#AREA Chakkor~ #AUTHORS MrMud~ #RANGES 0 99 0 99 #FLAGS AFLAG_NODEBUG|AFLAG_FREEQUIT #TEMPERATURE 20 80 15 5 #HELPS -1 CHAKKOR~ CHAKKOR This is the central city of Mortal Realms. You might call it the capitol city of the game, since it is the location of the Entrance Tower (where all new players start). Chakkor has all the amenities of any major city: from a blacksmith, to a Griffin bank and travel center, temples to the Gods, guildhalls, shops (some hidden) as well as practice centers for every major occupation. The fountain in Chakkor (located off of Patrokles) is often a place of informal gathering for denizens of the Realms. ~ 0 $~ #MOBILES #9700 street sweeper~ a lonely street sweeper~ The street sweeper is tidying up this section of Chakkor.~ The street sweeper appears to be content with his job, but is lonely none-the- less. Perhaps you could uplift his spirits with an act of kindness.~ ACT_SCAVENGER|16|ACT_SMART AFF_DETECT_INVIS|AFF_INFRARED|AFF_SNEAK 0 S 5 0 0 2d6+100 2d2+3 100 631 POS_STANDING POS_STANDING SEX_MALE >bribe_prog 1001~ mpoload 9720 1 say Here $n, here's something I found while cleaning up...I have no use for it. give key $n mpat 6499 drop gold ~ >bribe_prog 500~ smile $n say Could you slick my palm a bit more? mpat 6499 drop gold ~ >bribe_prog 100~ thank $n say It takes quite a bit of HARD work to clean these streets... mpat 6499 drop gold ~ >bribe_prog 1~ thank $n say If you want it...you'll have to pay... mpat 6499 drop gold ~ | #9701 brawler drunk~ a brawling drunk~ A drunk is here, joining in with the brawl that's constantly happening.~ The drunk looks to be enjoying himself, as if the brawl is a good-natured event.~ ACT_SENTINEL|ACT_SCAVENGER|16 0 100 S 4 0 0 2d6+80 2d2+2 75 459 POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ if rand(10) mpecho A brawling drunk slugs the bartender in the face playfully. else mpecho A brawling drunk misses a swing at the bartender's face. endif ~ | #9702 beggar~ a beggar~ A shaggy-looking beggar stands here, begging for a coin.~ The beggar looks like he hasn't had a bath in decades.~ ACT_SCAVENGER|16 0 100 S 3 0 0 2d6+60 2d1+2 5 300 POS_STANDING POS_STANDING SEX_FEMALE #9703 pedestrian~ a pedestrian~ A pedestrian walks by without noticing you.~ The pedestrian looks preoccupied.~ 16 0 -100 S 7 0 0 2d6+140 2d3+4 250 1037 POS_STANDING POS_STANDING SEX_FEMALE #9704 monk~ a monk~ A pias monk stands here, worshipping Order.~ The monk ignores you as you represent a distraction from the most excellent worship of The God of Reason.~ ACT_SENTINEL|16|ACT_PRACTICE|ACT_SMART AFF_SANCTUARY 1000 S 10 0 0 2d6+200 2d9+5 500 1934 POS_STANDING POS_STANDING SEX_FEMALE #9705 foreigner~ a foreigner~ A funny looking foreigner stands here, gawking at the buildings.~ The foreigner smiles strangely as he notices you noticing him. He looks like he wants to ask you something.~ 16 AFF_CLEAR 500 S 12 0 0 2d6+240 2d6+6 1000 2918 POS_STANDING POS_STANDING SEX_MALE #9706 mercenary~ a mercenary~ A battle-scarred mercenary stands here, looking for employment.~ The mercenary smiles, because he knows you're going to propose a worth-while job...and he knows he's going to get paid VERY well for it.~ 16|ACT_PRACTICE|ACT_ONE_FIGHT AFF_SNEAK|AFF_HIDE|AFF_PASS_DOOR|AFF_STEALTH|AFF_CLEAR 0 S 15 0 0 2d6+350 2d7+8 1250 5687 POS_STANDING POS_STANDING SEX_MALE >bribe_prog 150000~ mpmset mercenary name mercenary ready mposet coins name coins beenpaid mpecho The mercenary stands ready, waiting for orders. mpgorand 9700 9799 0 10 ~ >speech_prog ~ mpecho Huh? ~ >speech_prog p please kill~ if hasobj(hasjob) mpecho The mercenary says 'Sorry, I'm currently on a job.' else endif if hasobj(beenpaid) mpecho The mercenary says 'Ok, sure thing boss. I'll kill $5.' mposet coins name $5 coins hasjob else endif ~ >greet_prog 75~ if hasobj(hasjob) if name($n) == $c mpkill $c mpat 6499 drop hasjob mpat 6499 get hasjob else endif else endif ~ | #9707 cutthroat~ a cutthroat~ A wicked looking cutthroat stands here, eyeing your possessions.~ The cutthroat notices your gaze and shifts backward, touching the hilt of his dagger.~ ACT_SCAVENGER|16|ACT_AGGRESSIVE AFF_SNEAK|AFF_HIDE|AFF_PASS_DOOR -500 S 13 0 0 2d6+260 2d6+7 1495 3616 POS_STANDING POS_STANDING SEX_MALE #9708 elf xmas small green~ a small elf~ A small elf wearing a green robe wanders here.~ The elf catches you looking at him and gives you a wry smile.~ ACT_STAY_AREA|ACT_SMART AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES 0 S 13 0 0 2d6+260 2d6+7 1495 3616 POS_STANDING POS_STANDING SEX_MALE >rand_prog 2~ if quest(80,1,$r) == 0 recho Jingle Jingle Jingle! mpechoat $r The elf looks at you conspiratorially. tell $r For a small donation (10gps), I can get you in to tell $r see the big man himself. You know, the North Pole. endif ~ >rand_prog 40~ if quest(80,1,$r)==1 mpmset $r quest 80 1 0 mpecho The elf glows brightly! mpechoat $r You feel yourself flying through the air. mpechoaround $r $r disappears suddenly! mptransfer $r 4400 mpat 4400 mpforce $r look wake else if level($r) < 31 recho Jingle Jingle Jingle! mpechoat $r The elf looks at you conspiratorially. tell $r For a small donation (10gps), I can get you in to tell $r see the big man himself. You know, the North Pole. endif endif ~ >rand_prog 80~ if quest(80,1,$r) == 0 if level($r) < 11 recho Jingle Jingle Jingle! mpechoat $r The elf looks at you conspiratorially. tell $r For a small donation (10gps), I can get you in to tell $r see the big man himself. You know, the North Pole. endif endif ~ >bribe_prog 10~ if quest(80,1,$n) == 0 if level($n) < 11 mpmload 9775 give i9775 $n tell $n Take this recall scroll. If you wish to recall to tell $n Chakkor later, type 'set recall' now. endif rest mpmset $n quest 80 1 1 mpecho The elf tightens his face in concentration... else growl $n tell $n Hold your horses, I'm working on it! endif ~ | #9750 marlyle~ Marlyle~ Marlyle walks around behind the counter, talking to himself.~ Marlyle looks old and senile, and yet, he looks like a very powerful wizard. He is equipped with fine clothing, and is wearing many fine rings and bracelets. He eyes you warily as you gawk at his items.~ ACT_SENTINEL 0 -400 S 95 0 0 1d1+19322 1d8+92 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9751 weaponsmith riparemon~ the weaponsmith~ A weaponsmith named Riparemon stands here.~ A young, bored weaponsmith. He looks like his side-lines weapon repair business isn't doing very well.~ ACT_SENTINEL 0 900 S 95 0 0 1d1+18888 1d8+92 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9752 psif armorer armourer~ Psif~ Psif the armorer stands here, munching on sun-flower seeds.~ Psif is an aging man, he wants to make his first million before age 50. He used to want to make it before 45, 40, 35, 30, 25, and 20...but that was years ago. He smiles as you show an interest in his wares.~ ACT_SENTINEL 0 900 S 95 0 0 1d1+20603 1d8+92 150000 780605 POS_STANDING POS_STANDING SEX_MALE #9753 prita~ Prita~ Prita prances around the premises, playing with her potions.~ Prita looks perky. Her prettiness is primarily produced by her pleasant personality.~ ACT_SENTINEL 0 900 S 95 0 0 1d1+17788 1d8+92 100000 780605 POS_STANDING POS_STANDING SEX_FEMALE #9754 bartender~ the bartender~ A bartender watches you calmly, while he skillfully mixes a drink.~ A tired looking Bartender who loves trouble in his bar.~ ACT_SENTINEL 0 900 S 95 0 0 1d1+18530 1d1+96 2000 780605 POS_STANDING POS_STANDING SEX_MALE #9755 lottie~ Lottie~ Lottie stands here, behind the serving counter.~ She is very beautiful with golden hair, and deep blue eyes. A good reason for coming here more often.~ ACT_SENTINEL 0 1000 S 30 0 0 1d1+1792 1d1+68 9000 106194 POS_STANDING POS_STANDING SEX_FEMALE #9756 jalil~ Jalil~ Jalil the Pet Trainer stands here, looking at how bored you are.~ Jalil looks like he could put up with a lot of nonsense.~ ACT_SENTINEL 0 900 S 95 0 0 1d1+19835 1d1+98 2000 780605 POS_STANDING POS_STANDING SEX_MALE #9758 healer~ the healer~ A healer is here.~ Although retired from adventuring, the healer still lends a hand.~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 95 0 0 1d1+18462 2d47+96 0 780605 POS_STANDING POS_STANDING SEX_FEMALE #9759 healer~ the healer of Order~ The Order of Reason's personal healer is here.~ Although retired from adventuring, the healer still lends a hand to followers of the Order of Reason.~ ACT_SENTINEL AFF_DETECT_INVIS|AFF_SANCTUARY 1000 S 95 0 0 1d1+21187 2d47+48 0 780605 POS_STANDING POS_STANDING SEX_FEMALE #9760 guildmaster master~ the guildmaster~ Your guildmaster is standing here.~ The guildmaster looks so much more experienced than you that you wonder why you can't just learn everything from him. However, he always asserts that nothing can replace personal experience in physical training.~ ACT_SENTINEL|ACT_PRACTICE 0 1000 S 96 0 0 2d6+15000 2d48+48 8794 794749 POS_STANDING POS_STANDING SEX_MALE #9761 guildmaster master~ the guildmaster~ Your guildmaster is standing here.~ His robe flows from his body, creating a stream of burlap that cascades across the floor below him. His face gives the appearance of constant communication with God.~ ACT_SENTINEL|ACT_PRACTICE 0 1000 S 96 0 0 2d6+15000 2d48+48 8794 794749 POS_STANDING POS_STANDING SEX_MALE #9762 guildmaster master~ the guildmaster~ Your guildmaster is standing here.~ Even though your guildmaster looks old and tired, you can clearly see the vast amount of knowledge she possesses. She is wearing fine magic clothing, and you notice that she is surrounded by a blue shimmering aura.~ ACT_SENTINEL|ACT_PRACTICE 0 1000 S 96 0 0 2d6+15000 2d48+48 8794 794749 POS_STANDING POS_STANDING SEX_FEMALE #9775 blacksmith~ The blacksmith~ A blacksmith carefully works on a sword.~ The blacksmith is a large burly man that easily moves anvils around whenever he wants too. The blacksmith waits to help you with your rusty, chipped up armor and weapons.~ ACT_SENTINEL|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES 0 S 95 0 0 1d1+17948 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ say I can engrave your name into your equipment. ~ >rand_prog 10~ say Engraving an item will also make it stonger. ~ >speech_prog engrave~ say Engrave it yourself, but here are my tools... (type ENGRAVE) ~ | #9776 magician~ the magician~ A magician stands here sorting out scrolls.~ The magician looks like an elderly man, with a slight loss of hair, and a large wart growing out of his left cheek. Although you realize that his power in magic is much greater than most.~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+18177 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9777 priest~ the priest of Chaos~ A priest of Chaos stands here devoutely, asking for offerings.~ The priest of Chaos is wearing a black clothes that make it look nearly indistiguishible from the acolytes of Chaos.~ ACT_SCAVENGER AFF_TONGUES 900 S 25 0 0 1d1+450 2d2+20 2000 70135 POS_STANDING POS_STANDING SEX_MALE #9778 student~ the student of Chaos~ A student of Chaos wanders around looking for things to do.~ The student of Chaos appears that he has just started down the path of Chaos, and does not know what he is doing. He seems to be asking the priests of Chaos quite alot of questions.~ 0 AFF_SNEAK|AFF_HUNT|AFF_TONGUES 900 S 10 0 0 5d5+120 2d2+10 500 1934 POS_STANDING POS_STANDING SEX_MALE #9779 guard~ the guard~ The guardian of Illusionists stands here.~ The guardian of illusion is ogre, with a massive war axe, and drool dripping down from his chin. He has a pet imp on his shoulder.~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+19235 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9780 master~ the master of illusion~ The Master of Illusion rests in a small chair.~ The Master of Illusion is wearing a grey cloak that makes him blend in almost imperceptibly with the background of fog. The Master is a drow.~ ACT_SENTINEL|ACT_PET|ACT_PRACTICE AFF_TONGUES 900 S 95 0 0 1d1+19804 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9781 lar~ Lar the Master Tanner~ Lar the Master Tanner is here showing his wares.~ Lar is a large man, with extremely tanned skin. He looks like he was born in a desert. Lar does not seem to be as intelligent as most people.~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+19177 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9782 tsi~ Tsi the High Priest of Chaos~ Tsi the High Priest of Chaos rests here casually casting spells~ Tsi has a very feline set of features, with pointed ears, and slit eyes. No one seems to know which of the races Tsi was born to.~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+20289 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9783 hosehed~ the chess piece~ There are several large chess pieces here.~ I have no fucking idea how you were able to look at the pieces!~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+17763 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9784 master~ the master of necromancy~ The Master of Necromancy sits playing with a miniature demon.~ The Master of Necromancy is wearing a black robe with a hood, and swirling patterns on the sleeves and collar. The Master is a small man, but is wearing a black glowing chain with a 4 pointed arrows eminating from the center.~ ACT_SENTINEL|ACT_PET|ACT_PRACTICE AFF_TONGUES 900 S 95 0 0 1d1+20445 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9785 guard~ the guard~ The guardian of Necromancy stands here wondering is you're worthy to enter.~ The guardian is a VERY large ogre, with a massive club, and a vicious grin.~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+19529 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9786 guard halfling~ the guard~ There is a small halfling here sitting at a table.~ The halfling is sitting drinking a frosty mug of ale. the halfling says, 'Are you here to see the Man?'~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+21279 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9787 man~ the man~ The master of the underworld sits back here.~ The master of the underworld, better known simply as 'The Man', is kicked back throwing knives at a dart board. He hits it perfect at least 9 out of 10 times, and when he misses, it's only because he noticed a fly or rat wander in from the sewer. you can tell he has more fun with the rats than he does with the dart board.~ ACT_SENTINEL|ACT_PET|ACT_PRACTICE AFF_TONGUES 900 S 95 0 0 1d1+19105 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9788 guard~ the guard~ There is a large burly man guarding the entrance to Dinum's office.~ The man has a large sword, and buck teeth, but seems to know his job very well.~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+18460 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9789 dinum~ Dinum~ Dinum sits behind his desk, working up profit margins on his last trade caravan to some far away city.~ Dinum looks like an ordinary man. He's smoking a large cigar, and writing on a large ledger. Dinum is well know to be one of the most financially successful people in the city of Chakkor. Some wonder where he got all his wealth.~ ACT_SENTINEL|ACT_PET|ACT_PRACTICE AFF_TONGUES 900 S 95 0 0 1d1+20318 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9790 sam waldon~ Sam Waldon~ Sam Waldon quickly runs up and asks, 'May I help you?'~ Sam Waldon is wearing bright red cloak over white trousers. Sam Waldon seems to be reeking, and smelling like rotting flesh. You realize that he is not quite alive.~ ACT_SENTINEL 0 -1000 S 95 0 0 1d1+21171 10d10+50 9000 780605 POS_STANDING POS_STANDING SEX_MALE #9791 borlon jeweler~ Borlon the Jeweler~ Borlon the Jeweler stands in front of his merchandise.~ Borlon the Jeweler is a rather ugly orc, but he is wearing many beautiful rings and bands, so that makes up most of the differences.~ ACT_SENTINEL 0 -1000 S 95 0 0 1d1+19785 10d10+50 9000 780605 POS_STANDING POS_STANDING SEX_MALE #9792 boy~ the young boy~ There is a young boy here running some sort of errand.~ The young boy is wearing a brown cloak. He seems to be looking for something.~ 0 AFF_TONGUES 0 S 3 0 0 2d10+25 1d6+4 100 300 POS_STANDING POS_STANDING SEX_MALE #9793 girl~ the young girl~ There is a sweet innocent young girl here.~ The young girl is wearing a white cloak, and playfully babbles the local gossip.~ 0 AFF_TONGUES 0 S 4 0 0 2d10+30 1d6+6 150 459 POS_STANDING POS_STANDING SEX_FEMALE #9794 citizen~ the citizen of Chakkor~ There is a citizen of the city of Chakkor here.~ The citizen is a middle-aged man that's running an errand for one of the guild masters.~ 0 AFF_TONGUES 0 S 5 0 0 2d11+75 2d4+6 200 631 POS_STANDING POS_STANDING SEX_MALE #9795 student~ the student of necromancy~ The student of necromancy is reading a scroll here.~ The student looks to have little or no money, but seems to be quite smart.~ 0 AFF_TONGUES 0 S 6 0 0 2d11+40 1d7+7 10 822 POS_STANDING POS_STANDING SEX_MALE #9796 student~ the student of illusion~ The student of illusion is here playing with an imaginary friend. An illusion floats around the room.~ The student looks to have little or no money, but seems to be quite smart.~ 0 AFF_TONGUES 0 S 7 0 0 2d12+45 1d8+8 10 1037 POS_STANDING POS_STANDING SEX_MALE #9797 student~ the student~ The student of the elements is here pondering the weather.~ The student looks to have little or no money, but seems to be quite smart.~ 0 AFF_TONGUES 0 S 8 0 0 3d12+50 3d4+8 10 1286 POS_STANDING POS_STANDING SEX_MALE #9798 trainer~ Dar the Master Trainer~ Dar the Master Trainer is here working out.~ Dar seems to be skilled in everything, and wants to show you how to train yourself.~ ACT_SENTINEL|ACT_TRAIN AFF_TONGUES 900 S 95 0 0 1d1+18015 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9799 arctum mortician~ Arctum~ Arctum the friendly mortician stands here dissecting corpses.~ Arctum seems to be very skilled with a blade, and a paint brush.~ ACT_SENTINEL AFF_TONGUES 900 S 95 0 0 1d1+17782 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9800 statue~ the statue~ There is a small statue here.~ Doylee, the master of all that he lost, says 'Kiss your bonny butt goodbye!' Doylee hits you VERY HARD! You miss Doylee. Doylee hits you INCREDIBLY HARD! You miss Doylee. Doylee hits you SORTOF HARD! You miss Doylee. Doylee hits you MILDLY HARD! You miss Doylee. Doylee hits you NOT REALLY HARD! You miss Doylee. Doylee hits you with a pillow type of HARD! You miss Doylee. Doylee hits you Absolutely NOT HARD! You miss Doylee. Doylee hits you as if he wasn't trying VERY HARD! You miss Doylee. Doylee hits you even though his head is RATHER HARD! You miss Doylee. Doylee hits you HARD! You miss Doylee. Doylee fixes you up real fast, and then tells you a bit about himself: I am a beautiful ogre warrior. (He's a 4" tall UNGLY little thing)~ ACT_SENTINEL|ACT_SMART AFF_TONGUES 0 S 1 0 0 1d1+35 2d2+2 0 10 POS_STANDING POS_STANDING SEX_MALE #9801 kine~ Kine~ Kine the judge of changes asks you to have a seat.~ Kine is an older man, but seems to know everything about the game, and how to correctly judge how things work. He seems to think he has power over the gods, and some say he does.~ ACT_SENTINEL AFF_TONGUES 1000 S 95 0 0 1d1+18189 10d10+50 100000 780605 POS_STANDING POS_STANDING SEX_MALE #9802 degar~ Degar~ Degar sits drinking his warm lager.~ Degar has very short hair, and a very short temper. He is wearing dark leggings, and a green cloak. Degar does not seem to care that you exist.~ ACT_SENTINEL|ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_UNDERSTAND|AFF_TONGUES 0 S 10 BODY_LEG|BODY_ARM|BODY_FOOT BODY_HEAD|BODY_HAND|BODY_FOOT 10d10+100 4d4+4 700 RACE_GNOME POS_RESTING POS_RESTING SEX_MALE >rand_prog 15~ say You punk. Get lost, $r ~ >rand_prog 15~ say Hey, babe. You look like someone I used to know, but better mpecho The serving maid says, 'Keep your hands to yourself, Mac' ~ >rand_prog 15~ emote tops his lager off, and orders another. mpecho After a few minutes, the maid brings another. ~ >rand_prog 15~ emote stumbles off for some relief and accidentally bumps into a bar patron. mpecho Marcus says, 'Unless you have tobac, get the demise out of my way'. ~ | #9803 jahred minstrel~ Jahred the minstrel~ Jahred the minstrel is here playing his instruments.~ Jahred's cloak is worn to tatters, yet colorful. He smiles cheerfully and offers you a song.~ ACT_STAY_AREA|ACT_WIMPY|ACT_SMART|ACT_NO_ORDER|ACT_BODY|ACT_RACE AFF_DETECT_INVIS|AFF_TONGUES 1000 S 30 BODY_HEAD|BODY_LEG|BODY_ARM BODY_HAND|BODY_FOOT 10d10+750 4d8+30 10000 RACE_ELF POS_STANDING POS_STANDING SEX_MALE >greet_prog 100~ if rand(20) mpforce $n external SALTARE2.MID break endif if rand(25) mpforce $n external SALTARE3.MID break endif if rand(30) mpforce $n external SONG-ASS.MID break endif if rand(35) mpforce $n external NOTA41.MID break endif if rand(40) mpforce $n external NOTA40.MID break endif mpforce $n external NOTA39.MID ~ | #9804 lady stephanie~ The Lady Stephanie~ The Lady Stephanie flashes her eyes in anger that you are in her way. Terah, a lady in waiting, faithfully follows her mistress.~ The Lady Stephanie's flaming hair is as red as her anger and her eyes are a cold blue. She is dressed in a sapphire gown adorned with pearls. She carries herself with an elegant grace as she looks coldly in your direction.~ ACT_SCAVENGER|ACT_SMART|ACT_BODY|ACT_RACE AFF_HUNT|AFF_TONGUES -400 S 45 0 BODY_MOUTH|BODY_HAND 1d200+2400 1d70+80 63889 RACE_HUMAN POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 20~ say $r, get out of my way, you imbecil! ~ >rand_prog 20~ say Here's a coin wretch, carry my bags. ~ >rand_prog 15~ emote slaps Terah for stepping on her gown. ~ | #9805 alley cat~ The alley cat~ The alley cat is looking around for something to eat.~ The alley cat is black with various white patches. He looks like an ordinary tom cat. You think he has probably befriended some of the shop owners since he does not look like he has gone hungry often.~ ACT_SMART|ACT_BODY|ACT_RACE AFF_HUNT|AFF_TONGUES 0 S 12 0 BODY_MOUTH|BODY_CLAW 1d100+200 1d10+7 50 RACE_HALFLING POS_STANDING POS_STANDING SEX_MALE >rand_prog 20~ emote purrs happily rubbing against your leg. ~ >rand_prog 15~ emote hisses at you angrily. ~ >rand_prog 10~ emote stretches lazily and looks around for a nice place to nap. ~ | #9806 homeless boy~ A homeless boy~ A homeless boy looks up at you as you walk by.~ The boy's face and hands are covered in dirt and his clothes are worn out and faded. He is street smart and you get the feeling that you need to watch your pockets around him.~ ACT_SCAVENGER|ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE AFF_SNEAK|AFF_TONGUES -150 S 16 0 BODY_HAND|BODY_FOOT 1d50+300 1d15+8 0 RACE_DROW POS_STANDING POS_STANDING SEX_MALE >rand_prog 10~ say What are you looking at? ~ | #9807 shoe shiner~ A shoe shiner~ A shoe shiner is here offering to clean your boots.~ The shoe shiner is an older fellow with a shiny bald head. He is carrying around a folding chair, rags and shoe wax. You think it might be a good time to get the dirt and grime from your boots.~ ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE AFF_TONGUES 200 S 20 0 BODY_LEG|BODY_ARM 1d60+350 1d20+10 35 RACE_HUMAN POS_STANDING POS_STANDING SEX_MALE >rand_prog 25~ say Shoe shine! Shoe shine! Step right up, it's only five gold pieces! ~ >rand_prog 20~ emote unfolds his chair and waits for someone's shoes to shine. ~ >rand_prog 1~ shout Shoe Shine! Come and see me for a shoe shine! ~ | #9808 vegetable vendor~ A vegetable vendor~ A vendor is offering to sell you vegetables from his cart.~ The vendor looks like a peasant who has walked a long ways. His vegetables look fresh and delicious though. The tomatoes are especially ripe and you think they may be fun to throw at people.~ ACT_SMART|ACT_BODY|ACT_RACE AFF_TONGUES 100 S 20 0 BODY_HAND|BODY_FOOT 1d50+350 1d25+10 50 RACE_GNOME POS_STANDING POS_STANDING SEX_MALE >rand_prog 15~ say Apples! Oranges! Buy them here! ~ >rand_prog 15~ say Corn and Squash for sell! ~ >rand_prog 10~ emote doesn't understand why people don't eat their vegetables. ~ >rand_prog 20~ say Fine ripe tomatoes for sale. They are fun to throw at people. ~ | #9809 peasant~ A peasant~ A peasant is here visiting the city.~ She is dressed in a loosely woven course cloth cut at her knees. Her hair is a shoulder length dark-brown and her eyes are a grey-green. She is clutching several packages closely to her. She must have come to town to go shopping.~ ACT_SMART|ACT_BODY|ACT_RACE AFF_TONGUES 400 S 35 0 BODY_LEG|BODY_ARM 1d100+500 1d25+40 1 RACE_HALFLING POS_STANDING POS_STANDING SEX_FEMALE >rand_prog 15~ say Oh my! I need to get home before dark. ~ >rand_prog 10~ say Isn't is such a lovely day for shopping? ~ >rand_prog 5~ say Next time I'll have to bring my children with me. They would enjoy coming to town. ~ | #9810 bird parrot~ The parrot~ The parrot squawks loudly as it flys by.~ The parrot is a beautiful multi-colored bird. You watch it land on a rooftop and begin preening it's feathers. It must have belonged to a noble man and flew away one day. It seems as if it has been hanging around fishing villages too long lately because it has picked up some of the sailor's speech.~ ACT_WIMPY|ACT_SMART|ACT_BODY|ACT_RACE AFF_FLYING|AFF_TONGUES 0 S 5 0 BODY_WING|BODY_CLAW 1d10+50 1d5+5 0 RACE_HUMAN POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 10~ say Polly wanna cracker. ~ >rand_prog 10~ say Wanna cracker, damn it. ~ >rand_prog 5~ emote flys over your head and a dropping lands on your shoulder. ~ | #9811 donationpit~ pit~ pit~ ~ ACT_SENTINEL|ACT_SMART AFF_UNDERSTAND|AFF_TONGUES|AFF_ETHEREAL 0 S 95 0 0 1d1+19999 1d1+199 0 780605 POS_STANDING POS_STANDING SEX_NEUTRAL >rand_prog 75~ mpquiet on get all put all i9779 put all pit drop all mpquiet off ~ >rand_prog 5~ mpquiet on cast 'heal' $r endif mpquiet off ~ | #9812 ethereal obelisk guy~ The ethereal obelisk guy~ The ethereal obelisk guy is here.~ This mob should be invisible to you.~ ACT_SENTINEL|ACT_STAY_AREA|ACT_SMART|ACT_BODY|ACT_RACE|ACT_UNDEAD AFF_DETECT_INVIS|AFF_DETECT_HIDDEN|AFF_TONGUES|AFF_ETHEREAL 0 S 90 BODY_HEAD BODY_LEG 1d10+10000 1d10+100 292510 RACE_DWARF POS_STANDING POS_STANDING SEX_MALE >speech_prog dangerous neighborhood~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 2101 else mptransfer $n 2101 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog deeve~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 4005 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog dwarven day care~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 6601 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog gnome village~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 1501 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog holy grove~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 8927 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog monster pit~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 9400 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog kytar~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 19245 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog shire~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 1103 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog university~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 19812 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog wyvern~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 1656 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ >speech_prog antarctica~ if level($n) < 18 mpecho The obelisk glows with energy. mpechoaround $n $n fades out of existence. mpechoat $n You disappear suddenly! mptransfer $n 2710 else mpechoat $n You are too big to call on the aid of the obelisk. endif ~ | #0 #OBJECTS #9700 refresh potion~ a potion of refresh with a bit amiss~ A potion of refresh is suspended in mid-air here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_REFRESH SPELL_CHANGE_SEX SPELL_NONE 30 500 17 #9701 pass potion~ a potion of pass door and something more~ A potion of refresh hangs suspended by air here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_PASS_DOOR SPELL_FLAMESTRIKE SPELL_NONE 5 1500 17 #9702 infravision potion~ a potion of infravision plus worse~ A potion of infravision rests here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 SPELL_INFRAVISION SPELL_CURSE SPELL_NONE 1 1000 33 #9703 sanctuary potion~ a potion of weak sanctuary~ A potion of sanctuary rests here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 SPELL_SANCTUARY SPELL_ARMOR SPELL_SHIELD 1 2000 25 #9704 healing potion~ a potion of displaced healing~ A potion of healing rests here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 95 SPELL_HEAL SPELL_TELEPORT SPELL_BLINDNESS 1 20000 85 #9710 potion enhanced sight~ a potion of enhanced sight~ A potion of enhanced sight rests here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 35 SPELL_CURE_BLINDNESS SPELL_DETECT_INVIS SPELL_HASTE 3 2000 11 #9711 potion cure poison~ a potion of cure poison~ A potion of cure poison rests here.~ ~ ITEM_TYPE_POTION ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 15 SPELL_CURE_POISON SPELL_NONE SPELL_NONE 3 2000 17 #9712 remove curse scroll~ a scroll of remove curse~ A scroll of remove curse lies furled here.~ ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 30 SPELL_REMOVE_CURSE SPELL_HASTE SPELL_STONE_SKIN 30 2000 17 #9713 wand armor~ a wand of armor~ A wand of armor rests here, invitingly.~ ~ ITEM_TYPE_WAND ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 30 2 2 SPELL_ARMOR 1 2500 12 #9714 scroll understand tongues~ a scroll of understand and tongues~ A scroll of understand and tongues lies here.~ ~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 13 SPELL_TONGUES SPELL_UNDERSTAND SPELL_NONE 1 2500 9 #9720 key sparkling~ a sparkling key~ A sparkling key lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 24 0 0 0 1 10 1 #9740 bow small~ a small bow~ A small bow lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 1 1 3 WEAPON_WHIP 1 500 1 #9741 bow long~ a long bow~ A long bow lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 1 1 5 WEAPON_WHIP 1 2000 1 #9742 crossbow~ a crossbow~ A wooden crossbow lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 2 1 5 WEAPON_CRUSH 1 5000 1 #9743 quiver~ a quiver~ A quiver and strap lies here, seemingly abandoned.~ ~ ITEM_TYPE_CONTAINER ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_NECK 50 CONT_CLOSEABLE -1 0 2 65 1 #9744 dagger~ a dagger~ A plain, simple dagger is stuck in the ground here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 1 6 WEAPON_PIERCE 1 100 1 #9745 broadsword sword broad~ a broadsword~ A broadsword of the normal heftiness lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 1 10 WEAPON_SLICE 20 2000 4 #9746 knife throwing~ a throwing knife~ A knife with a simple, two-toned handle is here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 1 4 WEAPON_STAB 0 50 1 #9747 club~ a club~ A long, wicked-looking club lies here.~ ~ ITEM_TYPE_WEAPON ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_WIELD 0 2 3 WEAPON_CRUSH 15 50 1 #9749 seats bleachers~ the seats~ Many rows of bleachers rise along the walls.~ They are seats in which one would sit.~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 #9750 bolt~ a crossbow bolt~ A crossbow bolt lies here.~ ~ ITEM_TYPE_AMMO ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 2 5 10 5 1 25 8 E bolt~ The bolt appears to be usefull for shooting at creatures.~ #9751 arrow~ a small arrow~ A small arrow lies here.~ ~ ITEM_TYPE_AMMO ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 1 6 10 3 1 25 10 #9752 arrow flaming~ a flaming arrow~ An arrow with flames flickering across it's length lies here.~ ~ ITEM_TYPE_AMMO ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 1 10 12 4 1 4000 21 #9760 sign magic~ a sign behind the counter~ A sign stands prominantly behind the counter.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E sign magic~ Hey YOU, don't touch anything you can't afford! Use LIST to see what you could possibly buy, VALUE to get me to give you an appraisal of a magical item, BUY to buy one of my valuable items, or SELL to sell me one of your worthless ones.~ #9761 sign pub~ a sign behind the counter~ A sign stands prominantly behind the counter.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E sign pub~ The bartender notices you straining to see the sign and comments 'You must be new here. Just type "HELP BUY" and it'll tell you all you wish to know about buying and selling. Now, make yourself comfortable and don't be a stranger.'~ #9762 sign cafe~ a sign behind the counter~ A sign stands prominantly behind the counter.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E sign cafe~ The sign is written in a simple, elegant hand-writing. Please, use LIST to see what we offer you today. Thank you for picking our cafe to frequent. - Lottie~ #9763 sign armory~ a sign behind the counter~ A sign stands prominantly behind the counter.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E sign armory~ Use: LIST to get a list of items you can buy here BUY to buy what you want (and can afford) VALUE to get me to appraise an item for you SELL to sell me one of your valuable items~ #9764 sign weaponshop~ a sign behind the counter~ A sign stands prominantly behind the counter.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E sign weaponshop~ To buy one of my marvelous weapons, use the BUY command. If you want to know what all of the marvelous weapons I sell are, use the LIST command. Then, if you want to know what items I want to buy, you can VALUE them. To get me to buy one, use the SELL command.~ #9765 sign petstore~ a sign behind the counter~ A sign stands prominantly behind the counter.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E sign magic~ Dah ahnimahlsh here ahr dah besht een dah wirld! Ya musht bah mah ahnimahlsh, dey weel makeh ya ah berry besht fahrend. Use LIST and BUY.~ #9766 statue basher~ a statue of Basher~ A statue of Basher, the great warrior, stands here.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_HUM|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E statue basher~ The statue captures Basher in a fairly embarassing position. He appears to be fleeing, looking over his shoulder with eyes flashing wildly, from a fido and a termite that follow close behind him. However, he seems to be larger than life, as if he could never die. I guess you would have to know the story to understand this portrayal of the great warrior.~ #9767 statue patrokles~ a statue of Patrokles~ A statue of Patrokles, the great hero, stands here.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_HUM|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E statue patrokles~ Patrokles stands proud and tall in this statue. You somehow feel that challenging him would bring the wrath of a god down on you.~ #9768 statue sr~ a statue of Sr~ Sr stands here, looking very familiar.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_HUM|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E statue sr~ The statue depicts a mighty adventurer. You feel very small in its presence. Sr is portrayed as a God, but somehow, the setting of the statue tells you that his story unfolded in a land beyond all distance. In his left hand, you see that he holds a set of statuettes.~ E statuettes~ They appear to be intricately carved figures depicting a dog and a large bug. The dog looks very familiar.~ #9769 statue order~ order, the god of Reason~ Order stands here, in all of his majesty.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_GLOW|ITEM_FLAG_HUM|ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E statue order~ On closer look, you see that it is really a statue, not Order himself. You were fooled because the image was so life-like. Only the best of the immortal artists could have done such a detailed work.~ #9770 painting ystroth~ a painting of Ystroth~ A painting of Ystroth graces the wall here.~ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL 0 0 0 0 0 32000 1 1 E painting ystroth~ The painting depicts a regal being standing amidst the ruins of a great battlefield. The being is large, verging on the obese. You cannot figure out if it had arrived too late for the battle, or was merely unscathed by the forray.~ #9775 recall scroll~ a scroll of recall~ A scroll of recall lies on the ground.~ The recall scroll will teleport you to a preset destination.~ ITEM_TYPE_SCROLL ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 12 SPELL_WORD_OF_RECALL SPELL_NONE SPELL_NONE 1 1500 11 #9776 chunk gold~ a chunk of gold~ A chunk of gold catches your eye.~ The chunk of gold glimmers in your eye.~ ITEM_TYPE_TREASURE ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 200 1 #9777 grenade~ the holy hand grenade~ The holy hand grenade is laying on the floor.~ The holy hand grenade has some writing on it.~ ITEM_TYPE_TREASURE ITEM_FLAG_LEVEL ITEM_WEAR_TAKE 0 0 0 0 1 200 1 E writing~ To use the grenade type the command: THREE~ P 0 TRIG_UNKNOWN 100 three OPROG_GOD_COMMAND spit~ P 1 TRIG_TICK 100 OPROG_JUNK #9778 boots~ the chaos boots~ The Chaos boots are walking around on the floor.~ The Chaos boots seem to have a will of their own.~ ITEM_TYPE_ARMOR ITEM_FLAG_NODROP|ITEM_FLAG_NOREMOVE|ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_FEET 10 0 0 0 1 1 25 P 0 TRIG_COMMAND 20 north OPROG_GOD_COMMAND east~ P 1 TRIG_COMMAND 20 east OPROG_GOD_COMMAND south~ P 2 TRIG_COMMAND 20 south OPROG_GOD_COMMAND west~ P 3 TRIG_COMMAND 20 west OPROG_GOD_COMMAND north~ P 4 TRIG_COMMAND 20 up OPROG_GOD_COMMAND down~ P 5 TRIG_COMMAND 20 down OPROG_GOD_COMMAND up~ P 6 TRIG_TICK 20 OPROG_GOD_COMMAND north~ P 7 TRIG_TICK 20 OPROG_GOD_COMMAND south~ P 8 TRIG_TICK 20 OPROG_GOD_COMMAND east~ P 9 TRIG_TICK 20 OPROG_GOD_COMMAND west~ P 10 TRIG_COMMAND 100 kill OPROG_ECHO Try being friendly more often!~ #9779 donation pit~ the donation pit~ A large pit is filled with items for the needy.~ You smile as you see the huge shimmering pit before you. You can't wait to examine pit or look in pit and grab free items which were left here by kind hearted adventurers.~ ITEM_TYPE_CONTAINER ITEM_FLAG_MAGIC|ITEM_FLAG_LEVEL 0 5000 0 0 0 1 10 217 #9780 book commands one brown~ A brown book on commands: volume I~ A brown book lies here.~ To read the book, simply type 'look pages'. The cover indicates that this book was written by "Emperor".~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 1 250 1 E pages~ Experience will expose you to a number of potentially useful commands on Mortal Realms. But to offset the need for such experience, a listing and explanation of many of these commands are within the pages of this book. The "Area" command. This command can be used to see how many players are currently visiting an area, or how many rooms are there, or how many mobiles (monsters) exist there. It is a useful way to get info on an area without wading through the voluminous area list. EXAMPLE OF USING THE "AREA" COMMAND: area savant village This would show you a quick view of the statistics on the area known as Savant Village. For more information type: HELP AREA. The "Buffer" command. This command lets you scroll back and see what took place on your screen in the not-too-distant past. It is extremely useful to see who told you what while you were AFK, or to go back and see what it was that a particular quest mob told you. EXAMPLE OF USING THE "BUFFER" COMMAND: buffer 1 This would show you everything that scrolled across your screen one (1) page ago. For more information type: HELP BUFFER. The "Grep" command. This keyword can be just as useful as the Buffer command, and it is commonly used for the same reasons. Grep allows me to search my not-too-distant past for a specific word. EXAMPLE OF USING THE "GREP" COMMAND: grep talk This would show you all lines that appeared on my screen that contained the word "talk" in the not-too-distant past. For more information type: HELP GREP. ~ #9781 book commands two purple~ A purple book on commands: volume II~ A purple book lies here.~ {150}This book includes writing on topics pertaining to the tactical display. These commands are everything you need to make your screen both pretty and practical. All of these commands require that you use the VT102 interface. To read the book, simply type 'look <number>'. Number being one of the following topics:{170} 1. Tactical 2. Tactical Index 3. {110}C{120}o{130}l{140}o{150}r{170} 4. VT102 {150}The cover indicates that this book was written by {170}Jaxom{150}.{300}~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 1 250 1 E 1 tactical~ {070}Tactical Display The tactical display is what gives you a heads up view of what is taking place on the mud around you. It is configurable to any size for the preferance of the user. Typing "tactical 4" will bring up the smallest map size available. Larger or smaller numbers will change the size accordingly. Once you have brought up a tactical display it will show you several things. One of which is a map in the top right side of the screen. This map includes a short name of the rooms leading from the one you are in, with the room you are in centered in the right side of the display. The left side of the display will list the names of the characters and mobiles(monsters) in the room with you. Next to each name there will be three letters or numbers. The first is the health of that character ranging from {120}F{300} {070}to{300} {110}0{070}, F being Full hit points, and 0 being 0% of hit points remaining. The next two letters or numbers are the tactical index which is explained in topic "2". More information can be found by typing "help tactical"{300} ~ E 2 index~ {070}Tactical Index {070}The tactical index is the two numbers, letters or symbols between a mobile or characters health and its name. These letters and numbers do more than create cool words and patterns. They are used to denote who a mob or character is fighting. When a mob is fighting it will include a ">" after its name which points to the index of what it is fighting. Because of this it is important to set your index to something unique and recognizable. For instance I would set my index to Ja by typing "tactical index Ja". I would thereafter see myself on the tactical display as:{300} {120}F{300}Ja{150}Jaxom{300}{070} If I were fighting a mob named Bad Guy it would show the following on my tactical display: {120}F{300}Ja{150}Jaxom{300}>Bg{070} {010}2{300}Bg{170}Bad Guy{300}>Ja{070} In this way you can determine who is fighting what in a room. More information can be found by typing "help tactical" ~ E 3 color~ {110}C{120}o{130}l{140}o{150}r{070} The color command includes more than just a simple on and off although that is where it all starts. Typing "color on" will turn on your color display just as "color off" will turn it off. Remember you must be in VT102 mode in order to use color. Typing "color" on its own will give you a list of all the colors used in your tactical display. With the defaults it will create quite a rainbow on your screen. Any of the colors on your tactical display can be changed at any time using the color command. The format for the command is: color <text type to change> <foreground color> <background color> For instance typing "color 1 0 7" will change a part of your tactical display to a{300} {107}white text with a black background.{300} {070}More information can be found by typing "help color"{300} ~ E 4 vt102~ {070}VT102 This is the interface that makes the whole tactical display and color possible. Typing "vt102 on" turns it on just as "vt102 off" turns it off. While in VT102 mode you may need to configure the number of lines used by your screen. A standard size would be 24 lines so you would type "vt24" to set your tactical to that. The number of lines will of course be dependant on your telnet client and monitor etc. More information can be found by typing "help vt102"{300} ~ #9782 book commands three green~ A green book on commands: volume III~ A green book lies here.~ {120}This book includes writing on topics pertaining to the spam in fights. To read the book, simply type 'look spam' and 'look fight'. {120}The cover indicates that this book was written by {170}Jaxom{150}.{300}~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 1 250 1 E spam~ {070}SPAM Spam is text that fills the screen making things scroll off of it. A minimum amount of spam is legal, but when a person fills others screens with too much text, it is called Spamming someone. This is considered illegal when it involves 4 or more lines of text. So try not to be too much of an annoyance. For a greater list of MR policies type "help mrpd".{300} ~ E fight~ {070}Fight Spam Spam is text that fills the screen making things scroll off of it. Fights tend to cause a lot of this unless you know how to set things otherwise. In order to look at the spam settings you would type "spam". From there you may choose which if any spam settings you wish to change. To do so you would type "spam <letter>" where letter denotes the letter associated with a specific spam. For instance, if you typed "spam b", you would no longer be told when you miss an attack. "spam k" is an important one to set when you are grouped with others, as this will give you a report each round on the hit points of others in your group. Those with at least average internet links can handle "spam a", "spam c", and "spam k" on even in the largest fights.{300} ~ #9783 book commands four blue~ A blue book on commands: volume IV~ A blue book lies here.~ {140}This book includes writing on topics pertaining to the config commands. These commands are everything you need to make your life easier. All of these config commands can be toggled with either a + or a -. More help on configs can be found by typing "help config". To read the book, simply type "look <topic>". Topic being one of the following:{170} 1. Split 2. Exp 3. Brief 4. Castles 5. Peek 6. Autoloot 7. Quiet 8. Chat {140}The cover indicates that this book was written by {170}Jaxom{140}.{300}~ ITEM_TYPE_TRASH ITEM_FLAG_LEVEL ITEM_WEAR_TAKE|ITEM_WEAR_HOLD 0 0 0 0 1 250 1 E split~ {070}Split The split config is one of the first settings you should change when you create a new character. By typing "config +split" you will have your character automatically pick up all gold dropped by a corpse and split it between all members of the group. This saves a lot of time over manually picking up gold all the time.{300} ~ E exp~ {070}Exp Exp is a config that saves you from using the level command to figure out how much your character has to level. By typing "configb +exp" your display at the bottom of the screen will now show experience need to level rather than total experience gained.{300} ~ E brief~ {070}Brief Brief is a config that most players eventually use. The brief toggle determines whether or not you see room descriptions. So that an experienced player may type "config +brief" when walking through rooms they are familiar with. This save much time and spam and is great for those who are charged for the internet by the byte.{300}~ E castles~ {070}Castles The castles config is one that can save on a lot of confusion when exploring a new area. If you type "configb -castles" you will no longer see the entrances to player's castles. This can be very handy when you are lost in a place you have never been or when you are trying to go somewhere given directions.{300} ~ E peek~ {070}Peek This is a config used only by rogues. When a rogue with the peek skill looks at a player he will find a huge list of equipment that shoots off his screen making things difficult to see when you are trying to figure out what equipment a player is wearing. By typing "configb -peek" you will not see the equipment a player has in inventory any more.{300} ~ E autoloot~ {070}Autoloot This config is often used by new players but later turned off as a character gains in level. If you type "config +autoloot" you will automatically pick up all equipment that drops from a corpse you have just killed. This saves on time and is excellent for the lower levels when you need all the gold and equipment you can find. At the higher levels, however, it tends to just clutter your inventory.{300} ~ E quiet~ {070}Quiet The quiet config is a command that comes in useful when killing mobs that drop lots of equipment. By typing "config +quiet" you will no longer see any equipment that drops out of a corpse. This is nice when ten things drop out of a mob each kill but remember to turn it back off when you go to kill a mob for its equipment. Otherwise you may find it a bit confusing as to why you didn't see a mob drop its equipment.{300} ~ E chat~ {070}Chat This config is one of the most used configs in both directions. The racial chat channel is turned on and off in this way. The default setting is on, so type "config -chat" to turn it off. Most new players tend to keep the chat open as it is a good way to gather information. More experienced players either turn the chat off if they are busy leveling and not wanting to be spammed by chat, or they turn it on if they feel like talking.{300} ~ #9784 magical black obelisk monolith~ a black obelisk~ A magical black obelisk stands here.~ The obelisk has the power to take you to far away lands so that you can gain experience killing mobs a bit tougher than in the Entrance Tower. A plaque on the obelisk reads: {170} ________________________________________________________________ {170} / \ {170} | INSTRUCTIONS FOR USING THE OBELISK | {170} | Simply say the name of the location to which you would like | {170} | to travel and the obelisk will magically transport you. | {170} | | {170} | Available locations include: Recommended levels: | {170} | | {170} | Antarctica Levels 10-25 | {170} | Dangerous Neighborhood Levels 5-15 | {170} | Deeve Levels 5-15 | {170} | Dwarven Day Care Levels 1-10 | {170} | Gnome Village Levels 5-15 | {170} | Holy Grove Levels 5-20 | {170} | Kytar Levels 5-30 | {170} | Monster Pit Levels 5-10 | {170} | Shire Levels 5-35 | {170} | University of MR Levels 10-25 | {170} | Wyvern's Tower Levels 5-20 | {170} \________________________________________________________________/ ~ ITEM_TYPE_FURNITURE ITEM_FLAG_LEVEL 0 0 0 0 0 100 0 1 #0 #ROOMS #9700 A chaotic corner of the city.~ There are several by-standers watching you as you try to work your way through this darkened corner of the road. Above you seems to be stairs that spiral up into a tower of some kind.~ 97 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9701 DDIR_SOUTH ~ ~ 0 -1 9710 S #9701 North Chaos road.~ You are on a road that wanders through many empty and abandoned tents and stalls. Above you the many spiralling towers salute to the greatness of their previous majesty.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9702 DDIR_WEST ~ ~ 0 -1 9700 S #9702 North Chaos road.~ You are at the back of many bustling tents and people milling about. West of you there are some abandoned tents and stalls. Many large towers rise up above you, looking as if they will crumble any minute.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9703 DDIR_WEST ~ ~ 0 -1 9701 S #9703 North Entrance of Chakkor.~ You are at one of the most crowded places in the Realm. There is black smoke floating across the muddied courtyard. Nearly all the traffic seems to be moving north or south, although quite a few are hearing off towards the Temple to the east.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 17224 DDIR_EAST ~ ~ 0 -1 9704 DDIR_SOUTH ~ ~ 0 -1 9713 DDIR_WEST ~ ~ 0 -1 9702 S #9704 Blacksmith Guild.~ This is one of the very few Guilds in the city of Chakkor that allow anyone to enter. There is black smoke floating everywhere, just above head level. Loud banks of hammers rivet the room. There are several very large men working here on armor that has suffered too much to be used. There is a sign on the wall.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_WEST ~ ~ 0 -1 9703 E sign~ The sign reads: Welcome to the Blacksmith Guild. Feel free to look around, but be aware that nothing is for sale. We serve those that serve themselves. You may wish to ENGRAVE an item here. Engraving an item will make it stonger, but costs gold. An engraved object cannot be used by a thief. An engraved object's strength depends on the level of the engraver.~ S #9705 Under the Tower of Quin'toBine~ You are standing under the massive tower of Quin'toBine that the original sorcerer emperor ruled from. The only thing that the tower holds now is the school of the sorcerer. The entrance appears to have a sign on it.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9706 DDIR_SOUTH ~ ~ 0 -1 9715 DDIR_UP ~ ~ 0 -1 9815 E sign~ The sign reads: School of Sorcery. Spells for sale.~ S #9706 Dark under the Tower of Quin'toBine~ You are standing under the huge tower that rises up to the sky. The tower is reeking with power and intimidation. It's no wonder that the ruling class used to live here.~ 97 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 9716 DDIR_WEST ~ ~ 0 -1 9705 S #9707 Entrance to the Temple of Chaos~ You are standing at the foot of the largest towering cathedral that has ever been constructed, and ever will. The towers on the five corners lean at peculiar angles, but on a second glance, it's really an optical illusion. There is a large sign above the entrance.~ 97 ROOM_SAFE SECT_CITY DDIR_EAST ~ ~ 0 -1 9708 DDIR_SOUTH ~ ~ 0 -1 9717 E sign~ ^ /|\ | The Temple of Chaos | / | \ Always open to everyone <-------+-------> \ | / The Sanctuary is open only to the Chosen | | Seek always to follow the path of Chaos \|/ v Know the Sign of Chaos as a Four Pointed Arrow~ S #9708 Chaotic Foyer~ There are many many people and creatures milling about here, each heading on their own missions. There are many black robed priests running around. You see a sign on the wall. The Note Board of Chaos and his followers resides here.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_NOTE_BOARD SECT_CITY DDIR_EAST ~ ~ 0 -1 9709 DDIR_SOUTH ~ ~ 0 -1 9718 DDIR_WEST ~ ~ 0 -1 9707 E sign~ Decree of Chaos: All priests and followers of Chaos must run everywhere.~ S #9709 Common room of Chaos~ This is the main meeting hall of the priests of Chaos. There are many rows of seats, and a large dias rising over twenty feet above the people. There is a large chair made of ebony mounted on the dias. Several minstrels sit off to the side of the room. The Ebony Throne sits here.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALTAR_C SECT_CITY DDIR_WEST ~ ~ 0 -1 9708 E chair throne ebony~ The Ebony Throne gives off a swirling blackness that gives you the feeling that Chaos himself was recently here.~ X JOLLFOST.MID~ S #9710 West Road~ This is the west road of Chakkor. There are many small towers erupting here from the west wall. There are large buildings to the east that all face away from you.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9700 DDIR_SOUTH ~ ~ 0 -1 9720 DDIR_WEST ~ ~ 0 -1 30940 S #9711 The Hall of Illusionists~ You are standing before an arched entrance that leads to the north. The path leads into a foggy area filled with imaginary beasts, and unreal people. There is a small statue here.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9809 DDIR_SOUTH ~ ~ 0 -1 9721 E statue~ The small statue of an elf, seems to have a very interesting iron ring.~ E iron ring~ The ring has some inscriptions on it.~ E inscription inscriptions~ To traverse the fog, look at the hiding imp.~ E imp~ The Imp seems to point north, then east, then south, then tells you to look into what the stand under the statue has to show.~ E stand~ The stand points Up to the spot where the Elf waits to train you.~ S #9712 The Leather Shop~ This is a small leather shop. There are racks of chemicals on the lack wall and the smell of animals prevades the shop. The master of the leather shop has all his wares laid out for you to buy.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9713 S #9713 North Road of Chakkor~ You are standing at one of the busiest intersections of Chakkor. People are milling about. The road is covered in mud and muck. The grand temple of Chaos can be seen to the east.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9703 DDIR_EAST ~ ~ 0 -1 9714 DDIR_SOUTH ~ ~ 0 -1 9723 DDIR_WEST ~ ~ 0 -1 9712 S #9714 Quin Road~ This road has many priests and magicians traveling to their various destinations. There is an ornate sign posted here.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9715 DDIR_WEST ~ ~ 0 -1 9713 E sign~ The History of Quin: The Great Emperor Quin of the 'toBine family, founder of the city Chakkor, saved the city from utter destruction by the forces of Order only to be pushed into a stalemate. Quin and his desciples to Chaos seek ever to rule the world.~ S #9715 Quin Road~ You are on one of the few roads on the north ond of the city. There is a massive tower to the north that used to hold the ruling class. Although it appears to be falling down, a good 5 stories still jutt into the sky.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9705 DDIR_WEST ~ ~ 0 -1 9714 S #9716 Grand Quin Road~ This is the most ornately carved and decorated road that has ever existed. There are small gargoyles covering every roof and spire. The road is paved in bricks. There is a small wooden sign posted here.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9706 DDIR_EAST ~ ~ 0 -1 9717 E sign~ The Grand Road of Quin was originally paved in gold, but was later exhumed to provide for the first war with Order. Chaos eventually lost in a stalemate, and was forced to cecede half of the city.~ S #9717 Quin Square~ Quin Square is the heart of Northern Chakkor, with roads leading to the Grand Tower of Quin'toBine, The Temple of Chaos, and the southern shops dictrict. There is a bronze statue here.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9707 DDIR_SOUTH ~ ~ 0 -1 9727 DDIR_WEST ~ ~ 0 -1 9716 E statue~ This is a bronze statue of the Emperor Necromancer Quin'toBine. There is a small plaque at the base of the statue.~ E plaque~ ---------------------------------------------------------------------- || THE EMPEROR QUIN'toBINE AT THE FOUNDING OF THE TEMPLE OF CHAOS || || He delegated many of his lands to the successors of Dregoneous || || after the fall of Southern Chakkor. || ----------------------------------------------------------------------~ S #9718 The entrance to the Inner Sanctum of Chaos~ This is the small guarded entrance to those that are devout followers of Chaos. You may not trespass here.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_CITY DDIR_NORTH ~ ~ 0 -1 9708 DDIR_EAST ~ ~ 0 -1 9719 S #9719 The Inner Sanctum of Chaos~ You are standing in a small room filled with many chairs with people having discussions about their plans of bring Chaos back to the Realm.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_CITY DDIR_WEST ~ ~ 0 -1 9718 S #9720 The West Road of Chakkor~ You are standing under the High Tower of Necromancy. There is a small sign set into the road here.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9710 DDIR_SOUTH ~ ~ 0 -1 9730 DDIR_UP ~ ~ 0 -1 9800 E sign~ The West Road of Chakkor was deemed useless by the architects of Order. We, the followers of Chaos, deem this as Order's first step onto the path of Chaos.~ S #9721 Winding road in North Chakkor~ You are in one of the many winding roads of Northern Chakkor. There are many small shops around the area, and the slight stench of death. You see the east wall of the Tower of Necromancy off to the west.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9711 DDIR_EAST ~ ~ 0 -1 9722 DDIR_SOUTH ~ ~ 0 -1 9731 S #9722 Wendaho Street~ You are on one of the business districts that have fallen into disrepair. There are several shops boarded up here. One shop sign catches your attention.~ 97 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 9732 DDIR_WEST ~ ~ 0 -1 9721 E sign~ Fentor's Shop of Greater Arms. Closed until further notice.~ S #9723 North Road of Chakkor~ You are on the main roadthrough the north of Chakkor. Many people are milling about, looking and buying at the various shops and stalls. The road to the south seems to be diverted because of construction.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9713 DDIR_EAST ~ ~ 0 -1 9724 S #9724 Side Alley off the North Road of Chakkor~ You are on one of the many alleys that infest the northern sections of Chakkor. You see a steaming grate below you. Several rats scurry from around the grating.~ 97 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 9734 DDIR_WEST ~ ~ 0 -1 9723 DDIR_DOWN ~ ~ 0 -1 9803 S #9725 Geeth's Pub~ You are surrounded by drunks, lowlifes, and fiends. The smell of several day old beer permeates the air. There is a large bar on the north wall, and many rows of tables. This appears to be one of the most popular places in Chakkor. People are laughing and talking, and fighting occasionally.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9726 DDIR_UP ~ ~ 0 -1 9813 X BOARHED2.MID~ S #9726 Argnarko Street~ This is one of the many non-interesting roads of northern Chakkor. Many people can be heard from the west, and occasionally a fight spews into the street here.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9727 DDIR_SOUTH ~ ~ 0 -1 9736 DDIR_WEST ~ ~ 0 -1 9725 S #9727 East Road of Chakkor~ The Temple of Chaos rises up in it's full majesty to the north, then your visions clear, and you realize that the slight illusion cast upon the ruined temple makes it appear much larger than is actually is.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9717 DDIR_SOUTH ~ ~ 0 -1 9737 DDIR_WEST ~ ~ 0 -1 9726 S #9728 Sam's Store of Stuffs~ This large area is cram packed with miscellaneous stuff from all over the world. Some of which seems to be valueable, some are just marked wrong. There is a small sign on the wall which attracts little attention.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9729 E sign~ Instructions for those that have never bargained for items before. Please read the HELP on: LIST, BUY, SELL, and VALUE.~ S #9729 The Northern Road of the Merchants Quarter~ This is the northern section of the Merchants Quart of the City. This section of the city actually merges south into the southern section of Chakkor. There is a sign on the wall.~ 97 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 9739 DDIR_WEST ~ ~ 0 -1 9728 E sign~ Opening soon: Angarak's Furs, Balrin's Herbs, and Wortub's House of Tax.~ S #9730 West Road of Chakkor~ This is a fairly unused road that links the northern portion of the city of Chakkor to the western districts.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9720 DDIR_SOUTH ~ ~ 0 -1 9740 S #9731 Morgue~ This room is FILLed with decaying corpses, and rotting meat. There are several slots in the wall where muck is dripping out from cracks. There are 2 corpses on tables currently being opened up and examined by the resident mortician. There is a large sign on the wall.~ 97 ROOM_MORGUE SECT_CITY DDIR_NORTH ~ ~ 0 -1 9721 E sign~ The sign reads: Quin Family Mortuary Corpses recovered, examined, and buried. You may purchase your old corpse here, similar to a normal shop. The corpse will contain all the items that you last had in your corpse. Your corpse will only appear here if it exists in the Realm somewhere.~ S #9732 Wendaho Street~ This is one of the many business districts of Northern Chakkor. This section of the street smells exquisitely discusting.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9722 DDIR_EAST ~ ~ 0 -1 9733 DDIR_SOUTH ~ ~ 0 -1 9742 S #9733 City of Chakkor Cess Pool~ This is the most stinky place in Chakkor, with slime and feces moving in a slow procession from up the street, into one of the many drains that are located at various places here. There is a small sign on the wall~ 97 0 SECT_CITY DDIR_DOWN The Sewer~ ~ 0 -1 7030 DDIR_SOUTH ~ ~ 0 -1 9743 DDIR_WEST ~ ~ 0 -1 9732 E sign~ The sign reads: The change of populace in the city has created a minor emergency in the sewage system of Chakkor. The North Road has been rerouted to the east.~ S #9734 Busy Alley~ This is one of the busiest alleys that you have ever seen. Many faces look at you from under hooded cloaks.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9724 DDIR_EAST ~ ~ 0 -1 9735 S #9735 Busy Alley~ The alley here slightly opens up to the south. There is a suprisingly large amount of traffic in this small alley.~ 97 0 SECT_CITY DDIR_EAST You see the Tower of Training.~ ~ 0 -1 3760 DDIR_SOUTH ~ ~ 0 -1 9745 DDIR_WEST ~ ~ 0 -1 9734 S #9736 Argnarko Street~ This small road has many shops that are either closed currently, or just plain abandoned.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9726 DDIR_SOUTH ~ ~ 0 -1 9746 E guard cityguard~ The Cityguard appears to be mangled beyond recognition. There is a bloody symbol of a 4 pointed arrow cut into his chest.~ S #9737 East Road of Chakkor~ This road is fairly crowded with bustling people and creatures.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9727 DDIR_EAST ~ ~ 0 -1 9738 S #9738 East Road of Chakkor~ This road is fairly crowded with bustling creatures and people.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9739 DDIR_SOUTH ~ ~ 0 -1 9748 DDIR_WEST ~ ~ 0 -1 9737 S #9739 Eastern Business District~ This portion of Northern Chakkor has all the finest warehouses and shops. Shops sell and buy items here with just about anyone.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9729 DDIR_SOUTH ~ ~ 0 -1 9749 DDIR_WEST ~ ~ 0 -1 9738 DDIR_UP ~ ~ 0 -1 30950 S #9740 West Gate of Chakkor~ The gates here have been ripped down and used as roofing material for many of the small huts located just outside of the city. There is a prominent sign here.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9730 DDIR_EAST ~ ~ 0 -1 9741 DDIR_WEST ~ ~ 0 -1 6000 E sign~ The sign has been painted over, but is still faintly legible: Use of City Property for personal use is punishable by Death. Apparently they're a little lax in their laws...~ S #9741 Western Entrance to the City~ This is the Western entrance to the city. From here you may travel west or into the city of Chakkor. There is a small sign here. There is a large sign here.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9742 DDIR_SOUTH ~ ~ 0 -1 9751 DDIR_WEST ~ ~ 0 -1 9740 E sign~ Which sign?~ E small~ The small sign reads: Travel west to leave the city.~ E large~ The large sign reads: Travel east to enter the city of Chakkor.~ S #9742 Wendaho Road~ This is a small business district in Northern Chakkor. Many of the buildings here are destroyed from the battles of the last war between Chaos and Order.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9732 DDIR_WEST ~ ~ 0 -1 9741 S #9743 Edna's Inn~ This place has the most outrageous assortment of denizens of the Realm, of any place in existence. There are several tables here, and a small bar area. There is a small sign posted by the door to the upstairs rooms.~ 97 0 SECT_INN DDIR_NORTH ~ ~ 0 -1 9733 DDIR_EAST ~ ~ 0 -1 9744 DDIR_SOUTH ~ ~ 0 -1 9753 E sign~ The sign reads: No Vacancy.~ X 3RAVENS.MID~ S #9744 Stables~ The smell of manure is ripe here. Horse stalls line the north and east walls. Stable boys run to and fro trying to work with the animals.~ 97 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 9754 DDIR_WEST ~ ~ 0 -1 9743 S #9745 Small Alley~ This small alley seems to go nowhere, yet it also seems highly traversed.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9735 DDIR_SOUTH ~ ~ 0 -1 9755 S #9746 Argnarko Street~ This street could use more lighting. Entrances to houses and villas are scattered on both sides of the street.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9736 DDIR_EAST ~ ~ 0 -1 9747 S #9747 Argnarko Street~ Many people make this street their home. There are doors to courtyards, apartments, and a few small shops.~ 97 0 SECT_CITY DDIR_SOUTH ~ ~ 0 -1 9757 DDIR_WEST ~ ~ 0 -1 9746 S #9748 East road of Chakkor~ This is the road that connects the Temple of Chaos to the Eastern Gates.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9738 DDIR_SOUTH ~ ~ 0 -1 9758 S #9749 Borlon's Jewelry Shop~ This shop is filled with 1 or 2 different items of valueable, but useless worth. Borlon is occasionally here to help you with your purchases.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ 0 -1 9739 S #9750 The western end of Patrokles Avenue.~ Patrokles Avenue comes to an abrupt end here against the western wall of Chakkor. The avenue here appears to be well used for such an out-of-the-way location.~ 97 ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9751 DDIR_SOUTH ~ ~ 0 -1 9760 S #9751 Patrokles Avenue.~ The avenue you are on runs east to west. It appears to lead into a large open area to the east. To the west, you can see the wall of the city and a shop of some sort. Another street leads northward into the chaotic districts of town.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9741 DDIR_EAST ~ ~ 0 -1 9752 DDIR_WEST ~ ~ 0 -1 9750 S #9752 Patrokles Avenue.~ The northern edge of Basher Square is really a part of Patrokles Avenue. The avenue leads east and west. East leads across the top of the square and on into another portion of the avenue. To the west you can make out another street heading north and, in the distance, the western wall of Chakkor.~ 97 ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9753 DDIR_SOUTH ~ ~ 0 -1 9762 DDIR_WEST ~ ~ 0 -1 9751 S #9753 Patrokles Avenue.~ The northern edge of Basher Square is really a part of Patrokles Avenue. The avenue leads east and west. A street from the northern, chaotic regions of the city dumps into the avenue here. To the east you can see more such streets coming out of the north. A look to the west reveals the northwest edge of the square.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9743 DDIR_EAST ~ ~ 0 -1 9754 DDIR_SOUTH ~ ~ 0 -1 9763 DDIR_WEST ~ ~ 0 -1 9752 S #9754 Patrokles Avenue.~ This part of the avenue is interrupted by several streets that lead north into the maze of twisting and turning paths that occupy that part of Chakkor. Patrokles Avenue continues to the east and opens into a large, open area immediately west. Above you there is a floating room that houses the Town Hall.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9744 DDIR_EAST ~ ~ 0 -1 9755 DDIR_WEST ~ ~ 0 -1 9753 DDIR_UP ~ ~ 0 -1 9784 S #9755 Patrokles Avenue.~ This east to west avenue appears much newer than the streets which border it on the north. Just to the east you espy an opening into what appears to be a guild house.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALTAR_C|ROOM_ALTAR_O SECT_CITY DDIR_DOWN ~ ~ 0 -1 10500 DDIR_NORTH ~ ~ 0 -1 9745 DDIR_EAST ~ ~ 0 -1 9756 DDIR_WEST ~ ~ 0 -1 9754 S #9756 Patrokles Avenue.~ At this point on the avenue, you can see several streets leading off into the north immediately to your east and west. You are somehow comforted by the straightness of this particular street.~ 97 ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9757 DDIR_SOUTH ~ ~ 0 -1 9766 DDIR_WEST ~ ~ 0 -1 9755 DDIR_DOWN ~ ~ 0 -1 9816 S #9757 Patrokles Avenue.~ The avenue begins just to the east of your current location. A couple of streets run into this avenue to the north and northeast.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9747 DDIR_EAST ~ ~ 0 -1 9758 DDIR_WEST ~ ~ 0 -1 9756 S #9758 The eastern most end of Patrokles Avenue.~ This is what appears to be the beginning of a long, straight avenue. Peering west for a particularly long time, you think you can see the far wall of Chakkor.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9748 DDIR_EAST ~ ~ 0 -1 17225 DDIR_WEST ~ ~ 0 -1 9757 S #9759 Maetag Weapons.~ If you've ever been to Midgaard, you would recognize the lay-out of this shop. However, the weapons sold here appear to be more dependable and would appear to require less service from the guy behind the counter.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 9778 S #9760 Marlyle's Mystical Magic Shoppe.~ This shop is completely filled with diverse and varied forms of magical items. As you sit and gape at all of the wonderful items, potions, wands, and staffs, wondering what and how much, you suddenly realize that most of what you would want to buy, the extremely rare items, are not for sale.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9750 S #9761 The Knight Errant pub.~ It would appear that the brawl occuring here is both good natured and continuous. Nothing is very damaged, but everything shows the marks of countless fist-fights and wrestlings.~ 97 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 9762 S #9762 The western end of Basher Square.~ The square appears to get a lot of traffic, but everything is reasonably clean. There appears to be some sort of eating establishment across the square to the east.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9752 DDIR_EAST ~ ~ 0 -1 9763 DDIR_SOUTH ~ ~ 0 -1 9772 DDIR_WEST ~ ~ 0 -1 9761 S #9763 The eastern end of Basher Square.~ Standing here, just outside of Lottie's, you can see a large pub to the west.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9753 DDIR_EAST ~ ~ 0 -1 9764 DDIR_SOUTH ~ ~ 0 -1 9773 DDIR_WEST ~ ~ 0 -1 9762 S #9764 Lotti's Bread and Breakfast.~ The smells of freshly baked bread and hot drinks defeat any qualms you might have had when entering this quaint little shop.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_WEST ~ ~ 0 -1 9763 X AGINCOUR.MID~ S #9765 A secret chamber, deep in the heart of Chakkor.~ You, as all elementalists inevitably say, feel a greater kinship with the elements here. The room appears to be located on incongruously strong magical resonance point in the city.~ 97 ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 9766 X ELSLEIN.MID~ S #9766 The Elementalists' private hall.~ Kick back, relax, and jaw around with your guild buds, no-one outside of your guild can enter here.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_ALLOW_ELE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9756 DDIR_WEST ~ ~ 0 -1 9765 S #9767 Psif's Armor Shop.~ The walls are arrayed with common, every day forms of bodily protection. Some items that appear to have come from far-away places are also for sale here.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 9777 S #9768 Jalil's Obedience School.~ Much hustle and bustle occurs in this school so that you can buy the finest of low-grade pets.~ 97 ROOM_INDOORS|ROOM_PET_SHOP SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 9779 S #9769 Orderly pet's room.~ You do NOT belong here! Get hence immediately!~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_CITY S #9770 The western end of Ystroth Boulevard.~ You are blocked from going west by the city wall. East leads on toward the bazaar at the other end of town.~ 97 ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9771 DDIR_SOUTH ~ ~ 0 -1 16014 S #9771 Near the western end of Ystroth Boulevard.~ The boulevard appears to end at the city wall to the west and a glance to the east reveals a small but busy square and an opening leading south.~ 97 ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9772 DDIR_WEST ~ ~ 0 -1 9770 S #9772 Ystroth Boulevard.~ You are at the southwest corner of Basher Square.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9762 DDIR_EAST ~ ~ 0 -1 9773 DDIR_SOUTH ~ ~ 0 -1 9782 DDIR_WEST ~ ~ 0 -1 9771 S #9773 Ystroth Boulevard.~ You are standing at the southeast corner of Basher Square.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9763 DDIR_EAST ~ ~ 0 -1 9774 DDIR_SOUTH ~ ~ 0 -1 30910 DDIR_WEST ~ ~ 0 -1 9772 S #9774 Ystroth Boulevard.~ Ystroth Boulevard cuts between two buildings here, Basher Square is to your immediate west, and a dark alley opens up to your southeast.~ 97 ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9775 DDIR_WEST ~ ~ 0 -1 9773 S #9775 Ystroth Boulevard.~ The boulevard leads into the Grand Bazaar east of here. West leads between two buildings and into the western part of the city.~ 97 ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9776 DDIR_SOUTH ~ ~ 0 -1 9785 DDIR_WEST ~ ~ 0 -1 9774 S #9776 Ystroth Boulevard at the opening to the Grand Bazaar.~ You are standing in a wide entrance to the city's famous "Grand Bazaar."~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 30900 DDIR_EAST ~ ~ 0 -1 9777 DDIR_WEST ~ ~ 0 -1 9775 S #9777 The Grand Bazaar on Ystroth Boulevard.~ All kinds of stands and stores are located here in the bazaar. From where you stand, you could see someone who sells whatever you would ever wanted.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9767 DDIR_EAST ~ ~ 0 -1 9778 DDIR_SOUTH ~ ~ 0 -1 9787 DDIR_WEST ~ ~ 0 -1 9776 S #9778 The Grand Bazaar on Ystroth Boulevard.~ All kinds of stands and stores are located here in the bazaar. From where you stand, you could see someone who sells whatever you would ever wanted.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9759 DDIR_EAST ~ ~ 0 -1 9779 DDIR_SOUTH ~ ~ 0 -1 9788 DDIR_WEST ~ ~ 0 -1 9777 S #9779 The Grand Bazaar at the eastern end of Ystroth Boulevard.~ All kinds of stands and stores are located here in the bazaar. From where you stand, you could see someone who sells whatever you would ever wanted.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9768 DDIR_WEST ~ ~ 0 -1 9778 S #9781 A secret chamber, in the southwest corner of Chakkor.~ This room seems to resonate with the shear energy of physical strength. You feel that you could exercise your life away here.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_EAST ~ ~ 0 -1 9782 X MONTAGNU.MID~ S #9782 The Rangers' private hall.~ Kick back, relax, and jaw around with your guild buds, no-one outside of your guild can enter here.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_ALLOW_RAN SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9772 DDIR_WEST ~ ~ 0 -1 9781 S #9783 Prita's Potent Potion Place.~ Wow, the power here seems to over-whelm you. The shelves are filled with many exotic and powerful potions.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ door exit~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF 9720 9793 S #9784 The Town Hall.~ When Order and/or Chaos deem it necessary, everyone in the world can gather here to discuss whatever important questions exist.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_DOWN ~ ~ 0 -1 9754 S #9785 A dark passage between buildings.~ Are you kidding? This is a dark alley!~ 97 ROOM_DARK|ROOM_NO_MOB|ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9775 DDIR_SOUTH ~ ~ 0 -1 9795 DDIR_WEST ~ ~ 0 -1 30996 S #9786 A secret chamber, in the southeast corner of Chakkor.~ In this room, you feel like you are much closer to God. Somehow, you think your prayers will be better heard here.~ 97 ROOM_NO_MOB|ROOM_INDOORS SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 9796 S #9787 The northern end of Sr Lane.~ This is a narrow lane that runs along the western side of the Temple of Order.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9777 DDIR_EAST ~ ~ 0 -1 9788 DDIR_SOUTH ~ ~ 0 -1 9797 S #9788 The entrance hall to the Temple of Order.~ The temple astounds you with its wonders. Freizes of ancient battles encompassing enormous armies parade across the golden archways over-head.~ 97 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9778 DDIR_EAST ~ ~ 0 -1 9789 DDIR_SOUTH ~ ~ 0 -1 9798 DDIR_WEST ~ ~ 0 -1 9787 S #9789 The Crystal Chamber.~ Beholding all of the wonderful artistry that encompasses this room quiets any doubts you might have had about what the greatest wonder of the world is.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_SOUTH ~ ~ 0 -1 9799 DDIR_WEST ~ ~ 0 -1 9788 S #9790 The western end of a dark alley.~ Are you kidding? This is a dark alley!~ 97 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9791 S #9791 A dark alley.~ Are you kidding? This is a dark alley!~ 97 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9792 DDIR_WEST ~ ~ 0 -1 9790 S #9792 A dark alley.~ Are you kidding? This is a dark alley!~ 97 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9793 DDIR_WEST ~ ~ 0 -1 9791 S #9793 A dark alley.~ Are you kidding? This is a dark alley!~ 97 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_NORTH ~ door~ EX_ISDOOR|EX_CLOSED|EX_LOCKED|EX_HIDDEN|EX_PICKPROOF 9720 9783 DDIR_EAST ~ ~ 0 -1 9794 DDIR_WEST ~ ~ 0 -1 9792 S #9794 A dark alley.~ Are you kidding? This is a dark alley!~ 97 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_EAST ~ ~ 0 -1 9795 DDIR_WEST ~ ~ 0 -1 9793 S #9795 The eastern end of a long, dark alley.~ Are you kidding? This is a dark alley! Get out while you can! There is a small gate that is jarred open to the south.~ 97 ROOM_DARK|ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9785 DDIR_SOUTH ~ ~ 0 -1 17232 DDIR_WEST ~ ~ 0 -1 9794 S #9796 The Monks' private hall.~ Kick back, relax, and jaw around with your guild buds, no-one outside of your guild can enter here.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_ALLOW_ELE|ROOM_ALLOW_RAN SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9786 DDIR_EAST ~ ~ 0 -1 9797 X WHATSHAL.MID~ S #9797 The southern end of Sr Lane.~ The western wall of the Temple of Order towers above you here. The entrance to the monk's guild lies to the west.~ 97 ROOM_INDOORS SECT_CITY DDIR_NORTH ~ ~ 0 -1 9787 DDIR_SOUTH ~ ~ 0 -1 30930 DDIR_WEST ~ ~ 0 -1 9796 S #9798 The stacks~ This tremendously comprehensive library appears to hold any and every book ever created. It looks well used.~ 97 ROOM_INDOORS|ROOM_SAFE SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9788 DDIR_EAST ~ ~ 0 -1 9799 S #9799 The Chamber of Order~ When Order occupies the mortal realms, he often visits the temple. It is rumored that he appears here much more than anywhere else in the world.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_SAFE|ROOM_ALTAR_O SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9789 DDIR_WEST ~ ~ 0 -1 9798 X AGRIVENB.MID~ S #9800 Entrance to the Hall of Necromancy~ You are standing in a great foyer at least 50 feet across with an amazingly large spiral staircase rising above the room at least 4 stories, before before vanishing into the maticulously painted ceiling. Statues of all the dead sons and daughters of Chaos surround the chamber in recessed alcoves. The stairs down lead into the city proper. There is a large checkered area on the floor, with small figures moving about. There are plaques to Dregoneous, Rendorous, and Bendabanus.~ 97 0 SECT_CITY DDIR_UP ~ ~ 0 -1 9801 DDIR_DOWN ~ ~ 0 -1 9720 E plaque plaques~ Which plaque?~ E dregoneous~ The plaque under this masculine statue tells the story of the Eldest of the Mortals. He is the father of all Drows, and had the strength of 4 gods. When he walked, even Belial tembled.~ E rendorous~ The plaque under this rather cannine statue tells the story of the court jester that entertained Chaos himself with the most diabolically chaotic feats.~ E Bendabanus~ The plaque under this stalwart figure tells the story of the first of the Humans and how he brought about the best of all those in the followers of Chaos. Yet they were to be the first of the converts into Order, therefore being the thorn in the side of Chaos.~ E checkered chess figures~ The chess set figures move about on their own accord. The Tower of Necromancy has survived the destruction of the Chaos/Order war because this is where they are constantly involved in their games of chess. Some even contemplate that the destruction of the Chess Board would destroy the entire Realm.~ S #9801 Library in the Tower of Necromancy~ There are several rows of tables, with large chairs and candlabras. The walls are covered by scrolls, tomes, books, and parchments of vague spells that only necromancers seem to be able to understand.~ 97 ROOM_ALLOW_ILL|ROOM_ALLOW_RAN SECT_CITY DDIR_UP ~ ~ 0 -1 9802 DDIR_DOWN ~ ~ 0 -1 9800 E scrolls~ One of the scrolls explains: "... The shouts can be heard faintly even when not using the sacred magicks. They emanate from the souls of the dead, screaming for relief from the eternal torment and suffering they must endure. To hear their words you will need the better senses of the detect magic spell. Then, to prompt their shouting, scream loudly. Their wails will then be heard."~ E tomes~ One of the tomes reads: "The song of the dead may be sung to gain entrance to the home and origin of necromancery. The song's words are written in the tongue of our trade, the subject of this tome. The letter A in the common tongue corresponds to the necromancer's Z. The letter B corresponds to the necro's letter A. The letter C corresponds to the necro's let..." The rest of the document is illegible.~ E parchments~ One of the parchments reads: "JDX QSGW SC JDX BXZB XKVF QSPFQ, FVKXQ SC FPQJ PGBXZB DSFX SC XZIJDXG YIPQJ BVIJ, YSCCVG, ASGX, BPQJ SHXG GSO ZQ V QZN NSP TPQJ"~ S #9802 The Chamber of the High Necromancer~ The High Necromancer sits in judgement of all those that study the black arts. There are a few scrolls on the wall, with a large desk here.~ 97 0 SECT_CITY DDIR_DOWN ~ ~ 0 -1 9801 X JANUNS.MID~ S #9803 Sewers~ You are in one of the nastiest smelling places that you have ever been. Rats and large insects can be seen moving about. Several small snakes brush up on your leg. A strange noise can be heard from the west.~ 97 0 SECT_CITY DDIR_NORTH ~ ~ EX_ISDOOR|EX_HIDDEN -1 30960 DDIR_EAST ~ ~ 0 -1 9806 DDIR_WEST ~ ~ 0 -1 9804 DDIR_UP ~ ~ 0 -1 9724 S #9804 Sewers~ This is a very dark section of the nasty sewers. You really should not be down here, as the snakes get larger in this direction. A loud strange noise can be heard from the west.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9803 DDIR_SOUTH ~ ~ 0 -1 9807 DDIR_WEST ~ ~ 0 -1 9805 S #9805 Sewers~ You run into a large mound of dirt blocking the slowly moving cess-pool. There is a large frog here.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9804 E frog~ The frog tells you ,'Go back. You will die if you travel further.' The frog tells you ,'Read the HELP ARENA.' The frog is in perfect health.~ S #9806 Sewers~ You are blocked from going further by a large mound of debris. The stench is aweful. You have mud, and what looks like mud, but smells worse, sticking to your boots. There is a soft moaning sound from the west.~ 97 0 SECT_CITY DDIR_WEST ~ ~ 0 -1 9803 S #9807 Sewer~ This section of the sewer system does not smell bad at all, and you can see some light coming from the east. There is a small table set here in the center of the corridor.~ 97 ROOM_ALLOW_ILL|ROOM_ALLOW_ELE|ROOM_ALLOW_RAN SECT_CITY DDIR_NORTH ~ ~ 0 -1 9804 DDIR_EAST ~ ~ 0 -1 9808 S #9808 Sewer~ This is a well lit, and well aired, section of the underground sewer system. You almost think that this section is habitable, if you got rid of the oversized goons guarding the door.~ 97 0 SECT_CITY DDIR_WEST ~ ~ 0 -1 9807 X LA_ROTTA.MID~ S #9809 The Fog~ You are in a patch of fog.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL|ROOM_ALLOW_ILL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9809 DDIR_EAST ~ ~ 0 -1 9810 DDIR_SOUTH ~ ~ 0 -1 9711 DDIR_WEST ~ ~ 0 -1 9809 DDIR_UP ~ ~ 0 -1 9809 DDIR_DOWN ~ ~ 0 -1 9809 S #9810 The Fog~ You are in a patch of fog.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9809 DDIR_EAST ~ ~ 0 -1 9809 DDIR_SOUTH ~ ~ 0 -1 9811 DDIR_WEST ~ ~ 0 -1 9809 DDIR_UP ~ ~ 0 -1 9809 DDIR_DOWN ~ ~ 0 -1 9809 S #9811 The Fog~ You are in a patch of fog.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9810 DDIR_EAST ~ ~ 0 -1 9809 DDIR_SOUTH ~ ~ 0 -1 9809 DDIR_WEST ~ ~ 0 -1 9809 DDIR_UP ~ ~ 0 -1 9812 DDIR_DOWN ~ ~ 0 -1 9809 S #9812 The Fog~ You are in a patch of fog. There is a small table and a set of chairs.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_INSIDE DDIR_NORTH ~ ~ 0 -1 9809 DDIR_EAST ~ ~ 0 -1 9809 DDIR_SOUTH ~ ~ 0 -1 9809 DDIR_WEST ~ ~ 0 -1 9809 DDIR_UP ~ ~ 0 -1 9809 DDIR_DOWN ~ ~ 0 -1 9811 E chair table chairs~ The table seems to be occupied by your guildmaster.~ X CLKCWNGR.MID~ S #9813 Private Meeting Hall~ You are in the private meeting hall of the merchant Dinum. There are 4 chairs laid out for you to sit in, and a large oak desk by the south wall. The area off to the west is quite large. There is a small picture on the wall.~ 97 ROOM_ALLOW_ILL|ROOM_ALLOW_ELE SECT_CITY DDIR_WEST ~ ~ 0 -1 9814 DDIR_DOWN ~ ~ 0 -1 9725 E picture~ The picture is of the great Rogue Trothgar. As small testament reads: In memory of Trothgar.~ S #9814 Trothgar's Practice Hall~ This is one of the most well equiped training facilities in the Realm. The walls are lined with pictures of great 'Businessmen' and 'Diplomats'. There are several drow assistants here helping with the training of new rogues.~ 97 0 SECT_CITY DDIR_EAST ~ ~ 0 -1 9813 X HOLBMVYL.MID~ S #9815 The magic shop of Quin`toBine~ This is a very decrepid magic shop with scrolls laying around on the floors. There are many acolytes running around, and a few priests of Chaos. There is a sign on the wall that doesn't really interest you very much.~ 97 0 SECT_CITY DDIR_DOWN ~ ~ 0 -1 9705 S #9816 The training yard~ This is a room filled with people. They are each doing some task that seems to increase their physical attributes. Some people are sitting in chairs reading and expanding their minds. There is a large man here to help you with your endevores.~ 97 0 SECT_CITY DDIR_UP ~ ~ 0 -1 9756 S #9817 The Arena~ This room is littered with the corpses of dead players. The stench seems almost pleasing. There is a large sign on the wall.~ 97 ROOM_NO_MOB|ROOM_INDOORS|ROOM_NO_RECALL SECT_CITY E sign~ The sign reads, 'Type HELP ARENA for more information.'~ S #0 #RESETS O 0 9784 1 9735 ; obelisk M 0 9812 1 9735 ; obelisketh M 0 9708 1 9762 ; a small elf in The western end of Basher O 0 9779 1 9755 ; the donation pit in Patrokles Avenue. P 0 9780 100 9779 ;A brown book on commands: in the donation pit P 0 9781 100 9779 ;A purple book on commands in the donation pit P 0 9782 100 9779 ;A green book on commands: in the donation pit M 0 9811 1 9755 ; pit in Patrokles Avenue. D 0 9803 DIR_NORTH DOOR_OPEN ;door in Sewers O 0 9766 1 9762 ; a statue of Basher in The western end of Basher O 0 9767 1 9751 ; a statue of Patrokles in Patrokles Avenue. O 0 9768 1 9797 ; a statue of Sr in The southern end of Sr La O 0 9769 1 9799 ; order, the god of Reason in The Chamber of Order O 0 9770 1 9774 ; a painting of Ystroth in Ystroth Boulevard. M 0 9753 1 9783 ; Prita in Prita's Potent Potion Pla G 1 9700 10000 ;a potion of refresh with G 1 9701 10000 ;a potion of pass door and G 1 9702 10000 ;a potion of infravision p G 1 9703 10000 ;a potion of weak sanctuar G 1 9704 10000 ;a potion of displaced hea D 0 9783 DIR_SOUTH DOOR_CLOSED_LOCKED ;door in Prita's Potent Potion Pla D 0 9793 DIR_NORTH DOOR_CLOSED_LOCKED ;door in A dark alley. O 0 9760 1 9760 ;a sign behind the counter in Marlyle's Mystical Magic M 0 9750 1 9760 ; Marlyle in Marlyle's Mystical Magic G 1 9710 25000 ;a potion of enhanced sigh G 1 9711 25000 ; a potion of cure poison G 1 9712 25000 ; a scroll of remove curse G 1 9713 25000 ; a wand of armor G 1 9714 25000 ;a scroll of understand an O 0 9761 1 9761 ;a sign behind the counter in The Knight Errant pub. M 0 9754 1 9761 ; the bartender in The Knight Errant pub. G 1 3000 10000 ; a barrel of beer G 1 3001 10000 ; a bottle of beer E 1 9747 10000 WEAR_WIELD ;equip a club O 0 9762 1 9764 ;a sign behind the counter in Lotti's Bread and Breakfa M 0 9755 1 9764 ; Lottie in Lotti's Bread and Breakfa G 1 3009 10000 ; a big pot pie G 1 3100 20000 ; a cup of tea G 1 3101 20000 ; a cup of coffee G 1 3102 20000 ; a cup of water O 0 9763 1 9767 ;a sign behind the counter in Psif's Armor Shop. M 0 9752 1 9767 ; Psif in Psif's Armor Shop. G 1 3072 10000 ; a scale mail jerkin G 1 3073 10000 ; a scale mail coif G 1 3074 10000 ; a long scale mail skirt G 1 3075 10000 ;a pair of reinforced boot G 1 3076 10000 ;a pair of reinforced glov G 1 3077 10000 ;a pair of scale mail slee G 1 3097 10000 ; a small metal shield E 1 9745 10000 WEAR_WIELD ;equip a broadsword O 0 9764 1 9759 ;a sign behind the counter in Maetag Weapons. M 0 9751 1 9759 ; the weaponsmith in Maetag Weapons. G 1 9740 10000 ; a small bow G 1 9741 10000 ; a long bow G 1 9742 10000 ; a crossbow G 1 9743 10000 ; a quiver G 1 9744 10000 ; a dagger G 1 9745 10000 ; a broadsword G 1 9746 20000 ; a throwing knife G 1 9747 10000 ; a club G 1 9750 20000 ; a crossbow bolt G 1 9751 20000 ; a small arrow G 1 9752 20000 ; a flaming arrow E 1 9745 10000 WEAR_WIELD ;equip a broadsword O 0 9765 1 9768 ;a sign behind the counter in Jalil's Obedience School. M 0 9756 1 9768 ; Jalil in Jalil's Obedience School. E 1 9744 10000 WEAR_WIELD ;equip a dagger M 1 3090 9 9769 ; the kitten in Orderly pet's room. M 1 3091 9 9769 ; the puppy in Orderly pet's room. M 1 3092 9 9769 ; the beagle in Orderly pet's room. M 1 3093 9 9769 ; the rottweiler in Orderly pet's room. M 1 3094 9 9769 ; the wolf in Orderly pet's room. M 0 9759 1 9789 ; the healer of Order in The Crystal Chamber. E 1 9745 10000 WEAR_WIELD ;equip a broadsword M 0 9802 1 9725 ; Degar in Geeth's Pub M 0 9803 1 9755 ; Jahred the minstrel in Patrokles Avenue. M 0 9700 5 9771 ; a lonely street sweeper in Near the western end of Y M 1 9700 5 9774 ; a lonely street sweeper in Ystroth Boulevard. M 1 9700 5 9777 ; a lonely street sweeper in The Grand Bazaar on Ystro M 1 9700 5 9750 ; a lonely street sweeper in The western end of Patrok M 1 9700 5 9756 ; a lonely street sweeper in Patrokles Avenue. M 0 9701 8 9761 ; a brawling drunk in The Knight Errant pub. M 0 9760 1 9781 ; the guildmaster in A secret chamber, in the M 0 9761 1 9786 ; the guildmaster in A secret chamber, in the M 0 9762 1 9765 ; the guildmaster in A secret chamber, deep in M 0 9702 2 9770 ; a beggar in The western end of Ystrot M 0 9703 7 9797 ; a pedestrian in The southern end of Sr La M 0 9703 7 9777 ; a pedestrian in The Grand Bazaar on Ystro M 0 9703 7 9779 ; a pedestrian in The Grand Bazaar at the e M 0 9704 7 9796 ; a monk in The Monks' private hall. M 0 9704 7 9788 ; a monk in The entrance hall to the M 0 9704 7 9797 ; a monk in The southern end of Sr La M 0 9704 7 9798 ; a monk in The stacks M 0 9704 7 9799 ; a monk in The Chamber of Order M 0 9705 5 9797 ; a foreigner in The southern end of Sr La M 0 9705 5 9777 ; a foreigner in The Grand Bazaar on Ystro M 0 9705 5 9779 ; a foreigner in The Grand Bazaar at the e M 0 9706 3 9790 ; a mercenary in The western end of a dark E 1 9745 100 WEAR_WIELD ;equip a broadsword M 0 9706 3 9793 ; a mercenary in A dark alley. E 1 9745 100 WEAR_WIELD ;equip a broadsword M 0 9706 3 9785 ; a mercenary in A dark passage between bu E 1 9745 100 WEAR_WIELD ;equip a broadsword M 0 9707 1 9792 ; a cutthroat in A dark alley. E 1 9744 100 WEAR_WIELD ;equip a dagger M 0 3060 5 9777 ; the cityguard in The Grand Bazaar on Ystro M 0 3060 5 9774 ; the cityguard in Ystroth Boulevard. M 0 3060 5 9763 ; the cityguard in The eastern end of Basher M 0 3060 5 9797 ; the cityguard in The southern end of Sr La M 0 3060 5 9779 ; the cityguard in The Grand Bazaar at the e M 0 9800 1 9746 ; the statue in Argnarko Street M 0 9775 1 9704 ; The blacksmith in Blacksmith Guild. M 0 9776 1 9815 ; the magician in The magic shop of Quin`to G 1 3040 20000 ; a scroll of identify G 1 3041 20000 ;a yellow potion of see in G 1 3042 20000 ;a potion of understanding G 1 3043 30000 ; a potion of tongues G 1 9775 15000 ; a scroll of recall M 0 9777 3 9707 ; the priest of Chaos in Entrance to the Temple of M 0 9777 3 9718 ; the priest of Chaos in The entrance to the Inner M 0 9777 3 9709 ; the priest of Chaos in Common room of Chaos M 0 9778 5 9708 ; the student of Chaos in Chaotic Foyer M 0 9778 5 9708 ; the student of Chaos in Chaotic Foyer M 0 9778 5 9718 ; the student of Chaos in The entrance to the Inner M 0 9778 5 9718 ; the student of Chaos in The entrance to the Inner M 0 9778 5 9719 ; the student of Chaos in The Inner Sanctum of Chao M 0 9779 1 9711 ; the guard in The Hall of Illusionists M 0 9780 1 9812 ; the master of illusion in The Fog M 0 9781 1 9712 ; Lar the Master Tanner in The Leather Shop G 1 3060 30000 ; a leather jerkin G 1 3061 30000 ; a leather cap G 1 3062 30000 ; a pair of leather pants G 1 3063 30000 ; a pair of leather boots G 1 3064 30000 ; a pair of leather gloves G 1 3065 30000 ;a pair of leather sleeves G 1 3066 30000 ; a studded leather jerkin G 1 3067 30000 ; a hard leather cap G 1 3068 30000 ;a pair of studded leather G 1 3069 30000 ;a pair of hard leather bo G 1 3070 30000 ;a pair of hard leather gl G 1 3071 30000 ;a pair of studded leather M 0 9782 1 9719 ;Tsi the High Priest of Ch in The Inner Sanctum of Chao M 0 9783 1 9800 ; the chess piece in Entrance to the Hall of N M 0 9784 1 9802 ; the master of necromancy in The Chamber of the High N M 0 9785 1 9801 ; the guard in Library in the Tower of N M 0 9786 1 9807 ; the guard in Sewer M 0 9787 1 9808 ; the man in Sewer M 0 9788 1 9813 ; the guard in Private Meeting Hall M 0 9789 1 9814 ; Dinum in Trothgar's Practice Hall M 0 9790 1 9728 ; Sam Waldon in Sam's Store of Stuffs G 1 9780 20000 ;A brown book on commands: G 1 9781 20000 ;A purple book on commands G 1 9782 20000 ;A green book on commands: G 1 9783 20000 ;A blue book on commands: G 1 3030 20000 ; a torch G 1 3031 20000 ; a hooded brass lantern G 1 3138 29009 ; a buffalo water skin M 0 9791 1 9749 ; Borlon the Jeweler in Borlon's Jewelry Shop G 1 9776 20099 ; a chunk of gold M 0 9792 6 9702 ; the young boy in North Chaos road. M 0 9792 6 9723 ; the young boy in North Road of Chakkor M 0 9792 6 9746 ; the young boy in Argnarko Street M 0 9792 6 9738 ; the young boy in East Road of Chakkor M 0 9792 6 9722 ; the young boy in Wendaho Street M 0 9792 6 9744 ; the young boy in Stables M 0 9793 6 9702 ; the young girl in North Chaos road. M 0 9793 6 9723 ; the young girl in North Road of Chakkor M 0 9793 6 9746 ; the young girl in Argnarko Street M 0 9793 6 9738 ; the young girl in East Road of Chakkor M 0 9793 6 9722 ; the young girl in Wendaho Street M 0 9793 6 9744 ; the young girl in Stables M 0 9794 6 9703 ; the citizen of Chakkor in North Entrance of Chakkor M 0 9794 6 9723 ; the citizen of Chakkor in North Road of Chakkor M 0 9794 6 9735 ; the citizen of Chakkor in Busy Alley M 0 9794 6 9729 ; the citizen of Chakkor in The Northern Road of the M 0 9794 6 9753 ; the citizen of Chakkor in Patrokles Avenue. M 0 9794 6 9758 ; the citizen of Chakkor in The eastern most end of P M 0 9795 3 9800 ;the student of necromancy in Entrance to the Hall of N M 0 9795 3 9700 ;the student of necromancy in A chaotic corner of the c M 0 9795 3 9730 ;the student of necromancy in West Road of Chakkor M 0 9796 3 9711 ; the student of illusion in The Hall of Illusionists M 0 9796 3 9721 ; the student of illusion in Winding road in North Cha M 0 9796 3 9731 ; the student of illusion in Morgue M 0 9797 3 9762 ; the student in The western end of Basher M 0 9797 3 9764 ; the student in Lotti's Bread and Breakfa M 0 9797 3 9767 ; the student in Psif's Armor Shop. M 0 9798 1 9816 ; Dar the Master Trainer in The training yard M 0 9799 1 9731 ; Arctum in Morgue G 1 3041 20000 ;a yellow potion of see in M 0 9801 1 9784 ; Kine in The Town Hall. O 0 9749 2 9784 ; the seats in The Town Hall. O 0 3135 1 9755 ; a fountain in Patrokles Avenue. M 0 9804 1 9778 ; The Lady Stephanie in The Grand Bazaar on Ystro M 0 9805 4 9724 ; The alley cat in Side Alley off the North M 0 9805 4 9745 ; The alley cat in Small Alley M 0 9805 4 9793 ; The alley cat in A dark alley. M 0 9805 4 9720 ; The alley cat in The West Road of Chakkor M 0 9806 3 9721 ; A homeless boy in Winding road in North Cha M 0 9806 3 9717 ; A homeless boy in Quin Square M 0 9806 3 9774 ; A homeless boy in Ystroth Boulevard. M 0 9807 1 9776 ; A shoe shiner in Ystroth Boulevard at the M 0 9808 1 9757 ; A vegetable vendor in Patrokles Avenue. M 0 9809 3 9777 ; A peasant in The Grand Bazaar on Ystro M 0 9809 3 9735 ; A peasant in Busy Alley M 0 9809 3 9787 ; A peasant in The northern end of Sr La M 0 9810 6 9773 ; The parrot in Ystroth Boulevard. M 0 9810 6 9703 ; The parrot in North Entrance of Chakkor M 0 9810 6 9753 ; The parrot in Patrokles Avenue. M 0 9810 6 9743 ; The parrot in Edna's Inn M 0 9810 6 9763 ; The parrot in The eastern end of Basher M 0 9810 6 9739 ; The parrot in Eastern Business District S #SHOPS 9750 ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_POTION ITEM_TYPE_PILL 100 25 0 23 ;Marlyle 9754 ITEM_TYPE_WEAPON ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 50 0 23 ;the bartender 9755 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 25 0 23 ;Lottie 9752 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 25 0 23 ;Psif 9781 ITEM_TYPE_ARMOR ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 28 0 23 ;Lar the Master Tanner 9751 ITEM_TYPE_WEAPON ITEM_TYPE_AMMO ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 25 0 23 ;the weaponsmith 9756 ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 25 0 23 ;Jalil 9753 ITEM_TYPE_POTION ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 35 0 23 ;Prita 9803 ITEM_TYPE_SCROLL ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 35 0 23 ;Jahred the minstrel 9790 ITEM_TYPE_CONTAINER ITEM_TYPE_LIGHT ITEM_TYPE_DRINK_CON ITEM_TYPE_TRASH ITEM_TYPE_NOTHING 100 25 0 23 ;Sam Waldon 9776 ITEM_TYPE_SCROLL ITEM_TYPE_WAND ITEM_TYPE_STAFF ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 25 0 23 ;the magician 9791 ITEM_TYPE_TREASURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 25 0 23 ;Borlon the Jeweler 9799 ITEM_TYPE_POTION ITEM_TYPE_FURNITURE ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING ITEM_TYPE_NOTHING 100 25 0 23 ;Arctum 0 #SPECIALS M 9707 spec_thief M 9759 spec_cast_order M 9782 spec_cast_chaos M 9806 spec_thief O 9749 chakkor_seats O 9769 chakkor_order_statue S #$