#AREA Elven City~ #AUTHORS Deadblt~ #VERSION 3 #RANGES 20 40 0 99 #HELPS 0 Elven City~ {138} Elven City {300} The elven council claims to have discovered new forms of magic never seen in the Realms before. Their City is intended to be a center of commerce, so that all the sub-races of the Realms can buy their goods. ~ 0 $~ #MOBILES #12100 forest_breeze~ ~ ~ ~ ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 1 BODY_HEAD BODY_HEAD 1d1+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 25~ mpecho You feel refreshed by a cool breeze. ~ | #12101 forest_chirp~ ~ ~ ~ ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 1 BODY_HEAD BODY_HEAD 1d1+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 25~ mpecho You hear a cricket chirping. ~ | #12102 elf desert scout~ a desert elf scout~ An elf in sandy brown robes is studiously avoiding the plants.~ The elf wears sandy brown clothing. You notice that his skin and hair are deep black. "No, we are not related to the drow", he responds to your unspoken question. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick $n else emote calls out to the gods! cast 'cure critical' $i endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12103 elf desert scout~ a desert elf scout~ An elf in sandy brown robes is studiously avoiding the plants.~ The elf wears sandy brown clothing. You notice that her skin and hair are deep black. "No, we are not related to the drow", she responds to your unspoken question. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick else emote calls out to the gods! cast 'cure critical' $i endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12104 elf sylvan ranger~ a sylvan elf ranger~ An elf in brown and green leathers can just be made out.~ The sylvan elf of the well known 'woodlands rangers' batallion is making his way quietly through the woods. He smiles in greeting. His skin is pale and his hair is blonde. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_FOOT 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick else emote calls out to the gods! cast 'cure critical' $i endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12105 elf sylvan ranger~ a sylvan elf ranger~ An elf in brown and green leathers can just be made out.~ The sylvan elf of the well known 'woodlands rangers' batallion is making his way quietly through the woods. She smiles in greeting. Her skin is pale and her hair is blonde. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_FOOT 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick else emote calls out to the gods! cast 'cure critical' $i endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12106 elf faerie wizard~ a faerie elf wizard~ An elf in colorful robes makes his way along the path.~ The faerie elf wears robes with bright clashing colors. His bright robes robes stand out in the quiet forest. His hair is silver and his skin pale, with a golden cast. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_INVISIBLE|AFF_DETECT_INVIS 500 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) cast 'burning hands' else if rand (50) cast 'chill touch' else cast 'lightning bolt' endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12107 elf faerie wizard~ a faerie elf wizard~ An elf in colorful robes makes his way along the path.~ The faerie elf wears robes with bright clashing colors. Her bright robes robes stand out in the quiet forest. Her hair is silver and her skin pale, with a golden cast. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_INVISIBLE|AFF_DETECT_INVIS 500 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) cast 'burning hands' else if rand (50) cast 'chill touch' else cast 'lightning bolt' $n endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12108 elf valley valleyrunner~ a valleyrunner elf~ An elf from the nearby valley walks confidently through the forest.~ The valley elf wears silvery armor and brown cloak and boots. A patch declares him a member of the 'valleyrunners' battalion. He seems to know the area well, why not, he lives here. His hair is brown and his skin is tan. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_FOOT 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick else emote calls out to the gods! cast 'cure critical' endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12109 elf valley valleyrunner~ a valleyrunner elf~ An elf from the nearby valley walks confidently through the forest.~ The valley elf wears silvery armor and brown cloak and boots. A patch declares her a member of the 'valleyrunners' battalion. Her hair is brown and her skin is tan. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 20 BODY_HEAD BODY_HEAD|BODY_HAND|BODY_FOOT 1d100+250 4d7+3 5000 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick else emote calls out to the gods! cast 'cure critical' $i endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12110 elf merchant~ an elven merchant~ An elven merchant is in a hurry to get somewhere or another.~ The elven merchant wears loose functional clothing, you can see that he is quite well off. An acquisitive gleam seems to shine in his eyes. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3 15000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >fight_prog 25~ emote screams for assistance! ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12111 elf bodyguard~ an elven bodyguard~ An elven bodyguard stands here watching you carefully.~ The elven bodyguard from the nearby valley seems to be protecting one of the merchants here. Protective spells surround her body. She was obviously hired for her sorcerous abilities. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_SANCTUARY|AFF_FLYING 500 S 30 BODY_HEAD|BODY_LEG|BODY_ARM BODY_TORSO 1d100+500 6d7+3 500 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >fight_prog 75~ if rand (50) cast 'lightning bolt' else if rand (50) cast 'fireball' else emote marshals her energy. endif endif ~ | #12112 elf salesman~ an elven salesman~ An elven salesman stands here, proudly displaying his products.~ The elven salesman smiles brightly, eager to cut a deal. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d100+250 4d7+3 15000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n has killed me! mpmset $n quest 0 1 1 ~ | #12113 dwarf merchant~ a dwarven merchant~ A dwarven merchant stands here, frowning at the elven salesman.~ The dwarven merchant watches as the elves display their wares. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3 15000 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE #12114 gnome merchant~ a gnomish merchant~ A gnomish merchant stands here, writing down the details.~ The gnomish merchant watches as the elves display their wares. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3 15000 RACE_GNOME POS_STANDING POS_STANDING SEX_MALE #12115 minotaur merchant~ a minotaur merchant~ A minotaur merchant stands here, trying to take it all in.~ The minotaur merchant watches as the elves display their wares. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3 15000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #12116 human merchant~ a human merchant~ A human merchant stands here, looking for new products.~ The human merchant watches as the elves display their wares. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 20 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d100+250 4d7+3 15000 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE #12117 elf cityguard~ an elven cityguard~ An elven cityguard looks you over carefully.~ The cityguard is from the nearby valley. He wears silqver and brown armor. He looks ready to send you back down to the forest, the hard way if necessary. BP ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 40 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND 1d400+746 7d7+4 1500 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 75~ if quest (0,1,$n) == 1 emote screams $n is and enemy of the elves! mpkill $n endif ~ >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick else emote calls out to the gods! cast 'cure critical' $i endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12118 elf cityguard~ an elven cityguard~ An elven cityguard looks you over carefully.~ The cityguard is from the nearby valley. She wears silver and brown armor. She looks ready to send you back down to the forest, the hard way if necessary. AP ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 500 S 40 BODY_HEAD BODY_HEAD|BODY_HAND|BODY_FOOT 1d400+746 7d7+4 1500 RACE_ELF POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 75~ if quest (0,1,$n) == 1 emote screams $n is and enemy of the elves! mpkill $n endif ~ >fight_prog 15~ if rand (25) emote glares at you, in fury. else if rand (33) emote crouches spins and tries to trip you. trip else if rand (50) emote twists and kicks you in the midsection. kick else emote calls out to the gods! cast 'cure critical' $i endif endif endif ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #12119 salesman hawkbow~ Hawkbow~ Hawkbow bows deeply, and welcomes you to his store.~ Hawkbow stops counting his gold and looks up, wondering what you want. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #12120 salesman Starshadow~ Starshadow~ Starshadow bows deeply, and welcomes you to his store.~ Starshadow stops counting his gold and looks up, wondering what you want. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #12121 salesman lightharp~ Lightharp~ Lightharp bows deeply, and welcomes you to his store.~ Lightharp stops counting his gold and looks up, wondering what you want. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #12122 salesman sylvanflute~ Sylvanflute~ Sylvanflute bows deeply, and welcomes you to his store.~ Sylvanflute stops counting his gold and looks up, wondering what you want. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d10+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #12123 salesman brightwing~ Brightwing~ Brightwing bows deeply, and welcomes you to his store.~ Brightwing stops counting his gold and looks up, wondering what you want. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d10+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #12124 salesman goldhart~ Goldhart~ Goldhart bows deeply, and welcomes you to his store.~ Goldhart stops counting his gold and looks up, wondering what you want. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 1 BODY_HEAD|BODY_LEG|BODY_ARM BODY_EYE 1d1+10 1d1+1 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE #12125 angel statuette~ an angel~ There is an angel here, hovering just above the ground.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 1000 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HEAD 1d6+27 1d1+5 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 100~ if rand (25) cast 'feast' else if rand (33) cast 'remove curse' $r else if rand (50) cast 'cure blind' $r else cast 'cure poison' $r endif endif endif if rand (5) mppurge self endif ~ | #12126 panther statuette~ a glowing panther~ There is a glowing panther growling here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS -1000 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_MOUTH 1d6+27 1d1+5 0 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >rand_prog 100~ if rand (33) cast 'enhanced revive' $r else if rand (50) cast 'enhanced rest' $r else cast 'enhanced heal' $r endif endif endif if rand (5) mppurge self endif ~ | #12127 tree-spirit statuette~ the tree-spirit~ A living tree is rooted here.~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 5 BODY_HEAD|BODY_LEG|BODY_ARM BODY_ARM 1d6+27 1d1+5 0 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >rand_prog 100~ if rand (25) cast 'create food' else if rand (33) cast 'create spring' else if rand (50) cast 'faerie fog't' else cast 'continual light' endif endif endif if rand (5) mppurge self endif ~ | #12128 rot creeper~ a rot creeper~ There is a rot creeper her gnawing on a tree.~ The rot creeper will never bother the realm again once killed. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS 0 S 30 BODY_TENTACLE BODY_TENTACLE 1d100+500 6d7+3 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >death_prog 100~ shout $n has killed me! mpmset $n quest 0 1 0 if hasobjnum ($n) == 30900 or hasobjnum ($n) == 30966 or hasobjnum ($n) == 30967 or hasobjnum ($n) == 30968 or hasobjnum ($n) == 30969 if quest (30,1,$n) == 0 mpmset $n quest 30 1 1 mpoload 30914 mpforce $n HELP GUILDTOKEN mpquiet on cast 'giant strength' $n give i30914 $n mpquiet off endif endif ~ | #12129 BACKDOOR_ETHER~ ~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_BODY|ACT_RACE AFF_ETHEREAL 0 S 40 BODY_HEAD BODY_HEAD 1d400+1225 1d40+29 0 RACE_ELF POS_STANDING POS_STANDING SEX_NEUTRAL #12130 elven councilman~ an elven councilman~ An elven councilman is here.~ He is richly dressed in the finest clothes this city has to offer. ~ ACT_SMART|ACT_BODY|ACT_RACE AFF_TONGUES 0 S 40 0 0 1d400+746 1d1+39 80000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if race ($n) == RACE_ELF if quest (1,2,$n) == 0 say Greetings $n. The elven council has a job for you. mpoload 12143 give i12143 $n say Wear this as our representative and talk to our spy say in the Orc Village for further orders. mpmset $n quest 1 2 1 endif endif ~ >give_prog i2813~ if race ($n) == RACE_ELF if quest (1,2,$n) == 1 say You have done well $n. say Take this for your faithful service to the People. mpjunk all if level ($n) < 40 mpoload 12144 give i12144 $n else mpoload 12145 give i12145 $n endif mpmset $n quest 1 2 2 endif else mpechoat $n The councilman sniffs at you in distain mpechoaround $n The councilman sniffs at $n in distain say Where did you find that? say Go away and leave elven business to the elves. endif ~ >fight_prog 25~ emote screams for assistance! ~ >death_prog 50~ if hasobjnum ($n) == 2800 mpoload 12142 endif shout $n is an enemy of the elves! mpmset $n quest 0 1 1 ~ | #0 #SHOPS 12119 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 1 23 12120 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 1 23 12121 ITEM_TYPE_WEAPON ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 1 23 12122 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 1 23 12123 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 1 23 12124 ITEM_TYPE_TREASURE ITEM_TYPE_TRASH ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 150 50 1 23 0 #SPECIALS S #OBJECTS #12100 sand belt~ a sand belt~ A sandy colored belt is underfoot.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 7 0 0 0 0 0 0 0 5 5000 17 A APPLY_STR 1 0 A APPLY_INT 1 0 #12101 sand boots~ some sand boots~ Some sandy colored boots are underfoot.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 7 0 0 0 0 0 0 0 5 5000 17 A APPLY_CON 1 0 A APPLY_HITROLL 3 0 #12102 sylvan half-plate~ sylvan half-plate armor~ There is a suit of half-plate armor abandoned here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 7 0 0 0 0 0 0 0 10 5000 17 A APPLY_HIT 12 0 A APPLY_DAMROLL 1 0 #12103 sylvan half-plate leggings~ sylvan half-plate leggings~ There are some half-plate leggings abandoned here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 7 0 0 0 0 0 0 0 10 5000 17 A APPLY_HIT 12 0 A APPLY_STR 1 0 #12104 cloak brown valleyrunner~ a brown valleyrunner cloak~ There is a brown cloak in the dirt.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 7 0 0 0 0 0 0 0 5 5000 17 A APPLY_HITROLL 3 0 A APPLY_DEX 2 0 #12105 greatsword valleyrunner~ a valleyrunner greatsword~ There is a sharp blade lying here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 4 5 WEAPON_SLICE 0 0 0 0 5 5000 17 A APPLY_DAMROLL 2 0 A APPLY_AC 4 0 C slash~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR #12106 robe faerie shimmering~ a shimmering faerie robe~ There is some shimmering cloth here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 7 0 0 0 0 0 0 0 5 5000 17 A APPLY_SAVING_SPELL -2 0 A APPLY_MANA 25 0 #12107 belt faerie shimmering~ a shimmering faerie belt~ There is some shimmering cloth here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 7 0 0 0 0 0 0 0 5 5000 17 A APPLY_MANA 25 0 #12108 book crystals~ a book on crystals~ There is a book on the use of crystals here.~ The book explains how to use crystals. You must hold them, and 'shine' the crystal. Only illusionists, necromancers, and elementalists can use crystals. The rose crystal. If the user is of good alignment, they can open a doorway to a realm of peace and healing. The black crystal. If the user is of evil alignment, they will open a doorway to the nether realms, there to gain power and escape from their enemies. The clear crystal. If the user is of neutral alignment, they can open a doorway to a realm of unity and balance, there to rest from their many trials. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 10000 15 #12109 rose crystal~ a rose crystal~ A large pink crystal stone is lying here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 shine OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 8 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 8 P 6 TRIG_VOID OPROG_IF OIF_USER_ALIGNMENT > 200 7 8 P 7 TRIG_VOID OPROG_GOD_COMMAND mpecho An angel appears and carries $ away. mpgoto 12191~ P 7 TRIG_VOID OPROG_JUNK P 8 TRIG_VOID OPROG_ECHO The pink crystal does not respond.~ #12110 black crystal~ a black crystal~ A large black crystal stone is lying here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 shine OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 8 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 8 P 6 TRIG_VOID OPROG_IF OIF_USER_ALIGNMENT < -200 7 8 P 7 TRIG_VOID OPROG_GOD_COMMAND mpecho A grinning devil appears and carries $ away. mpgoto 12192~ P 7 TRIG_VOID OPROG_JUNK P 8 TRIG_VOID OPROG_ECHO The black crystal does not respond.~ #12111 clear crystal~ a clear crystal~ A large clear crystal stone is lying here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 shine OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 9 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 9 P 6 TRIG_VOID OPROG_IF OIF_USER_ALIGNMENT < 200 7 9 P 7 TRIG_VOID OPROG_IF OIF_USER_ALIGNMENT > -200 8 9 P 8 TRIG_VOID OPROG_GOD_COMMAND mpecho An elemental appears and carries $ away. mpgoto 12193~ P 8 TRIG_VOID OPROG_JUNK P 9 TRIG_VOID OPROG_ECHO The clear crystal does not respond.~ #12112 book salves~ a book on salves~ There is a book on the use of salves here.~ The book explains how to use salves. You must hold them, and 'apply' the salves. Only rangers and clerics can use salves. Pungent salve. Applying this salve will heal the user's various wounds and bruises. Slimy salve. Applying this salve will darken the user's alignment, making magically more aware. Aromatic salve. Applying this salve will improve the user's stamina allowing one to walk farther. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 10000 15 #12113 jar pungent salve~ a jar of pungent salve~ A jar of salve is resting here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 apply OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 6 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARRIOR 5 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 5 6 P 5 TRIG_VOID OPROG_APPLY OAPPLY_HIT 15 P 5 TRIG_VOID OPROG_GOD_COMMAND emote applies some salve.~ P 5 TRIG_VOID OPROG_JUNK P 6 TRIG_VOID OPROG_ECHO You fail to apply the pungent salve.~ #12114 jar slimy salve~ a jar of slimy salve~ A jar of salve is resting here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 apply OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 6 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARRIOR 5 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 5 6 P 5 TRIG_VOID OPROG_APPLY OAPPLY_MANA 20 P 5 TRIG_VOID OPROG_GOD_COMMAND emote applies some salve.~ P 5 TRIG_VOID OPROG_JUNK P 6 TRIG_VOID OPROG_ECHO You fail to apply the slimy salve.~ #12115 jar aromatic salve~ a jar of aromatic salve~ A jar of salve is resting here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 apply OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 6 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARRIOR 5 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 5 6 P 5 TRIG_VOID OPROG_APPLY OAPPLY_MOVE 125 P 5 TRIG_VOID OPROG_GOD_COMMAND emote applies some salve.~ P 5 TRIG_VOID OPROG_JUNK P 6 TRIG_VOID OPROG_ECHO You fail to apply the pungent salve.~ #12116 book weapons~ a book on elven weapons~ There is a book on the use of elven weapons here.~ The book explains how to use the weapons sold here. The blood-bow is a living weapon. The bow is able to use some of the wielder's blood, and create its own arrows. The command 'draw' will cause the bow to create arrows. The blood-sword. The sword will drink the blood of the users opponents, transferring some of that health to the wielder. The blood-dagger. See blood-sword. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 10000 15 #12117 blood bow121~ an elven blood-bow~ There is a red bow lying here, making strange noises.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_LONGBOW 4 4 WEAPON_GREP 0 0 0 0 8 9000 25 A APPLY_DAMROLL 2 0 A APPLY_HITROLL 2 0 C punch~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA P 0 TRIG_UNKNOWN 75 draw OPROG_ECHO Your blood-bow creates an arrow. You feel a bit weaker.~ P 0 TRIG_VOID OPROG_APPLY OAPPLY_HIT -15 P 0 TRIG_VOID OPROG_GOD_COMMAND mpoload 12118~ P 1 TRIG_TICK 5 OPROG_IF OIF_USER_PERCENT_HITPT < 50 2 3 P 2 TRIG_VOID OPROG_ECHO You feel a blood bow begin to sink its fangs into you and you drop it quickly.~ P 2 TRIG_VOID OPROG_GOD_COMMAND remove i12117 drop i12117~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT -20 P 3 TRIG_VOID OPROG_ECHO Your blood-bow draws some blood!~ #12118 arrow blood~ a blood arrow~ There is a red arrow here.~ ~ ITEM_TYPE_AMMO 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 11 13 10 3 0 0 0 0 2 50 25 C pierce~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_NINJA #12119 sword blood~ the blood-sword~ A red sword is lying here, making strange noises.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 5 4 WEAPON_SLASH 0 0 0 0 10 7500 25 A APPLY_DAMROLL 3 0 A APPLY_AC 6 0 C slash~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_NINJA P 1 TRIG_DAMAGE 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_ECHO Your blood-sword gives you some strength.~ P 2 TRIG_VOID OPROG_APPLY OAPPLY_HIT 10 P 3 TRIG_TICK 1 OPROG_ECHO Your blood-sword gets thirsty and drains you!~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT -25 #12120 dagger blood~ the blood-dagger~ A red dagger is lying here, making strange noises.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 5 4 WEAPON_STAB 0 0 0 0 10 7500 25 A APPLY_DAMROLL 2 0 A APPLY_HITROLL -2 0 C stab~ FLAG_CLASS_MARAUDER|FLAG_CLASS_SORCERER|FLAG_CLASS_WARLOCK P 1 TRIG_DAMAGE 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_ECHO Your blood-dagger gives you some strength.~ P 2 TRIG_VOID OPROG_APPLY OAPPLY_HIT 10 P 3 TRIG_TICK 1 OPROG_ECHO Your blood-dagger gets thirsty and drains you!~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT -20 #12121 book armor~ a book on elven armor~ There is a book on the use of elven armor here.~ The book explains how to use the armor sold here. Layered-armor. When the user is struck by a weapon, the armor automatically shifts its' plates, or grows new ones, to better protect the wearer. Layered-leggings. See layered-armor. Layered-sleeves. See layered-leggings. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 10000 15 #12122 armor layered-armor~ layered-armor~ There is some plate armor lying here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_BODY 7 0 0 0 0 0 0 0 12 7000 20 P 1 TRIG_HIT 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 < 7 3 0 P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 10 P 3 TRIG_VOID OPROG_QUEST_ADD 0 3 1 P 3 TRIG_VOID OPROG_ECHO Your layered-armor shifts a bit to protect you.~ P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 = 7 4 0 P 4 TRIG_VOID OPROG_ECHO Your armor spasms and falls apart!!!!!!!!!!!!!!~ P 4 TRIG_VOID OPROG_JUNK P 5 TRIG_TICK 5 OPROG_OBJECT_QUEST_IF 0 3 > 0 6 0 P 6 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 P 6 TRIG_VOID OPROG_ECHO Your layered-armor shifts to a more comfortable position.~ #12123 leggings layered-leggings lleggings121~ layered-leggings~ There are some plate leggings lying here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 7 0 0 0 0 0 0 0 12 7000 20 P 1 TRIG_HIT 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 < 7 3 0 P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 10 P 3 TRIG_VOID OPROG_QUEST_ADD 0 3 1 P 3 TRIG_VOID OPROG_ECHO Your layered-leggings shift a bit to protect you.~ P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 = 7 4 0 P 4 TRIG_VOID OPROG_ECHO Your armor spasms and falls apart!!!!!!!!!!!!!!~ P 4 TRIG_VOID OPROG_JUNK P 5 TRIG_TICK 5 OPROG_OBJECT_QUEST_IF 0 3 > 0 6 0 P 6 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 P 6 TRIG_VOID OPROG_ECHO Your layered-leggings shift to a more comfortable position.~ #12124 sleeves layered-sleeves lsleeves121~ layered-sleeves~ There are some plate sleeves lying here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 7 0 0 0 0 0 0 0 12 7000 20 P 1 TRIG_HIT 15 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 < 7 3 0 P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 10 P 3 TRIG_VOID OPROG_QUEST_ADD 0 3 1 P 3 TRIG_VOID OPROG_ECHO Your layered-sleeves shift a bit to protect you.~ P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 = 7 4 0 P 4 TRIG_VOID OPROG_ECHO Your armor spasms and falls apart!!!!!!!!!!!!!!~ P 4 TRIG_VOID OPROG_JUNK P 5 TRIG_TICK 5 OPROG_OBJECT_QUEST_IF 0 3 > 0 6 0 P 6 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 P 6 TRIG_VOID OPROG_ECHO Your layered-sleeves shift to a more comfortable position.~ #12125 manual~ manual on songbooks~ There is a manual on the use of elven songbooks here.~ The manual explains how to use the songbooks sold here. You must hold the songbook, then 'sing' the song therein. Only illusionists, elementalists, and monks may use songbooks. Sylvan songbook. Singing this melody will improve the user's alignment, bringing health into one's heart. Desert songbook. Singing this melody will improve the user's stamina so they may traverse the deserts easily. Faerie songbook. Singing this melody will improve the user's mana, giving them more ability to cast spells. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 10000 15 #12126 songbook sylvan~ a book of sylvan songs~ There is a songbook resting here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 3 4000 15 P 2 TRIG_UNKNOWN 50 sing OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7 P 6 TRIG_VOID OPROG_APPLY OAPPLY_HIT 20 P 6 TRIG_VOID OPROG_GOD_COMMAND emote sings an elven song.~ P 6 TRIG_VOID OPROG_JUNK P 7 TRIG_VOID OPROG_ECHO Your voice cracks, and you fail to sing the sylvan song.~ #12127 songbook desert~ a book of desert songs~ There is a songbook resting here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 3 4000 15 P 2 TRIG_UNKNOWN 50 sing OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7 P 6 TRIG_VOID OPROG_APPLY OAPPLY_MOVE 125 P 6 TRIG_VOID OPROG_GOD_COMMAND emote sings an elven song.~ P 6 TRIG_VOID OPROG_JUNK P 7 TRIG_VOID OPROG_ECHO Your voice cracks, and you fail to sing the desert song.~ #12128 songbook faerie~ a book of faerie songs~ There is a songbook resting here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 3 4000 15 P 2 TRIG_UNKNOWN 50 sing OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SHAMAN 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7 P 6 TRIG_VOID OPROG_APPLY OAPPLY_MANA 25 P 6 TRIG_VOID OPROG_GOD_COMMAND emote sings an elven song.~ P 6 TRIG_VOID OPROG_JUNK P 7 TRIG_VOID OPROG_ECHO Your voice cracks, and you fail to sing the faerie song.~ #12129 statuette book~ book on statuettes~ There is a book on the use of elven statuettes here.~ The book explains how to use the statuettes sold here. You must hold the statuette, then 'conjure' the creature trapped within. Only illusionists, elementalists, and necromancers may use statuettes. An angel statuette. Using the statuette conjures an angel to call the blessings of heaven upon all in the room. A panther statuette. Using the statuette will conjure the powerful war-spirit of a panther to prepare warriors for battle. A woodlands statuette. An enchanted tree spirit will appear to grant the blessings of nature on the users. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 10000 15 #12130 statuette angel~ an angel statuette~ There is a small statuette of an angel here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 conjure OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7 P 6 TRIG_VOID OPROG_GOD_COMMAND mpmload 12125 mpecho A statuette shatters as an Angel appears to serve $~ P 6 TRIG_VOID OPROG_JUNK P 7 TRIG_VOID OPROG_ECHO You fail to conjure with the angel statuette.~ #12131 statuette panther~ a panther statuette~ There is a small statuette of a panther here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 conjure OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7 P 6 TRIG_VOID OPROG_GOD_COMMAND mpmload 12126 mpecho A statuette shatters as a Panther appears to serve $I~ P 6 TRIG_VOID OPROG_JUNK P 7 TRIG_VOID OPROG_ECHO You fail to conjure with the panther statuette.~ #12132 statuette woodlands~ a woodlands statuette~ There is a small statuette of a tree here.~ ~ ITEM_TYPE_TREASURE 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 5 3000 15 P 2 TRIG_UNKNOWN 100 conjure OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 3 7 P 3 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_DRUID 6 4 P 4 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_WARLOCK 6 5 P 5 TRIG_VOID OPROG_IF OIF_USER_CLASS = CLASS_SORCERER 6 7 P 6 TRIG_VOID OPROG_GOD_COMMAND mpmload 12127 mpecho A statuette shatters as a Wood-Spirit appears to serve $~ P 6 TRIG_VOID OPROG_JUNK P 7 TRIG_VOID OPROG_ECHO You fail to conjure with the wood-spirit statuette.~ #12133 cloak shadow~ the shadow cloak~ There is a dark cloak here.~ There is a tag near the neck... Anyone wearing this cloak will never be killed by the elements. - The Elven Council =] ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 10 0 0 0 0 0 0 0 7 7500 30 P 1 TRIG_HIT 50 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_USER_POSITION = POS_SITTING 0 3 P 3 TRIG_VOID OPROG_IF OIF_USER_PERCENT_HITPT < 25 4 0 P 4 TRIG_VOID OPROG_ECHO Your cloak transports you to a place of safety~ P 4 TRIG_VOID OPROG_GOD_COMMAND mpgoto 12194~ #12134 stone load121~ a load stone~ There is a small stone lying here.~ There is an engraving on the stone.. After you 'activate' the stone, it will become very heavy. - The Elven Council =] ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_MACE 3 3 WEAPON_POUND 0 0 0 0 10 7000 30 C pound~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA P 1 TRIG_UNKNOWN 100 activate OPROG_QUEST_SET 0 3 7 P 2 TRIG_TICK 50 OPROG_OBJECT_QUEST_IF 0 3 > 0 3 0 P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 = 1 5 4 P 4 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 P 4 TRIG_VOID OPROG_ECHO You shift your weight a bit.~ P 5 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 33 6 7 P 6 TRIG_VOID OPROG_ECHO You are exhausted and drop something.~ P 6 TRIG_VOID OPROG_GOD_COMMAND drop potion~ P 7 TRIG_VOID OPROG_IF OIF_RANDOM_PERCENT < 50 8 9 P 8 TRIG_VOID OPROG_ECHO You are exhausted and drop something.~ P 8 TRIG_VOID OPROG_GOD_COMMAND drop scroll~ P 9 TRIG_VOID OPROG_ECHO You are exhausted and drop something.~ P 9 TRIG_VOID OPROG_GOD_COMMAND drop pill~ #12135 net-thrower crossbow~ a net-thrower crossbow~ There is a strange looking crossbow here.~ There is an inscription on the side of the thrower Reminder, your crossbow will automatically load a net when you 'cock' the net thrower. Fire quickly. - The Elven Council =] ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_CROSSBOW 4 5 WEAPON_GREP 0 0 0 0 8 9000 30 A APPLY_DAMROLL 3 0 A APPLY_HITROLL 3 0 C pound~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA P 1 TRIG_UNKNOWN 100 cock OPROG_GOD_COMMAND mpoload 12136~ P 1 TRIG_VOID OPROG_ECHO A net is loaded in the net-thrower.~ #12136 net throwing~ a small throwing net~ There is a net on the ground.~ ~ ITEM_TYPE_AMMO 0 ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 12 15 10 3 0 0 0 0 2 50 30 C net~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA P 1 TRIG_TICK 25 OPROG_IF OIF_WEAR_LOC = WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_ECHO You are ENSNARED by a throwing net.~ P 2 TRIG_VOID OPROG_GOD_COMMAND wear i12136~ #12137 blade extending eblade121~ an extending blade~ There is an average looking longsword here.~ There is an engraving near the pommel.. The command `fold` turns the blade into a dagger. - The Elven Council =] ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 6 4 WEAPON_GREP 0 0 0 0 8 9000 30 A APPLY_DAMROLL 4 0 A APPLY_AC 8 0 C quick-draw~ FLAG_CLASS_WARRIOR|FLAG_CLASS_GLADIATOR|FLAG_CLASS_MARAUDER|FLAG_CLASS_NINJA P 1 TRIG_UNKNOWN 100 fold OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_GOD_COMMAND mposet eblade121 value3 2 mposet eblade121 value1 6~ P 2 TRIG_VOID OPROG_ECHO Your extending blade becomes shorter.~ P 3 TRIG_DAMAGE 10 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 4 0 P 4 TRIG_VOID OPROG_GOD_COMMAND mposet eblade121 value3 3 mposet eblade121 value1 7~ P 4 TRIG_VOID OPROG_ECHO Your blade extends to full length.~ #12138 shield blood-shield bshield121~ a blood-shield~ There is a red shield lying here.~ There is an engraving on the inside edge.. The blood shield will grow in size offering better protection when fed blood on a regular basis. Exercise caution when commanding the shield to 'draw' your blood. Blood loss can kill you. - The Elven Council =] ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 12 0 0 0 0 0 0 0 12 7000 30 #12139 robe formless-robe~ a formless-robe~ There is a heap of cloth here.~ There is a tag near the bottom of the robe.. If you wear the cloak and 'shroud' yourself, no one will be able to recognize you. - The Elven Council =] ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 9 0 0 0 0 0 0 0 12 7000 30 P 1 TRIG_UNKNOWN 100 shroud OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_GOD_COMMAND mpmset $ long A hooded figure stands here.~ P 2 TRIG_VOID OPROG_ECHO You are shrouded.~ P 2 TRIG_VOID OPROG_QUEST_SET 0 1 1 P 3 TRIG_REMOVE 100 OPROG_GOD_COMMAND mpmset $ long NULL~ #12140 rope entanglement erope121~ a rope of entanglement~ There is a rope twisting and squirming here.~ There is a tag on the rope.. A reminder .. after 'activate'ing the rope, you have only 30 seconds to plant the rope on your victim. - The Elven Council =] ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 0 0 0 0 0 0 0 0 5 7500 40 A APPLY_DEX -5 0 A APPLY_STR -5 0 P 1 TRIG_UNKNOWN 100 activate OPROG_QUEST_SET 0 3 7 P 2 TRIG_TICK 100 OPROG_OBJECT_QUEST_IF 0 3 > 0 3 0 P 3 TRIG_VOID OPROG_OBJECT_QUEST_IF 0 3 = 1 5 4 P 4 TRIG_VOID OPROG_QUEST_ADD 0 3 -1 P 4 TRIG_VOID OPROG_ECHO The rope twitches as if about to come alive...~ P 5 TRIG_VOID OPROG_IF OIF_WEAR_LOC = WEAR_NONE 6 0 P 6 TRIG_VOID OPROG_GOD_COMMAND wear erope121~ P 6 TRIG_VOID OPROG_ECHO A rope of entanglement HAS YOU!~ #12141 boots striding~ boots of striding~ There are some very fast boots here.~ The boots function automatically to invigorate the wearer. - The Elven Council =] ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_FEET 9 0 0 0 0 0 0 0 2 7500 30 P 0 TRIG_TICK 50 OPROG_APPLY OAPPLY_MOVE 10 #12142 elven ear~ an elven ear~ An elven ear lies on the ground.~ It was once a part of some sort of elf. It has since been severed and it is still a bit bloody. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #12143 elven city signet ring~ an elven city signet ring~ A ring from elven city lies here.~ It is a small gold ring embossed with the seal of elven city. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 6 0 0 0 0 0 0 0 1 10000 20 E seal~ {008}. {028} _____ /{038}. ..{028}\ ({038} . . .{028}) ({038}. . .. {028}) \_{038}.{028}_{038}.{028}_/ )_({308} ~ A APPLY_HITROLL 4 0 P 1 TRIG_WEAR 100 OPROG_IF OIF_USER_RACE ! RACE_ELF 3 0 P 2 TRIG_VOID OPROG_ECHO The elven ring disolves in your hand.~ P 2 TRIG_VOID OPROG_JUNK #12144 elven chainmail~ elven chainmail~ A suit of elven chainmail lies here.~ It is a tunic of exquisitly crafted chainmail. The links are smaller than you have ever seen in any chain and for all that they look incredibly strong. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_BODY 5 0 0 0 0 0 0 0 5 100000 20 A APPLY_DAMROLL 3 0 A APPLY_HITROLL 4 0 P 1 TRIG_WEAR 100 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_USER_RACE ! RACE_ELF 3 0 P 3 TRIG_VOID OPROG_ECHO As you attempt to wear the chainmail it falls apart around you.~ P 3 TRIG_VOID OPROG_JUNK #12145 elven chainmail~ elven chainmail~ A suit of elven chainmail lies here.~ It is a tunic of exquisitly crafted chainmail. The links are smaller than you have ever seen in any chain and for all that they look incredibly strong. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_AUTO_ENGRAVE ITEM_WEAR_TAKE|ITEM_WEAR_BODY 8 0 0 0 0 0 0 0 5 100000 40 A APPLY_DAMROLL 4 0 A APPLY_HITROLL 5 0 P 1 TRIG_WEAR 100 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_USER_RACE ! RACE_DARKELF 3 0 P 3 TRIG_VOID OPROG_ECHO As you attempt to wear the chainmail it falls apart around you.~ P 3 TRIG_VOID OPROG_JUNK #0 #ROOMS #12100 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. A rope hangs down from the trees here. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12101 DDIR_SOUTH ~ ~ 0 -1 12108 DDIR_UP ~ ~ 0 -1 12150 S #12101 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12102 DDIR_SOUTH ~ ~ 0 -1 12109 DDIR_WEST ~ ~ 0 -1 12100 S #12102 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12110 DDIR_WEST ~ ~ 0 -1 12101 S #12103 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12104 DDIR_SOUTH ~ ~ 0 -1 12111 S #12104 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12112 DDIR_WEST ~ ~ 0 -1 12103 S #12105 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 2800 DDIR_EAST ~ ~ 0 -1 12106 DDIR_SOUTH ~ ~ 0 -1 12113 S #12106 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12114 DDIR_WEST ~ ~ 0 -1 12105 S #12107 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12116 S #12108 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12100 DDIR_EAST ~ ~ 0 -1 12109 S #12109 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12101 DDIR_SOUTH ~ ~ 0 -1 12118 DDIR_WEST ~ ~ 0 -1 12108 S #12110 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12102 DDIR_SOUTH ~ ~ 0 -1 12119 S #12111 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12103 DDIR_EAST ~ ~ 0 -1 12112 DDIR_SOUTH ~ ~ 0 -1 12120 S #12112 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12104 DDIR_EAST ~ ~ 0 -1 12113 DDIR_WEST ~ ~ 0 -1 12111 S #12113 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12105 DDIR_SOUTH ~ ~ 0 -1 12122 DDIR_WEST ~ ~ 0 -1 12112 S #12114 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12106 DDIR_EAST ~ ~ 0 -1 12115 S #12115 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12124 DDIR_WEST ~ ~ 0 -1 12114 S #12116 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12107 DDIR_EAST ~ ~ 0 -1 12117 S #12117 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12118 DDIR_WEST ~ ~ 0 -1 12116 S #12118 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12109 DDIR_WEST ~ ~ 0 -1 12117 S #12119 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12110 DDIR_EAST ~ ~ 0 -1 12120 DDIR_SOUTH ~ ~ 0 -1 12128 S #12120 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12111 DDIR_WEST ~ ~ 0 -1 12119 S #12121 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12122 DDIR_SOUTH ~ ~ 0 -1 12130 S #12122 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12113 DDIR_EAST ~ ~ 0 -1 12123 DDIR_SOUTH ~ ~ 0 -1 12131 DDIR_WEST ~ ~ 0 -1 12121 S #12123 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12124 DDIR_WEST ~ ~ 0 -1 12122 S #12124 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12115 DDIR_SOUTH ~ ~ 0 -1 12133 DDIR_WEST ~ ~ 0 -1 12123 S #12125 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12126 S #12126 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12134 DDIR_WEST ~ ~ 0 -1 12125 S #12127 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12128 DDIR_SOUTH ~ ~ 0 -1 12135 S #12128 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12119 DDIR_EAST ~ ~ 0 -1 12129 DDIR_SOUTH ~ ~ 0 -1 12136 DDIR_WEST ~ ~ 0 -1 12127 S #12129 Heart of the Elven Taig~ A single great tree rises from the forest here. An overwhelming ancient presence presses on your mind. You feel your identity slipping away, replaced by peace and certainty and permanence. You shake your head and blink rapidly trying to clear your senses. You feel that soon you will have no desire to leave. ~ 0 0 SECT_FOREST DDIR_WEST ~ ~ 0 -1 12128 S #12130 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12121 DDIR_EAST ~ ~ 0 -1 12131 DDIR_SOUTH ~ ~ 0 -1 12138 S #12131 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12122 DDIR_WEST ~ ~ 0 -1 12130 S #12132 The Elven Taig~ You near the heart of a great forest. Everything around you is very alive. It seems that the trees above you merge into a single great tree. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12133 DDIR_SOUTH ~ ~ 0 -1 12140 S #12133 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12124 DDIR_WEST ~ ~ 0 -1 12132 S #12134 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. A rope hangs down from the trees here. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12126 DDIR_EAST ~ ~ 0 -1 12135 DDIR_UP ~ ~ 0 -1 12184 S #12135 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12127 DDIR_EAST ~ ~ 0 -1 12136 DDIR_WEST ~ ~ 0 -1 12134 S #12136 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12128 DDIR_WEST ~ ~ 0 -1 12135 S #12137 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12138 S #12138 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12130 DDIR_EAST ~ ~ 0 -1 12139 DDIR_WEST ~ ~ 0 -1 12137 S #12139 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_WEST ~ ~ 0 -1 12138 S #12140 Fringes of the Elven Taig~ You are on the outskirts of a great forest. Sylvan wildlife is in extraordinary abundance. Birds and squirrels gather in the trees watching as you go by. As if they had no fear of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12132 DDIR_SOUTH ~ ~ 0 -1 12141 S #12141 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12140 DDIR_SOUTH ~ ~ 0 -1 12142 S #12142 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12141 DDIR_WEST ~ ~ 0 -1 12143 S #12143 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12142 DDIR_SOUTH ~ ~ 0 -1 12144 S #12144 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12143 DDIR_SOUTH ~ ~ 0 -1 12145 S #12145 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12144 DDIR_SOUTH ~ ~ 0 -1 12146 S #12146 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12145 DDIR_SOUTH ~ ~ 0 -1 12147 S #12147 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12146 DDIR_EAST ~ ~ 0 -1 12148 S #12148 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12149 DDIR_WEST ~ ~ 0 -1 12147 S #12149 A Wooded Path~ You are walking along a quiet path. The forest grows denser to the east. Small woodlands animals peer quizically from the dense growth, then scamper away. Something is scratched into a tree here. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 16008 DDIR_EAST ~ ~ 0 -1 17608 DDIR_WEST ~ ~ 0 -1 12148 E tree scratch~ Someone passing by has scratched a message into the tree... __._..____..__.___.__ __.._._ / \ __ ___ / \ ____ / This area created by Deadbolt. \ ______ / \ | Back in the old days, when I played D&D rather than mudding, \ | the DM roleplayed elven merchants as greedy money-grubbers who | | traded magical trinkets with the 'lesser races' of the world. | | / \ This area was created to showcase the ___ / \ _ new 'OBJECT_PROGRAM' code on Mortal Realms. / \ ____ / \ __.__.._ ___.___.__ / \ __..___.____ / ~ S #12150 Capitol Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. A rope stretches down into the forest here. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12151 DDIR_SOUTH ~ ~ 0 -1 12158 DDIR_DOWN ~ ~ 0 -1 12100 S #12151 Capitol Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12152 DDIR_WEST ~ ~ 0 -1 12150 S #12152 Capitol Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12153 DDIR_SOUTH ~ ~ 0 -1 12160 DDIR_WEST ~ ~ 0 -1 12151 S #12153 Capitol Tree~ A wooden ledge allows you to walk around the trunk of 'Capitol Tree' which extends large branches to the east and west. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12154 DDIR_SOUTH ~ ~ 0 -1 12161 DDIR_WEST ~ ~ 0 -1 12152 S #12154 Capitol Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12155 DDIR_SOUTH ~ ~ 0 -1 12162 DDIR_WEST ~ ~ 0 -1 12153 S #12155 Capitol Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12156 DDIR_WEST ~ ~ 0 -1 12154 S #12156 Capitol Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12164 DDIR_WEST ~ ~ 0 -1 12155 S #12157 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12166 S #12158 Capitol Limb West~ Several small limbs of 'Capitol Tree' have been woven together to form a stable area to walk on. It almost looks like a city street, though it sags and creaks a bit as you make your way along. Elven merchants pass by without taking much notice of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12150 DDIR_SOUTH ~ ~ 0 -1 12167 S #12159 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12168 S #12160 Hawkbow's Crystals~ Everything looks bright and colorful. Kind of like a fairy elf went rampant with a few hunderd buckets of paint. Tropical plants, obvious illusions, almost hide the walls. There is a sign here. ~ 0 ROOM_SAFE SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12152 E sign~ The elven council thanks you for your business. We welcome commerce with the lower races of the Realms. ~ S #12161 Currency Mainbranch~ Two large branches from Capitol Tree to the north and Mercantile tree to the south have been extended and joined in the middle to create a single large branch, flat on talk, which serves as a street. Elven merchants pass you by without taking much notice. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12153 DDIR_SOUTH ~ ~ 0 -1 12170 S #12162 Starshadow's Salves~ Everything looks bright and colorful. Kind of like a fairy elf went rampant with a few hunderd buckets of paint. Tropical plants, obvious illusions, almost hide the walls. There is a sign here. ~ 0 ROOM_SAFE SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12154 E sign~ The elven council thanks you for your business. We welcome commerce with the lower races of the Realms. ~ S #12163 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12172 S #12164 Capitol Limb East~ Several small limbs of 'Capitol Tree' have been woven together to form a stable area to walk on. It almost looks like a city street, though it sags and creaks a bit as you make your way along. Elven merchants pass by without taking much notice of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12156 DDIR_SOUTH ~ ~ 0 -1 12173 S #12165 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12174 S #12166 A Subbranch~ Dense foliage and limbs from several smaller trees have been woven together to form a stable platform to walk upon. The structure is a bit like a rope bridge, and sways alarmingly when the wind gusts. Elven merchants pass you by, a gleam of avarice in their eyes. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12157 DDIR_EAST ~ ~ 0 -1 12167 DDIR_SOUTH ~ ~ 0 -1 12175 S #12167 Joined Limbs West~ Several small limbs of 'Capitol Tree' and 'Mercantile Tree' have been woven together to form a stable area to walk on. It almost looks like a city street, though it sags and creaks a bit as you make your way along. Elven merchants pass by without taking much notice of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12158 DDIR_EAST ~ ~ 0 -1 12168 DDIR_SOUTH ~ ~ 0 -1 12176 DDIR_WEST ~ ~ 0 -1 12166 S #12168 A Subbranch~ Dense foliage and limbs from several smaller trees have been woven together to form a stable platform to walk upon. The structure is a bit like a rope bridge, and sways alarmingly when the wind gusts. Elven merchants pass you by, a gleam of avarice in their eyes. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12159 DDIR_SOUTH ~ ~ 0 -1 12177 DDIR_WEST ~ ~ 0 -1 12167 S #12169 Lightharp's Weapons~ Everything looks bright and colorful. Kind of like a fairy elf went rampant with a few hunderd buckets of paint. Tropical plants, obvious illusions, almost hide the walls. There is a sign here. ~ 0 ROOM_SAFE SECT_FOREST DDIR_EAST ~ ~ 0 -1 12170 E sign~ The elven council thanks you for your business. We welcome commerce with the lower races of the Realms. ~ S #12170 Center Court~ Large branches from the two main trees supporting the city, Capitol Tree and Mercantile Tree, meet here. A beautiful pool of water has been sculpted at the joining. In a thoughtful moment, you ponder how far the elves have slipped from their basic sylvan nature, in their quest for the almighty goldpiece. The moment passes. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12161 DDIR_EAST ~ ~ 0 -1 12171 DDIR_SOUTH ~ ~ 0 -1 12179 DDIR_WEST ~ ~ 0 -1 12169 S #12171 Sylvanflute's Armors~ Everything looks bright and colorful. Kind of like a fairy elf went rampant with a few hunderd buckets of paint. Tropical plants, obvious illusions, almost hide the walls. There is a sign here. ~ 0 ROOM_SAFE SECT_FOREST DDIR_WEST ~ ~ 0 -1 12170 E sign~ The elven council thanks you for your business. We welcome commerce with the lower races of the Realms. ~ S #12172 A Subbranch~ Dense foliage and limbs from several smaller trees have been woven together to form a stable platform to walk upon. The structure is a bit like a rope bridge, and sways alarmingly when the wind gusts. Elven merchants pass you by, a gleam of avarice in their eyes. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12163 DDIR_EAST ~ ~ 0 -1 12173 DDIR_SOUTH ~ ~ 0 -1 12181 S #12173 Joint Limbs East~ Several small limbs of 'Capitol Tree' and 'Mercantile Tree' have been woven together to form a stable area to walk on. It almost looks like a city street, though it sags and creaks a bit as you make your way along. Elven merchants pass by without taking much notice of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12164 DDIR_EAST ~ ~ 0 -1 12174 DDIR_SOUTH ~ ~ 0 -1 12182 DDIR_WEST ~ ~ 0 -1 12172 S #12174 A Subbranch~ Dense foliage and limbs from several smaller trees have been woven together to form a stable platform to walk upon. The structure is a bit like a rope bridge, and sways alarmingly when the wind gusts. Elven merchants pass you by, a gleam of avarice in their eyes. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12165 DDIR_SOUTH ~ ~ 0 -1 12183 DDIR_WEST ~ ~ 0 -1 12173 S #12175 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12166 S #12176 Mercantile Limb West~ Several small limbs of 'Mercantile Tree' have been woven together to form a stable area to walk on. It almost looks like a city street, though it sags and creaks a bit as you make your way along. Elven merchants pass by without taking much notice of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12167 DDIR_SOUTH ~ ~ 0 -1 12184 S #12177 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12168 S #12178 Brightwing's Songbooks~ Everything looks bright and colorful. Kind of like a fairy elf went rampant with a few hunderd buckets of paint. Tropical plants, obvious illusions, almost hide the walls. There is a sign here. ~ 0 ROOM_SAFE SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12186 E sign~ The elven council thanks you for your business. We welcome commerce with the lower races of the Realms. ~ S #12179 Currency Mainbranch~ Two large branches from Capitol Tree to the north and Mercantile tree to the south have been extended and joined in the middle to create a single large branch, flat on talk, which serves as a street. Elven merchants pass you by without taking much notice. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12170 DDIR_SOUTH ~ ~ 0 -1 12187 S #12180 Goldhart's Statuettes~ Everything looks bright and colorful. Kind of like a fairy elf went rampant with a few hunderd buckets of paint. Tropical plants, obvious illusions, almost hide the walls. There is a sign here. ~ 0 ROOM_SAFE SECT_FOREST DDIR_SOUTH ~ ~ 0 -1 12188 E sign~ The elven council thanks you for your business. We welcome commerce with the lower races of the Realms. ~ S #12181 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12172 S #12182 Mercantile Limb East~ Several small limbs of 'Mercantile Tree' have been woven together to form a stable area to walk on. It almost looks like a city street, though it sags and creaks a bit as you make your way along. Elven merchants pass by without taking much notice of you. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12173 DDIR_SOUTH ~ ~ 0 -1 12190 S #12183 A Display Tree~ Elven vendors have set up display tables here. A crowd gathers as the salesmen lie outrageously about the wonders of their new products. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12174 S #12184 Mercantile Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. Elven craftsmen and artisans walk back and forth along the streets. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12176 DDIR_EAST ~ ~ 0 -1 12185 DDIR_DOWN ~ ~ 0 -1 12134 S #12185 Mercantile Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12186 DDIR_WEST ~ ~ 0 -1 12184 S #12186 Mercantile Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12178 DDIR_EAST ~ ~ 0 -1 12187 DDIR_WEST ~ ~ 0 -1 12185 S #12187 Mercantile Tree~ A wooden ledge allows you to walk around the trunk of 'Mercantile Tree' which extends large branches to the east and west. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12179 DDIR_EAST ~ ~ 0 -1 12188 DDIR_WEST ~ ~ 0 -1 12186 S #12188 Mercantile Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12180 DDIR_EAST ~ ~ 0 -1 12189 DDIR_WEST ~ ~ 0 -1 12187 S #12189 Mercantile Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_EAST ~ ~ 0 -1 12190 DDIR_WEST ~ ~ 0 -1 12188 S #12190 Mercantile Branch~ A large tree branch has been flattened on the top to create a comfortable area to walk on. Your throat tightens a bit as you notice how far it is possible to fall, and that there are no rails. Elven merchants pass you by without much notice. ~ 0 0 SECT_FOREST DDIR_NORTH ~ ~ 0 -1 12182 DDIR_WEST ~ ~ 0 -1 12189 S #12191 The Upper Realms~ You are in a sanctuary of peace and light, somewhere in the upper realms. Small clouds float in the distance. Goodness and peace permeate your being. You feel as if you could stay here forever. ~ 0 ROOM_NO_MOB SECT_FOREST S #12192 A Room in HELL~ You find yourself in a dark cave, an awful reddish light glimmers from pools of lava below you. Small devils chitter and giggle along the edges of the room. ~ 0 ROOM_NO_MOB SECT_LAVA S #12193 Nirvana~ You are in a nicely decorated room somewhere on the plane of law. Strange beings move by outside the window. They all seem to have urgent business somewhere else in the realm. ~ 0 ROOM_NO_MOB SECT_FOREST S #12194 Realm of Shadow~ You have been sucked into the realm of shadow by your shadow cloak. Strange shadows appear and laugh and taunt you. You feel quite nervous, perhaps you should attempt to recall. ~ 0 ROOM_NO_MOB SECT_FOREST S #0 #RESETS M 12100 100 12105 G 12142 500 0 M 12100 100 12102 M 12100 100 12138 M 12100 100 12134 M 12100 100 12117 M 12101 100 12105 M 12101 100 12102 M 12101 100 12138 M 12101 100 12134 M 12101 100 12117 M 12102 100 12105 E 12100 1 WEAR_WAIST E 12101 1 WEAR_FEET M 12103 100 12105 E 12100 1 WEAR_WAIST E 12101 1 WEAR_FEET M 12102 100 12105 E 12100 1 WEAR_WAIST E 12101 1 WEAR_FEET M 12103 100 12105 E 12100 1 WEAR_WAIST E 12101 1 WEAR_FEET M 12104 100 12102 E 12102 1 WEAR_BODY E 12103 1 WEAR_LEGS M 12105 100 12102 E 12102 1 WEAR_BODY E 12103 1 WEAR_LEGS M 12104 100 12102 E 12102 1 WEAR_BODY E 12103 1 WEAR_LEGS M 12105 100 12102 E 12102 1 WEAR_BODY E 12103 1 WEAR_LEGS M 12106 100 12138 E 12106 1 WEAR_ABOUT G 12107 1 0 M 12107 100 12138 E 12106 1 WEAR_ABOUT E 12107 1 WEAR_WAIST M 12106 100 12138 E 12106 1 WEAR_ABOUT E 12107 1 WEAR_WAIST M 12107 100 12138 E 12106 1 WEAR_ABOUT E 12107 1 WEAR_WAIST M 12108 100 12134 E 12104 1 WEAR_NECK_A E 12105 1 WEAR_WIELD M 12109 100 12134 E 12104 1 WEAR_NECK_A E 12105 1 WEAR_WIELD M 12108 100 12134 E 12104 1 WEAR_NECK_A E 12105 1 WEAR_WIELD M 12109 100 12134 E 12104 1 WEAR_NECK_A E 12105 1 WEAR_WIELD M 12128 100 12107 M 12110 100 12151 M 12110 100 12155 M 12110 100 12189 M 12110 100 12185 M 12111 100 12151 M 12111 100 12155 M 12111 100 12189 M 12111 100 12185 M 12112 100 12157 E 12133 1 WEAR_DUAL_WIELD M 12113 100 12157 M 12114 100 12157 M 12115 100 12157 M 12116 100 12157 M 12112 100 12159 E 12134 1 WEAR_DUAL_WIELD M 12113 100 12159 M 12114 100 12159 M 12115 100 12159 M 12116 100 12159 M 12112 100 12163 E 12135 1 WEAR_DUAL_WIELD G 12136 1 0 M 12113 100 12163 M 12114 100 12163 M 12115 100 12163 M 12116 100 12163 M 12112 100 12165 E 12137 1 WEAR_DUAL_WIELD M 12113 100 12165 M 12114 100 12165 M 12115 100 12165 M 12116 100 12165 M 12112 100 12175 E 12138 1 WEAR_DUAL_WIELD M 12113 100 12175 M 12114 100 12175 M 12115 100 12175 M 12116 100 12175 M 12112 100 12177 E 12139 1 WEAR_DUAL_WIELD M 12113 100 12177 M 12114 100 12177 M 12115 100 12177 M 12116 100 12177 M 12112 100 12181 E 12140 1 WEAR_DUAL_WIELD M 12113 100 12181 M 12114 100 12181 M 12115 100 12181 M 12116 100 12181 M 12112 100 12183 E 12141 1 WEAR_DUAL_WIELD M 12113 100 12183 M 12114 100 12183 M 12115 100 12183 M 12116 100 12183 M 12117 100 12150 M 12118 100 12150 M 12117 100 12184 M 12118 100 12184 M 12119 100 12160 G 12108 100 0 G 12109 100 0 G 12110 100 0 G 12111 100 0 M 12120 100 12162 G 12112 100 0 G 12113 100 0 G 12114 100 0 G 12115 100 0 M 12121 100 12169 G 12116 100 0 G 12117 100 0 G 12119 100 0 G 12120 100 0 M 12122 100 12171 G 12121 100 0 G 12122 100 0 G 12123 100 0 G 12124 100 0 M 12123 100 12178 G 12125 100 0 G 12126 100 0 G 12127 100 0 G 12128 100 0 M 12124 100 12180 G 12129 100 0 G 12130 100 0 G 12131 100 0 G 12132 100 0 M 12130 100 12170 S #$ XXXXXXXXXX #Savearea