#AREA Adventurers Academy~ #AUTHORS Kregor~ #VERSION 4 #RANGES 1 5 1 5 #OLC_RANGES 3700 3799 #RESETMSG You hear the sound of sparring as students are trained.~ #FLAGS AFLAG_NOTELEPORT|AFLAG_AUTOSAVE|AFLAG_CONVERTED #JUSTICE $ #HELPS -1 'TOWER OF TRAINING' 'ADVENTURERS ACADEMY' NEWBIE~ {178} Adventurer's Academy{200} ==================== {300} The Adventurer's Academy is the place where new characters learn the way of the game, and the Mud20 system. In the course offered here, you will learn the game basics, try your first melee, your first skills, your first spells, and ultimately complete your first level and be ready to embark upon adventures. If you are a new player to this MUD, the best advice to be given is: take your time. The Mud20 system is not paced like most MUDs, and there is far more to the game system than leveling up. And gaining a level is an accomplishment. Pay attention to your teachers, and you will have a good grasp of making it in the realms beyond the temple. Lastly, if you have any problems, or need help, someone on the QUESTION channel will be glad to help you if they are available. ~ 0 $~ #MOBILES #3700 priest healer~ the healer~ {178}A healer stands here, to tend to your needs.~ {178}He is a friendly looking man with blond hair and blue eyes, dressed in vestments of white, and his symbol bears a conglomeration of the faiths of the realms. ~ U 20 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_IS_HEALER AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+1 1d3+1 650 0 0 13 13 18 10 12 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 20 >rand_prog 100~ if delayed ($i) break endif if quest (0,1,$r) == 0 mpdelay self 1 1 $r mpmset self quest 0 2 0 mpmset $r quest 0 1 1 endif ~ >delay_prog 1~ if existsroom ($X) if quest (0,2,$i) == 0 say Greetings $t endif if quest (0,2,$i) == 1 say You can always use QUESTION if you have any questions endif if quest (0,2,$i) == 2 say Just say when you're READY to begin your training endif if quest (0,2,$i) == 3 smile $t break endif mpmadd self quest 0 2 1 mpdelay self 4 1 $t endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 0 sayto $n Very well, let us begin. sayto $n There are a few things you need to do. First you need to set your description. This is a portrait of yourself in words - what others will see when they look at you. To enter the editor type DESC. There are rules regarding the descriptions, which you can read in HELP DESCRIPTION. sayto $n Read the rules, then type DESC to set your description, and say you are READY when you're done. mpmset $n quest 1 8 1 else if quest (1,8,$n) == 1 if hasdesc ($n) sayto $n Now you need to set your adjective. Your adjective is a descriptive phrase which precedes your gender and race when someone unknown to you sees you in a room. For example, if you set your adjective to 'tall, brown-eyed', others will see you as a 'tall, brown-eyed' $n.race $n.sex. sayto $n Again there are rules for this, found in HELP ADJECTIVE. Read the rules, then set your adjective, and say when you're READY to go on. mpmset $n quest 1 8 2 else sayto $n You have not set your description. Please type DESC and set your description before we continue. endif else if quest (1,8,$n) == 2 if hasadj ($n) sayto $n Both of these will have to be approved by an administrator, as well as your name. If there is anything inappropriate with any of these, you will have to change them before you can enter the game at large. sayto $n You may now proceed down to speak to other trainers. mpmset $n quest 1 8 3 else You have not set your adjective. Please do so before your continue. endif endif endif endif ~ >speech_prog heal~ if quest (1,8,$n) < 255 sayto $n As long as you are a pupil in the academy, I will gladly heal you. cast heal $n else sayto $n You have completed your studies. say You should seek healers outside in the city now. endif ~ | #3701 trainer academy~ a trainer~ {178}A female trainer of the Academy waits here to instruct you.~ {038}Looking at her you are trapped first by her eyes, deep-set and almost the color of {168}topaz. {038}Her {018}burgundy-colored hair {038}sweeps around her shoulders, falling in lush waves. She wears the {178}bright white vestments {038}of this temple. ~ U 20 CLASS_CLERIC RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 14 13 17 12 13 14 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 20 >greet_prog 100~ if quest (1,8,$n) < 3 sayto $n You have not completed the first lesson with the healer upstairs. Please finish there before returning to me. mpechoat $n $i shows you back to the stairwell. mpechoaround $n $i shows $n back to the stairwell. mpforce $n up else if quest (1,8,$n) == 3 sayto $n Greetings curtsey $n sayto $n I am here to teach you more about moving around the realms, if you are READY to learn? else if quest (1,8,$n) == 8 sayto $n Now that you have learned about weight and carrying, you can proceed to your next lesson to the east. There is a door there, so you will have to open the door first by typing OPEN EAST. mpmset $n quest 1 8 9 else if quest (1,8,$n) == 13 sayto $n Now you can head to the south to learn more about your environment. The door is both closed, and locked, so you will need to unlock it with this key. mpoload 3714 give key $n drop key sayto $n To use it, you need to have the key either in your hand, your inventory or an open container. The door will open automatically, so long as you do. mpmset $n quest 1 8 14 else if quest (1,8,$n) == 20 sayto $n You're doing good, $n. sayto $n Now head west to the temple shop to begin your training on money and equipment. smile mpmset $n quest 1 8 21 else if quest (1,8,$n) == 27 sayto $n You may now head downstairs, to continue your training with the next trainer. mpmset $n quest 1 8 28 endif endif endif endif endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 3 sayto $n There are six directions that you can move about in the realms. You can go any of these directions by typing their name: NORTH, SOUTH, EAST, WEST, UP or DOWN. sayto $n You can also type the first letter of the direction: n, s, e, w, u, d. sayto $n If you look in the upper left corner of your tactical view, you will see a small map, which shows you the room you are in, as well as any visible exits and surrounding rooms. You can change the size of this mini map using your CONFIG menu. sayto $n You can also get a larger scale map by typing MAP. sayto $n You can now go NORTH to the first training room to learn more. mpmset $n quest 1 8 4 endif ~ | #3702 academy trainer~ a trainer~ {178}A trainer of the Academy waits here to instruct you.~ {038}He stands tall and strong, garbed in the {178}bright white garb {038}of the temple. He bears the symbol of the temple, a conglomeration of the faiths of the realm. ~ U 15 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 12 13 18 11 12 13 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 15 >greet_prog 100~ if quest (1,8,$n) < 4 sayto $n You have not completed the first lesson with the trainer in the hall. Please finish there before returning to me. mpechoat $n $i shows you back to the hall. mpechoaround $n $i shows $n back to the hall. mpforce $n east else if quest (1,8,$n) == 4 sayto $n Greetings bow $n sayto $n I am here to teach you more about carrying and encumbrance, if you are READY to learn? endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 4 sayto $n As you adventure through the realms, you will pick up and carry many items. Like all good things, of course, this has a limit. By typing SCORE you can see your maximum carry weight. This is determined by your STRENGTH. As you carry closer to your maximum weight, you will get ENCUMBERED. sayto $n Are you ready to hear more? mpmset $n quest 1 8 5 else if quest (1,8,$n) == 5 sayto $n Encumbrance will affect your maximum dexterity bonus, and will affect your skill rolls. It also reduces the speed you can travel, and causes you to use more MOVE points for any action that takes them. You are encumbered when you carry more than one-third of your carry weight. And very encumbered at two-thirds. When you reach your maximum carry weight, you can no longer move. sayto $n Do you want to hear more? mpmset $n quest 1 8 6 else if quest (1,8,$n) == 6 sayto $n You also have a limit to how many items you can carry in your inventory. You can see how many items are in your inventory by typing INV, or even simply 'i'. sayto $n Do that now and tell me when you are READY to continue. mpmset $n quest 1 8 7 else if quest (1,8,$n) == 7 say You can solve some of your carrying needs by using a container. These will include things like packs, pouches, quivers and scabbards and the like. mpoload 3718 drop pack sayto $n You can have this pack to begin your journeys, mpoload 3716 give rations $n sayto $n and these rations for when you go travelling. Just type GET PACK to pick the pack up. You can place your items using PUT <item> PACK. Then you can head out of here back to the trainer in the central hall. mpmset $n quest 1 8 8 endif endif endif endif ~ | #3703 academy trainer~ a trainer~ {178}A trainer of the Academy waits here to instruct you.~ {038}He stands tall and strong, garbed in the {178}bright white garb {038}of the temple. He bears the symbol of the temple, a conglomeration of the faiths of the realm. ~ U 15 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 11 13 17 12 13 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 15 >greet_prog 100~ if quest (1,8,$n) < 9 sayto $n You have not completed your other lessons yet. Please finish them before returning to me. mpechoat $n $i shows you back to the hall. mpechoaround $n $i shows $n back to the hall. mpforce $n west else if quest (1,8,$n) == 9 sayto $n Greetings bow $n sayto $n I am here to teach you about movement, endurance, and resting, if you are ready to learn? endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 9 say You are allowed a number of MOVE points that are spent for movement, as well as various tasks that tax endurance. sayto $n If you look at the bottom status bar, you can see your present move points. Your SCORE sheet will also show you your maximum moves. This maximum raises with each level you gain, and is modified by your constitution. sayto $n Are you READY to hear more? mpmset $n quest 1 8 10 else if quest (1,8,$n) == 10 sayto $n You can travel through the realms at various speeds. Faster speeds will allow you to move faster between two points, but they will also cost you more move points. You can change the speed you are travelling by typing SPEED. sayto $n The normal options are HALF, NORMAL, HUSTLE, and RUN. sayto $n Are you READY to hear more? mpmset $n quest 1 8 11 else if quest (1,8,$n) == 11 say When you run low on move points, you become FATIGUED. If you run out of move points, you are EXHAUSTED, and any movement or strenuous actions will cause nonlethal damage until you pass out. You will also suffer penalties to your strength and dexterity when suffering from either of these conditions. To recover your move points you will have to REST periodically. sayto $n Shall I tell you more? mpmset $n quest 1 8 12 else if quest (1,8,$n) == 12 sayto $n There are multiple ways to rest. One is to find a room in an INN, or a safe room where you can rest or sleep. You can also CAMP out in the realms if you are a skilled enough survivalist. sayto $n When you find a room that is suitable as an inn, you will see an echo that it is a safe place to rest. Also, if you quit while either camped or in an inn, you will continue to regain health and movement while you are logged off. sayto $n Are you ready to continue your training? mpmset $n quest 1 8 13 else if quest (1,8,$n) == 13 sayto $n You can now return to the trainer in the main hall. smile $n endif endif endif endif endif ~ | #3704 academy trainer~ a trainer~ {178}A trainer of the Academy waits here to instruct you.~ {038}He stands tall and strong, garbed in the {178}bright white garb {038}of the temple. He bears the symbol of the temple, a conglomeration of the faiths of the realm. ~ U 15 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 13 15 16 15 12 9 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 15 >greet_prog 100~ if quest (1,8,$n) < 14 sayto $n You have not completed your other lessons say yet. Please finish them before returning to me. mpechoat $n $i shows you back to the hall. mpechoaround $n $i shows $n back to the hall. mpforce $n north else if quest (1,8,$n) == 14 sayto $n Greetings bow $n sayto $n I am here to teach you more if you are ready to learn? endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 14 sayto $n I need to teach you something, but I'm not programmed to do it yet. Maybe on health and recovery. endif ~ | #3705 shopkeeper~ the shopkeeper~ {178}A temple shopkeeper is here to sell basic equipment.~ {038}She is a friendly looking lady with {138}blonde hair {038}and {108}black eyes. {038}Her vestments are {178}pure white {038}and crisply cut. She looks neat and orderly, like the shop she stewards. ~ U 20 CLASS_CLERIC RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_BANK AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 13 10 16 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 20 >greet_prog 100~ if quest (1,8,$n) < 21 sayto $n You have not completed your other lessons yet. Please finish them before returning to me. mpechoat $n $i shows you back to the hall. mpechoaround $n $i shows $n back to the hall. mpforce $n east else if quest (1,8,$n) == 21 sayto $n Greetings curtsey $n sayto $n I am here to teach you more about equipment and money, if you are READY to learn? endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 21 sayto $n The currency in the realms is based on 3 coin types: copper, silver, and gold coins. A gold piece is worth ten silver pieces, and a silver piece is worth ten copper pieces. You will see your current cash on hand by typing "score" and looking at your wealth score. sayto $n Are you READY to hear more? mpmset $n quest 1 8 22 else if quest (1,8,$n) == 22 sayto $n You can carry your money on your person, but this leaves it vulnerable to thieves, as they can steal you blind. To keep it safer, you can DEPOSIT it at a bank, like this one. Let us practice now, deposit one gold into the bank by typing BANK DEPOSIT 1 GOLD. Then let me know when you are READY for me to continue. mpmset $n quest 1 8 23 else if quest (1,8,$n) == 23 sayto $n There, now your deposited money is available to withdraw at any bank around the realms. Let us try and withdraw the money. Type BANK WITHDRAW 1 gold. Then let me know when you are READY to continue. mpmset $n quest 1 8 24 else if quest (1,8,$n) == 24 sayto $n Now, obviously one of the things you can do as you accumilate coin is to spend it, like on... mpechoat $n $I looks you over a moment... mpechoaround $I looks $n over a moment... sayto $n ...equipment. Seems you could use a bit now. chuckle say I can sell you some basic equipment right here, if you want to see what I have for sale, type LIST, then let me know when you are READY for me to go on. mpmset $n quest 1 8 25 else if quest (1,8,$n) == 25 sayto $n Now that you have seen what I have to offer, you can purchase something by typing BUY <ITEM NAME>. Doing this will pay me the proper amount of coin, and I will give you the item you wished. Try buying something from me now, and say when you are READY to continue. If you would like some HINTS on what to buy, just say so. mpmset $n quest 1 8 26 else if quest (1,8,$n) == 26 sayto $n Very good. Now you should have your basic equipment, you can eqip any item you have using the WEAR command. You can HOLD and WIELD items in your hands as well. For example, if you bought a pair of leggings, you could simply type WEAR LEGGINGS. Or to remove an item you can use the REMOVE command in the same way. Once you have finished wearing what you wish to wear, you may head outside to the trainer in the main hall once more. mpmset $n quest 1 8 27 endif endif endif endif endif endif ~ >speech_prog hints~ sayto $n You will need some basic things to survive with, a waterskin, some rations, and some basic gear would be a good idea. if class ($n) == CLASS_FIGHTER or class ($n) == CLASS_PALADIN or class ($n) == CLASS_CLERIC sayto $n For your class, you are able to purchase and wear just about any type of armor. You may also use a wide selection of weapons, but that part will come later. For now you can equip yourself with the best armor you can afford. Careful not to run out of coin just buying armor though, you still have other things that are vital to have. else if class ($n) == CLASS_ROGUE or class ($n) == CLASS_BARD or class ($n) == CLASS_BARBARIAN or class ($n) == CLASS_EXPERT or class ($n) == CLASS_DRUID or class ($n) == CLASS_RANGER sayto $n For your class, you are able to purchase and wear lighter armor. Leather would be your basic starting armor here. While it's not as protective as heavy metal armor, on the bright side, you will have much better mobility as a result. if class ($n) == CLASS_RANGER sayto $n It is imperative for you to keep yourself armored in light to no armor at all. If you wear anything more, you will not be able to use many of your abilities. endif if class ($n) == CLASS_DRUID sayto $n It is imperative for you to keep yourself armored in natural armor, that is, armor that is NOT made of any metal. If you wear metallic armor, you will not be able to cast your druidic spells. endif else if class ($n) == CLASS_WIZARD or class ($n) == CLASS_SORCERER sayto $n It is best for your class to wear no armor at all. If you do wear armor, you suffer a chance of spell casting failure each time you cast your spells. This even applies if you adopt a fighting class later on. sayto $n You do not have a large selection of weapons, but your strength is not in weapon usage. Just keep a simple weapon handy to defend yourself in a pinch. You will have your cantrips to deal damage at range, even when your really good spells are exhausted. else if class ($n) == CLASS_MONK sayto $n Your class is trained to fight with no armor, and it should stay that way, wearing any armor will deny you the special combat and armor class bonuses given to a monk. sayto $n You also do not need to purchase a weapon, unless you really want to, as your bare hands are lethal weapons in their own right. endif endif endif endif if class ($n) == CLASS_BARD or class ($n) == CLASS_PALADIN or class ($n) == CLASS_CLERIC or class ($n) == CLASS_RANGER or class ($n) == CLASS_DRUID or class ($n) == CLASS_SORCERER or class ($n) == CLASS_WIZARD sayto $n As a spellcaster, you will want to purchase a spell pouch, most likely. This is what holds your components within easy reach to allow you to cast spells that require them. Without one, you will have to have the component in your inventory every time you cast. endif if class ($n) == CLASS_WIZARD sayto $n As you are a wizard, you will also need to buy a spellbook. It is in your spellbook you will record the spells you collect over the course of your career. For this reason, you will obviously want to keep track of it too! endif if class ($n) == CLASS_RANGER or class ($n) == CLASS_FIGHTER or class ($n) == CLASS_PALADIN sayto $n As a warrior with Martial Weapon Proficiency, you can choose just about any weapon as your weapon of choice, even have several for different situations. It is your weapons in which you will find your greatest strength, so choose well and plan on continuing to invest in weaponry. else if class ($n) == CLASS_ROGUE or class ($n) == CLASS_BARD sayto $n You would best stick to lighter, one handed weapons, as you'll need a free hand or two for any acts of prestidigation and nimble fingers. endif endif ~ | #3706 academy trainer~ a trainer~ {178}A trainer of the Academy waits here to instruct you.~ {038}He stands tall and strong, garbed in the {178}bright white garb {038}of the temple. He bears the symbol of the temple, a conglomeration of the faiths of the realm. ~ U 18 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 13 14 18 10 14 15 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 18 >greet_prog 100~ if quest (1,8,$n) < 28 sayto $n You have not completed the lessons with the trainers upstairs. Please finish there before returning to me. mpechoat $n $i shows you back to the stairwell. mpechoaround $n $i shows $n back to the stairwell. mpforce $n up else if quest (1,8,$n) == 28 sayto $n Greetings curtsey $n sayto $n I am here to teach you more about communication and the languages you can speak, are you READY to learn? else if quest (1,8,$n) == 43 sayto $n Now that you have learned about skills, you can head on into the room to the east, to learn about feats. mpmset $n quest 1 8 44 else if quest (1,8,$n) == 48 sayto $n Now comes the exciting part, the basic combat training. sayto $n You can go into the sparring room to the south, and the sergeant will teach you more. mpmset $n quest 1 8 49 else if quest (1,8,$n) == X if class($n) == bard or class($n) == cleric or class($n) == druid or class($n) == wizard or class($n) == sorcerer sayto $n As a primary spellcaster, you will want to go to the training room to the west in order to learn about magic and spellcasting. mpmset $n quest 1 8 X else sayto $n As you cannot yet cast spells, you should skip the room to your west, and proceed downstairs to find your class specific trainer to continue. mpmset $n quest 1 8 X endif else if quest (1,8,$n) == X sayto $n You may now head downstairs, and find the proper trainer for your class to begin your class specific tutorial. mpmset $n quest 1 8 X endif endif endif endif endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 28 sayto $n There are several ways for you to communicate in the realms. First, and most simple is the SAY command, or SAYTO, which addresses a particular player. There are other means which may be available to you in different cirsumstances. Shall I say more? mpmset $n quest 1 8 29 else if quest (1,8,$n) == 29 sayto $n There is the TELL command, which allows you to send your thoughts over a distance to another player. This is an IC form of communication, but requires a spell or device in order to let you do it. This is commonly referred to as thoughtspeech or farspeak. This is NOT to be used as a means to communicate OOC information to other players. sayto $n Shall I continue? mpmset $n quest 1 8 30 else if quest (1,8,$n) == 30 sayto $n There are also special forms of communication, like the WHISPER command, which allows you to try and whisper a message in secret to someone next to you. Although there is a chance that a very skilled listener will overhear what you are saying, so careful what you say. sayto $n Are you READY to hear more? mpmset $n quest 1 8 31 else if quest (1,8,$n) == 31 sayto $n There are out of character (OOC) means of communication as well. You can use the OSAY command to make a room-wide OOC statement. Then there is the CHAT command which will send an OOC message to the entire playerbase of the game. Note that in neither case should the use of these commands be used excessively, as it is better to stay in-character (IC) as much as possible. And under no circumstances, should you ever exchange IC knowledge or information over either OSAY or CHAT. sayto $n Shall I say more? mpmset $n quest 1 8 32 else if quest (1,8,$n) == 32 say Finally, there are means of communication that allow you to speak to the gods. The PRAY command is only visible to yourself and the immortals. So that if one of the gods sees your prayer, and is so moved, it just might be answered. There is also the THINK command. Which sends a thought to yourself, and also echoes it to any immortals who are currently on the game. So that if a thought may warrant a roleplay, an imm might act upon it. sayto $n You want to hear about languages now? mpmset $n quest 1 8 33 else if quest (1,8,$n) == 33 sayto $n Very well. In the realms there are many different races, and these races each have their own tongue. There is a single tongue that is shared by many in the realms, and that is COMMON. You may or may not know common, depending on your race and where you start from, you will automatically know your racial language at the very least. sayto $n When you do not speak a language someone else understands, that person will not be able to make out what you say. Though there are spells and devices which can help pass this barrier. I am speaking to you now with such a spell. Shall I go on? mpmset $n quest 1 8 34 else if quest (1,8,$n) == 34 sayto $n Each race is also give a number of bonus languages. Those were languages you were given the option to choose at your creation. These languages did not cost you anything. Later though, it will cost you one skill point apiece to learn new languages. Over and above your starting languages, you can learn additonal tongues up to your Intelligence bonus. sayto $n Type LANGUAGES and let me know when you're ready for me to continue. mpmset $n quest 1 8 35 else if quest (1,8,$n) == 35 sayto $n You will note the languages you know are indicated by an asterisk. To speak a particular tongue, simply type the language name after the command, like 'LANGUAGE ELVEN'. You will note on your tactical display that it indicates the language you are presently speaking. sayto $n Ready for me to go on? mpmset $n quest 1 8 36 else if quest (1,8,$n) == 36 sayto $n Your ability to speak and understand a language applies to your ability to read it as well. You will find that some written items are written in languages other than common. And you'll need to know the tongue it's written in, or have some magical means, to read it. And when you WRITE a note, you will write it in the language you are currently set to speak in. sayto $n There are also other communication commands specifically for roleplay purposes, such as EMOTE and POSE, which communicate what your character is DOING, rather than saying. You can learn more about all of this by typing HELP COMMUNICATION. sayto $n Now that's done, I want you to head to the north to learn about skills. mpmset $n quest 1 8 37 smile endif endif endif endif endif endif endif endif endif ~ | #3707 academy trainer~ a trainer~ {178}A trainer of the Academy waits here to instruct you.~ {038}He stands tall and strong, garbed in the {178}bright white garb {038}of the temple. He bears the symbol of the temple, a conglomeration of the faiths of the realm. ~ U 18 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 13 14 18 10 14 15 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 18 >greet_prog 100~ if quest (1,8,$n) < 37 sayto $n You have not completed your other lessons with the other trainers. Please finish them before coming to me. mpechoat $n $i shows you back to the main hall. mpechoaround $n $i shows $n back to the main hall. mpforce $n south else if quest (1,8,$n) == 37 sayto $n Greetings, I trust you are here to learn about your skills, and how to train and use them? endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 37 nod $n sayto $n Skills are the basic building blocks of what you can do as an adventurer in the realms. Every person has at least a basic ability to do most things, like jumping, or attempting to climb something, or negotiate. Where you excel, depends on where you invest in yourself. Type SKILLS, look at the skills list, and tell me when you are READY to continue. mpmset $n quest 1 8 38 else if quest (1,8,$n) == 38 sayto $n On the list, you will notice that you have basic skills, as well as those considered knowledge skills, and crafting skills that you can learn. Any person can learn any skill, but your profession determines which ones are more natural for you to learn. These are CLASS SKILLS, and are indicated by the 'c' in front of the skill name. These skills are the easiset for you to excel in. sayto $n Are you ready for me to continue? mpmset $n quest 1 8 39 else if quest (1,8,$n) == 39 sayto $n The skills indicated with an 'x' in front of them, are CROSS-CLASS SKILLS. These are skills that are not natural to your profession, such as a fighter being able to disable traps. This does not mean you cannot learn to do so, but you will be limited as opposed to someone of a profession for which it comes naturally, and it entails a larger investment of your total ability. sayto $n Shall I explain further? mpmset $n quest 1 8 40 else if quest (1,8,$n) == 40 sayto $n You will see at the bottom of your skill sheet, that you have a number of SKILL POINTS as you start out your career. These are the currency you spend to learn and improve your skills. Each level as you advance, you gain a number of these points based on your class and your intelligence. To learn or raise a class skill, it costs one point per rank you train it. For a cross-class skill, the cost is two points per rank. sayto $n You follow me? mpmset $n quest 1 8 41 else if quest (1,8,$n) == 41 sayto $n Furthermore, you are limited to how high you can train a skill. Your maximum rank in a class skill is your character level, plus three. A cross-class skill is limited to half of that. So spending on a lot on cross-class skills isn't very efficient. You would be better served to consider multiclassing later on if you wish to be that versatile. sayto $n Have you paid attention to everything I said? mpmset $n quest 1 8 42 else if quest (1,8,$n) == 42 sayto $n Good, now, in order to train a skill, you must find a trainer that is skilled in that skill for their trade. You will be best served looking in the guildhouses of your profession for these. Not everyone is a trainer, and you must find someone who actually excels in the skill. Also, eventually you may find other adventurers who are willing to TEACH you. sayto $n We won't train you in any of the skills just yet. You will have a chance to do that with your class trainer further down the tower. For now, head back out to the main hall. mpmset $n quest 1 8 43 endif endif endif endif endif endif ~ | #3708 academy trainer~ a trainer~ {178}A trainer of the Academy waits here to instruct you.~ {038}He stands tall and strong, garbed in the {178}bright white garb {038}of the temple. He bears the symbol of the temple, a conglomeration of the faiths of the realm. ~ U 18 CLASS_CLERIC RACE_HUMAN SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_TRUESIGHT|AFF_TONGUES 0 0 d8+0 1d3+1 0 0 0 13 14 18 10 14 15 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 18 >greet_prog 100~ if quest (1,8,$n) < 44 sayto $n You have not completed your other lessons with the other trainers. Please finish them before coming to me. mpechoat $n $i shows you back to the main hall. mpechoaround $n $i shows $n back to the main hall. mpforce $n west else if quest (1,8,$n) == 44 sayto $n I am here to teach you about feats. Are you ready to learn? endif endif ~ >speech_prog yes aye ready~ if quest (1,8,$n) == 44 nod $n sayto $n Feats, as compared to skills, are capabilities that not every adventurer posesses. They are the talents that set you apart as an adventurer and allow you to do things above and beyond your fellows. Unlike skills, which are trained often, feats are acquired much slower, and you only have a limited number of them during your career. sayto $n Type FEATS ALL, and tell me when you're ready for me to continue. mpmset $n quest 1 8 45 else if quest (1,8,$n) == 45 sayto $n This is the list of feats you are able to train from. Some feats may require other feats, or a certain rank in a skill or stat before you can actually train them. Taking a set of feats that are prerequisite for each other is called a feat tree - each one being a building block for the next, giving you great capabilities in on thing. For example you can take several feats to allow you to become phenominal at dual wielding, or casting spells with extraordinary alterations to the effects. Each feat has a help entry to tell you what it does, and the prerequisites for it, if any. sayto $n Are you ready for me to continue? mpmset $n quest 1 8 46 else if quest (1,8,$n) == 46 sayto $n Feats should be chosen wisely, even with some forethought as to how a feat will help your character concept will develop, because all characters get only one feat point for every 3 levels they advance. If you look at the bottom of the feat sheet, you will see how many feat points you have remaining. sayto $n Some classes get bonus feats at other levels as well. These bonus feats are a limited selection that apply profession - fighters get a choice of combat bonus feats, rogues get stealthy feats, wizards get metamagic or magic item creation feats to choose from as bonus feats. You can see these by typing FEATS with the appropriate argument - ie, fighter, rogue, metemagic, creation, etc. sayto $n Ready to hear more? mpmset $n quest 1 8 47 else if quest (1,8,$n) == 47 sayto $n Like skills, you must be at a trainer to train your feats. But you may train any feat with any trainer. You don't need to go hunting down someone all over the realms just to learn a single feat. Now we're done with that, you can go back into the main hall again. mpmset $n quest 1 8 48 endif endif endif endif ~ | #0 #OBJECTS #3700 basic steel mace~ {078}a basic steel mace~ {078}You see a plain metal mace lying here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_STEEL 0 SIZE_SMALL WEAPON_TYPE_MACE_LIGHT 0 0 0 0 0 0 0 40 500 1 #3701 basic steel dagger~ {078}a basic steel dagger~ {078}A plain metal dagger lies here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_STEEL 0 SIZE_TINY WEAPON_TYPE_DAGGER 0 0 0 0 0 0 0 10 200 1 #3702 basic steel sword longsword~ {078}a basic steel longsword~ {078}A plain steel longsword lies here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD|CAN_WEAR_BOTH 0 MATERIAL_STEEL 0 SIZE_MEDIUM WEAPON_TYPE_SWORD_LONG 0 0 0 0 0 0 0 40 1500 1 #3703 plain leather tunic~ {038}a plain leather tunic~ {038}A plain leather tunic lies here.~ {038}This is a basic, but sturdy tunic made out of supple leather. It allows for modest protection at a decent price for those that need armor. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_LEATHER 0 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 300 1 #3704 plain wooden shield~ {038}a plain wooden shield~ {038}A small shield made of wood lies here.~ {038}A simple shield made of wood formed around a metal rim, with bands of {078}steel. {038}Modest affordable protection for those proficient with a shield. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_SHIELD 0 MATERIAL_HARDWOOD 0 SIZE_MEDIUM ARMOR_TYPE_LIGHT_SHIELD 0 0 5 0 0 0 0 100 300 1 #3705 adventuring academy cloak~ {118}an adventuring academy cloak~ {118}A bright red cloak with a {138}golden crest lies here.~ {118}A well-woven cloak that proudly displays the crest of the Adventuring Academy in {138}bright gold. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_ABOUT 0 MATERIAL_SILK 0 SIZE_MEDIUM ARMOR_TYPE_PADDED 0 0 5 0 0 0 0 20 50 1 #3706 plain leather cap~ {038}a plain leather cap~ {078}A plain steel cap lies here.~ {038}Basic, sturdy protection of well-stitched leather will do the job for protecting the head of an aspiring young adventurer. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_HEAD 0 MATERIAL_LEATHER 0 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 45 200 1 #3707 plain leather leggings~ {038}a pair of leather leggings~ {038}A pair of plain leather leggings lies here.~ {038}This is basic, but sturdy protection made out of supple leather. It allows for modest protection at a decent price for those that need armor. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_LEGS 0 MATERIAL_LEATHER 0 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 200 1 #3708 pair leather boots~ {038}a pair of leather boots~ {038}A pair of leather boots lies here.~ {038}This is basic, but sturdy protection made out of supple leather. It allows for modest protection at a decent price for those that need armor. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_FEET 0 MATERIAL_LEATHER 0 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 50 1 #3709 pair leather gloves~ {038}a pair of leather gloves~ {038}A pair of plain leather gloves lies here.~ {038}This is basic, but sturdy protection made out of supple leather. It allows for modest protection at a decent price for those that need armor. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_HANDS 0 MATERIAL_LEATHER 0 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 50 1 #3710 plain leather armguards~ {038}plain leather armguards~ {038}A pair of leather armguards lies here.~ {038}This is basic, but sturdy protection made out of supple leather. It allows for modest protection at a decent price for those that need armor. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_ARMS 0 MATERIAL_LEATHER 0 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 200 1 #3711 adventurers tabard~ {178}an adventurer's academy tabard~ {178}A cloth tabard with an academy symbol lies here.~ {178}A plain cloth tunic woven to be light, but sturdy. Embroidered with the crest of the Adventurer's Academy. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 LAYER_OVER 0 0 0 0 15 1 #3712 plain leather belt~ {038}a plain leather belt~ {038}A plain leather belt lies here.~ ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE|CAN_WEAR_WAIST 0 MATERIAL_LEATHER 0 SIZE_MEDIUM ARMOR_TYPE_LEATHER 0 0 5 0 0 0 0 30 100 1 #3713 leather beltpouch pouch~ {038}a leather beltpouch~ {038}A simple leather beltpouch lies here{300}.~ {038}Made with a closeaable flap, it will fit nicely on the belt and allow for handy storage of various small items. ~ ITEM_TYPE_CONTAINER 0 CAN_WEAR_TAKE|CAN_WEAR_BELT 0 MATERIAL_LEATHER 0 0 50 CONT_CLOSEABLE 0 25 0 0 0 0 0 10 1 #3714 key~ a key~ A very important key lies here!~ ~ ITEM_TYPE_KEY 0 CAN_WEAR_TAKE 0 MATERIAL_BRONZE 0 0 0 0 0 0 0 0 0 0 0 10 1 #3715 nothing~ tower of training sign~ An impressive looking sign is on the wall here.~ ~ ITEM_TYPE_FURNITURE 0 0 0 MATERIAL_HARDWOOD 0 0 0 0 0 0 0 0 0 0 0 10 11 #3716 iron rations~ {038}iron rations~ {038}A wrapped package of rations lies here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 0 0 48 0 0 0 0 0 0 0 96 10 1 E iron rations~ It's a day's worth of rations, wrapped tightly to keep preserved. ~ #3717 buffalo water skin waterskin~ {038}a buffalo hide waterskin~ {038}A buffalo hide waterskin is left on the ground.~ ~ ITEM_TYPE_DRINK_CON 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_HIDE 0 0 8 8 LIQ_WATER 0 0 0 0 0 16 40 1 #3718 simple pack backpack~ {038}a simple leather pack~ {038}A simple leather pack has been left here.~ {038}To open this bag type: OPEN PACK To see what is inside the bag type: LOOK IN PACK To get something out of this bag type: GET ALL PACK or GET <item> PACK To put something back in this bag type: PUT ALL PACK or PUT <item> PACK ~ ITEM_TYPE_CONTAINER 0 CAN_WEAR_TAKE|CAN_WEAR_BACK 0 MATERIAL_LEATHER 0 SIZE_SMALL 500 CONT_CLOSEABLE|CONT_CLOSED -1 0 0 0 0 0 40 1000 1 #3719 basic hardwood spear~ {038}a basic hardwood spear~ {038}A simple spear of hardwood lies here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_BOTH 0 MATERIAL_HARDWOOD 0 SIZE_LARGE WEAPON_TYPE_LONGSPEAR 0 0 0 0 0 0 0 90 500 1 #3720 basic hardwood staff~ {038}a basic hardwood staff~ {038}A simple hardwood staff lies here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_BOTH 0 MATERIAL_HARDWOOD 0 SIZE_LARGE WEAPON_TYPE_QUARTERSTAFF 0 0 0 0 0 0 0 40 5 1 #3721 basic leather whip~ {108}a basic leather whip~ {108}A simple whip of leather lies here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_LEATHER 0 SIZE_MEDIUM WEAPON_TYPE_WHIP 0 0 0 0 0 0 0 20 100 1 #3722 basic steel rapier~ {078}a basic steel rapier~ {078}A basic rapier made of steel lies here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_STEEL 0 SIZE_MEDIUM WEAPON_TYPE_RAPIER 0 0 0 0 0 0 0 20 2000 1 #3723 basic wood nunchaku~ {078}a basic wooden nunchaku~ {078}A pair of nunchaku of hardwood lie here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_HARDWOOD 0 SIZE_SMALL WEAPON_TYPE_NUNCHAKU 0 0 0 0 0 0 0 20 200 1 #3724 basic steel sai~ {078}a basic steel sai~ {078}A basic sai made of steel lies here.~ This is a basic, but sturdy weapon for those who are just starting to embark upon a life of adventure. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD 0 MATERIAL_STEEL 0 SIZE_TINY WEAPON_TYPE_SAI 0 0 0 0 0 0 0 10 100 1 #3725 darkened leather bandolier~ {108}a darkened leather bandolier~ {108}A darkened leather bandolier lies here~ ~ ITEM_TYPE_SHEATH FLAG_TRANSPARENT CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_LEATHER 0 0 10 0 0 8 LAYER_OVER 0 0 0 0 10 1 #0 #ROOMS #3700 An altar room~ {078}You have arrived here at the training halls of the God of Battle. You hear the chantings of the temple around you, and before you, you see a small altar that is dedicated to Him. This is a healing room for young warriors who are injured in their training or their fledgling years. There are rows of bunks along one wall, and beyond the altar, you see the large spiral staircase which will take you downward, into the heart of the training rooms, to begin your new life as an adventurer! ~ 0 ROOM_NO_MOB|ROOM_ALTAR_N|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_DOWN {108}A large stone stairway spirals downward.~ ~ 0 -1 3701 0 0 0 S #3701 The huge staircase~ {108}Along the dimly lit staircase, small sconces along the wall light the way as the stairwell spirals down toward the entrance to a large hall. Above is the grand altar room, where the healers tend to those needed aid in their training. Against the wall here, is an impressive plaque. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_UP {108}The dimly lit stairs lead upward.~ ~ 0 -1 3700 0 0 0 DDIR_DOWN {108}The dimly lit stairs lead downward.~ ~ 0 -1 3702 0 0 0 E plaque~ {078} This zone (originally Mud School) was created by Hatchet for any Merc Mud. Copyright 1992, 1993. The Tower of Training is a derivitive of Mud School edited by Desmond for use with any MrMud. Pretty much gutted and redone by Kregor for the MUD-20 system in 2009. ~ S #3702 The Center Hall~ {078}You stand in a large hallway surrounded by several archways into different rooms. Beyond each archway lies a different classroom that you will need to enter and complete to continue your training as an adventurer. Further down the stairway you can hear the clanging of weaponry and the sound of sparring. You see a SIGN upon the wall as you step off of the great stairwell. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_NORTH Through a stone archway~ ~ 0 0 3704 0 0 0 DDIR_EAST Through a stone archway~ ~ EX_ISDOOR|EX_CLOSED 0 3705 0 0 0 DDIR_SOUTH Through a stone archway~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 3714 3706 0 0 0 DDIR_WEST Through a stone archway~ ~ 0 0 3707 0 0 0 DDIR_UP {108}A dimly lit stairwell leads upward.~ ~ 0 0 3701 0 0 0 DDIR_DOWN {108}A dimly lit stairwell leads downward.~ ~ 0 0 3708 0 0 0 E sign~ {078} This is the basics training area. Listen carefully to the instructor as he shows you the basics of movement, commands, and the basics of the Open Gaming rules and the Mud20 system. Say you are READY when you want his lessons to begin. ~ S #3703 Floating in a void~ Nothing to see here... ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_UP {078}A large stone archway leads back out of the room.~ ~ 0 -1 3700 0 0 0 DDIR_DOWN You see the next station ahead.~ ~ 0 0 3700 0 0 0 S #3704 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_SOUTH {078}A large stone archway leads back out of the room.~ ~ 0 0 3702 0 0 0 S #3705 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_WEST {078}A large stone archway leads back out of the room.~ ~ EX_ISDOOR|EX_CLOSED 0 3702 0 0 0 S #3706 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_NORTH {078}A large stone archway leads back out of the room.~ ~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 3714 3702 0 0 0 S #3707 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_EAST {078}A large stone archway leads back out of the room.~ ~ 0 0 3702 0 0 0 S #3708 The huge staircase~ {108}Along the dimly lit staircase, small sconces along the wall light the way as the stairwell spirals down toward the entrance to a large hall. Another large hall is at the top of the stairwell. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_UP {108}The dimly lit stairs lead upward.~ ~ 0 -1 3702 0 0 0 DDIR_DOWN {108}The dimly lit stairs lead downward.~ ~ 0 -1 3709 0 0 0 S #3709 The Center Hall~ {078}You stand in a large hallway surrounded by several archways into different rooms. Beyond each archway lies a different classroom that you will need to enter and complete to continue your training as an adventurer. Further down the stairway you can hear the clanging of weaponry and the sound of sparring. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_NORTH Through a stone archway~ ~ 0 0 3711 0 0 0 DDIR_EAST Through a stone archway~ ~ 0 0 3712 0 0 0 DDIR_SOUTH Through a stone archway~ ~ 0 0 3713 0 0 0 DDIR_WEST Through a stone archway~ ~ 0 0 3714 0 0 0 DDIR_UP {108}A dimly lit stairwell leads upward.~ ~ 0 0 3708 0 0 0 DDIR_DOWN {108}A dimly lit stairwell leads downward.~ ~ 0 0 3710 0 0 0 S #3710 Further along the large staircase~ {108}Along the dimly lit staircase, small sconces along the wall light the way as the stairwell spirals down toward the entrance to a large hall. Another large hall is at the top of the stairwell. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_UP {078}A large stone archway leads back out of the room.~ ~ 0 -1 3709 0 0 0 DDIR_DOWN You see the next station ahead.~ ~ 0 0 3715 0 0 0 S #3711 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_SOUTH {078}A large stone archway leads back out of the room.~ ~ 0 0 3709 0 0 0 S #3712 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_WEST {078}A large stone archway leads back out of the room.~ ~ 0 0 3709 0 0 0 S #3713 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_NORTH {078}A large stone archway leads back out of the room.~ ~ 0 0 3709 0 0 0 S #3714 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_EAST {078}A large stone archway leads back out of the room.~ ~ 0 0 3709 0 0 0 S #3715 The Center Hall~ {078}You stand in a large hallway surrounded by several archways into different rooms. Beyond each archway lies a different classroom that you will need to enter and complete to continue your training as an adventurer. Further down the stairway you can hear the clanging of weaponry and the sound of sparring. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE 0 0 0 DDIR_NORTH Through a stone archway~ ~ 0 0 3716 0 0 0 DDIR_EAST Through a stone archway~ ~ 0 0 3717 0 0 0 DDIR_SOUTH Through a stone archway~ ~ 0 0 3718 0 0 0 DDIR_WEST Through a stone archway~ ~ 0 0 3719 0 0 0 DDIR_UP Up the staircase~ ~ 0 0 3708 0 0 0 DDIR_DOWN Down the staircase~ ~ 0 0 3720 0 0 0 S #3716 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_SOUTH {078}A large stone archway leads back out of the room.~ ~ 0 0 3715 0 0 0 S #3717 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_WEST {078}A large stone archway leads back out of the room.~ ~ 0 0 3715 0 0 0 S #3718 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_NORTH {078}A large stone archway leads back out of the room.~ ~ 0 0 3715 0 0 0 S #3719 A training room~ {078}This is a smaller room off from the large central hall. The room is of the same stone construction as the rest of the temple and the academy. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_EAST {078}A large stone archway leads back out of the room.~ ~ 0 0 3715 0 0 0 S #3720 Further along the large staircase~ {108}Along the dimly lit staircase, small sconces along the wall light the way as the stairwell spirals down toward the entrance to a large hall. Another large hall is at the top of the stairwell. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE 0 0 0 DDIR_UP Up the staircase.~ ~ 0 -1 3715 0 0 0 S #0 #SHOPS 3705 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 0 100 50 0 23 ; the shopkeeper 0 #INNS 0 #STABLES 0 #RESETS M 3700 100 3700 ; the healer in An altar room M 3701 100 3702 ; a trainer in The Center Hall M 3702 100 3704 ; a trainer in A training room M 3703 100 3705 ; a trainer in A training room M 3704 100 3706 ; a trainer in A training room M 3705 100 3707 ; the shopkeeper in A training room G 3718 100 0 ; carries a simple leather pack G 3717 100 0 ; carries a buffalo hide waterskin G 3716 100 0 ; carries iron rations G 3713 100 0 ; carries a leather beltpouch G 3712 100 0 ; carries a plain leather belt G 3710 100 0 ; carries plain leather armguards G 3709 100 0 ; carries a pair of leather gloves G 3708 100 0 ; carries a pair of leather boots G 3707 100 0 ; carries a pair of leather legging G 3706 100 0 ; carries a plain leather cap G 3704 100 0 ; carries a plain wooden shield G 3703 100 0 ; carries a plain leather tunic M 3706 100 3709 ; a trainer in The Center Hall M 3707 100 3711 ; a trainer in A training room S #SPECIALS S #$ XXXXXXXXXX #Savearea