cm3/
cm3/clans/
cm3/mudprogs/
cm3/player/a/
#AREA   The Elkandu Academy~



#VERSION 1
#AUTHOR Nagra + Keo~

#RANGES
77 0 0 0
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#RESETMSG Void~

#FLAGS
16

#ECONOMY 0 100000000

#CLIMATE 2 2 2 0

#MOBILES
#0


#OBJECTS
#0


#ROOMS
#100
the Start of a Journey~
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D5
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#101
the Entrance to the Academy~
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D0
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D2
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#102
the academy hall~
Welcome to the Rogue Winds MUD academy. Please make
sure to visit all rooms contained within the school and  
read all instructions posted. Also please look at
help rules now. If you have any questions check for a help file
first by typing help subject. 
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D0
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D1
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D2
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D3
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#103
the cafeteria~
You must eat, sleep, and drink to stay healthy. Neglecting to do so will
result in severe side affects unless you do not need to eat. The only things
that do not eat are the undead and nonliving. If you fail to eat your body
will not repair itself as fast as it usualy would. First you must have food in 
your inventory. To pick something up enter get <target>. For example get bread 
will pick up an item in the room named bread. The item will be added to your
inventory. To check your inventory enter the letter I. To eat the bread simply
enter eat bread.
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D1
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#104
a large training room~
To see you characters current status type score. You will see your characters
attributes listed in numeral form along with much other useful information.
Below your attributes is your current tradein points, gold, hunger level, and
thirst level. Below hunger level is your mentalstate. Your character will
behave oddly if you do not keep your mentalstate balanced. You may adjust your
mentalstate through consumption of certain items or by having certain spells
cast on you. Please read HELP MENTALSTATE for further information.
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D3
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#105
the academy hall~
This room and the room to the north are the most important lessons of all
contained within this school. You started off with 300 tradein points.
These tradein points (TP) may be traded in for a talent level or an attribute
point. Talents give you spells and magical abilities and attribute points
 make you bigger stronger and faster. Please read help tradein now.
You type slist and practice to see all spells and abilities you have at
the moment. You may practice your spells at a healer and you may find
teachers of other abilities in your adventures.
You may tap for mana to regain it by enter tap number.
For example tap 100 would attempt to draw in 100 mana, but
you must read the room descriptions to make sure it isnt
a high or low energy area. In a low energy area your taps
will not draw in as much and vice-versa for high energy.
If you draw in too much mana it will damage you and
your mentalstate will suffer. The same goes for negative
mana minus the damage.
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D0
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D1
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D2
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D3
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S
#106
an equipment room~
You will need equipment to shield you from attacks unless you are a nonhumanoid
being. To wear equipment enter wear <item> or wear all to wear all applicable
equipment. What you can wear is determined by your and it's size. You may
type body to see the current armor on your parts. Each different race has
different parts. You fashion your equipment here and may add effects to it
by using enchants. Enchants are given by talents and the number of times an
enchant can be placed on the same item is determined by your effectiveness with
that talent. To enchant equipment you must first funnel it, thereby charging it
with mana. The material used determines its absorbancy. It may take
quite some time for an item to absorb mana and it isnt a 1 to 1
absorbancy either so you may have to funnel the item often. You may
also fashion weapons. To wield a weapon type weapons. Read help weapons now.
To remove a weapon sheathe it.
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D1
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#107
a combat training room~
Combat is how you gain experience points and without experience points you
cannot raise any skills or talents. To see an estimate of your EXP enter attr
points you have. You must use a skill, weapon, or talent to put
EXP into it. The better you get the more EXP you can hold at one
time. To attack something, first make sure you are ready
by entering ready. Then use a command associated with your weapon
or body part that you wish to attack with. Example. Punch elf. You may
also supply an arguement with this to target a specific body part. Example.
Punch elf face would attempt to punch an elf in the face. Claw elf 'right arm'
would attempt to claw an elf in the right arm.
You also must ready yourself or else you will not land many hits,
but be warned that your regeneration suffers while ready. Enter
relax to relax from readiness.
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D2
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#108
the foraging area~
You may find materials used to fashion eq from by digging
in an area. The type of area you are in determines what
you may dig up. For example a cave will give you more metals
than field which will give more cloth. You may also harvest
in an area with vegetation to find foods and ingredients
for alchemy. For more help on alchemy enter help mix.
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D3
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S
#199
the Road to Torn Elkandu~
Type DONE after getting a kit or trading in talents.
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D10
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done~
657408 -1 20000
> entry_prog 100~
mpforce $n help kit
~
|
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#0


#RESETS
M 1 20003 13 101
G 1 35 1
O 1 27999 1 103
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#SHOPS
0


#SPECIALS
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#$