#AREA The Elkandu Academy~ #VERSION 1 #AUTHOR Nagra + Keo~ #RANGES 77 0 0 0 $ #RESETMSG Void~ #FLAGS 16 #ECONOMY 0 100000000 #CLIMATE 2 2 2 0 #MOBILES #0 #OBJECTS #0 #ROOMS #100 the Start of a Journey~ ~ 0 1032 1 0 0 0 0 0 0 0 0 D5 ~ ~ 0 -1 199 S #101 the Entrance to the Academy~ ~ 0 1073741832 1 0 0 0 0 0 0 0 0 D0 ~ ~ 0 -1 102 D2 ~ ~ 0 -1 20025 S #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. ~ 0 8 0 0 0 0 0 0 0 0 0 D0 ~ ~ 0 -1 105 D1 ~ ~ 0 -1 104 D2 ~ ~ 0 -1 101 D3 ~ ~ 0 -1 103 S #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. ~ 0 1073741832 0 0 0 0 0 0 0 0 0 D1 ~ ~ 0 -1 102 S #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. ~ 0 1073741832 0 0 0 0 0 0 0 0 0 D3 ~ ~ 0 -1 102 S #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. ~ 0 1073741832 0 0 0 0 0 0 0 0 0 D0 ~ ~ 0 -1 107 D1 ~ ~ 0 -1 108 D2 ~ ~ 0 -1 102 D3 ~ ~ 0 -1 106 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. ~ 0 8 0 0 0 0 0 0 0 0 0 D1 ~ ~ 0 -1 105 S #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. ~ 0 8 0 0 0 0 0 0 0 0 0 D2 ~ ~ 0 -1 105 S #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. ~ 0 8 13 100 100 0 0 0 0 100 101 D3 ~ ~ 0 -1 105 S #199 the Road to Torn Elkandu~ Type DONE after getting a kit or trading in talents. ~ 0 1032 1 0 0 0 0 0 0 0 0 D10 ~ done~ 657408 -1 20000 > entry_prog 100~ mpforce $n help kit ~ | S #0 #RESETS M 1 20003 13 101 G 1 35 1 O 1 27999 1 103 S #SHOPS 0 #SPECIALS S #$