puff fades into the relative darkness. case 4 mpecho {058}U{078}l{058}t{078}r{058}a {078}v{058}i{078}o{058}l{078}e{058}t {078}flames shoot from Puff's nostrils. case 5 mpecho {078}A small plasma cloud burps out of Puff. case 6 mpecho {078}Puff s{178}n{078}e{178}e{078}z{178}e{078}s, an arctic wind chilling your bones. case 7 mpecho {078}Puff flaps her little wings and scary {108}s{078}h{108}a{078}d{108}o{078}w{108}s {078}f{068}l{078}i{068}c{078}k{068}e{078}r through the void. case 8 mpecho {078}Puff scrapes its claws over a temporary materialized {038}m{078}i{038}l{078}l {038}s{078}t{038}o{078}n{038}e{078}. case 9 mpecho {078}Puff fades into the room description. case 10 mpecho {078}Puff flies out of the room description. case 11 smile $r say What's a cutie like you doing in a place like this? case 12 mpecho {078}Grey smoke leaks from Puff's nostrils forming circles which float up slowly. case 13 mpecho {078}Puff the Fractal Dragon huffs and puffs. case 14 mpecho {078}Puff stares at the stars. case 15 mpecho {078}S{068}w{078}i{068}r{078}l{068}i{078}n{068}g{078} l{068}i{078}g{068}h{078}t{068}s dangle through the void as Puff air-guitars like a {018}m{068}a{018}d {068}g{018}i{068}r{018}l{068}! case 16 smile $r case 17 snuggle $r case 18 peer $r case 19 mischievous $r case 20 wiggle $r endswitch ~ | #2 tsi TsiCat~ Tsi the Cat~ Tsi the magic cat is hiding here.~ Tsi looks like an ordinary cat with the exception of pure black eyes. Tsi is wearing a Grand Prix drivers suit. ~ U 1 CLASS_MONSTER RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_MOUNTABLE AFF_TONGUES|AFF_HASTE 0 0 d8+0 1d30+6 0 0 10000 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 30 >intercept_prog tsijump~ sayto $n How high do you want me to jump? ~ >intercept_prog sleep~ sayto $n You're a lazy bastard! mpunintercept ~ >intercept_prog smile~ mpunintercept sayto $n What are you smiling at? ~ >intercept_prog north~ mpechoaround $n $I stops $n. mpechoat $n $I stops you. sayto $n Don't do that, you'll slam into the wall! ~ >speech_prog p tumble check~ if tumble_check ($n) >= 15 sayto $n Tumble check succeded. else sayto $n Tumble check failed. endif sayto $n You scored a $x. if number ($x) > 15 say That is greater than or equal to the DC of 15. else say That is less than the DC of 15. endif ~ >speech_prog p bluff check~ if bluff_check ($n) == $i sayto $n Oooh, I believe your every word! else sayto $n You can't fool me, $n. endif ~ >speech_prog p climb check~ if climb_check ($n) == 15 sayto $n Climb check succeded. else sayto $n Climb check failed. endif ~ >speech_prog p concentration check~ if concentration_check ($n) == 15 sayto $n Concentration check succeded. else sayto $n Concentration check failed. endif ~ >speech_prog p decipher check~ if decipher_script_check ($n) == 15 sayto $n Decipher check succeded. else sayto $n Decipher check failed. endif ~ >speech_prog p diplomacy check~ if diplomacy_check ($n) == 15 sayto $n Diplomacy check succeded. else sayto $n Diplomacy check failed. endif ~ >speech_prog p disguise check~ if disguise_check ($n) == $i sayto $n Disguise check succeded. else sayto $n Disguise check failed. endif ~ >speech_prog p disable device check~ if disable_device_check ($n) == 15 sayto $n Disable Device check succeded. else sayto $n Disable Device check failed. endif ~ >speech_prog p escape artist check~ if escape_artist_check ($n) == 15 sayto $n Escape Artist check succeded. else sayto $n Escape Artist check failed. endif ~ >speech_prog p first aid check~ if first_aid_check ($n) == 15 sayto $n First Aid check succeded. else sayto $n First Aid check failed. endif ~ >speech_prog p streetwise check~ if streetwise_check ($n) == 15 sayto $n Streetwise check succeded. else sayto $n Streetwise check failed. endif ~ >speech_prog p handle animal check~ if handle_animal_check ($n) == 15 sayto $n Handle Animal check succeded. else sayto $n Handle Animal check failed. endif ~ >speech_prog p hide check~ if hide_check ($n) == $i sayto $n Hide check succeded. else sayto $n Hide check failed. endif ~ >speech_prog p intimidate check~ if intimidate_check ($n) == $i sayto $n Intimidate check succeded. else sayto $n Intimidate check failed. endif ~ >speech_prog p jump check~ if jump_check ($n) == 10 sayto $n Jump check succeded. else sayto $n Jump check failed. endif ~ >speech_prog p mount check~ if mount_check ($n) == 15 sayto $n Mount check succeded. else sayto $n Mount check failed. endif ~ >speech_prog p pick lock check~ if pick_lock_check ($n) == 15 sayto $n Open Lock check succeded. else sayto $n Open Lock check failed. endif ~ >speech_prog p search check~ if search_check ($n) == 15 sayto $n Search check succeded. else sayto $n Search check failed. endif ~ >speech_prog p sense motive check~ if sense_motive_check ($n) == $i sayto $n Sense Motive check succeded. else sayto $n Sense Motive check failed. endif ~ >speech_prog p steal check~ if sleight_of_hand_check ($n) == $i sayto $n Steal check succeded. else sayto $n Steal check failed. endif ~ >speech_prog p sneak check~ if sneak_check ($n) == $i sayto $n Sneak check succeded. else sayto $n Sneak check failed. endif ~ >speech_prog p spellcraft check~ if spellcraft_check ($n) == 15 sayto $n Spellcraft check succeded. else sayto $n Spellcraft check failed. endif ~ >speech_prog p perception check~ if perception_check ($n) == 15 sayto $n Perception check succeded. else sayto $n Perception check failed. endif ~ >speech_prog p survival check~ if survival_check ($n) == 15 sayto $n Survival check succeded. else sayto $n Survival check failed. endif ~ >speech_prog p swim check~ if swim_check ($n) == 15 sayto $n Swim check succeded. else sayto $n Swim check failed. endif ~ >speech_prog p use magic check~ if use_magic_check ($n) == 15 sayto $n Use Magic check succeded. else sayto $n Use Magic check failed. endif ~ >speech_prog p str check~ if str_check ($n) >= $i sayto $n Strength check finished. You win. else sayto $n Strength check finished. I win. endif ~ >speech_prog p dex check~ if dex_check ($n) >= 15 sayto $n Dexterity check succeeded. sayto $n You scored a roll of $x. if number ($x) > 15 sayto $n And that is greater than 15. endif else sayto $n Dexterity check failed. sayto $n You scored a roll of $x. endif ~ >speech_prog p con check~ if con_check ($n) >= 15 sayto $n Constitution check succeeded. else sayto $n Constitution check failed. endif ~ >speech_prog p int check~ if int_check ($n) >= 15 sayto $n Intelligence check succeeded. else sayto $n Intelligence check failed. endif ~ >speech_prog p wis check~ if wis_check ($n) >= 15 sayto $n Wisdom check succeeded. else sayto $n Wisdom check failed. endif ~ >speech_prog p cha check~ if cha_check ($n) >= 15 sayto $n Charisma check succeeded. else sayto $n Charisma check failed. endif ~ >speech_prog bullybull~ if isaffected ($n) == 'bulls strength' sayto $n You are strong! else sayto $n You are unaffected. endif ~ >speech_prog p bless me~ if isaffected ($n) == bless sayto $n You are already blessed. else sayto $n As you wish. cast bless $n endif ~ >speech_prog p race check~ if perm_cha ($n) >= 14 sayto $n You're quite the pretty $n.race! else sayto $n Well, you look like you're a $n.race! endif ~ >speech_prog p class check~ if mclass (wizard, $n) > 0 sayto $n You're a level $x Wizard. endif ~ >speech_prog p sex check~ if perm_cha ($n) >= 14 sayto $n You're quite the pretty $n.sex! else sayto $n Well, you look like you're a $n.sex! endif ~ >speech_prog p god check~ if god ($n) == 0 sayto $n You have no devotion. else sayto $n You're a devotee of $n.god! endif ~ >speech_prog p expand test~ sayto $n Way to go $n. ~ >speech_prog p skill check~ if skilllevel (appraise, $n) > 0 sayto $n You have $x ranks in Appraise. endif if skilllevel (bluff, $n) > 0 sayto $n You have $x ranks in Bluff. endif if skilllevel (climb, $n) > 0 sayto $n You have $x ranks in Climb. endif if skilllevel (concentration, $n) > 0 sayto $n You have $x ranks in Concentration. endif if skilllevel (handle animal, $n) > 0 sayto $n You have $x ranks in Handle Animal. endif if skilllevel (jump, $n) > 0 sayto $n You have $x ranks in Jump. endif if skilllevel (disguise, $n) <= 0 sayto $n But you cannot disguise yourself. endif ~ >speech_prog p quest check~ say The bit is 0 1 1 if quest (0, 1, $n) == 1 sayto $n You have the qbit! else sayto $n you don't have the bit endif ~ >speech_prog p stat check~ if perm_str ($n) > 0 say Your permanent strength is $x. if perm_str ($n) > 11 say That is stronger than average else if perm_str ($n) < 9 say That is less than average. else say That is just about average. endif endif endif ~ | #3 supermob~ the SuperMob~ The SuperMob is here, controlling the fate of the world.~ You didn't see anything... ~ U 30 CLASS_MONSTER RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_NOFIGHT|ACT_NOASSIST|ACT_MOBINVIS AFF_TRUESIGHT 0 0 d8+76510 1d300+452 0 0 0 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 C CLASS_MONSTER 30 #4 totem~ a totem~ A revered emblem of magical power is here.~ Though you look at it and study it, it's impossible to tell what features the totem has, as they constantly shift and morph from one to another. ~ U 30 CLASS_MONSTER RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+5385 1d99+51 0 0 0 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 C CLASS_MONSTER 30 #10 morphling M10~ a morphling~ ~ ~ U 30 CLASS_MONSTER RACE_ELF SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+10000 1d100+101 0 0 0 10 10 10 12 8 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 30 #19 warhorse destrier~ a regal destrier~ A regal white destrier stands proudly here.~ A powerful, large warhorse, with a gleaming silver mane. Its muscles ripple as it stands on powerful hooves. ~ U 1 CLASS_MONSTER RACE_HORSE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+6 1d4+1 0 0 0 16 2 12 13 15 6 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #20 homonculous imp~ the homonculous~ There is a small homonculous snooping around here.~ The homonculous looks like a six inch tall gargoyle, with little wings and fangs. It appears to be looking for something important. ~ U 3 CLASS_MONSTER RACE_GARGOYLE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK|ACT_BODY|ACT_UNDEAD AFF_FLYING 0 0 d10+4 2d2+1 0 0 0 15 6 11 14 18 7 0 BODY_MOUTH|BODY_CLAW_1|BODY_FOOT_1|BODY_WING SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 3 #21 demon~ a demon~ There is a demon growling here.~ The demon has large fangs protruding from its mouth, and a long row of spikes sticking up along its back. ~ U 1 CLASS_MONSTER RACE_ELF SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK|ACT_BODY|ACT_UNDEAD 0 0 0 d8+9 1d1+1 -1000 0 0 10 10 10 12 8 10 0 BODY_HEAD|BODY_MOUTH|BODY_CLAW_1|BODY_FOOT_1 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #22 shadow mastiff~ a shadow mastiff~ There is a shadow of a dog moving around here.~ This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth ~ U 5 CLASS_MONSTER RACE_SHADE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK|ACT_NOCORPSE|ACT_BODY|ACT_UNDEAD AFF_FLYING 0 0 d8+9 1d1+1 0 0 0 10 10 10 12 8 10 0 BODY_HEAD|BODY_MOUTH|BODY_CLAW_1|BODY_FOOT_1 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 5 #23 shade shadow~ a shadow~ A humanoid shadow floats here.~ The shadow looks like an humanoid figure, with no person to cast it attached. ~ U 3 CLASS_MONSTER RACE_SHADE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK|ACT_UNDEAD AFF_FLYING 0 0 d8+0 0d0+0 0 0 0 -1 15 -1 6 12 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 3 #24 phantasm phantasmal killer shadow~ a phantasmal killer~ There is a shimmering shadow here.~ The shadow seems to sneak around and makes wispering noises. ~ U 1 CLASS_MONSTER RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_WEAK|ACT_NOCORPSE|ACT_BODY|ACT_UNDEAD AFF_FLYING 0 0 d8+9 1d1+1 0 0 0 10 10 10 10 10 10 0 BODY_HEAD|BODY_CLAW_1|BODY_FOOT_1 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #25 illusion~ an illusion~ A shimmering illusion is here.~ ~ U 1 CLASS_MONSTER RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_WEAK|ACT_NOCORPSE|ACT_NOFIGHT 0 0 0 d8+9 1d1+1 0 0 0 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #26 tiny arcane eye~ a tiny eyeball construct~ A tiny eyeball construct float silently here.~ It is, perhaps, an inch in diameter and looks like a small disembodied eyeball. ~ U 1 CLASS_MONSTER RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_BODY|ACT_WEAK|ACT_NOFIGHT|ACT_MOBINVIS AFF_INVISIBLE|AFF_SNEAK 0 0 d8+9 1d1+1 0 0 0 10 10 10 12 8 10 0 0 SIZE_FINE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #27 water elemental~ a water elemental~ A ripple in the water seems to be man shaped.~ The water elemental seems to be mouthing unheard words. ~ U 1 CLASS_MONSTER RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_WEAK|ACT_BODY|ACT_UNDEAD 0 0 0 d8+9 1d1+1 0 0 0 10 10 10 10 10 10 0 BODY_HEAD|BODY_HAND_1|BODY_FOOT_1 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #28 air elemental humanoid dust~ an air elemental~ Motes of dust dance in the shape of large humanoid.~ As you look closer you see a rippling disturbance in the air. Without the dust, you suspect you wouldn't be able to make this elemental out at all. ~ U 1 CLASS_MONSTER RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_WEAK|ACT_BODY|ACT_UNDEAD AFF_FLYING 0 0 d8+9 1d1+1 0 0 0 10 10 10 10 10 10 0 BODY_HEAD|BODY_HAND_1|BODY_FOOT_1 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #29 earth elemental~ an earth elemental~ A large mound of earth has risen from the ground.~ The mound is made of up of earth, clay, bits of twig and rocks. It mocks the shape of a man. ~ S 10 CLASS_MONSTER RACE_ELEMENTAL_EARTH SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK C CLASS_MONSTER 1 % 8 climb~ % 8 perception~ % 8 sneak~ #30 eagle gigantic~ an enormous eagle~ A gigantic eagle waits here.~ This is a magnificent, noble creature, with a wingspan of thirty feet. His body is covered in faun-colored feathers which blow softly in the breeze, and his head in grey and brown feathers. His eyes are golden and sharp, and his beak is almost black. ~ U 1 CLASS_MONSTER RACE_GRIFFON SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_MOUNTABLE|ACT_WEAK 0 0 0 d10+10 0d0+2 0 0 0 18 5 13 15 16 8 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #31 large badger~ an large badger~ A large badger scrapes his claws here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_BADGER SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK 0 0 0 d8+2 1d3+0 0 0 0 8 2 12 17 15 6 0 0 SIZE_SMALL 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #32 black bear~ an black bear~ A black bear stands here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_BEAR SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+6 1d4+4 0 0 0 27 2 12 13 19 6 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #33 loyal dog~ a loyal dog~ A loyal dog stands obediently here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_DOG SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+2 1d4+1 0 0 0 13 2 12 17 15 6 0 0 SIZE_SMALL 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #34 dun camel~ a dun camel~ A camel with a dun coat stands here, spitting.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_CAMEL SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+6 1d4+2 0 0 0 18 2 14 16 14 4 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #35 hawk~ a hawk~ a large hawk is here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_BIRD SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_FLYING 0 0 d8+0 1d4+2 0 0 0 10 2 12 15 12 6 0 0 SIZE_SMALL 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #37 horse~ a horse~ a lithe horse whinnies here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_HORSE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+6 1d4+1 0 0 0 16 2 12 13 15 6 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #38 horned owl~ a horned owl~ a horned owl sits here and hoots.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_BIRD SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d2+0 0 0 0 10 2 12 15 12 6 0 0 SIZE_SMALL 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #39 sly weasel~ a weasel~ a sly little weasel sniffles about here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_WEASEL SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d2+0 0 0 0 2 2 12 15 10 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #40 wolf~ a wolf~ a large wolf stalks about here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_WOLF SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+4 1d6+1 0 0 0 13 2 12 15 17 6 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #41 boar~ a large boar~ a large boar stands here and snorts.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_BOAR SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+12 1d8+3 0 0 0 15 2 13 10 17 4 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #42 tiger~ a tiger~ a striped tiger paces about here.~ Desc goes here. ~ U 1 CLASS_MONSTER RACE_TIGER SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+18 2d6+3 0 0 0 13 2 12 15 17 6 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #43 bat familiar~ a bat~ A small bat is perched here.~ It is a normal looking bat of the non-dangerous sort. Short black fur covers it and the slightest hint of pink tints the wings. ~ U 1 CLASS_MONSTER RACE_BAT SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_FLYING 0 0 d8+0 0d0+0 0 0 0 1 2 14 15 10 4 0 0 SIZE_DIMINUTIVE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #44 cat familiar~ a cat~ A cat prowls around here.~ ~ U 1 CLASS_MONSTER RACE_CAT SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d2+0 0 0 0 3 2 12 15 10 7 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #45 lizard familiar~ a lizard~ A lizard skitters about here.~ ~ U 1 CLASS_MONSTER RACE_LIZARD SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d4+0 0 0 0 3 1 12 15 10 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #46 snake familiar~ a snake~ A snake slithers around here.~ ~ U 1 CLASS_MONSTER RACE_SNAKE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d1+0 0 0 0 4 1 12 17 11 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #47 toad familiar~ a toad~ A toad hops around here.~ ~ U 1 CLASS_MONSTER RACE_TOAD SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d1+0 0 0 0 1 1 14 12 11 4 0 0 SIZE_DIMINUTIVE 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #48 rat familiar~ a rat~ A rat scurries about here.~ ~ U 1 CLASS_MONSTER RACE_RODENT SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d3+0 0 0 0 2 2 12 15 10 2 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #49 generic companion~ a generic companion~ A generic companion waits to be transformed.~ ~ U 1 CLASS_MONSTER RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d8+0 1d3+0 0 0 0 10 10 10 10 10 10 0 0 SIZE_TINY 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #50 summoned monster~ a newly summoned monster~ A newly created summoned monster is here.~ ~ U 1 CLASS_MONSTER RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 0 d0+0 0d0+0 0 0 0 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 C CLASS_MONSTER 1 #0 #OBJECTS #2 coin gold~ a gold coin~ One miserable gold coin.~ ~ ITEM_TYPE_MONEY 0 CAN_WEAR_TAKE 0 MATERIAL_SILVER 30 SIZE_FINE 1 0 0 0 0 0 0 0 1 10 1 #3 coins gold~ money~ A pile of coins lies here.~ ~ ITEM_TYPE_MONEY 0 CAN_WEAR_TAKE 0 MATERIAL_SILVER 30 SIZE_FINE 0 0 0 0 0 0 0 0 0 10 1 #4 totem~ a totem~ A totem of supernatural energy stands here.~ A multi-hued aura surrounds this emblem of magical powers, turning it green, then yellow, then white, a soft, diffused glow lighting the area surrounding it. ~ ITEM_TYPE_TOTEM FLAG_GLOW|FLAG_DARK 0 0 MATERIAL_HARDWOOD 60 SIZE_LARGE -1 -1 -1 -1 0 0 0 0 500 10 99 #10 npc corpse~ A corpse~ A corpse is lying lifeless here.~ ~ ITEM_TYPE_CORPSE_NPC 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 40 SIZE_MEDIUM 0 0 0 1 0 0 0 0 1 10 1 #11 pc corpse~ a corpse~ A corpse is lying lifeless here.~ ~ ITEM_TYPE_CORPSE_PC 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 40 SIZE_MEDIUM 0 0 0 1 0 0 0 0 1 10 1 #12 head~ severed head~ A severed head is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 10 0 0 0 0 0 0 0 20 10 1 #13 heart~ a heart~ A torn-out heart is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 16 0 0 0 0 0 0 0 32 10 1 #14 arm~ an arm~ A sliced-off arm is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 20 0 0 0 0 0 0 0 40 10 1 #15 leg~ a leg~ A sliced-off leg is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 20 0 0 0 0 0 0 0 40 10 1 #20 mushroom magic~ a Magic Mushroom~ A delicious magic mushroom is here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 5 0 0 0 0 0 0 0 10 10 1 #21 ball light~ a bright ball of light~ A bright ball of light shimmers in the air.~ ~ ITEM_TYPE_LIGHT 0 CAN_WEAR_TAKE 0 MATERIAL_UNKNOWN 30 SIZE_TINY 0 0 -1 0 0 0 0 0 10 10 1 #22 spring~ a magical spring~ A magical spring flows from the ground here.~ ~ ITEM_TYPE_FOUNTAIN FLAG_NODROP 0 0 MATERIAL_STONE 735 SIZE_HUGE 100000 100000 LIQ_WATER 0 0 0 0 0 896 10 1 #23 shimmering gateway~ a shimmering gateway~ A shimmering gateway stands here.~ ~ ITEM_TYPE_PORTAL FLAG_NODROP 0 0 MATERIAL_UNKNOWN 60 SIZE_LARGE -1 0 GATE_STEP_INTO -1 0 0 0 0 0 10 1 #24 ice arrow~ an ice arrow~ A dangerous looking piece of ice has been left here.~ The arrow glitters like blue fire in the light. It is burning cold to the touch, with an evil, dangerous tip. ~ ITEM_TYPE_AMMO 0 CAN_WEAR_TAKE 0 MATERIAL_HARDWOOD 20 SIZE_TINY 0 0 0 0 0 0 0 0 1 10 1 #25 head bounty~ the head of~ A severed head lies here.~ The head stares up at you, frozen in a permanent gasp of surprise. ~ ITEM_TYPE_TRASH 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_HARDWOOD 40 SIZE_SMALL 0 0 0 0 0 0 0 0 0 10 1 E eyes~ The eyes are glazed over, like the staring eyes of a dead fish. ~ #26 raw meat fresh slice~ a slice of raw meat~ A slice of raw meat lies on the ground.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 5 0 0 0 0 0 0 0 10 10 1 #27 skin ~ the skin of ~ The skin of %s lies here.~ ~ ITEM_TYPE_TRASH 0 CAN_WEAR_TAKE 0 MATERIAL_HARDWOOD 40 SIZE_SMALL 5 0 0 0 0 0 0 0 0 10 1 #28 parchment piece~ a piece of parchment~ {078}A piece of parchment lies here.~ ~ ITEM_TYPE_PAPER 0 CAN_WEAR_TAKE 0 MATERIAL_PAPER 4 SIZE_TINY 0 0 0 0 0 0 0 0 0 10 1 #29 pen quill~ a quill pen~ {078}A quill pen lies here.~ ~ ITEM_TYPE_TOOLS 0 CAN_WEAR_TAKE 0 MATERIAL_STEEL 90 SIZE_SMALL 9 10 0 0 0 0 0 0 1 10 1 #30 test book~ a test book~ A book for testing with lies here.~ ~ ITEM_TYPE_BOOK 0 CAN_WEAR_TAKE 0 MATERIAL_PAPER 18 SIZE_TINY 0 0 4 16 0 0 0 0 30 10 1 E _p1_~ This is page 1 ~ E _p2_~ this is page 2 ~ #31 fire~ {138}a fire~ {300}A {138}warm fire {300}crackles here.~ ~ ITEM_TYPE_FIRE FLAG_BURNING 0 0 MATERIAL_ENERGY 1 SIZE_SMALL 0 0 2 0 0 0 0 0 0 0 0 #32 fish~ a fish~ A raw fish lies here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 5 0 0 0 0 0 0 0 10 10 1 #33 fishing pole~ a fishing pole~ A simple fishing pole lies here.~ It's a simple reed pole with a line tied on it. A crude way to fish, but gets the job done. ~ ITEM_TYPE_TOOLS 0 CAN_WEAR_TAKE 0 MATERIAL_SOFTWOOD 30 SIZE_MEDIUM 18 0 0 0 0 0 0 0 10 50 1 #34 craft~ a crafted piece~ A work of craftsmanship lies here.~ This is a work in progress, once it is completed, it could be a masterpiece of craftsmanship. ~ ITEM_TYPE_CRAFT 0 CAN_WEAR_TAKE 0 MATERIAL_UNKNOWN 40 SIZE_SMALL 0 0 0 0 0 0 0 0 0 0 0 #35 armor~ a crafted armor~ A work of craftsmanship lies here.~ There isn't much remarkable about this piece of armor, until its craftsman makes his mark upon it. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 0 0 0 0 0 5 0 #36 weapon~ a crafted weapon~ A work of craftsmanship lies here.~ There isn't much remarkable about this weapon, until its craftsman makes his mark upon it. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE 0 MATERIAL_STEEL 2 SIZE_MEDIUM WEAPON_TYPE_WEAPON 0 0 0 0 0 0 0 20 400 0 #0 #ROOMS #1 The Void~ A cozy fire burns merrily in the enormous fireplace that dominates one wall of this "void". Hundreds of books stand in polished bookcases, while maps and papers are strewn over a table. A tall picture window provides a view of both day and night, and the Gods can easily peek down to see what the mortals are up to. Several pieces of comfortable furniture are placed in convenient spots, and a gentle, beautiful golden retriever is curled up before the fire. ~ 0 ROOM_INDOORS SECT_INSIDE 0 0 0 E retriever~ His tail thumps happily against the carpeting as he spots you with his soft, brown eyes. ~ S #2 Limbo~ You are floating 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 edges or shadow. You realize that there is an exit. ~ 0 ROOM_INDOORS|ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9755 0 0 0 S #3 The Junk Room~ This room is filled with trash. ~ 0 ROOM_INDOORS SECT_INSIDE 0 0 0 S #4 Totem Room~ This room and the mob in it are used for the totem spell. ~ 0 ROOM_NO_MOB|ROOM_NO_RECALL SECT_INSIDE 0 0 0 S #5 The Fugue Plane~ {178}There is nothing but ice and snow, as far as you can see upon the horizon. Around you lost souls meander about, waiting for their ultimate fate in judgement, or awaiting their patron to take them away to their final rest. {108}OOC: See HELP DEATH if you need help returning from the beyond. ~ 0 ROOM_NO_ASTRAL|ROOM_SAFE|ROOM_NO_RECALL SECT_TUNDRA 0 0 0 S #0 #SHOPS 0 #INNS 0 #STABLES 0 #RESETS M 1 100 2 ; Puff in Limbo M 2 100 1 ; Tsi the Cat in The Void M 4 100 4 ; a totem in Totem Room S #SPECIALS S #$ XXXXXXXXXX #Savearea