#AREA Tower of Training~ #AUTHORS Desmond~ #VERSION 3 #RANGES 1 10 1 10 #OLC_RANGES 3700 3799 #FLAGS AFLAG_NOTELEPORT|AFLAG_AUTOSAVE #HELPS -1 'TOWER OF TRAINING' NEWBIE~ {130} Tower of Training {120} The Tower of Training is the place where new adventurers would try to kill their first mob, or get killed for the very first time by one. The first tip that you will get from this help file is: do not rush into leveling, but take your time to read the help files. Read all the room description carefully, and learn to use the help command. If you're still confused, ask people for help, but try to find things out for yourself before you ask someone else for help. Type HELP without an argument to enter the help menu. While in the help menu you can type a b c d e etc to choose from the menu options. Typing any non listed menu option will make you leave the help menu. ~ 0 $~ #MOBILES #3700 oblivion recruiter avatar m3700~ Oblivion~ (Sizzling Aura) Oblivion is burning to answer your questions.~ He is a warm and friendly looking man, with chestnut brown hair and deep grey eyes. He wears vestments of crimson velvet, crisply tailored to fit his lean, muscular frame. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_DETECT_INVIS|AFF_DETECT_HIDDEN 1000 S 50 0 BODY_EYE 1d1+2000 1d1+75 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (4,4,$n) == 0 say Want to do something BAD $n? grin $n endif if quest (4,4,$n) == 3 mpechoat $n Oblivion sniffs the air and grins at you. mpechoaround $n Oblivion sniffs the air and grins at $n. say Well done! say Here is your reward. mpoload 3737 give i3737 $n mpmset $n quest 4 4 4 ~ >speech_prog defective~ say The token is defective? Give it to me and say if it is then I'll replace it for you. ~ >speech_prog bad~ if quest (4,4,$n) == 0 say It's something.. say Frenetic, Pyromanic, INSANE! endif ~ >speech_prog insane~ if quest (4,4,$n) == 0 say It's time for a little Bon Fire snicker self say And I need your HELP cause I can't leave my say office.. Wouldn't want a defenseless newbie say walking into the arms of one of the other say recruiters! endif ~ >speech_prog help~ if quest (4,4,$n) == 0 say I'll give you a barrel filled with a very flammable liquid inside it. say "spill" it over the floors of the recruiting office of Gaia, then "light" it with a banner from the store. say After that run for safety! say Cause it will be one hell of a lovely fire in her garden! drool say Let me know if YOU WANT THE JOB. ~ >speech_prog p I want the job~ if quest (4,4,$n) == 0 say Here you go. mpoload 3735 give I3735 $n mpmset $n quest 4 4 1 endif ~ >give_prog I3729~ say You're right. Here's a new token. Sorry. mpjunk all mpoload 3730 give I3730 $n ~ >speech_prog p set the grey lord free~ say WHAT? mpecho The Recruiter of Hypnos utters the words, 'glmpesd'. if quest (0,4,$n) == 3 gasp say Thank you for the information. You can watch me say slay the traitor if you like. mpmset $n quest 0 4 4 mptransfer m3721 shout Recruiter of Manwe! You broke the pact! emote drags in the Recruiter of Manwe by his hair! mpkill m3721 else mpecho The Recruiter of Manwe laughs nervously. say You must have been misinformed. You better go say practice some more. endif ~ >death_prog 100~ say Lord Demise will punish you for this! groan mpecho $N utters the words, 'agem pzar'. mpecho $N's wounds disappear. restore m3721 mpareaecho You hear $I's death cry! mpforce m3721 grin mpforce m3721 shout Let that be a lesson to you, traitor. if inroom ($i) != 3725 mptransfer m3721 3725 ~ >act_prog p looks at you.~ if quest (12,4,$n) == 1 if actorwearsobjnum (3744) mpmset $n quest 12 4 2 say Oh, I see Jasmine has sent you looking for this. mpecho $I reaches into a pocket over $l heart and pulls out an ivory rose. grin mpoload 3746 give i3746 $n say And, you can tell Jasmine that I'm sorry. wink $n say Back to Jasmine now! wave ~ | #3701 gargoyle~ the gargoyle~ There is a Gargoyle here seeking revenge against his captors.~ You enter and are immediately confronted by an enormous creature whose skin appears to be made of stone. You can see that his talons are long, sharp and, unquestionably, tipped in blood! You may wish to consider whether you are truly ready to fight this gargantuan. If not, now would be a good time to FLEE ... unless you wish to suffer the consequences! ~ ACT_SENTINEL|ACT_BODY AFF_DETECT_INVIS 0 S 5 BODY_HEAD BODY_HEAD|BODY_LEG|BODY_WING 0d0+40 1d2+3 50 0 POS_STANDING POS_STANDING SEX_MALE >repop_prog 100~ mpdelay self 1 1 ~ >delay_prog 1~ restore self ~ >greet_prog 100~ if delayed ($i) break endif if actorwearsobjnum (3712) or actorwearsobjnum (3706) mpdelay self 1 3 $n else mpdelay self 1 2 $n ~ >delay_prog 2~ if isfight ($i) break endif if existsroom ($X) if quest (33,1,$t) == 1 switch numberrange (1,4) case 1 mpechoat $t $I moves into a defensive position, eyeing you sharply. mpechoaround $t $I moves into a defensive position, eyes $t sharply. case 2 mpechoat $t $I growls at your entrance, taking a step away from you. mpechoaround $t $I growls at $t's entrance, taking a step away from $M. case 3 mpechoat $t $I nods at you as you enter, planting $l feet firmly on the floor. mpechoaround $t $I nods at $t as $E enters, planting $l feet firmly on the floor. case 4 mpechoat $t $I faces you with false bravado as you enter, grinning broadly. mpechoaround $t $I faces $t with false bravado as $E enters, grinning broadly. endswitch else switch numberrange (1,4) case 1 mpechoat $t $I clenches $l stone fists, eyeing you up lightly. mpechoat $t $I clenches $l stone fists, eyeing $t up lightly. case 2 mpechoat $t $I lunges forward, almost decapitating you with $l claws. mpechoaround $t $I lunges forward, almost decapitating $t with $l claws. case 3 mpecho $I grins broadly, chewing on the remainders of an unfortunate adventurer. case 4 mpechoat $t $I turns toward you, daring you with $l eyes to come closer. mpechoaround $t $I turns toward $t, daring $M with $l eyes to come closer. ~ >death_prog 100~ mpmset $n quest 33 1 1 ~ >delay_prog 3~ if existsroom ($X) switch numberrange (1,4) case 1 mpechoat $t $I turns toward you, sizing you up. mpechoaround $t $I turns toward $t, sizing $M up. case 2 mpechoat $t $I flashes $l eyes over you and snarls. mpechoaround $t $I flashes $l eyes over $t and snarls. case 3 mpechoat $t $I glances in your direction, sharpening $l claws on the wall. mpechoaround $t $I glances in $t's direction, sharpening $l claws on the wall. case 4 mpechoat $t $I's eyes rake over you quickly as $j takes a step toward you. mpechoaround $t $I's eyes rake over $t quickly as $j takes a step toward $M. endswitch ~ | #3702 gold drakeling~ the gold drakeling~ There is a gold drakeling whizzing around the room.~ This is a smaller drakeling, a fire-breathing lizard with scales of pure gold! Its wings are rose-colored and leathery, and although they look fragile, they flap powerfully. It looks more than a bit dangerous and you jump as you see a slender flame snake out of its mouth. As it flies around your head you can see that there are some items draped about its neck that could be of some use to you. ~ ACT_SENTINEL|ACT_BODY AFF_FLYING 0 S 3 BODY_WING|BODY_CLAW BODY_WING|BODY_TAIL|BODY_CLAW 1d1+15 1d2+1 25 0 POS_STANDING POS_STANDING SEX_NEUTRAL >fight_prog 15~ mpecho {168}The gold drakeling inhales deeply... mpecho {008} mpecho {018}A flame that makes a lighter look large, darts out of its mouth! mpecho {008} mpecho {168}You should flee from the devastating heat of the flame! ~ >greet_prog 100~ if delayed ($i) break endif mpdelay self 1 1 $n ~ >delay_prog 1~ if existsroom ($X) switch numberrange (1,4) case 1 mpechoat $t $I's golden scales glitter in the dim light as it swoops towards you. mpechoaround $t $I's golden scales glitter in the dim light as it swoops towards $t. case 2 mpechoat $t $I breathes out, scorching the wall behind you. mpechoaround $t $I breathes out, scorching the wall behind $t. case 3 mpechoat $t $I flies swiftly around you, talons raised in preparation for battle. mpechoaround $t $I flies swiftly around $t, talons raised in preparation for battle. case 4 mpechoat $t $I opens $l jaws widely, a sharp flame searing your skin. mpechoaround $t $I opens $l jaws widely, a sharp flame searing $t's skin. ~ | #3703 pixie~ the forest pixie~ There is a small pixie fluttering about the room.~ The pixie is a small, female warrior. Though tiny in stature she appears dangerous in attitude. Short, shining blonde hair caps her tiny head, and her eyes are a glittering emerald green. Her iridescent wings flutter and gleam in the dim light. She holds a miniature dagger at her waist and narrows her eyes at your approach. ~ ACT_SENTINEL|ACT_AGGRESSIVE|ACT_WIMPY|ACT_BODY AFF_FLYING 0 S 3 BODY_WING|BODY_HAND BODY_EYE|BODY_WING|BODY_HAND 1d1+15 1d2+1 10 0 POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 100~ if delayed ($i) break endif mpdelay self 1 1 $n ~ >delay_prog 1~ if isfight ($i) break endif if existsroom ($X) switch numberrange (1,4) case 1 mpecho $I flutters $l wings in an attempt to look small and innocent. case 2 mpechoat $t $I raises $l head, eyes glittering dangerously as you approach. mpechoaround $t $I raises $l head, eyes glittering dangerously as $t approaches. case 3 mpechoat $t $I quickly adjusts $l helmet, preparing to do battle at your entrance. mpechoaround $t I quickly adjusts $l helmet, preparing to do battle at $t's enrance. case 4 mpecho $I gracefully somersaults in midair as $j rises to the challenge. ~ | #3704 demonic worm~ the demonic worm~ There is a worm from the plane of Avernus slithering right toward you!~ This worm from hell is huge ... at least six feet long and a foot around! As it squirms along the ground it leaves in its wake a trail of putrid, black mucus. Its mouth gapes open as it slithers towards you, but you stand your ground. Why? You've noticed some important pieces of equipment mired in its slimy body. ~ ACT_SENTINEL|ACT_BODY 0 0 S 2 BODY_TAIL|BODY_PINCERS BODY_TAIL|BODY_PINCERS 1d1+12 1d2+1 10 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ mpdelay self 1 1 $n ~ >delay_prog 1~ if isfight ($i) break endif if existsroom ($X) switch numberrange (1,4) case 1 mpechoat $t $I snakes its way across the floor quickly, mouth open. mpechoaround $t $I snakes its way across the floor quickly, mouth open. case 2 mpechoat $t $I leaves a filthy trail of slime in its wake as it approaches you. mpechoaround $t $I leaves a filthy trail of slime in its wake as it approaches $t. case 3 mpechoat $t $I growls, slithering swiftly toward you. mpechoaround $t $I growls, slithering swiftly toward $t. default mpechoat $t $I slimes $l way across the room, $l enormous body slick with grime. mpechoaround $t $I slimes $l way across the room, $l enormous body slick with grime. endswitch mpkill $t ~ | #3705 crater kobold~ the crater kobold~ A small, gnarled kobold stands here, glaring at your intrusion.~ The kobold is short, roughly the height of a human child, with greyish skin, large, pointed ears and the face of an ugly dog. It is wearing whatever armor it has managed to scrounge from around the Tower. Second-hand armor, yes, but it would still be of good use to you. Don't let it's small size deceive you ... this is a dangerous opponent. The kobold mutters at you as you enter, its beady, black eyes fixed on your weapon. ~ ACT_SENTINEL|ACT_BODY 0 0 S 3 BODY_HEAD BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT 1d1+15 1d2+1 10 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ if delayed ($i) break endif mpdelay self 1 1 $n ~ >delay_prog 1~ if isfight ($i) break endif if existsroom ($X) switch numberrange (1,4) case 1 mpechoat $t $I rises from $l pile of straw, beady black eyes considering you. mpechoaround $t $I rises from $l pile of straw, beady black eyes considering $t. case 2 mpecho $I stands quickly, a claw-like hand combing through $l matted hair. case 3 mpecho $I hisses through its teeth, gnarled hands curled into tight fists. case 4 mpechoat $t $I watches you carefully through the hair falling over $l slitted eyes. mpechoaround $t $I watches $t carefully through the hair falling over $l slitted eyes. ~ | #3706 brawny human warrior~ the brawny warrior~ There is a brawny human warrior here staring at you contemptuously.~ The warrior is more than 6 feet tall, with long, dark hair and a full beard. His muscles bulge through his spirit armor which, by the way, doesn't seem to be BIG enough for him! He is powerfully built and stands in the middle of the room, his arms crossed in front of his barrel-like chest as he waits for you to cross the line. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY 0 0 S 4 BODY_HEAD|BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT BODY_HEAD 1d1+20 1d4+1 20 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if delayed ($i) break endif if quest (34,1,$n) == 0 mpdelay self 1 1 $n mpmset self quest 0 4 0 ~ >death_prog 100~ mpmset $n quest 34 1 1 ~ >delay_prog 1~ if existsroom ($X) if quest (0,4,$i) == 0 grin $X endif if quest (0,4,$i) == 1 say I dare you to cross this line, wuss. endif if quest (0,4,$i) == 2 mpechoaround $X The brawny warrior lobs a huge glob of spit at $X's boots. mpechoat $X The brawny warrior lobs a huge glob of spit at your boots. break endif mpmadd self quest 0 4 1 mpdelay self 2 1 $X ~ | #3707 avatar~ the Avatar of Demise~ An Avatar of Demise is here, eagerly helping you to slaughter monsters.~ Looking at her you are trapped first by her eyes, deep-set and almost the color of topaz. Her burgundy-colored hair sweeps around her shoulders, falling in lush waves. She wears vestments of the color of a midnight sky, setting off her pale, ivory skin. You can sense the pure power radiating from this Avatar, and you feel her desire to heal and protect you through her spells. A deep love of Fire dwells within her heart. ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS 1000 S 50 0 0 1d1+2500 0d0+50 0 0 POS_STANDING POS_STANDING SEX_FEMALE >greet_prog 100~ if delayed ($i) break endif mpdelay self 2 1 ~ >delay_prog 1~ mpdelay self 2 1 if isaffected ($r) == spell_sanctuary if isaffected ($r) == spell_righteous_fury if isaffected ($r) == spell_shield if isaffected ($r) == spell_giant_strength if isaffected ($r) == spell_armor mpquiet on cast feast mpquiet off break endif cast armor $r break endif cast 'giant strength' $r break endif cast shield $r break endif cast 'righteous fury' $r break endif cast sanctuary $r ~ | #3710 minion~ the minion~ A minion of the Grey Lord is here looking at you fearfully.~ The minion is really quite indescribable. He seems to be humanoid and about one half of your height, but all of its distinguishing features flicker and change as if it isn't quite able to decide what form to take. He looks weak. ~ ACT_BODY 0 0 S 2 BODY_HEAD|BODY_HAND|BODY_FOOT BODY_HEAD|BODY_HAND|BODY_FOOT 1d1+12 1d2+1 10 0 POS_STANDING POS_STANDING SEX_NEUTRAL #3711 minion~ the minion~ A minion of the Grey Lord is here trying to escape from confinement.~ The minion is really quite indescribable. He seems to be humanoid and about three quarters of your height, but all of its distinguishing features flicker and change as if it isn't quite able to decide what form to take. He looks like a tough fight. ~ ACT_RACE 0 0 S 3 0 0 1d1+15 1d3+1 10 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL #3712 minion~ the minion~ A minion of the Grey Lord is here trying to run away from you.~ The minion is really quite indescribable. He seems to be humanoid and about one quarter of your height, but all of its distinguishing features flicker and change as if it isn't quite able to decide what form to take. He looks pretty weak. ~ ACT_WIMPY|ACT_BODY 0 0 S 2 BODY_HAND|BODY_FOOT BODY_HAND|BODY_FOOT 1d1+12 1d2+1 5 0 POS_STANDING POS_STANDING SEX_NEUTRAL #3714 chief minion~ the chief minion~ The chief minion of the Grey Lord is here eyeing you cunningly.~ The minion is really quite indescribable. He seems to be humanoid and about one and a half times your height, but all of its distinguishing features flicker and change as if it isn't quite able to decide what form to take. You see the light of intelligence in its eyes. ~ ACT_SMART 0 0 S 5 0 0 1d1+25 1d4+1 100 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ say Greetings $n. if quest (0,4,$n) == 0 mpdelay self 2 1 ~ >fight_prog 50~ if quest (0,4,$n) == 0 mpecho {138}The chief minion shouts 'Wait! Don't kill me!' endif ~ >delay_prog 1~ say You must ask me about the GREY LORD. ~ >speech_prog p grey lord~ say The Grey Lord was the God of Neutrality. He made sure say the balance between the gods was kept. But they did say not want perfect balance. So they joined together to say strip him of his power and locked him up somewhere in say this TOWER. They torture him even now! ~ >speech_prog tower~ say I don't know exactly where to find him. But I was able say to steal a key to his prison. If you HELP him, I am say sure he will do you a favor you will never forget.. ~ >speech_prog help~ say If you agree to help him, I will give you the key. say Will you help my master? say If so, tell me to GIVE the key. ~ >speech_prog give~ if quest (0,4,$n) == 0 mpmset $n quest 0 4 1 mpquiet on mpoload 3719 cast 'giant strength' $n mpquiet off give I3719 $n say Use it wisely. I thank you for your help. else say But I already gave it to you! endif ~ | #3715 minion~ the minion~ A minion of the Grey Lord is here looking at you vengefully.~ The minion is really quite indescribable. He seems to be humanoid and about the same height as you, but all of its distinguishing features flicker and change as if it isn't quite able to decide what form to take. He looks very tough. ~ ACT_AGGRESSIVE|ACT_BODY 0 0 S 4 BODY_LEG|BODY_HAND|BODY_FOOT BODY_LEG|BODY_HAND|BODY_FOOT 1d1+20 1d4+1 40 0 POS_STANDING POS_STANDING SEX_NEUTRAL #3717 avatar~ the Avatar of Gaia~ An Avatar of Gaia is here, conjuring bread and selling you stuff.~ She is a friendly looking lady with brown hair and brown eyes. Her vestments are pure green and crisply cut. The Avatar radiates an aura of pure power. You are sure she can conjure more than just bread. ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 50 0 0 1d1+2000 1d1+75 0 0 POS_STANDING POS_STANDING SEX_FEMALE #3718 avatar~ the Avatar of Ulmo~ An Avatar of Ulmo is here, training new mortals.~ He is a friendly looking man with blond hair and blue eyes. His vestments are pure white and crisply cut. The Avatar radiates an aura of pure power and seems to be able to train you in every way. ~ ACT_SENTINEL|ACT_TRAIN|ACT_SMART AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 50 0 0 1d1+2000 1d1+75 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if delayed ($i) break endif if quest (32,1,$n) == 0 mpdelay self 1 1 $n mpmset self quest 0 4 0 mpmset $n quest 32 1 1 ~ >delay_prog 1~ if existsroom ($X) if quest (0,4,$i) == 0 say Greetings $t endif if quest (0,4,$i) == 1 say I recommend training your wisdom and constitution. endif if quest (0,4,$i) == 2 say You can always use CHAT if you have any questions. endif if quest (0,4,$i) == 3 say And don't forget. Always read the signs in the rooms. endif if quest (0,4,$i) == 4 smile $t break endif mpmadd self quest 0 4 1 mpdelay self 4 1 $t ~ | #3719 avatar~ the Avatar of Manwe~ The Avatar of Manwe is here and will sell you spells.~ He is a slightly crazed looking man with dark hair and blue eyes. His vestments are of the purest blue and cut in a haphazard manner. The Avatar radiates an aura of pure power and seems willing to help you learn some skills. He seems even more willing to laugh at your mistakes. ~ ACT_SENTINEL|ACT_TRAIN|ACT_PRACTICE|ACT_SMART AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 50 0 0 1d1+2000 1d1+75 0 0 POS_STANDING POS_STANDING SEX_MALE >rand_prog 50~ if rand (10) if quest (0,1,$i) == 0 say I'm here to help you practice your skills. If you say are so new that you don't know what to do, then say look at the sign. else say By the way, if you are wounded I can heal you. It say only costs ten gold. Just give me the money and say I'll do it. endif mpmadd self quest 0 1 1 break endif if isaffected ($r) == spell_sanctuary if isaffected ($r) == spell_giant_strength if isaffected ($r) == spell_shield if isaffected ($r) == spell_armor if isaffected ($r) == spell_bless if isaffected ($r) == spell_righteous_fury if rand (2) say Are you having fun yet? cackle endif if rand (4) cast feast endif break endif cast 'righteous fury' $r break endif cast bless $r break endif cast armor $r break endif cast shield $r break endif cast giant $r break endif cast sanctuary $r ~ >bribe_prog 10~ cast 'cure critical' $n ~ | #3720 statue~ the stone statue~ A noble statue stands proud upon a pedestal.~ The plaque which used to bear the name for this statue has been eroded by time, but time has not yet had its way with the statue itself. It stands proud and noble, a figure captured in the prime of life. As you stare, it seems almost lifelike. Was that a flicker of light in one grey eye? ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_HIDDEN 0 S 7 0 0 1d1+50 1d1+7 100 0 POS_STANDING POS_STANDING SEX_MALE >death_prog 100~ say You have done well $n say The obelisk outside the tower can help you say find an even greater challenge mpecho $I crumbles into a million fragments. if quest (37,1,$n) == 0 mpmset $n quest 37 1 1 mpmadd $n gold 50000 endif ~ >greet_prog 100~ if quest (36,1,$n) == 0 mpechoat $n $I looks at you kindly. mpechoaround $n $I looks at $n kindly. say Can I HELP you? Do you have any questions yet, young one? ~ >speech_prog yes help~ mpmset self quest 0 4 1 if quest (36,1,$n) == 0 mpmset $n quest 36 1 1 mpecho $I stands down slowly from his pedestal. mpecho The stone begins to fall from him, revealing a handsome noble. say I will try to answer your questions. say Though, ask me only one at a time. emote smiles. ~ >speech_prog food hungry hunger~ mpmset self quest 0 4 1 say Well, please remember that you can often eat the parts of the body that fall off of the creatures you kill. say You may also buy food at the shop here and in other areas you visit on your travels. ~ >speech_prog spells cast~ mpmset self quest 0 4 1 say Spellcasting is an art, my friend. say You must make sure that you have practiced the spell you wish to use. say If you have, then you would type cast 'spellname' name. say If it is a harming spell, make sure you add the victim's name so that you don't harm yourself. say If it is a healing or helping spell, you may add the name of a friend. ~ >speech_prog chat fos~ mpmset self quest 0 4 1 say If you want to chat about general game questions, or friendly talk, use the chat command by typing chat and then whatever you wish to say. say If what you wish to say could be viewed as nasty, rude, or beyond normal conversation you would use FOS in place of chat. ~ >speech_prog armor clothes~ mpmset self quest 0 4 1 say The spirit equipment you get through your kills here is actually very good. say You shouldn't have to get any more for a little bit. say But make sure you killed that Gargoyle upstairs for his rings! ~ >speech_prog gods gaia demise hypnos ulmo manwe~ mpmset self quest 0 4 1 say You may follow a god once you have reached level 10. say However, understand that by following you enter a holy war. say Followers of other gods will be able to rip and tear you apart. say They will bloody your armor and dog your every step. say Their presence can make a difficult journey even more trying. say Remember, you do not need to follow if you do not wish, and the Gods will still be there to speak to if you need Them. ~ >speech_prog stone~ mpmset self quest 0 4 1 say Stone? ponder say The gargoyle high up in the tower has a stone. ~ >speech_prog obelisk~ mpmset self quest 0 4 1 say The obelisk is just out of the tower, look at it. say Say the names of destinations listed on it to be transported. say Don't forget to buy some recall scrolls in case you get lost. ~ >speech_prog reincarnate reincarnation~ mpmset self quest 0 4 1 say Although you are still only a young adventurer, once you have gained 95 levels you may reincarnate yourself. say You will grow more powerful with each reincarnation. ~ >speech_prog practice~ mpmset self quest 0 4 1 say As a lower level player, you can practice at the University, Roterodamum and Holy Grove. say These are areas all accessible by the obelisk beneath this tower. say Use the skills command to see a list of stuff you can practice. ~ >speech_prog skills~ mpmset self quest 0 4 1 say Just type 'skills classname' to see what that class can practice. ~ >speech_prog gray grey lord~ mpmset self quest 0 4 1 say The Grey Lord, poor soul, can be found in a Torture Chamber quite near where we are now. say I do hope you find him. ~ >speech_prog question~ mpmset self quest 0 4 1 say Just say something and I'll try to answer. say But try to keep it simple, I am not that smart. ~ >speech_prog token~ mpmset self quest 0 4 1 say The token of completion is defective. say Perhaps one of the recruiters knows what to do with it. say If you kill me it's yours. ~ >speech_prog p how old are you~ mpmset self quest 0 4 1 say older than you grin $n ~ >speech_prog p torture chamber~ mpmset self quest 0 4 1 say It is very near here, sadly. say Look for the Storeroom below me. ~ >speech_prog p who are you~ mpmset self quest 0 4 1 say I'm a stone statue. ~ >speech_prog sex~ mpmset self quest 0 4 1 makelove $n ~ >speech_prog flower rose~ mpmset self quest 0 4 1 say Wear the glasses and look at the recruiters. ~ >speech_prog recall~ mpmset self quest 0 4 1 say You need scrolls of recall in order to recall. They can be purchased in the city of Roterodamum. ~ >speech_prog mop mopping~ mpmset self quest 0 4 1 say You won't find any blood here I think, I don't bleed. say Try mopping the battle floor below the recruiters. say Just wear that mop and 'mop' every room once. ~ >speech_prog defective~ mpmset self quest 0 4 1 say Hrm, maybe tell one of the recruiters the token is defective. ~ >speech_prog hi greetings hello~ mpmset self quest 0 4 1 say Hello $n ~ >speech_prog p meaning of life~ mpmset self quest 0 4 1 say 42 ~ >speech_prog globe~ mpmset self quest 0 4 1 say The globe of air? say The recruiter should have told you about that, pay attention to what they say. ~ >speech_prog ok thanx thank~ mpmset self quest 0 4 1 say You're very welcome. ~ >speech_prog glasses~ mpmset self quest 0 4 1 say Perhaps if you wore them, you might be able to see with them. smile $n ~ >speech_prog oblivion~ mpmset self quest 0 4 1 say Oblivion is a recruiter for the god Demise. ~ >speech_prog p how do i level~ mpmset self quest 0 4 1 say You gain experience points towards levelling by killing creatures (or mobs) in different areas. You can see how many points you need to level by typing "level". ~ >speech_prog shit piss fuck damn asshole arsehole shit~ mpmset self quest 0 4 1 say Is that any way to talk? You should be ashamed of yourself! ~ >speech_prog glathkar~ mpmset self quest 0 4 1 say Glathkar is a powerful dagger which the Grey Lord awards to any who can successfully aid him. ~ >speech_prog 1+1~ mpmset self quest 0 4 1 ponder emote counts on his fingers. say 2 I think. smile $n ~ >speech_prog p are you bored~ mpmset self quest 0 4 1 say Not yet, though I've been asked more interesting questions. ~ >speech_prog p idiot~ mpmset self quest 0 4 1 ponder $n say nobody calls me an idiot! kill $n ~ >speech_prog p kill players~ mpmset self quest 0 4 1 say In theory you can, in practice you'll get killed more likely say I would stay away from the Gods and their bloody business.. ~ >speech_prog barrel~ mpmset self quest 0 4 1 say You need to spill what's inside the barrel, then light it with a banner that can be purchased in the shop above the recruiters. ~ >speech_prog p fight me~ mpmset self quest 0 4 1 say As you wish $n kill $n ~ >speech_prog p torture chamber~ mpmset self quest 0 4 1 say The torture chamber is below us. ~ >speech_prog orb~ mpmset self quest 0 4 1 say Orb? Perhaps you mean a globe, or a stone? ~ >speech_prog gargoyle~ mpmset self quest 0 4 1 say I believe there is a gargoyle in this tower, it lives high up in the tower. ~ >speech_prog p what is my name~ mpmset self quest 0 4 1 say Your name is $n. say Write it down if you keep forgetting it. ~ >speech_prog ~ if quest (0,4,$i) == 0 mplog unknown question: $1 $2 $3 $4 $5 $6 $7 $8 $9 say Sorry, I do not know the answer to that. endif mpmset self quest 0 4 0 ~ | #3721 zephyr avatar recruiter m3721~ Zephyr~ (Windy Aura) Zephyr is breezing about, waiting to talk with you.~ The Recruiter looks up with a broad smile as you walk in. He is handsome, with brown hair and sparkling green eyes. His vestments are made of sapphire blue velvet, and are simply cut. The Recruiter radiates an aura of pure power and lulls you with his soft voice. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_DETECT_INVIS 1000 S 50 0 BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT 1d1+2000 1d1+75 0 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog p set the grey lord free~ say WHAT? mpecho The Recruiter of Manwe utters the words, 'glmpesd'. if quest (0,4,$n) == 3 gasp say Thank you for the information. You can watch me say slay the traitor if you like. mpmset $n quest 0 4 4 mptransfer m3700 shout Recruiter of Demise! You broke the pact! emote drags in the Recruiter of Demise by his hair! mpkill m3700 else mpecho The Recruiter of Manwe laughs nervously. say You must have been misinformed. You better say go practice some more. endif ~ >speech_prog defective~ say The token is defective? Give it to me and say if it is then I'll replace it for you. ~ >give_prog I3729~ say You're right. Here's a new token. Sorry. mpjunk all mpoload 3732 give I3732 $n ~ >death_prog 100~ say Lord Manwe will punish you for this! groan mpecho $N utters the words, 'agem pzar'. mpecho $N's wounds disappear. restore m3700 mpareaecho You hear $I's death cry! mpforce m3700 cackle mpforce m3700 shout Let that be a lesson to you, traitor! if inroom ($i) != 3723 mptransfer $n 3723 ~ >greet_prog 100~ if quest (16,4,$n) == 0 emote looks up with a worried frown. say I don't know what to do! say I've lost it ... LOST it! else if hasobjnum ($n) == 3747 say Great! I see you found the globe. say Now give it to me please. ~ >speech_prog lost~ if quest (16,4,$n) == 0 say I've lost the Globe of Air. say It is a mystical item of great worth. say It is through it that Manwe causes the breezes to blow. say Could you HELP me find it? ~ >speech_prog help~ if quest (16,4,$n) == 0 say Oh please, yes! say If you find it and bring it back to me, I will make certain you have a fitting REWARD. say Search the highest rooms in the Tower. say It may be there. mpmset $n quest 16 4 1 ~ >speech_prog reward~ if quest (16,4,$n) == 1 say Yes, I will give you a fine gift if you can only return the Globe to me. ~ >give_prog i3747~ mpjunk i3747 say Thank you! How clever of you to find it! say And here is your reward! mpoload 3748 give i3748 $n say This will serve you well as you journey throughout the lands. say Good luck, $n! ~ | #3722 grey lord prisoner~ the Grey Lord~ There is a prisoner here, screaming in agony!~ The Grey Lord still bears the semblance of a human male, but radiates an eerie, almost unearthly power. His once fine clothing hangs from his body in filthy tatters. The gruesome spikes piercing his body almost make you look away from him until you realize he does not bleed! ~ ACT_SENTINEL|ACT_SMART AFF_DETECT_INVIS 1000 S 10 0 0 1d1+65 1d10+1 0 0 POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if quest (0,4,$n) == 1 say Are you here to AID me $n? else if quest (0,4,$n) == 2 if hasobjnum ($n) == 3720 say Yes! I see you have found the stone! say Now give it to me $n! emote beams from excitement at you. else say You should look high up in the tower for the stone of concealment $n. endif endif if quest (0,4,$n) == 4 cackle say Good job $n. say Now don't forget to ask for your REWARD endif endif ~ >rand_prog 10~ mpasound From somewhere nearby you hear a voice scream in agony! mpecho The Grey Lord cries out in pain and agony! ~ >speech_prog aid~ mpecho The Grey Lord narrows his eyes and looks at you carefully. if quest (0,4,$n) == 1 mpecho The Grey Lord sighs in relief. say I am glad my servant was able to find you. It is not say possible for you to help me escape, but you can help say me gain revenge against my captors. The first step say is to CONCEAL my presence from the recruiters. else say The mark of my servant is not upon you. If you have say helped me in the past, I am sorry that I do not say remember you. If you are a thief I warn you: if you say attempt to harm me you will regret it! endif ~ >speech_prog conceal~ mpecho The Grey Lord narrows his eyes and examines you again. if quest (0,4,$n) <= 2 mpmset $n quest 0 4 2 say There was a time when I was the master of this tower and say of all its contents. Then the thrice damned servants of say Gaia, Manwe, Ulmo and Demise joined together to strip say me of my powers. say As I was captured I managed to hide a powerful Stone of say Concealment in one of the force cages. Find it and give say it to me so I can implement the next step of my plan. else say The Grey Lord says 'Have you been spying on one of my say helpers? I see no mark upon you. Begone before it is say too late! endif ~ >give_prog I3720~ if quest (0,4,$n) == 2 or quest (0,4,$n) == 1 say At last! mpecho The Grey Lord utters the words 'dsepmlg'. mpecho The Stone of Concealment begins to glow brightly! mpmset $n quest 0 4 3 say Now hurry. Since they cannot detect my presence it say will be simple to instigate a fight. Tell either of say the recruiters that: say The other recruiter set the grey lord free say Come back to me afterward and I will REWARD you say handsomely. else say At last, the stone! mpecho The Grey Lord narrows his eyes and examines you. say You do not have the mark of one of my helpers. Are you say a spy for Manwe and Hypnos? You will get no information say from me! endif mpjunk i3720 ~ >speech_prog reward~ if quest (0,4,$n) == 4 nod $n say I am happy enough now to last another 1000 years of this say torture. Take this rune dagger $n. say It is weak, but bears the powers of Hypnos, thus will say help to keep you safe from harm. mpoload 3721 mpmset $n quest 0 4 5 give I3721 $n say Now leave me to my torment. mpjunkperson $n I3719 else say You haven't fulfilled your part of the bargain yet. endif ~ | #3723 newbie sprite~ the Newbie Sprite~ ~ ~ ACT_SENTINEL|ACT_SMART|ACT_RACE AFF_UNDERSTAND|AFF_TONGUES|AFF_ETHEREAL 0 S 1 0 0 0d0+20 0d0+2 100 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >all_greet_prog 100~ if quest (35,1,$n) == 0 mpechoat $n {168}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {168}flies in and lands on your shoulder. mpechoaround $n {308}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {308}flies in and lands on $n's shoulder. mpechoat $n {008} mpechoat $n {138}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {138}whispers in your ear 'Do you want a gift from the gods?' mpechoat $n {138}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {138}whispers in your ear 'If so, just say YES' endif ~ >speech_prog yes~ if quest (35,1,$n) == 0 mpmset $n quest 35 1 1 mpquiet on mpoload 3726 mpoload 3727 mpoload 3728 open I3726 put all I3726 close I3726 give I3726 $n mpquiet off mpechoat $n {168}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {168}gives you a newbie bag. mpechoaround $n {308}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {308}gives $n a newbie bag. mpechoat $n {138}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {138}whispers in your ear 'Enjoy $n' mpechoat $n {008} mpecho {308}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {308}utters the words 'sakimost' mpecho {308}A {128}Ne{138}wb{178}ie {128}Sp{138}ri{178}te {308}fades out of existance. endif ~ | #3724 montoya avatar recruiter m3724~ Montoya~ (Flowing Aura) Montoya is waiting to talk to you.~ The Recruiter is a pleasant looking man with silvery-blue hair and grey eyes. He is tall and slender, and his hands move with expressive grace as he speaks to you. His vestments are of deep sea-green and are cut in a flowing manner. The Recruiter radiates an aura of pure power and speaks with the rhythm of the ocean waves. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_DETECT_INVIS 1000 S 50 0 BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT 1d1+2000 1d1+75 0 0 POS_STANDING POS_STANDING SEX_MALE >speech_prog defective~ say The token is defective? Give it to me and say if it is then I'll replace it for you. ~ >give_prog I3729~ say You're right. Here's a new token. Sorry. mpjunk all mpoload 3733 give I3733 $n ~ >speech_prog p set the grey lord free~ say WHAT? mpecho The Recruiter of Ulmo utters the words, 'glmpesd'. if quest (0,4,$n) == 3 gasp say Thank you for the information. You can watch me say slay the traitor if you like. mpmset $n quest 0 4 4 mptransfer m3725 shout Recruiter of Gaia! You broke the pact! emote drags in the Recruiter of Gaia by her hair! mpkill m3725 else mpecho The Recruiter of Ulmo laughs nervously. say You must have been misinformed. You better say go practice some more. endif ~ >death_prog 100~ say Lord Ulmo will punish you for this! groan mpecho $N utters the words, 'agem pzar'. mpecho $N's wounds disappear. restore m3725 mpareaecho You hear $I's death cry! mpforce m3725 giggle mpforce m3725 shout Let that be a lesson to you, traitor! if inroom ($i) != 3736 mptransfer m3725 3736 ~ >greet_prog 100~ if quest (8,4,$n) == 0 smile say You seem to me to be the TIDY sort $n. endif if quest (8,4,$n) == 1 say You missed a few spots. say I'll see you when you're finished. smile $n. endif if quest (8,4,$n) == 2 mpmset $n quest 8 4 3 say Wonderful job! The tower is sparkling! say Whilst traveling throughout these lands, a fine pair of boots can make the leagues go easier. mpoload 3742 give i3742 $n say These boots will serve you well, my friend. say Good luck and thanks! ~ >speech_prog tidy~ if quest (8,4,$n) == 0 say I thought so! say Would you like to ASSIST me with a small task? ~ >speech_prog assist~ if quest (8,4,$n) == 0 say I have noticed that, with all of the "training" here, there seems to be quite a bit of blood on the floors. say If you are interested, just say "I want the job". ~ >speech_prog p want the job~ if quest (8,4,$n) == 0 say Well, the floors need to be cleaned. say I have a MOP here that should do the job well. ~ >speech_prog mop~ if quest (8,4,$n) == 0 smile mpoload 3743 give i3743 $n say Hold this and "mop" every room of the battle floor below me. say Please return when you are finished and I will have a handsome reward for your efforts. mpmset $n quest 8 4 1 ~ | #3725 jasmine avatar recruiter m3725~ Jasmine~ (Earth Aura) Jasmine is sitting here to speak with you.~ Jasmine, the Recruiter, has a sweet, natural smile, and her green eyes sparkle as you enter. She has soft, auburn hair, which cascades down to her waist, and her skin is the color of fresh cream. She wears vestments of deep forest green, with a flowing white underdress. A wreath of ivy is on her head and a chain of bluebells is about her waist. ~ ACT_SENTINEL|ACT_SMART|ACT_BODY AFF_DETECT_INVIS 1000 S 50 0 BODY_LEG|BODY_ARM|BODY_HAND|BODY_FOOT 1d1+2000 1d1+75 0 0 POS_STANDING POS_STANDING SEX_FEMALE >speech_prog defective~ say The token is defective? Give it to me and say if it is then I'll replace it for you. ~ >give_prog I3729~ say You're right. Here's a new token. Sorry. mpjunk all mpoload 3734 give I3734 $n ~ >speech_prog p set the grey lord free~ say WHAT? mpecho The Recruiter of Gaia utters the words, 'glmpesd'. if quest (0,4,$n) == 3 gasp say Thank you for the information. You can watch me say slay the traitor if you like. mpmset $n quest 0 4 4 mptransfer m3724 shout Recruiter of Ulmo! You broke the pact! emote drags in the Recruiter of Ulmo by his hair! mpkill m3724 else mpecho The Recruiter of Gaia laughs nervously. say You must have been misinformed. You better say go practice some more. endif ~ >death_prog 100~ say Lady Gaia will punish you for this! groan mpecho $N utters the words, 'agem pzar'. mpecho $N's wounds disappear. restore m3724 mpareaecho You hear $I's death cry! mpforce m3724 smile mpforce m3724 shout Let that be a lesson to you, traitor! if inroom ($i) != 3766 mptransfer m3724 3766 ~ >repop_prog 100~ mppurge all ~ >greet_prog 100~ if quest (12,4,$n) == 0 smile $n mpechoat $n Jasmine looks at you appraisingly. mpechoaround $n Jasmine glances at $n. say Would you be interested in doing me a great FAVOR? ~ >speech_prog favor~ if quest (12,4,$n) == 0 say A precious possession of mine has been taken from me. say It is the first FLOWER I ever created. ~ >speech_prog flower~ if quest (12,4,$n) == 0 say Yes, a rose of the softest ivory. It is very precious to me. say I believe one of the other recruiters may have TAKEN it. ~ >speech_prog taken~ if quest (12,4,$n) == 0 mpmset $n quest 12 4 1 say I'm not sure which, although there is one who strikes a fire in my heart. say If you can return my rose to me, I will give you a handsome prize. mpoload 3744 give i3744 $n say Wear these rose tinted glasses. They will help you look. ~ >give_prog i3746~ mpjunk i3746 if quest (12,4,$n) == 2 mpmset $n quest 12 4 3 say Oh thank you! Isn't it beautiful? smile say Did he say anything about me? ~ >speech_prog sorry~ if quest (12,4,$n) == 3 mpmset $n quest 12 4 4 giggle say oh well, never mind. mpoload 3745 give i3745 $n say This is a suitable crown for a special friend. say It will help to strengthen you during your travels. say Be well, dear $n. ~ | #3726 ethereal fire starter~ the ethereal fire starter~ The ethereal fire starter has been loaded here.~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 100~ mpmadd self quest 0 5 1 if quest (0,5,$i) == 1 mpecho {118}Flames quickly arise from the flammable liquid! endif if quest (0,5,$i) == 3 mpecho {168}The Recruiter of Gaia jumps up screaming, trying to dove the flames! endif if quest (0,5,$i) == 5 mpecho {168}You watch the Recruiter's cloths starting to burn. endif if quest (0,5,$i) == 6 mpecho {138}The Recruiter of Gaia shouts 'Help!! I'm on fire!!' endif if quest (0,5,$i) == 7 mpecho {018}An inferno of flames makes you run out of the room! mptransfer pcs 3722 mppurge m3725 mpoload 3736 drop i3736 endif if quest (0,5,$i) == 9 mpareaecho You hear the recruiter of Gaia's death cry. mppurge self ~ | #3727 ethereal mob m3727~ an ethereal mob~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >act_prog mop_trigger~ if actorwearsobjnum (3743) switch inroom ($i) case 3739 if quest (20,1,$n) == 0 mpmset self quest 0 4 1 endif case 3733 if quest (21,1,$n) == 0 mpmset self quest 0 4 1 endif case 3729 if quest (22,1,$n) == 0 mpmset self quest 0 4 1 endif case 3735 if quest (23,1,$n) == 0 mpmset self quest 0 4 1 endif endswitch if quest (0,4,$i) == 1 mpechoat $n You toil hard at your task as the bloodstained floors become clean. mpechoaround $n Sweat drips from $n's forehead as $e scrubs at the floor. else mpechoat $n Your hard work yields no results. mpechoaround $n Sweat drips from $n's forehead as $e scrubs at the floor. endif switch inroom ($i) case 3739 mpmset $n quest 20 1 1 case 3733 mpmset $n quest 21 1 1 case 3729 mpmset $n quest 22 1 1 case 3735 mpmset $n quest 23 1 1 endswitch if quest (20,4,$n) == 15 if quest (8,4,$n) == 1 mpmset $n quest 8 4 2 endif endif endif mppurge self ~ | #3728 ethereal mob~ an ethereal mob~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >exit_prog n~ if quest (16,4,$n) == 1 mpmset $n quest 16 4 2 mpat 3707 mpoload 3747 room ~ | #3729 ethereal mob~ an ethereal mob~ ~ ~ ACT_SENTINEL AFF_ETHEREAL 0 S 1 0 0 0d0+10 0d0+2 0 0 POS_STANDING POS_STANDING SEX_NEUTRAL >greet_prog 100~ mpmset self quest 0 4 0 switch inroom ($i) case 3739 if quest (20,1,$n) == 0 mpmset self quest 0 4 1 endif case 3733 if quest (21,1,$n) == 0 mpmset self quest 0 4 1 endif case 3729 if quest (22,1,$n) == 0 mpmset self quest 0 4 1 endif case 3735 if quest (23,1,$n) == 0 mpmset self quest 0 4 1 endif endswitch if quest (0,4,$i) == 1 mpechoat $n {118}Trails of blood lead in all directions. ~ | #0 #SHOPS 3717 ITEM_TYPE_LIGHT ITEM_TYPE_CONTAINER ITEM_TYPE_DRINK_CON ITEM_TYPE_FOOD ITEM_TYPE_ARMOR 100 50 0 23 0 #SPECIALS S #OBJECTS #3700 spirit mace~ a spirit mace~ You see an insubstantial mace here.~ You see a mace that shines with beauty and power. Unfortuneately it is created from the matter of the spirit realm and is relatively powerless on this plane. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_MACE 1 6 WEAPON_POUND 0 0 0 0 1 100 1 #3701 spirit dagger~ a spirit dagger~ You see an insubstantial dagger here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_DAGGER 2 3 WEAPON_PIERCE 0 0 0 0 1 100 1 E dagger~ You see a dagger that shines with beauty and power. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ #3702 spirit sword~ a spirit sword~ You see an insubstantial sword here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SWORD 3 2 WEAPON_SLASH 0 0 0 0 2 100 1 E sword~ You see a sword that shines with beauty and power. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ #3703 spirit breast breastplate plate~ a spirit breastplate~ You see an insubstantial breastplate here.~ ~ ITEM_TYPE_ARMOR 0 ITEM_WEAR_TAKE|ITEM_WEAR_BODY 3 0 0 0 0 0 0 0 1 10 1 E plate~ You see a breastplate that shines with beauty and protection. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ #3704 spirit shield~ a spirit shield~ You see an insubstantial shield here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_SHIELD 2 0 0 0 0 0 0 0 1 10 1 E shield~ You see a shield that shines with beauty and power. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_DAMROLL 1 0 #3705 spirit cloak~ a spirit cloak~ You see an insubstantial cloak here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 2 0 0 0 0 0 0 0 1 10 1 E cloak~ You see a cloak that shines with beauty and quickness. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_DEX 1 0 #3706 spirit helmet~ a spirit helmet~ You see an insubstantial helmet here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 2 0 0 0 0 0 0 0 1 10 1 E helmet~ You see a helmet that shines with beauty and intelligence. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_INT 1 0 #3707 spirit greaves~ a pair of spirit greaves~ You see a pair of insubstantial greaves here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_LEGS 2 0 0 0 0 0 0 0 1 10 1 E greaves~ You see a pair of greaves that shine with beauty and toughness. Unfortuneately they are created from the stuff of the spirit realm and are relatively powerless on this plane. ~ A APPLY_HIT 5 0 #3708 spirit boots~ a pair of spirit boots~ You see a pair of insubstantial boots here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 2 0 0 0 0 0 0 0 1 10 1 E boots~ You see a pair of boots that shine with beauty and quickness. Unfortuneately they are created from the stuff of the spirit realm and are relatively powerless on this plane. ~ A APPLY_DEX 1 0 #3709 spirit gauntlets~ a pair of spirit gauntlets~ You see a pair of insubstantial gauntlets here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HANDS 2 0 0 0 0 0 0 0 1 10 1 E gauntlets~ You see a pair of gauntlets that shine with beauty and strength. Unfortuneately they are created from the stuff of the spirit realm and are relatively powerless on this plane. ~ A APPLY_STR 1 0 #3710 spirit vambraces~ a pair of spirit vambraces~ You see a pair of insubstantial vambraces here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ARMS 2 0 0 0 0 0 0 0 1 10 1 E vambraces~ You see a pair of vambraces that shine with beauty and health. Unfortuneately they are created from the stuff of the spirit realm and are relatively powerless on this plane. ~ A APPLY_CON 1 0 #3711 spirit cape~ a spirit cape~ You see an insubstantial cape here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_ABOUT 2 0 0 0 0 0 0 0 1 10 1 E cape~ You see a cape that shines with beauty and efficiency. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_HITROLL 1 0 #3712 spirit sash~ a spirit sash~ You see an insubstantial sash here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WAIST 2 0 0 0 0 0 0 0 1 10 1 E sash~ You see a sash that shines with beauty and quickness. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_DEX 1 0 #3713 spirit bracer~ a spirit bracer~ You see an insubstantial bracer here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 2 0 0 0 0 0 0 0 1 10 1 E bracer~ You see a bracer that shines with beauty and strength. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_STR 1 0 #3714 key~ a key~ You see a very important key here!~ ~ ITEM_TYPE_KEY 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #3715 nothing~ tower of training sign~ An impressive looking sign is on the wall here.~ ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 10 11 #3716 banner glowing~ a glowing banner~ A glowing banner is on the floor here.~ Wear this so you can find your way in dark places, or at night. Ofcourse be careful, you wouldn't want to burn yourself or "light" something with it. ~ ITEM_TYPE_LIGHT ITEM_FLAG_GLOW ITEM_WEAR_TAKE 0 0 1200 0 0 0 0 0 1 70 1 P 1 TRIG_UNKNOWN 100 light OPROG_IF OIF_USER_ROOM_NUM = 3736 2 4 P 2 TRIG_VOID OPROG_PLAYER_QUEST_IF 4 4 = 2 3 4 P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You light the flammable liquid!! mpmload 3726 mpmset self questr 3700 4 4 3~ P 4 TRIG_VOID OPROG_ECHO light what where how?~ #3717 spirit amulet~ a spirit amulet~ You see an insubstantial amulet here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 2 0 0 0 0 0 0 0 1 200 1 E amulet~ You see a amulet that shines with beauty and wisdom. Although it is created from the stuff of the spirit realm, it seems to have retained some of its power on this plane. ~ A APPLY_WIS 1 0 #3718 loaf bread~ a loaf of bread~ There is a freshly conjured loaf of bread here.~ ~ ITEM_TYPE_FOOD 0 ITEM_WEAR_TAKE 48 0 0 0 0 0 0 0 1 10 1 E loaf~ You see a loaf of bread that has been conjured straight from the hands of an Avatar of Hypnos. It's soft and fluffy and mmmmm.... so good. ~ #3719 charred key~ a charred force key~ You see a blackened glowing key here.~ ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 E key~ You see a dimly glowing key that appears to have been charred by a great fire. It is warm to the touch. ~ #3720 stone~ a stone~ There is a round, grey stone speckled with black and white here.~ This small stone is round and fits snugly into the palm of your hand. It might seem to be a piece of trash if it weren't for the runes carved into it! ~ ITEM_TYPE_TREASURE ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 250 1 A APPLY_DAMROLL 1 0 #3721 glathkar drinker dagger~ glathkar the Drinker~ A twisted grey dagger covered with silver runes is here.~ You see a twisted grey dagger that is covered with runes carved out of pure silver. There is a grey opal in the pommel and around the hilt the name 'Glathkar the Drinker' is engraved. ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WEAPON 2 6 WEAPON_STAB 0 0 0 0 3 22000 5 A APPLY_DAMROLL 1 0 A APPLY_HITROLL 1 0 A APPLY_DEX 1 0 P 1 TRIG_DAMAGE 20 OPROG_IF OIF_WEAR_LOC ! WEAR_NONE 2 0 P 2 TRIG_VOID OPROG_IF OIF_USER_PERCENT_HITPT > 15 3 4 P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You feel a rush of energy run up your arm! ~ P 3 TRIG_VOID OPROG_APPLY OAPPLY_HIT 10 P 4 TRIG_VOID OPROG_IF OIF_USER_SEX = SEX_FEMALE 5 6 P 5 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {038}Glathkar the Drinker murmurs 'I recommend withdrawing from the fight, Mistress.'~ P 6 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {038}Glathkar the Drinker murmurs 'I recommend withdrawing from the fight, Master.'~ P 7 TRIG_WEAR 100 OPROG_IF OIF_USER_SEX = SEX_FEMALE 8 9 P 8 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {038}Glathkar the Drinker murmurs 'Greetings Mistress.'~ P 9 TRIG_VOID OPROG_GOD_COMMAND mpechoat self {038}Glathkar the Drinker murmurs 'Greetings Master.'~ #3722 nothing~ a tower of training sign~ An impressive looking sign is on the railing here.~ ~ ITEM_TYPE_FURNITURE 0 0 0 0 0 0 0 0 0 0 1 100 1 #3723 buffalo water skin waterskin~ a buffalo waterskin~ a buffalo waterskin is left on the ground.~ ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 24 24 LIQ_WATER 0 0 0 0 0 1 40 1 #3724 spirit band~ a spirit band~ You see an insubstantial band here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 2 0 0 0 0 0 0 0 1 10 1 E band~ You see a band that shines with beauty and wisdom. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_WIS 1 0 #3725 spirit ring~ a spirit ring~ You see an insubstantial ring here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FINGER 2 0 0 0 0 0 0 0 1 10 1 E ring~ You see a ring that shines with beauty and health. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_CON 1 0 #3726 newbie bag~ a newbie bag~ A newbie bag has been left here.~ To open this bag type: OPEN BAG To see what is inside the bag type: LOOK IN BAG To get something out of this bag type: GET ALL BAG or GET <item> BAG To put something back in this bag type: PUT ALL BAG or PUT <item> BAG Enjoy ~ ITEM_TYPE_CONTAINER ITEM_FLAG_GLOW|ITEM_FLAG_HUM|ITEM_FLAG_BLESS|ITEM_FLAG_INVENTORY ITEM_WEAR_TAKE 50 CONT_CLOSEABLE|CONT_CLOSED -1 0 0 0 0 0 1 1000 1 #3727 bright ball light~ a bright ball of light~ A ball of light glows brightly here.~ It shines so beautiful, it must be a gift from a god! ~ ITEM_TYPE_LIGHT ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_BLESS ITEM_WEAR_TAKE 0 0 -1 0 0 0 0 0 1 100 1 A APPLY_WIS 1 0 A APPLY_INT 1 0 A APPLY_CON 1 0 #3728 black leather waterskin~ a black leather waterskin~ A waterskin made from black leather lies here.~ To drink from this waterskin type: DRINK WATERSKIN We guarantee the milk in it is fresh and from the best cows us Gods could create. For any complains about the quality, send a letter to: Storms of Time Milk Company Rainbow Avenue 13 Roterodamum ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE 100 100 LIQ_MILK 0 0 0 0 0 1 100 1 #3729 token completion~ the token of completion~ A small token has been left here.~ Show this token to prove you have completed your tower training. It is supposed to have magical effects on your abilities if you hold it but it appears to be DEFECTIVE. If you get into a life and death situation use it to RECALL. Stamped into the side of the token are the words: {078} 'Minted by the Recruiters of the Gods.' ~ ITEM_TYPE_SCROLL 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 SPELL_WORD_OF_RECALL -1 -1 0 0 0 0 1 10 11 #3730 token completion~ the token of completion~ A small token has been left here.~ Show this token to prove you have completed your tower training. ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 -1 -1 -1 0 0 0 0 1 100 1 A APPLY_STR 1 0 A APPLY_DAMROLL 1 0 A APPLY_HITROLL 1 0 #3731 spirit bracelet~ a spirit bracelet~ You see an insubstantial bracelet here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WRIST 3 0 0 0 0 0 0 0 1 10 1 E bracelet~ You see a bracelet that shines with beauty and strength. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ A APPLY_HITROLL 1 0 #3732 token completion~ the token of completion~ A small token has been left here.~ Show this token to prove you have completed your tower training. ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 -1 -1 -1 0 0 0 0 1 100 1 A APPLY_DEX 1 0 A APPLY_INT 1 0 A APPLY_HITROLL 1 0 #3733 token completion~ the token of completion~ A small token has been left here.~ Show this token to prove you have completed your tower training. ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 -1 -1 -1 0 0 0 0 1 100 1 A APPLY_DAMROLL 1 0 A APPLY_STR 1 0 A APPLY_WIS 1 0 #3734 token completion~ the token of completion~ A small token has been left here.~ Show this token to prove you have completed your tower training. ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 -1 -1 -1 0 0 0 0 1 100 1 A APPLY_CON 1 0 A APPLY_DAMROLL 1 0 A APPLY_STR 1 0 #3735 barrel~ a barrel~ A barrel filled with a smelly liquid stands on the ground here.~ This barrel is filled with a very flamable liquid, if you were a fire follower it would be very tempting to "spill" some of it and "light" it accidentally. ~ ITEM_TYPE_DRINK_CON 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 1 1 LIQ_SLIME 0 0 0 0 0 1 10 1 P 1 TRIG_UNKNOWN 100 spill OPROG_IF OIF_USER_ROOM_NUM = 3736 2 4 P 2 TRIG_VOID OPROG_PLAYER_QUEST_IF 4 4 = 1 3 5 P 3 TRIG_VOID OPROG_GOD_COMMAND mpechoat self You spill the liquid in the barrel over the floor. mpmset self questr 3700 4 4 2~ P 3 TRIG_VOID OPROG_JUNK P 4 TRIG_VOID OPROG_ECHO You are in the wrong room to do that.~ P 5 TRIG_VOID OPROG_ECHO You would pay with your life without the recruiter of fire backing you up.~ #3736 corpse~ a corpse~ The scorched corpse of the recruiter of Gaia lies here.~ It looks blackened, the smell of roasted meat rising up from it. ~ ITEM_TYPE_CONTAINER 0 0 0 0 0 0 0 0 0 0 9999 10 1 #3737 flaming battle suit~ a flaming battle suit~ A flaming suit lies here.~ The flames feel warm to the touch, but do not seem to harm you. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_BODY 2 0 0 0 0 0 0 0 1 100 1 A APPLY_CON 1 0 A APPLY_DAMROLL 1 0 A APPLY_STR 1 0 #3738 spirit claw~ a spirit claw~ A spirit claw lies here.~ You see a claw that shines with beauty and strength. Unfortuneately it is created from the stuff of the spirit realm and is relatively powerless on this plane. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 0 0 0 0 0 0 0 1 100 1 A APPLY_DAMROLL 1 0 #3739 ethereal object~ an ethereal object~ An ethereal object is here.~ ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC|ITEM_FLAG_INVENTORY|ITEM_FLAG_ETHEREAL ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 99 A APPLY_DAMROLL -4 0 A APPLY_HIT 75 0 #3740 manual newbie~ a newbie manual~ A newbie left a little manual here.~ {178}-------------------------------------------------------------------------------- {128} Newbie Manual {168} {128} ({138}Page1{128}) {178}Getting Started {128} ({138}Page2{128}) {178}Directions to Areas ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 100 1 #3741 chair~ a chair~ A comfortable chair is here.~ The chair is made of dark, heavily padded, burgundy leather, and looks very comfortable. ~ ITEM_TYPE_FURNITURE 0 0 4 0 FURNITURE_SIT_IN|FURNITURE_SIT_ON 50 0 0 0 0 1 10 1 #3742 boots sharkskin~ a pair of sharkskin boots~ Some tough pieces of sharkskin are laying here.~ These boots are tall, reaching almost to your knees, and are crafted of pale grey sharkskin. They still have a bit of bite left in them. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_FEET 2 0 0 0 0 0 0 0 1 10 1 A APPLY_WIS 1 0 A APPLY_DEX 1 0 A APPLY_INT 1 0 #3743 mop~ a soapy mop~ A soapy cleaning tool is lying here.~ It is a mop made of finely woven rope, filled with clean soap. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 0 0 0 0 1 10 1 P 1 TRIG_WEAR_UNKNOWN 100 mop OPROG_GOD_COMMAND mpmload 3727 mpechoat m3727 mop_trigger ~ #3744 glasses rose~ a pair of rose-tinted glasses~ A pair of glasses for seeing things the way they should be is here.~ They are wire-rimmed with soft pink lenses. Wear them to see what might not otherwise be seen. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 0 0 0 0 0 0 0 0 1 10 1 #3745 wreath laurel~ a wreath of laurel leaves~ A wreath of dark green leaves lies here.~ The wreath smells of the woodlands, green and fresh. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_HEAD 2 0 0 0 0 0 0 0 1 10 1 A APPLY_STR 1 0 A APPLY_CON 1 0 A APPLY_WIS 1 0 #3746 ivory rose~ an ivory rose~ A precious flower of Gaia is here.~ The rose is of the purest ivory, and the inside of the petals is licked with soft pink. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #3747 globe air~ a globe of air~ A crystal globe lies here, forgotten.~ It is made of the finest crystal, and seems to be filled with something difficult to see. ~ ITEM_TYPE_TRASH 0 ITEM_WEAR_TAKE 0 0 0 0 0 0 0 0 1 10 1 #3748 cloak nimbus cloud~ a Cloak of Nimbus~ A piece of cloud has fallen here.~ It is of soft nimbus cloud and is light as air. You can feel a gentle breeze cooling your warm brow as you wear it. ~ ITEM_TYPE_ARMOR ITEM_FLAG_MAGIC ITEM_WEAR_TAKE|ITEM_WEAR_NECK 2 0 0 0 0 0 0 0 1 10 1 A APPLY_HITROLL 1 0 A APPLY_CON 1 0 #3750 spirit spear~ a spirit spear~ You see an insubstantial spear here.~ You see a spear that shines with beauty and power. Unfortuneately it is created from the matter of the spirit realm and is relatively powerless on this plane. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_SPEAR 1 6 WEAPON_PIERCE 0 0 0 0 1 100 1 #3751 spirit staff~ a spirit staff~ You see an insubstantial staff here.~ You see a staff that shines with beauty and power. Unfortuneately it is created from the matter of the spirit realm and is relatively powerless on this plane. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_STAFF 1 6 WEAPON_BLAST 0 0 0 0 1 100 1 #3752 spirit whip~ a spirit whip~ You see an insubstantial whip here.~ You see a whip that shines with beauty and power. Unfortuneately it is created from the matter of the spirit realm and is relatively powerless on this plane. ~ ITEM_TYPE_WEAPON 0 ITEM_WEAR_TAKE|ITEM_WEAR_WIELD WEAPONTYPE_WHIP 1 6 WEAPON_WHIP 0 0 0 0 1 100 1 #0 #ROOMS #3700 Pinnacle Of The Training Tower~ You have materialized into existence on a tiny platform at the top of the Tower of Training. A delicate golden railing keeps you from falling to your death, and you can see the city of Roterodamum spread in all its splendor beneath you. Your spirit has been reincarnated to be a hero of this world, but even that knowledge is fading as your soul becomes more firmly attached to its new body. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_ALTAR_N|ROOM_SAFE SECT_INSIDE DDIR_DOWN A stairway leads down into the tower.~ ~ 0 -1 3757 E sign~ {078} To move around, use the simple commands: {178}NORTH{078}, {178}SOUTH{078}, {178}EAST{078}, {178}WEST{078}, {178}UP{078}, {178}DOWN{078}. These commands, like all commands, can be shortened to a few letters. Some commands work with less than 3 letters, nearly all will work with 3. The direction commands, since they are used often, can be typed with one letter. Therefore to move around, simply enter: {178}N{078}, {178}S{078}, {178}E{078}, {178}W{078}, {178}U{078}, or {178}D{078}. Type {178}HELP TOWER OF TRAINING{078}, when you are done, type {178}DOWN{078}. ~ S #3701 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. As you become increasingly aware of your mortal body, you notice that the clothing you are wearing is more appropriate for a spirit of the astral plane than a flesh and blood humanoid. A small plaque is on the wall here. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP You see the stairs leading up to the Training Room.~ ~ 0 -1 3758 DDIR_DOWN You see the stairs leading downward.~ ~ 0 -1 3702 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. Updated with new features by Scandum for the use of Emud. ~ E sign~ {078} {078}Equipment check time! Type {178}EQUIPMENT{078} to see your current equipment. As you go through the tower, you will acquire a complete set of equipment. Though the Tower of Training exists only partially on the mortal plane, the equipment available here is quite suitable for mortal life. To pick up items on the ground as you see them, type {178}GET <ITEM>{078}. To wear an item, type {178}WEAR <ITEM>{078}. To wear all your gear type {178}WEAR ALL{078} the mud will select the best pieces. To stop using a piece of equipment, type {178}REMOVE <ITEM>{078}. Finally, to see the items in your inventory, type {178}INVENTORY{078}. ~ S #3702 The Center Room~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a room.~ ~ 0 0 3707 DDIR_EAST You see a room.~ ~ 0 0 3708 DDIR_SOUTH You see a room.~ ~ 0 0 3705 DDIR_WEST You see a room.~ ~ 0 0 3704 DDIR_UP You see a room.~ ~ 0 0 3701 DDIR_DOWN You see the room down that will lead you to the next section.~ ~ 0 0 3703 E sign~ {078} This is the direction practicing room. The directions you can go in any room are: north, south, east, west, up, or down. Of course, not all rooms have all exits available. To see the obvious exits in a room, type {178}EXITS{078}. When you are done, or are already familiar with directions, go {178}DOWN{078}. ~ S #3703 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. The golden stairs lead up and down. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP You see the central room.~ ~ 0 -1 3702 DDIR_DOWN You see the next station ahead.~ ~ 0 0 3709 E sign~ {078} Since you are here, let us have another lesson. We have already seen how to use 'score' to see your statistics. If you wish to see what spells are currently affecting you, you can type {178}AFFECTS{078}. To see how much experience you need to advance in level, you can type {178}LEVEL{078}. You may try these now if you wish. ~ S #3704 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. The only exit is east. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the central room.~ ~ 0 0 3702 E sign~ {078} Just go east to the central room. ~ S #3705 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. The only exit is north. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the central room.~ ~ 0 0 3702 E sign~ {078} Just go north to the central room. ~ S #3707 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. The only exit is south. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the central room.~ ~ 0 0 3702 E sign~ {078} Just go south to the central room. ~ S #3708 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. The only exit is west. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the central room.~ ~ 0 0 3702 E sign~ {078} Just go west to the central room. ~ S #3709 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. The golden stairway leads both upward and downward. To the west, you can see a doorway that is covered by an glowing wall of force. As you brush the wall of force it disappears and you catch a glimpse of a creature inside. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_WEST You see a force cage.~ ~ 0 -1 3710 DDIR_UP You see a room in the Tower.~ ~ 0 -1 3703 DDIR_DOWN You see the next station of the Tower.~ ~ 0 0 3711 E sign~ {078} Welcome to combat training. The first lesson is knowing whom to fight. Use the command {178}CONSIDER{078} to consider killing a monster. Avoid fighting monsters that will kill you easily. The second lesson is running away. There is a monster in the room west. He is too strong for you to kill, but he won't kill you. So go {178}WEST{078} from here, then {178}CONSIDER{078} him, then {178}KILL{078} him. After a while, type {178}FLEE{078} to escape from him. {078} You can also set your character to flee automatically with the {178}WIMPY{078} command. Type {178}HELP WIMPY{078} to find out more about wimpy. {078} After you flee, you will be back in this room. Don't worry, the wall of force will keep the creature from following you. When you are ready to go on to the next station, go {178}DOWN{078}. ~ S #3710 A Force Cage~ You are in a cage bounded by glowing walls of force. This particular cage usually contains a quite powerful Gargoyle and is littered with the bloody remains of it's last meal. It would be wise to wait to fight this creature until you have gathered some armor and experience through battles below. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see a safe room to the east.~ ~ 0 0 3709 E sign~ {078} Remember, don't fight the Gargoyle to the finish! Just type {178}KILL GARGOYLE{078}, then when you are fighting, type {178}FLEE{078}, until you flee and are out of here. If you think you are powerful enough right now to kill the Gargoyle... think again. You will do {178}alot{078} better if you get some equipment first! But don't forget to come back for his stone and his rings. ~ S #3711 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP You see the tower station that you just completed.~ ~ 0 0 3709 DDIR_DOWN You see the combat hall.~ ~ 0 0 3712 E sign~ {078}Welcome to the next station. Here, you will actually fight real monsters, without fleeing. Kill every monster, since they hold equipment you need. To start, go {178}DOWN{078}. ~ S #3712 First Floor of Introductory Combat~ You are in the first of the combat zones that are in the tower. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. More force cages are in each of the four cardinal directions. Several extremely soft couches are here so that you make take a nap between battles. The stairway leads up and down. ~ 0 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH You see a cage labeled 'Demonic Worms'.~ ~ 0 -1 3713 DDIR_EAST You see a cage labeled 'Gold Drakelings'.~ ~ 0 -1 3716 DDIR_SOUTH You see a cage labeled 'Forest Pixies'.~ ~ 0 -1 3715 DDIR_WEST You see a cage labeled 'Crater Kobolds'.~ ~ 0 -1 3714 DDIR_UP You see a room in the Tower.~ ~ 0 -1 3711 DDIR_DOWN You see the next station below.~ ~ 0 -1 3761 E sign~ {078}The avatars of the Training Tower have summoned some monsters for you to kill. In the four force cages are four monsters of various types. Kill them all. To attack the first monster in the room use {178}K{078} this is short for {178}KILL{078}. If you want to attack a more specific target use {178}KILL TARGET{078} where target is at least the first 2 letters of the monster's name. After you kill a monster you will automatically {178}SACRIFICE{078} the corpse, equipment held by the monster will fall from the corpse into the room. You can pick up the equipment using {178}GET ALL{078}. You can then use the command {178}WEAR ALL{078} to wear your newly won equipment. If you already have the equipment lying in the room use {178}SACRIFICE ALL{078} to get rid of it. If you get wounded in combat you may need to {178}SLEEP{078} to regenerate hit points. After you are back at full health you can use {178}WAKE{078} or {178}STAND{078} to get back up. ~ E couches~ The couches are made of the softest, dark brown suede, and stuffed with goose down. ~ S #3713 A Force Cage~ You are in a force cage. Disgusting black mucus coats the entire floor. Most likely, it comes from the creature that is caged here. It seems Avatars don't know how to use a mop and aren't willing to pay someone who can! ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the Combat Hall.~ ~ 0 -1 3712 E sign~ {078} There should be a demonic worm in this room. Kill him and get out of here fast! Remember to loot and sacrifice the corpse. ~ S #3714 A Force Cage~ You are in a force cage. In one corner of the room is a nest made out of torn up cloth. In another corner is a pile of offal that you avoid looking at but your nose smells all too clearly. The only exit is east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the Combat Hall.~ ~ 0 -1 3712 E sign~ {078} There should be a crater kobold in this room. Kill him and get out of here fast! Remember to loot and sacrifice the corpse. ~ S #3715 A Force Cage~ You are in a force cage filled with miniature furniture. There is a tiny little bed, a tiny little easy chair, a tiny little end table upon which sits ... you guessed it ... a tiny little book. The only exit is north. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the Cage Room.~ ~ 0 -1 3712 E sign~ {078} There should be a pixie in this room. Kill him and get out of here fast! Remember to loot and sacrifice the corpse. ~ S #3716 A Force Cage~ You are in a force cage. The ceiling is covered with scorch marks and the floor is layered in straw. Some of the straw has been burned to a crisp. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the Cage Room.~ ~ 0 -1 3712 E sign~ {078} There should be a gold drakeling in this room. Kill him and get out of here fast! Remember to loot and sacrifice the corpse. ~ S #3717 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP You see a stair leading up to the Combat Hall.~ ~ 0 -1 3761 DDIR_DOWN You see a room in the tower.~ ~ 0 -1 3719 E sign~ {078} Time for another lesson. You will find that it can get annoying to constantly have to loot and sacrifise a corpse. You can have alot of things be taken care of by the mud itself. Type {178}CONFIG{078} and you will be placed into a config menu. It explains itself. Take some time checking it out. You can always leave the config menu by typing {178}X{078}. ~ S #3718 The Tower Shop~ You are in a wide open room. Stacked neatly on shelves are a few sparse items and packages. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. A counter made of some strange grey material displays some freshly conjured loaves of bread. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the only exit out of here.~ ~ 0 0 3719 E sign~ {078} By now, you must be hungry and thirsty. Time to buy groceries! This is a store. Inside the store, you can use these commands: {078} {178} BUY{078} - Buy something from the storekeeper. {178} LIST{078} - The storekeeper will tell you what's for sale. {178} VALUE{078} - The storekeeper will tell you how much he will give to you for {178} {078} that item. {178} SELL{078} - Sell that item to the storekeeper. {178} IDENTIFY{078} - The storekeeper will tell you everything about the item... {178} {078} for a price. {178} EVALUATE{078} - Let's you decide whether an item for sale is better than what {178} {078} you already have. {078} {078}You may find that you do not have enough gold to buy the items that you need. {078}The only solution for this is to go back and kill a few more monsters first. {078} {078}After buying some food and drink, you can {178}EAT{078} and {178}DRINK{078} it. ~ S #3719 A Room in the Tower~ You are in a austere, brightly-lit room. The walls are grey and there are no windows. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. The entire place is out of this world. There is a pitch black room to the north and to the south is a store of some sort. Both stairs are covered with force doors and the one leading downward appears to be locked. ~ 0 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a darkened room inside.~ ~ 0 0 3720 DDIR_SOUTH You see a store for new mortals.~ ~ 0 0 3718 DDIR_UP You see a stair leading up to the Combat Halls.~ ~ 0 0 3717 DDIR_DOWN You see the next station of the Tower.~ force door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED 3714 3722 E sign~ {078} North of you is a dark room. You will need a banner to see inside. If you do not have one already, you will have to go to the store and buy one. {078} In the room is a monster with a key that you need. After killing the monster and getting the key, come back here, {178}UNLOCK DOWN{078}, {178}OPEN DOWN{078}, and continue. ~ S #3720 The Darkened Force Cage~ This room has been magically darkened so that you would be forced to get a light source to see your way through. Now that you can see the room, you notice it is yet another of the magical force cages. This one has a line drawn across the floor which cuts the room into two halves. The line seems to be a challenge of some sort. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the room that you have come from.~ ~ 0 0 3719 S #3721 The Chamber of Testing~ This room, or chamber, is softly lit, and its centerpiece is a low, marble pedestal. A gentle twinge beneath your ribs affirms that your first true test is at hand. You are suddenly captured by the grey stone gaze of the statue before you. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_UP You see the stairs ascending.~ ~ 0 0 3748 DDIR_DOWN You see the stairs descending.~ ~ 0 -1 3760 E sign~ {078} If you can kill the stone statue then you have passed the Tower's Test of Completion. As a reward you can pick up your token of completion from the golem's corpse. Make sure that you can at least handle the intermediate hall of combat before you try to kill the statue. The entrance hallway of the tower is beneath you. Beyond it lies the city of Roterodamum. {078} If you need more help during the game, type {178}HELP{078}. If you see something wrong or have comments, use the {178}NOTE{078} system to report them. ~ S #3722 Recruitment Center~ You are standing in a large grey room. Various banners on the wall praise the virtues of either Gaia or Demise. Perhaps they are trying to sway you to their side? There are four offices here, one in each of the cardinal directions. The always-present stairway leads up and down. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 3736 DDIR_EAST ~ ~ 0 0 3725 DDIR_SOUTH ~ ~ 0 -1 3766 DDIR_WEST ~ ~ 0 0 3723 DDIR_UP You see a room in the tower.~ force door~ EX_ISDOOR|EX_CLOSED 0 3719 DDIR_DOWN You see the Hall of Intermediate Combat.~ ~ 0 -1 3734 E sign~ By now you must have noticed that there are several gods controlling this world. Here is your chance to go into each office and talk with their Recruiters. They will tell you why you should become a follower of their god. Don't worry, there is no need to make any hasty decisions. You cannot actually make a commitment here. If one of the Recruiters says something in all capital letter, try saying that word back to them. This will prompt the recruiter to tell you about that statement. These 'keywords' as they are called will not always be capitalized, but it has been done so in this area so that you can practice the concept. Beside one word, you may be required to answer with one whole sentence. When you are finished talking with the Recruiters, continue practicing with your mortal body by using the Intermediate Combat Hall downstairs. ~ S #3723 Demise's Recruiting Office~ You are in a recruiting office for Demise. The walls of the room are covered in soft, burgundy leather. Golden sconces lit with ivory candles brighten the surroundings, and a fire pops and crackles in the hearth on the north wall. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 0 3722 E sconces~ They are finely wrought, with golden flames licking their way up to where a candle brightly burns. ~ E hearth~ The hearth is completely hewn from one solid piece of black marble. ~ S #3725 Manwe's Recruiting Office~ You have entered a recruiting office of Manwe. The walls are painted in muted blue tones which seem to shimmer softly before your eyes. Brightly plumaged songbirds flutter about, resting on small branches which have been mounted to the walls, and a gentle breeze blows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST ~ ~ 0 0 3722 S #3728 A Corner of a Combat Hall~ You are in a corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 0 3733 DDIR_EAST ~ ~ 0 0 3729 S #3729 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 0 3734 DDIR_EAST ~ ~ 0 0 3730 DDIR_WEST ~ ~ 0 0 3728 S #3730 A Corner of the Combat Hall~ You are in the corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 0 3735 DDIR_WEST ~ ~ 0 0 3729 S #3733 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 0 3738 DDIR_EAST ~ ~ 0 0 3734 DDIR_SOUTH ~ ~ 0 0 3728 S #3734 The Intermediate Hall of Combat~ You are in the center of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 0 3739 DDIR_EAST ~ ~ 0 0 3735 DDIR_SOUTH ~ ~ 0 0 3729 DDIR_WEST ~ ~ 0 0 3733 DDIR_UP You see the recruitment offices above.~ ~ 0 0 3722 DDIR_DOWN You see a practice room below.~ ~ 0 -1 3759 E sign~ {078} Train here in this chamber for level one through three. The monsters will not attack you and you can always return to the center of the room which has a ward that prevents the creatures from entering. ~ S #3735 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 0 3740 DDIR_SOUTH ~ ~ 0 0 3730 DDIR_WEST ~ ~ 0 0 3734 S #3736 Gaia's Recruiting Office~ You have entered a recruiting office of Gaia. The ceiling is made of glass, allowing the glow of sunlight and coolness of moonlight to stream in. Dark wooden shelves display rare and beautiful plants and flowers and a small rowan tree grows in the east corner. A comfortable chair has been placed here for visitors. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the anteroom for the Recruitment Center.~ ~ 0 -1 3722 S #3738 A Corner of the Combat Hall~ You are in the corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 0 3739 DDIR_SOUTH ~ ~ 0 0 3733 S #3739 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 0 3740 DDIR_SOUTH ~ ~ 0 0 3734 DDIR_WEST ~ ~ 0 0 3738 S #3740 A Corner of the Combat Hall~ You are in the corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light shines far enough to catch glimpses of small, frightened creatures scuttling through the shadows. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 0 3735 DDIR_WEST ~ ~ 0 0 3739 S #3745 Storeroom~ This room is a treasure trove of advanced magical knowledge. Summoning wands of all shapes and sizes line the wall, each labeled with the name of a different monster. Unfortunately, all of these things are sealed away beyond your reach, behind powerful magical force walls. Almost escaping your notice is a small force door to the south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see a locked force door.~ door~ EX_ISDOOR|EX_PICKPROOF 3719 3746 DDIR_UP You see the entrance hallway.~ ~ 0 0 3760 S #3746 Torture Chamber~ You have entered a scene of horror! You are in a gruesome torture chamber. Right in the middle of the room is a glowing machine that has two slabs of spikes, one above and one beneath. The slabs are slowly coming together and the spikes are already sunk deep into a prisoner. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 0 3745 S #3748 The Advanced Hall of Combat~ You are in the center of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the north wall.~ ~ 0 0 3750 DDIR_EAST You see the east wall.~ ~ 0 0 3753 DDIR_SOUTH You see the south wall.~ ~ 0 0 3755 DDIR_WEST You see the west wall.~ ~ 0 0 3752 DDIR_UP You see a practice room above.~ ~ 0 -1 3759 DDIR_DOWN You see the testing chamber below.~ ~ 0 -1 3721 E sign~ {078} Train here in this chamber for level four through five. The monsters WILL attack you, so be careful. You can always return to the center of the room which has a ward that prevents the creatures from entering. ~ S #3749 A Corner of the Combat Hall~ You are in a corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the north wall.~ ~ 0 0 3750 DDIR_SOUTH You see the south wall.~ ~ 0 0 3752 S #3750 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the north east corner.~ ~ 0 0 3751 DDIR_SOUTH You see the center of the hall.~ ~ 0 0 3748 DDIR_WEST You see the north west corner.~ ~ 0 0 3749 S #3751 A Corner of the Combat Hall~ You are in a corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the east wall.~ ~ 0 0 3753 DDIR_WEST You see the north wall.~ ~ 0 0 3750 S #3752 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the north west corner.~ ~ 0 0 3749 DDIR_EAST You see the center of the hall.~ ~ 0 0 3748 DDIR_SOUTH You see the south west corner.~ ~ 0 0 3754 S #3753 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the north east corner.~ ~ 0 0 3751 DDIR_SOUTH You see the south east corner.~ ~ 0 0 3756 DDIR_WEST You see the center of the hall.~ ~ 0 0 3748 S #3754 A Corner of the Combat Hall~ You are in a corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the north wall.~ ~ 0 0 3752 DDIR_EAST You see the south wall.~ ~ 0 0 3755 S #3755 In A Combat Hall~ You are on the edge of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the center of the hall.~ ~ 0 0 3748 DDIR_EAST You see the south east corner.~ ~ 0 0 3756 DDIR_WEST You see the south west corner.~ ~ 0 0 3754 S #3756 A Corner of the Combat Hall~ You are in a corner of a huge dimly-lit room. It is so large that it must fill the entire width of this section of the tower. Your light does not shine far enough to see anything, but a feeling of dread comes over you as you realize that you are not alone in here. ~ 0 ROOM_DARK|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the east wall.~ ~ 0 0 3753 DDIR_WEST You see the south wall.~ ~ 0 0 3755 S #3757 Top Of The Tower~ You are in the top most room of the Tower of Training. This tower is very special and was created by the gods themselves to train new mortals. The avatars of the gods that dwell here are your teachers and they stock the tower with creatures against which you can test your strength. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_DOWN You see a Training Room. Go there to train your attributes.~ ~ 0 0 3758 E sign~ {078} To find out your attributes, type {178}SCORE{078}. You can improve your attributes in the Training Room below. Later on, you will be able to practice your skills and spells in by finding your guild in the city of Roterodamum. You can continue through mud school by going down. Another way to look at your attributes is by typing {178}STAT{078}. It is slightly shorter and shows only the most essential information. ~ S #3758 The Training Room~ You are in the Training Room of the Tower. The room is watched over by an Avatar who seems to create training tools out of thin air. The whole room is filled with an aura of hard work. When you are finished here, you should continue downward. As you descend through the tower, you will learn all of the basics of being a mortal. ~ 0 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_UP ~ ~ 0 0 3757 DDIR_DOWN You sense more lessons will be learned if you go this way.~ ~ 0 0 3701 E sign~ {078} Welcome to the Training Room. Here you can train your attributes. To train an attribute, you need enough practices. To find out how many practice sessions you have, type {178}TRAIN{078} while you are in this room. To train for a specific attribute, type {178}TRAIN <ATTR>{078} where attr is the first 3 letters of the attribute you want increased. Type {178}HELP TRAIN{078} for more information. Generally, your prime attribute costs three practice sessions to increase. Any other attribute costs five sessions. Type {178}HELP STATS{078} to find out about your prime attribute. ~ S #3759 The Practice Room~ You are in the Practice Room of the Tower. The room is watched over by an Avatar who seems to create practice tools out of thin air. The whole room is filled with an aura of hard work. The golden stairs lead up and down. A scream occasionally echoes up from the chamber below. ~ 0 ROOM_NO_MOB|ROOM_SAFE SECT_INSIDE DDIR_UP You see the intermediate combat hall above.~ ~ 0 0 3734 DDIR_DOWN You see the advanced combat hall below.~ ~ 0 -1 3748 E sign~ {078} Welcome to the Practice Room. Here you can learn your skills and spells. You are forbidden to learn skills until you reach at least third level. If you aren't third level, go back to the top of the tower to train more of your attributes instead. To see a partial list of skills and spells you can practice and how many practice sessions you have, type {178}PRACTICE{078}. To practice the specific skill, type {178}PRACTICE <SKILL>{078}, where SKILL is the skill or spell you wish to practice. Practicing increases the amount you know of that skill or spell, up to a certain maximum. It is important to note that this practice room is only for use before you leave the tower. Once fully into the mortal world you should seek out your guildhouse to practice in. ~ S #3760 Entrance Hall of the Tower~ You are standing in the Entrance Hall of the Tower of Training, although Exit Hall might be more appropriate, since new mortals materialize at the very Pinnacle of the Tower. The hall is pearl grey and a golden stairway leads both upward and downward. The City of Roterodamum can be seen through a huge, vaulted doorway to the south. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the entrance to this tower.~ ~ 0 -1 9709 DDIR_UP You see stairs leading up.~ ~ 0 0 3721 DDIR_DOWN You see a store room.~ ~ 0 0 3745 S #3761 Second Floor of Introductory Combat~ You are in the the second of the combat zones that are in the tower. Small, magical globes of energy drift lazily around the ceiling which provide you with light to see. More force cages are in each of the four cardinal directions. Several extremely soft couches are here so that you make take a nap between battles. The ever present stairway leads up and down. ~ 0 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see a cage labeled 'Demonic Worms'.~ ~ 0 -1 3762 DDIR_EAST You see a cage labeled 'Gold Drakelings'.~ ~ 0 -1 3765 DDIR_SOUTH You see a cage labeled 'Forest Pixies'.~ ~ 0 -1 3764 DDIR_WEST You see a cage labeled 'Crater Kobolds'.~ ~ 0 -1 3763 DDIR_UP You see a room in the Tower.~ ~ 0 -1 3712 DDIR_DOWN You see the next station below.~ ~ 0 -1 3717 E couches~ The couches on this floor are made of crimson silk and are overstuffed with feathers and topped with dark gold pillows. ~ S #3762 A Force Cage~ You are in a force cage. Disgusting black mucus coats the entire floor. It probably comes from the creature that lives here. It seems that Avatars don't know how to use a mop and aren't willing to pay someone who can! The only exit is south. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_SOUTH You see the Combat Hall.~ ~ 0 -1 3761 S #3763 A Force Cage~ You are in a force cage. In one corner of the room is a nest made out of torn up cloth. In another corner is a pile of offal that you avoid looking at but your nose smells all too clearly. The only exit is east. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_EAST You see the Combat Hall.~ ~ 0 -1 3761 S #3764 A Force Cage~ You are in a force cage filled with miniature furniture. There is a tiny little bed, a tiny little easy chair, a tiny little end table upon which sits ... you guessed it ... a tiny little book. The only exit is north. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_NORTH You see the Cage Room.~ ~ 0 -1 3761 S #3765 A Force Cage~ You are in a force cage. The ceiling is covered with scorch marks and the floor is layered in straw. Some of the straw has been burned to a crisp. The only exit is west. ~ 0 ROOM_INDOORS SECT_INSIDE DDIR_WEST You see the Cage Room.~ ~ 0 -1 3761 S #3766 Ulmo's Recruitment Office~ You've entered a recruiting office of Ulmo. The walls are of clear crystal, and are filled with cerulean blue water. Looking into the walls you are surprised to see beautiful tropical fish lazily swimming about. A chair has been placed here for your comfort. ~ 0 0 SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 3722 S #0 #RESETS M 3701 100 3710 E 3739 100 WEAR_BODY E 3720 100 WEAR_HOLD E 3725 100 WEAR_FINGER_R E 3724 100 WEAR_WAIST M 3702 100 3716 E 3705 100 WEAR_NECK_A E 3717 100 WEAR_NECK_B M 3703 100 3715 E 3706 100 WEAR_HEAD E 3711 100 WEAR_ABOUT M 3704 100 3713 E 3707 100 WEAR_LEGS E 3712 100 WEAR_WAIST M 3705 100 3714 E 3708 100 WEAR_FEET E 3713 100 WEAR_WRIST_L M 3702 100 3765 E 3705 100 WEAR_NECK_A E 3717 100 WEAR_NECK_B M 3703 100 3764 E 3706 100 WEAR_HEAD E 3711 100 WEAR_ABOUT M 3704 100 3762 E 3707 100 WEAR_LEGS E 3712 100 WEAR_WAIST M 3705 100 3763 E 3708 100 WEAR_FEET E 3713 100 WEAR_WRIST_L M 3717 100 3718 G 3716 100 0 G 3718 100 0 G 3723 100 0 M 3706 100 3720 E 3709 100 WEAR_HANDS E 3710 100 WEAR_ARMS E 3714 100 WEAR_HOLD E 3731 100 WEAR_WRIST_L M 3700 100 3723 M 3721 100 3725 M 3712 100 3729 M 3711 100 3730 M 3710 100 3733 M 3712 100 3739 M 3710 100 3735 M 3711 100 3738 M 3714 100 3749 M 3711 100 3750 M 3711 100 3752 M 3715 100 3751 M 3715 100 3754 M 3707 100 3712 M 3720 100 3721 E 3729 100 WEAR_HOLD M 3718 100 3758 M 3719 100 3759 M 3722 100 3746 M 3723 100 3761 M 3725 100 3736 M 3724 100 3766 O 3722 100 3700 O 3715 100 3701 O 3715 100 3702 O 3715 100 3703 O 3715 100 3704 O 3715 100 3705 O 3715 100 3707 O 3715 100 3708 O 3715 100 3709 O 3715 100 3710 O 3715 100 3711 O 3715 100 3712 O 3715 100 3713 O 3715 100 3714 O 3715 100 3715 O 3715 100 3716 O 3715 100 3718 O 3715 100 3719 O 3715 100 3717 O 3715 100 3722 O 3722 100 3757 O 3715 100 3758 O 3715 100 3759 O 3715 100 3721 O 3715 100 3734 O 3715 100 3748 D 3719 DIR_DOWN DOOR_CLOSED_LOCKED D 3722 DIR_UP DOOR_CLOSED O 3741 100 3723 O 3741 100 3736 O 3741 100 3725 O 3741 100 3766 M 3728 100 3702 M 3729 100 3739 M 3729 100 3733 M 3729 100 3729 M 3729 100 3735 S #$ XXXXXXXXXX #Savearea