/
lib/banish/
lib/d/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/doc/examples/
lib/doc/examples/armour/
lib/doc/examples/contain/
lib/doc/examples/food/
lib/doc/examples/magic/
lib/doc/examples/monster/
lib/doc/examples/room/
lib/doc/examples/weapons/
lib/include/
lib/include/fn_specs/
lib/include/skills/
lib/info/
lib/inherit/base/
lib/log/
lib/manuals/312/
lib/news/
lib/obj/party/
lib/objects/components/
lib/open/
lib/open/library/
lib/open/party/
lib/players/
lib/players/zilanthius/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/obj/
lib/room/city/shop/
lib/room/death/
lib/room/registry/
lib/secure/
lib/secure/UDP_CMD_DIR/
lib/skills/
lib/skills/fighter/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/players/
#include <mudlib.h>
inherit ROOM;

void reset(status arg) {
/*
  if(!present("phylateracy")) {
    move_object(clone_object("room/city/obj/phy"),this_object());
  }
*/
  if(arg) return;

  set_short("the basement of the council of high magic");
  set_long(
     "Dark and dusty, this basement room has barely been used; possibly \n"+
     "forgotten by the wizards decades ago. Crates and boxes are stacked\n"+
     "against the far wall, containing old useless items. ");

  set_items(({
     "crates#crate@box#boxes",
          "They are open and falling appart",
     "items#item",
          "Some are old spell components, others are parts of old "+
          "furniture",
     "furniture",
          "Old and broken parts of chairs and tables",
     "chair#chairs#table#tables",
          "They are of little use now",
     "walls#wall",
          "The walls are of a cold grey stone, possibly made by magical \n"+
          "magical means. They are covered with spots of blood and burn \n"+
          "marks from some intense fire or explosion",
     "stone",
          "No dwarf chiselled this stone",
  }));
  set_listen("There is a soft hum close by...\n");
  set_smell("There air is full of ozoone.\n");
  set_exits(({
     "room/city/mage/bfloor2", "west",
  }));
  set_weather(2,1,0);    
}