toc/
toc/account/a/
toc/area/backup/
toc/area/imc/
toc/caste/
toc/caste/backup/
toc/clans/
toc/classes/
toc/crash/
toc/gods/
toc/guilds/
toc/lname/s/
toc/maps/backup/
toc/player/a/
toc/src/
toc/system/backup/
toc/tableprog/
#AREA   Rafermand Camp~



#VERSION 53
#AUTHOR Xerves~

#RANGES
0 0 0 7 0 0 0 0 0
$

#RESETMSG A new band of explorers enter the camp.~

#FLAGS
0 7

#ECONOMY 0 106252977 0

#MOBILES
#21000
Blacksmith~
Blacksmith~
The Blacksmith sits near the back with his hammer hammering away
~
The blacksmith at first glanace is a rough looking human.  It appears
he has been growing a beard as long as he has been alive because it
is almost near the ground.  His skin is rather dark from being around
the ash and fire, and he is built enough to do his job.
~
67108867&4194304 0 0 0 C
0 0 0 0 0 0
20d20+5500 5d5+100 0 0 0
2000 0
112 112 0
22 13 13 13 13 13 13 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21001
William~
William~
William is here teaching the way of the Warrior
~
A tall robust young man.  He appears to be young, but you can tell by
the look on his face, and his scarred body, he has been through many
battles.
~
67108883&4 0 0 0 S
0 0 0 0 0 0
15d15+1200 2d10+35 0 0 0
150 0
112 112 0
#21002
Anthony~
Anthony~
Anthony is here teaching the Art of Thievery
~
Anothony is a rather small human by the normal means of human size.
This probably stands as an advantage for him because of his job of
stealing.
~
67108883&4 0 0 0 S
0 0 0 0 0 0
15d10+1200 8d2+30 0 0 0
300 0
112 112 1
#21003
Nei-Eh~
Nei-Eh~
Nei-Eh is here teaching the art of Hand-To-Hand Combat
~
A fully robed human who appears to have a bold head.  He is rather active
in teaching his students the art of hand to hand combat.
~
67108883&4 0 0 0 S
0 0 0 0 0 0
15d2+1200 20d0+5 0 0 0
300 0
112 112 1
#21004
Riona~
Riona~
Riona is here teaching the art of magic to her apprentice mages.
~
Riona is a young elven Mage.  She appears young to your eye, but you
never know how old she is because of her control over magic.  She would
also make a very formable foe.
~
67108883&4 0 0 0 C
0 0 0 0 0 0
10d10+900 2d8+10 0 0 0
500 0
112 112 2
13 13 13 13 13 13 13 15
0 0 0 0 0
1 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21005
Clara~
Clara~
Clara is here teaching her skill in the clerical field.
~
Clara is an elderly dwarven cleric.  She has appeared to learn her
craft very well over the years, which is made apparent by her teaching
style.
~
67108883&4 0 0 0 C
0 0 0 0 0 0
10d12+1050 0d0+0 0 0 0
200 0
112 112 2
13 13 13 13 13 13 13 15
0 0 0 0 0
2 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21006
Shopkeeper~
Shopkeeper~
The Shopkeeper is here selling his leather inventory.
~
A simple human male dressed in traditional clothing.  He makes his
living selling leather products.
~
67108867 0 0 0 C
0 0 0 0 0 0
20d5+1200 0d0+0 0 0 0
15000 0
112 112 1
13 13 13 20 13 13 13 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21007
Shopkeeper~
Shopkeeper~
The Shopkeeper is here selling his supplies.
~
A simple human male dressed in traditional clothing.  He makes his
living selling travel essential supplies.
~
67108867 0 0 0 C
0 0 0 0 0 0
20d5+1200 0d0+0 0 0 0
15000 0
112 112 1
13 13 13 25 13 13 13 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21008
Shopkeeper~
Shopkeeper~
The Shopkeeper is here selling his thirft wares.
~
A simple human male dressed in traditional clothing.  He makes his
living selling thrift items.
~
67108867 0 0 0 S
0 0 0 0 0 0
20d5+1200 0d0+0 0 0 0
15000 0
112 112 1
#21009
Ore Trader~
Ore Trader~
The Ore Trader is here selling you his ore.
~
An elven man, he appears to be a seasoned fighter by the way he walks
around, and the armor that he is wearing.  It is probably a good guess
that he has found this ore that he is selling, and now he is making money
on selling it.
~
67108867 0 0 0 C
0 0 0 0 0 0
10d10+1200 0d0+0 0 0 0
80000 0
112 112 1
13 13 13 13 13 13 13 15
0 0 0 0 0
1 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21010
Shopkeeper~
Shopkeeper~
The Shopkeeper is here selling weapons.
~
A simple human male dressed in traditional clothing.  He makes his
living selling weapons.
~
67110915 0 0 0 S
0 0 0 0 0 0
20d5+1200 0d0+0 0 0 0
80000 0
112 112 1
#21011
Shopkeeper~
Shopkeeper~
The Shopkeeper is here selling armor.
~
A simple human male dressed in traditional clothing.  He makes his
living selling armor.
~
2051 0 0 0 S
0 0 0 0 0 0
20d5+1200 0d0+0 0 0 0
80000 0
112 112 1
#21012
Norean Hobbit~
Norean the Hobbit~
Norean the Hobbit is here bending weapons and armor back into shape.
~
A short but stout little hobbit.  He appears to have a very good craft
going on here and seems to be very good at it by the size of the inventory
he has.
~
67108867 0 0 0 C
0 0 0 0 0 0
5d20+1200 0d0+0 0 0 0
10000 0
112 112 0
19 15 14 17 18 13 15 15
0 0 0 0 0
4 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21013
Ryan Man Banker~
Ryan the Banker~
Ryan the banker is here counting all the money.
~
He stands about the average height for a human, but he is vastly overweight.
He seems to take great delight in your and your money bag though.
~
67108875 0 0 0 C
0 0 0 0 0 0
5d10+1000 0d0+0 0 0 0
10000 0
112 112 1
12 18 18 12 12 13 20 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21014
Blacksmith~
Blacksmith~
The Dwarven Blacksmith is here pounding away on ore.
~
A small, but very well built dwarf is here pounding away on ore.  His
skin is very dark, which is probably from all the smoke and ash from
working in this Forge.

~
67108867&4194304 0 0 0 C
0 0 0 0 0 0
20d10+5300 0d0+0 0 0 0
5000 0
112 112 1
23 14 13 14 13 13 13 15
0 0 0 0 0
2 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21015
Ryan~
Ryan the Gemcutter~
Ryan is here examming and cutting gems.
~
A small man, seems to be dressed in fine clothing indicating he has
made a good life on buying gems and selling them back to others who
need the gems.
~
67108867 0 0 0 C
0 0 0 0 0 0
10d10+2000 0d0+0 0 0 0
5000 0
112 112 1
14 17 20 14 12 13 17 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21016
Sylven~
Sylven~
Sylven is here selling her mounts to travelers.
~
Sylven stands silently in the middle of the room and watches as people
pass by her shop and enter into it.  She appears to be the silent type
because she just stands there till someone comes up and asks her a
question.
~
67108867 0 0 0 C
0 0 0 0 0 0
20d5+220 0d0+0 0 0 0
5000 0
112 112 2
14 17 15 14 14 13 17 15
0 0 0 0 0
1 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21017
Mule~
A Mule~
A Mule stands here waiting for its master's command.
~
~
262145&16 0 0 0 C
0 0 2 0 0 0
2d3+20 1d1+1 0 0 0
0 0
112 112 1
12 14 13 14 13 13 13 15
0 0 0 0 0
50 0 0 0 1 1 15
0 4000 40 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21018
Pony~
A Pony~
A pony is standing here awaiting its master's command.
~
~
262145&16 0 0 0 C
0 0 3 0 0 0
3d2+30 1d2+2 0 0 0
0 0
112 112 1
13 13 13 13 13 13 13 15
0 0 0 0 0
86 0 0 0 1 1 15
0 10000 50 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21019
Young Horse~
A Young Horse~
A Young Horse is here awaiting its master's command.
~
~
262145&16 0 0 0 C
0 0 4 0 0 0
2d4+45 2d2+3 0 0 0
0 0
112 112 1
14 13 13 13 13 13 13 15
0 0 0 0 0
86 0 0 0 1 1 15
0 30000 60 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21020
Adult Horse~
An Adult Horse~
An Adult Horse is here awaiting its master's command.
~
~
262145&16 0 0 0 C
0 0 5 0 0 0
2d4+65 2d3+4 0 0 0
0 0
112 112 1
15 13 13 13 13 13 13 15
0 0 0 0 0
86 0 0 0 1 1 15
0 80000 70 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21021
Linsey~
Linsey~
Linsey is here selling books of magic to anyone who will buy.
~
She appears to be wear the typical attire of a mage, light armor, a
robe that establishes her magical sect, and a stave of some sort.  She
appears to be an apprentice though, because she has been left with
the duty of selling books.
~
1073741827&8192 0 0 0 S
0 0 0 0 0 0
2d50+1000 0d0+0 0 0 0
2500 0
112 112 2
#21022
Linsey~
Linsey~
Linsey is here carefully going over and sorting each book.
~
A rather young and short human female.  She appears to be dressed like
most mages are (light armor, robe to identify the group of mages), but
because of the job she has, she is most likely just an apprentice.
~
67108867&8192 0 0 0 C
0 0 0 0 0 0
5d20+850 0d0+0 0 0 0
5000 0
112 112 2
12 18 17 14 12 13 15 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> all_greet_prog 100~
say &w&WHello $n, type &w&Rsbook list&w&W to see a list of books that I sell.
~
|
#21023
War Horse~
A War Horse~
A War Horse is here waiting for its master's command.
~
~
262145&16 0 0 0 C
0 0 7 0 0 0
2d5+90 2d4+5 0 0 0
0 0
112 112 1
17 13 13 13 13 13 13 15
0 0 0 0 0
86 0 0 0 1 1 15
0 400000 75 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21024
William~
William~
William is here selling potions and scrolls
~
Ryan is just a normal human male.  He is about average height and
build, and is probably a child of one of the mages in the back making
the potions and scrolls.
~
67110915 0 0 0 C
0 0 0 0 0 0
20d5+850 0d0+0 0 0 0
8000 0
112 112 1
13 13 13 25 13 13 13 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21025
Ogre Merc~
Ogre Merc~
An Ogre Merc is here ready to do some damage.
~
~
35 0 0 0 C
0 0 0 0 0 0
2d5+450 0d0+0 0 0 0
30000 0
112 112 1
22 14 14 17 19 13 13 15
0 0 0 0 0
3 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 1073741824 530432
#21026
old man cleric~
an old man~
An old man is here healing the sick and hurt.
~
~
67108867&16384 0 0 0 C
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
14 18 18 17 13 13 13 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21300
Rossi Trainer~
Rossi~
Rossi stands here smiling at you.
~
~
67108883&4 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
#21301
Kortin~
Kortin~
Kortin, a hunched small man is here sorting books.
~
~
67108883&8196 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
#21302
Yeshud~
Yeshud the ore trader~
Yeshud the ore trader is standing here piling different ores.
~
~
67108867 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
#21303
Napah~
Napah the lonely smith~
Napah the lonely smith is here hammering down on a large anvil
~
~
67108867 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
#21304
Academy Armorer~
The Academy Armorer~
A lovely academy armorer is here giving out equipment to whoever needs it.
~
~
69206019 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
> speech_prog outfit~
mpechoaround $n &cThe Academy Armorer takes a good look at $n and starts matching equipment that will suit $M.
mpechoat $n &cThe Academy Armorer takes a good look at you and starts matching equipment that will suit you.
if iscarrying($n)==21301
say You already have body armor.
else
mpoload 21301
give Academy1 $n
if iscarrying($n)==21301
emote goes to a nearby crate full of body armor, pulls one out and give it to you.
mpoload 21215
else
say Sorry $n, but you do not have enough room for the body armor, make some room and ask again.
junk academy1
endif
endif
if iscarrying($n)==21302
say You seem to have atleast one gauntlet, if you are missing one, give me the one you have and ask again.
else
mpoload 21302
give Academy2 $n
mpoload 21302
give Academy2 $n
if iscarrying($n)==21302
emote reachs over to a a heap of gauntlets, takes a couple from the bottom of the pile and gives them to you.
mpoload 21215
else
say Sorry $n, but you do not have enough room for both gauntlets.
junk academy2
junk academy2
endif
endif
if iscarrying($n)==21304
say You already have a neck brace.
else
mpoload 21304
give Academy4 $n
if iscarrying($n)==21304
emote goes through a large container, gets a neck brace and gives it to you.
mpoload 21215
else
say Sorry $n, but you do not have enough room a neck brace.
junk academy4
endif
endif
if iscarrying($n)==21303
say You seem to have atleast one greave, if you are missing one, give me the one you have and ask again.
else
mpoload 21303
give Academy3 $n
mpoload 21303
give Academy3 $n
if iscarrying($n)==21303
emote walks behind a few boxes and disappears for a few seconds, he reappear holding two leather greaves, which he gives to you.
mpoload 21215
else
say Sorry $n, but you do not have enough room for both greaves.
junk academy3
junk academy3
endif
endif
if iscarrying($n)==21305
say You already have a cap.
else
mpoload 21305
give Academy5 $n
if iscarrying($n)==21305
emote scans through a pile of caps, sorted by size, gets one exactly your size and gives it to you.
mpoload 21215
else
say Sorry $n, but you do not have enough room a cap.
junk academy5
endif
endif
if OvnumCarry(21215) == 5
say I Gave you a full set of equipment, make sure you &RWEAR&C it all.
say When you are done with it, please bring it back here, don't make my elves run around picking it up.
else
if OvnumCarry(21215) > 0
say Make sure you wear the equipment I gave you.
say And bring it back when you are done with it, please.
else
say You should have all the equipment already, if you are missing anything, look in containers.
say And please remember to bring all of it back here when you are done with it.
endif
endif
eat banana
eat banana
eat banana
eat banana
eat banana
~
> act_prog p gives you Academy Issue Greave.~
say Thanks, I hope you put it into good use.
emote toses the greave to a big pile of greaves.
mppurge academy3
~
> act_prog p gives you Academy Issue Armor.~
say Thanks, I hope you put it into good use.
emote puts the body armor back in its crate.
mppurge academy1
~
> act_prog p gives you Academy Issue Gauntlet.~
say Thanks, I hope you put it into good use.
emote goes over to a heap of gauntlets and puts it down the pile.
mppurge academy2
~
> act_prog p gives you Academy Issue Neck Brace.~
say Thanks, I hope you put it into good use.
emote puts the neck brace in a large container.
mppurge academy4
~
> act_prog p gives you Academy Issue Cap.~
say Thanks, I hope you put it into good use.
emote returns the cap to its proper position in the pile of caps.
mppurge academy5
~
|
#21305
practice dummy ~
a newly created practice dummy ~
Some god abandoned a newly created practice dummy  here.
~
~
1073741825 0 0 0 C
0 0 1 1 1 1
2d2+10 1d1+0 0 0 0
20 0
112 112 0
13 7 7 13 13 13 13 15
0 0 0 0 0
0 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21306
small boar~
A small boar~
A small boar is here snorting away and trying to get free.
~
Just a small boar that was captured out in the wilderness.  Poor thing,
but we all need something to swing at.
~
16777219 0 0 0 C
0 0 2 1 1 1
2d3+7 1d1+0 0 0 0
0 0
112 112 1
14 7 7 13 13 13 13 18
0 0 0 0 0
27 0 0 0 1 1 18
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21307
large baboon~
A large baboon~
A large baboon is here jumping around and screaming.
~
A large baboon that was taken from the Wilderness.  He appears to be
rather pissed about this, but cannot get away.
~
16777219 0 0 0 C
0 0 2 1 1 1
2d6+4 1d1+0 0 0 0
0 0
112 112 1
15 7 7 13 13 13 13 19
0 0 0 0 0
22 0 0 0 1 1 19
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21308
young wolf~
A young wolf~
A young wolf is here sturring around trying to get free.
~
A young wolf captured alive outside in the wilderness.  The wolf appears to be
taken care of since captured, but since people come in here and swing at it, that
won't last very long.
~
16777219 0 0 0 C
0 0 2 1 1 0
3d2+7 1d1+0 0 0 0
0 0
112 112 1
14 7 7 16 13 13 13 20
0 0 0 0 0
69 0 0 0 1 1 20
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21309
giant lizard~
A giant lizard~
A giant lizard shifts back and forth trying to get free.
~
A giant lizard, appearing to be captured from a local desert area.  The lizard
has a slightly harder skin than the other caged mobs, so its armor is slightly
better.  So swing harder!
~
16777219 0 0 0 C
0 0 3 1 1 0
2d2+9 1d1+0 0 0 0
0 0
112 112 1
14 7 7 13 13 13 13 15
0 0 0 0 0
79 0 0 0 1 1 15
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21310
giant rat~
A giant rat~
A giant rat is here looking for a way to escape.
~
A rat that appears to have chewed on one steak too many.  The thing is about
the size of a dog, how utterly disgusting.  Well, time to get to cleaning up
the city.
~
16777219 0 0 0 C
0 0 2 1 1 0
2d2+7 1d1+0 0 0 0
0 0
112 112 1
13 7 7 17 13 13 13 30
0 0 0 0 0
54 0 0 0 1 1 30
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21311
Abandoned Dog~
An Abandoned Dog~
An Abandoned Dog is fanticly trying to escape.
~
Poor dogie, but of been trying to eat something that belonged to one of the
civilians of Rolen Camp.  It is now chained here waiting for its execution.
~
16777219 0 0 0 C
0 0 2 1 1 0
3d2+7 1d1+0 0 0 0
0 0
112 112 1
15 7 7 16 13 13 13 22
0 0 0 0 0
30 0 0 0 1 1 22
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21312
giant snake~
A giant snake~
A giant snake is here slithering around
~
A giant snake that was either cought in town or out in the Wilderness.
Because of its speed, it is a little harder to hit, so good luck.
~
16777219 0 0 0 C
0 0 3 1 1 0
3d4+3 1d1+0 0 0 0
0 0
112 112 1
14 7 7 15 13 13 13 25
0 0 0 0 0
62 0 0 0 1 1 25
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21313
mangled beast~
A mangled beast~
A mangled beast is here snarling and awaiting its lunch.
~
A nasty looking deformed monster.  This mangled beast appears to have
came out of the forests of hell.  Just be careful when fighting this
thing, it appears to be a little bit nastier than the other caged
mobiles.
~
16777219 0 0 0 C
0 0 3 3 3 3
5d3+16 1d3+0 0 0 0
0 0
112 112 1
15 7 7 16 13 13 16 28
0 0 0 0 0
89 0 0 0 1 1 28
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> death_prog 100~
tell $n &w&WGood job in defeating me, say &w&CRolen&w&W to move to Tier2
~
> rand_prog 30~
if rand(30)
emote snarls and attacks the cage.
else
emote growls and screams at the cage.
endif
~
> greet_prog 100~
snarl $n
~
|
#21314
Door guard~
A Door guard~
A guard is here guarding the door and allowing those through who know the password.
~
A tall lanky human who appears to be guarding the door into the next
tier very well.  He possesses the key to move on, but will only open
the door for those who can utter the password to get into the next
tier.
~
67108867 0 4194304 0 C
0 0 15 15 16 15
10d10+8000 2d3+100 0 0 0
500 0
112 112 1
17 18 18 15 17 13 18 70
0 0 0 0 0
0 0 0 0 1 1 70
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> all_greet_prog 100~
if inroom($n) == 21347
tell $n Hello $n, welcome to the gate to Tier 2.  If you wish to continue,
tell $n you need to know the password.  Just say it to continue.
endif
if inroom($n) == 21348
tell $n Hello $n, welcome to the gate to Tier 1.  If you wish to move back into
tell $n Tier 1, just say Rolen to get back to Tier 1.
endif
if inroom($n) == 21379
tell $n Hello $n, welcome to the gate to Tier 3.  If you wish to continue,
tell $n you need to know the password.  Just say it to continue.
endif
if inroom($n) == 21381
tell $n Hello $n, welcome to the gate to Tier 2.  If you wish to move back into
tell $n Tier 2, just say Hobbit to get back to Tier 2.
endif
if inroom($n) == 21417
tell $n Hello $n, welcome to the gate to Tier 4.  If you wish to continue,
tell $n you need to know the password.  Just say it to continue.
endif
if inroom($n) == 21431
tell $n Hello $n, welcome to the gate to Tier 3.  If you wish to move back into
tell $n Tier 3, just say Noven to get back to Tier 3.
endif
~
> speech_prog rolen~
if inroom($i) == 21347
emote smiles and gladly starts to open the door.
unlock n
open n
mpforce $n north
close n
lock n
endif
if inroom($i) == 21348
emote smiles and gladly starts to open the door.
unlock s
open s
mpforce $n south
close s
lock s
endif
~
> speech_prog hobbit~
if inroom($i) == 21379
emote smiles and gladly starts to open the door.
unlock n
open n
mpforce $n north
close n
lock n
endif
if inroom($i) == 21381
emote smiles and gladly starts to open the door.
unlock s
open s
mpforce $n south
close s
lock s
endif
~
> speech_prog noven~
if inroom($i) == 21417
emote smiles and gladly starts to open the door.
unlock n
open n
mpforce $n north
close n
lock n
endif
if inroom($i) == 21431
emote smiles and gladly starts to open the door.
unlock s
open s
mpforce $n south
close s
lock s
endif
~
|
#21315
large grey wolf~
a large grey wolf~
A large grey wolf is here roaming the fields.
~
This wolf appears to be a little bigger than the ones that were caged
back in Tier1.  The wolf looks fairly friendly, but I am sure all that
will change if you swing at it.
~
16777217 0 0 0 C
0 0 3 2 2 2
3d4+13 2d1+1 0 0 0
0 0
112 112 1
15 7 7 16 13 13 13 26
0 0 0 0 0
69 0 0 0 1 1 26
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21316
large rabid dog~
a large rabid dog~
A large rabid dog is moving erraticly through the fields.
~
It appears this dog is ill, very ill.  Instead of trying to get it treated, the
owners just dumped the poor thing here.  Oh well, makes for good practice.
~
16777217 0 0 0 C
0 0 3 2 2 2
3d3+13 3d1+1 0 0 0
0 0
112 112 1
15 7 7 14 13 13 13 24
0 0 0 0 0
30 0 0 0 1 1 24
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21317
large mutated ant~
a large mutated ant~
A large mutated ant is roaming the fields looking for something....
~
Well, it kind of looks like an ant.  Probably some mages idea of a joke, and he/she just
decided to leave it here for the newbies to swing at.  Just be careful, it doesn't appear
to be too happy about its existance.
~
16777217 0 0 0 C
0 0 3 2 2 2
1d25+9 2d1+1 0 0 0
0 0
112 112 1
15 7 7 17 13 13 13 29
0 0 0 0 0
48 0 0 0 1 1 29
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21318
angry knoll~
an angry knoll~
An angry knoll is here marching around looking for trouble.
~
Appears someone decided to capture a knoll and dump it off here.  Unlike some
of the beasts here, a knoll is a humanoid type creature.  However, this one
is not equiped with anything, but still can swing at you pretty good with its
fist.
~
16777217 0 0 0 C
0 0 2 2 2 2
3d4+13 3d1+1 0 0 0
75 0
112 112 1
16 7 7 14 13 13 13 23
0 0 0 0 0
15 0 0 0 1 1 23
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21319
giant black spider~
a giant black spider~
A giant black spider is here crawling quickly over blood soaken grass.
~
A giant black spider, probably the create of some kind of magical spell, but it is possible
it just has eaten enough to get this big.   However it was created, it is fast and dangerious
so be careful with it.
~
16842753 0 0 0 C
0 0 3 2 2 2
3d2+16 2d1+1 0 0 0
0 0
112 112 1
14 7 7 18 13 13 13 33
0 0 0 0 0
63 0 0 0 1 1 33
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21320
bugbear~
bugbear~
A bugbear is roaming the fields confused.
~
A rare humanoid like species that appears to be inhabiting these
fields.  This one appears to be unarmed, which is probably a good
thing.
~
16777217 0 0 0 C
0 0 2 2 2 2
3d5+14 3d1+1 0 0 0
0 0
112 112 1
16 7 7 17 13 13 13 28
0 0 0 0 0
28 0 0 0 1 1 28
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21321
giant angry boar~
a giant angry boar~
A giant angry boar is here snorting and moving around.
~
This boar appears to be a bit bigger than the ones captured in Tier1.  This
boar appears to be rather angry too, so you might think twice before swinging
at it.
~
16777217 0 0 0 C
0 0 3 2 2 2
3d7+12 1d4+0 0 0 0
0 0
112 112 1
17 7 7 15 13 13 13 23
0 0 0 0 0
27 0 0 0 1 1 23
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21322
Lelbel hobbit~
Lelbel the hobbit~
Lelbel the hobbit is here watching over his home.
~
~
3 0 0 0 C
0 0 4 0 0 0
4d4+28 0d0+0 0 0 0
250 0
112 112 1
16 6 6 17 15 13 16 38
0 0 0 0 0
4 0 0 0 1 1 38
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> death_prog 100~
say I am slain.
say To advance to the next level speak &Y'Hobbit' &Cand enter.
say Good luck on your journeys, $n.
~
|
#21323
hobbit miner~
a hobbit miner~
A hobbit miner is here hacking away at some ore.
~
Upon first looking at the small hobbit, he doesn't even look like a hobbit.  His
skin is a charred brown color from being out in the smut, and he appears to look
more like a dwarf from the constant work in the mines.
~
16777217 0 0 0 C
0 0 5 4 4 4
4d3+20 0d0+0 0 0 0
150 0
112 112 1
15 7 7 16 16 13 16 26
0 0 0 0 0
4 0 0 0 1 1 26
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21324
elf miner~
an elf miner~
An elf miner is here hauling around loose ore.
~
A strange looking elf, this elf has been working in the mines way too long.
Most elves have a clean cut, almost awe inspiring beauty, but this one looks
like he has been beaten down by life.
~
16777217 0 0 0 C
0 0 5 4 4 4
4d4+18 0d0+0 0 0 0
150 0
112 112 1
16 7 7 15 16 13 16 25
0 0 0 0 0
1 0 0 0 1 1 25
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21325
human miner~
a human miner~
A human miner is working furiously here in the mines.
~
Hardened by the mining life, this human appears to look content as he works
on extracting the raw resources from the mine.
~
16777217 0 0 0 C
0 0 5 4 4 4
6d4+15 0d0+0 0 0 0
190 0
112 112 1
17 7 7 15 17 13 18 23
0 0 0 0 0
0 0 0 0 1 1 23
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21326
dwarf miner~
a dwarf miner~
A dwarf miner is here collecting ore for transport.
~
The race you are use to seeing in the mines, this dwarf appears to be almost
happy as he continues to finish his days work.
~
16777217 0 0 0 C
0 0 5 4 4 4
3d3+22 0d0+0 0 0 0
130 0
112 112 1
18 7 7 14 18 13 15 22
0 0 0 0 0
2 0 0 0 1 1 22
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21327
ogre miner~
an ogre miner~
An ogre miner is here hauling around a huge load of raw ore.
~
A large looking ogre, this ogre appears almost poised and concentraing on
his work.  Because of his large nature, he is commonly used to transport ore
back and forge and swinging at ore that doesn't want to budge.
~
16777217 0 0 0 C
0 0 5 4 4 4
6d5+16 0d0+0 0 0 0
120 0
112 112 1
20 7 7 13 19 13 13 17
0 0 0 0 0
3 0 0 0 1 1 17
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21328
caged fairy~
a caged fairy~
A caged fairy is here franticly trying to escape his cage.
~
The fairy appears to be near his breaking point.  Fooled into working
in the mines, they were somehow brought here and captured.  Poor fairy.
~
16777219 0 0 0 C
0 0 1 1 1 1
2d3+7 0d0+0 0 0 0
0 0
112 112 1
11 7 7 15 12 13 13 32
0 0 0 0 0
5 0 0 0 1 1 32
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21329
Slave Trader~
a Slave Trader~
A Slave Trader is here watching over the fairy slaves.
~
Rather hard to get a good luck at this scum because he is covering up
his face and skin so that no one can see who he is.
~
131073 0 0 0 C
0 0 0 0 0 0
3d4+19 0d0+0 0 0 0
250 0
112 112 1
17 7 7 16 16 13 17 27
0 0 0 0 0
0 0 0 0 1 1 27
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> greet_prog 100~
if level($n) < 2
say You are not welcome here $n, time for you to DIE!!!!!!
mpkill $n
endif
~
|
#21330
Noven the Gnome~
Noven the Gnome~
Noven the Gnome is here directing the fairy trade.
~
Here stands Noven the Gnome.  Since his jolly good times in the forest
in yonder years, Noven has made a successful return into the fairy
trade.  Now instead of being slaughtered by evil newbies, now he is
here to deal pain to newbies.  GWAHAHAHAHAHAHAHA!!!!
~
3 0 4194304 0 C
0 0 0 0 0 0
8d3+41 0d0+0 0 0 0
1000 0
112 112 1
18 16 16 17 18 13 19 35
0 0 0 0 0
4 0 0 0 1 1 35
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> all_greet_prog 100~
if race($n) == fairy
say How did you escape, oh well, we do not want any fairies with any spirit left
say in their breath.  To the bones I shall add YOU!!!!
mpkill $n
else
tell $n I see you have found me and my trade.  I leave you with the choice
tell $n of forgetting what you seen here and leave.  If you cannot fly out of
tell $n here, you can say "get me out of here" and I will transport you back
tell $n up above.  Or you can challenge me to battle and face my blade.
endif
~
> speech_prog p get me out of here~
tell $n So be it....
mpgoto 21414
mptransfer $n
mpforce $n look
say Foolish mortal, do you think I would let you out alive....
cackle
mpslay $n
mpgoto 21430
~
> death_prog 100~
tell $n &w&WYou are a lot stronger than I thought, I possess the password to get to
tell $n Tier 4.  It is &w&RNoven&w&W.  I will move you back above now, and good luck.
mptransfer $n 21414
~
|
#21331
mighty guard~
A mighty guard~
A mighty guard stands here, staring straight ahead, and at the same time looking directly at you.
~
This mighty guard have an important job, making sure players will not leave 
this camp before they are suited to adventure out in the wilderness. In 
case they are still weak, he will advise them to go north to the academy 
and strengthen before trying to leave. 
~
67108867 0 0 0 C
0 0 15 15 16 15
10d10+8000 2d3+100 0 0 0
500 0
112 112 1
17 18 18 15 17 13 18 70
0 0 0 0 0
0 0 0 0 1 1 70
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> act_prog p leaves south.~
if hps($n) < 40
tell $n Since you are still weak, the administrators of Rolen Camp advise you practice at the newbie school.
tell $n At your current stats, you will not be able to survive at the wilderness outside.
tell $n Just go north until you get to the white # and then go to the practice fields.
tell $n If you wish to go through now, just say &RLEAVE ROLEN&C.
mptransfer $n
mpforce $n l
else
mpat $n mpechoat $n &cA mighty guard watches you from afar, wishing you good luck on your journey.
endif
~
> act_prog p flies south.~
if hps($n) < 40
tell $n Since you are still weak, the administrators of Rolen Camp advise you practice at the newbie school.
tell $n At your current stats, you will not be able to survive at the wilderness outside.
tell $n Just go north until you get to the white # and then go to the practice fields.
tell $n If you wish to go through now, just say &RLEAVE ROLEN&C.
mptransfer $n
mpforce $n l
else
mpat $n mpechoat $n &cA mighty guard watches you from afar, wishing you good luck on your journey.
endif
~
> speech_prog p leave rolen~
if hps($n) < 40
tell $n You should be very careful $n, it is easy to die outside!
mpgoto 21000 
mptransfer $n
mpgoto 21066
mpat $n mpforce $n l
else
say You are free to go south as you please.
endif
~
> act_prog p arrives from the north.~
if hps($n) < 40
tell $n You are still weak, and should not leave to the wilderness yet.
tell $n You should make sure you went through all the rooms in the school to the north
tell $n And fought enough mobs to gain more hp in the battle grounds.
endif
~
> act_prog p flies in from the north.~
if hps($n) < 40
tell $n You are still weak, and should not leave to the wilderness yet.
tell $n You should make sure you went through all the rooms in the school to the north
tell $n And fought enough mobs to gain more hp in the battle grounds.
endif
~
|
#21332
academy guard~
The academy guard~
A tall guard is here overseeing the academy.
~
Proud and tall stands this young man. his starch clean uniform spotless. 
His mundane job doesn't give in his might and abilities in battle. He looks 
lovingly at the young adventurers with dreams and ambitions, reminding him 
of himself when he first walked these grounds. 
~
67108867 0 0 0 C
0 0 15 15 16 15
10d10+8000 2d3+100 0 0 0
500 0
112 112 1
17 18 18 15 17 13 18 70
0 0 0 0 0
0 0 0 0 1 1 70
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> greet_prog 100~
if hps($n) < 40
smile $n
say Hello $n, you seem new to our realm, make sure you visit the school
say and the battle grounds before venturing outside.
say Type &RN&C to go to the shcool, type &RW&C to go to the battle grounds.
endif
~
|
#21333
sneaky thief~
sneaky thief~
A sneaky thief is here looking for a way to make a few dollars
~
As you look at the small man, you can just tell he is here to do no good.  He has
rough, greesy hair and has a few cuts on his rugged face.  As you take more of a
look at him you notice his eyes are shifting all over the place, so who can be
a good person if their eyes are shifty?
~
16842753 0 0 0 C
0 0 3 2 2 2
3d4+20 0d0+0 0 0 0
150 0
112 112 1
16 7 7 14 13 13 13 23
0 0 0 0 0
0 0 0 0 1 1 23
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
> death_prog 100~
tell $n Good job $n, say hobbit at the door to move on.
~
|
#21334
The Quest Giver~
The Quest Giver~
A robbed man, AKA The Quest Giver, is here offering out new dungeons to explore
~
Not much can be told of this man because he is completely cloaked.  He
appears to be human by hight and built, but that is all that can be
gained by looking at him.
~
67108867&134217728 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 1
#21335
Battle Dummy~
a Battle Dummy~
A Battle Dummy is here for you to smack around.
~
~
134217731 0 0 0 C
0 0 1 1 1 1
1d1+20 0d0+0 0 0 0
20 0
112 112 1
13 6 6 13 13 13 13 10
0 0 0 0 0
0 0 0 0 1 1 10
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21336
Combat Dummy~
a Combat Dummy~
A Combat Dummy is here looking for a fight.
~
~
3 0 0 0 C
0 0 1 1 1 1
1d1+20 1d1+0 0 0 0
20 0
112 112 1
13 6 6 13 13 13 13 10
0 0 0 0 0
0 0 0 0 1 1 10
0 0 0 0 0 0 0 0 0 0 0 0 0
100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
0 0 0 0 0 0 0 0 0
#21337
Skien~
Skien~
Skien is here looking to teleport tired adventurers back to Rolen camp.
~
~
67108867 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 1
> speech_prog p get me out of here~
say sure thing boss!
mptransfer $n 21303
mpat $n mpforce $n look
~
> speech_prog p get me out of here.~
say sure thing boss!
mptransfer $n 21303
mpat $n mpforce $n look
~
|
#21338
Guardian of the Halls of Rafermand~
Guardian of the Halls of Rafermand~
The Guardian of the Halls of Rafermand is here watching you.
~
~
67108867 0 4194304 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 1
> all_greet_prog 100~
if ispc($n)
if minutes($n) >= 240
tell $n You are not allowed to be here any longer.  If you wish to visit these
tell $n halls for more information you will need to create another character.
mpforce $n e
else
tell $n Hello and welcome to the Halls of Rafermand.  I hope these Halls give you valuable
tell $n information on how to survive in this cruel, cruel world.  You are welcome to visit
tell $n these halls for the first 4 "logged" hours of gameplay.  You will be safe from
tell $n any attacks while in here.  Please read (HELP TWINK) for information on how the
tell $n system protects you against twink attacks.  Enjoy your stay in Rafermand.
endif
endif
~
|
#21999
Last Mob~
a newly created Last Mob~
Some god abandoned a newly created Last Mob here.
~
~
1073741825 0 0 0 S
0 0 0 0 0 0
0d0+0 0d0+0 0 0 0
0 0
112 112 0
#0


#OBJECTS
#21000
Hand Axe~
A Hand Axe~
Someone has left their Hand Axe here!~
~
5 0&8192 513
1000 3 6 1 -1 -1 0 2 3 1 4 0 5 4
4.000000 800 0 0 0 0 2
'NONE'
#21001
Axe~
An Axe~
Someone has left their Axe here!~
~
5 0&8192 513
1000 3 7 2 -1 -1 0 3 3 2 4 0 10 8
5.000000 1500 0 0 0 0 3
'NONE'
#21002
WarAxe~
A WarAxe~
Someone has left their WarAxe here!~
~
5 0&8192 513
1000 5 7 2 -1 -1 0 3 4 2 5 0 15 12
7.000000 2500 0 0 0 0 4
'NONE'
#21003
Double-Sided Axe~
A Double-Sided Axe~
Someone has left their Double-Sided Axe here!~
~
5 0&8192 513
1000 6 8 3 -1 -1 0 3 5 2 6 0 20 16
8.000000 4000 0 0 0 0 5
'NONE'
#21004
Mattock~
A Mattock~
Someone has left their Mattock here!~
~
5 0&139264 513
1000 7 10 3 -1 -1 0 4 5 2 6 0 25 20
10.000000 6000 0 0 0 0 7
'NONE'
#21005
Great Axe~
A Great Axe~
Someone has left their Great Axe here!~
~
5 0&139264 513
1000 8 12 4 -1 -1 0 5 6 2 8 0 30 24
12.000000 8500 0 0 0 0 8
'NONE'
#21006
Battle Axe~
A Battle Axe~
Someone has left their Battle Axe here!~
~
5 0&139264 513
1000 10 14 5 -1 -1 0 6 6 2 8 0 25 28
15.000000 12000 0 0 0 0 8
'NONE'
#21007
Short Sword~
A Short Sword~
Someone has left their Short Sword here!~
~
5 0&8192 513
1000 2 6 1 -1 -1 0 1 2 2 3 0 5 2
3.000000 1200 0 0 0 0 2
'NONE'
#21008
Cutlass~
A Cutlass~
Someone has left their Cutlass here!~
~
5 0&8192 513
1000 3 6 2 -1 -1 0 1 3 2 4 0 10 4
4.000000 2000 0 0 0 0 3
'NONE'
#21009
Rapier~
A Rapier~
Someone has left their Rapier here!~
~
5 0&8192 513
1000 3 7 2 -1 -1 0 1 2 3 3 0 35 6
3.000000 2000 0 0 0 0 3
'NONE'
#21010
Katana~
A Katana~
Someone has left their Katana here!~
~
5 0&8192 513
1000 3 7 2 -1 -1 0 1 3 3 6 0 20 8
5.000000 5000 0 0 0 0 3
'NONE'
#21011
Broad Sword~
A Broad Sword~
Someone has left their Broad Sword here!~
~
5 0&8192 513
1000 4 8 3 -1 -1 0 2 4 4 5 0 25 10
7.000000 5500 0 0 0 0 4
'NONE'
#21012
Long Sword~
A Long Sword~
Someone has left their Long Sword here!~
~
5 0&8192 513
1000 6 9 3 -1 -1 0 3 4 4 6 0 30 12
9.000000 6500 0 0 0 0 5
'NONE'
#21013
Bastard Sword~
A Bastard Sword~
Someone has left their Bastard Sword here!~
~
5 0&139264 513
1000 8 10 4 -1 -1 0 4 5 4 6 0 32 14
11.000000 8500 0 0 0 0 7
'NONE'
#21014
Claymore~
A Claymore~
Someone has left their Claymore here!~
~
5 0&139264 513
1000 8 12 4 -1 -1 0 5 6 3 7 0 30 18
11.000000 11000 0 0 0 0 7
'NONE'
#21015
Flamberge~
A Flamberge~
Someone has left their Flamberge here!~
~
5 0&139264 513
1000 9 14 5 -1 -1 0 5 6 4 7 0 25 25
14.000000 14500 0 0 0 0 8
'NONE'
#21016
Knife~
A Knife~
Someone has left their Knife here!~
~
5 0&8192&4 513
1000 2 4 0 -1 -1 0 1 1 2 2 0 15 1
0.750000 150 0 0 0 0 1
'NONE'
#21017
Dagger~
A Dagger~
Someone has left their Dagger here!~
~
5 0&8192&4 513
1000 2 5 1 -1 -1 0 1 1 2 3 0 20 2
1.500000 300 0 0 0 0 2
'NONE'
#21018
Dirk~
A Dirk~
Someone has left their Dirk here!~
~
5 0&8192&4 513
1000 1 7 1 -1 -1 0 1 2 2 3 0 25 4
3.000000 550 0 0 0 0 2
'NONE'
#21019
Kris~
A Kris~
Someone has left their Kris here!~
~
5 0&8192 513
1000 4 5 1 -1 -1 0 1 2 3 3 0 25 8
4.000000 1200 0 0 0 0 2
'NONE'
#21020
Cleaver~
A Cleaver~
Someone has left their Cleaver here!~
~
5 0&8192 513
1000 1 10 2 -1 -1 0 2 3 1 4 0 15 10
6.000000 2000 0 0 0 0 3
'NONE'
#21021
Main Gauche~
A Main Gauche~
Someone has left their Main Gauche here!~
~
5 0&8192 513
1000 4 6 2 -1 -1 0 1 3 3 6 0 50 5
5.000000 3500 0 0 0 0 3
'NONE'
#21022
Stiletto~
A Stiletto~
Someone has left their Stiletto here!~
~
5 0&8192 513
1000 5 7 2 -1 -1 0 1 2 4 5 0 40 4
5.000000 7000 0 0 0 0 3
'NONE'
#21023
Pilum~
A Pilum~
Someone has left their Pilum here!~
~
5 0&8192 513
1000 4 6 1 -1 -1 0 1 1 2 2 0 5 2
4.000000 650 0 0 0 0 2
'NONE'
#21024
Lance~
A Lance~
Someone has left their Lance here!~
~
5 0&8192 513
1000 5 6 2 -1 -1 0 1 1 3 2 0 8 5
5.000000 1300 0 0 0 0 6
'NONE'
#21025
Spear~
A Spear~
Someone has left their Spear here!~
~
5 0&139264 513
1000 6 7 2 -1 -1 0 1 2 3 2 0 10 6
6.000000 2000 0 0 0 0 6
'NONE'
#21026
Halberd~
A Halberd~
Someone has left their Halberd here!~
~
5 0&139264 513
1000 7 8 3 -1 -1 0 1 3 3 3 0 15 7
8.000000 3000 0 0 0 0 7
'NONE'
#21027
Glaive~
A Glaive~
Someone has left their Glaive here!~
~
5 0&139264 513
1000 7 10 3 -1 -1 0 1 4 4 3 0 18 8
9.000000 5000 0 0 0 0 8
'NONE'
#21028
Guisarme~
A Guisarme~
Someone has left their Guisarme here!~
~
5 0&139264 513
1000 10 12 4 -1 -1 0 1 5 5 4 0 20 10
12.000000 7500 0 0 0 0 8
'NONE'
#21029
Trident~
A Trident~
Someone has left their Trident here!~
~
5 0&139264 513
1000 11 14 5 -1 -1 0 1 2 7 4 0 25 15
14.000000 10000 0 0 0 0 9
'NONE'
#21030
Club~
A Club~
Someone has left their Club here!~
~
5 0&8192 513
1000 1 6 1 -1 -1 0 2 1 1 3 0 2 3
3.000000 100 0 0 0 0 2
'NONE'
#21031
Hammer~
A Hammer~
Someone has left their Hammer here!~
~
5 0&8192 513
1000 3 8 2 -1 -1 0 3 1 1 3 0 4 8
5.000000 800 0 0 0 0 3
'NONE'
#21032
Mace~
A Mace~
Someone has left their Mace here!~
~
5 0&8192 513
1000 5 8 2 -1 -1 0 3 2 1 4 0 5 10
6.000000 800 0 0 0 0 3
'NONE'
#21033
War Hammer~
A War Hammer~
Someone has left their War Hammer here!~
~
5 0&8192 513
1000 7 9 3 -1 -1 0 4 2 1 5 0 7 15
8.000000 2000 0 0 0 0 4
'NONE'
#21034
Flail~
A Flail~
Someone has left their Flail here!~
~
5 0&8192 513
1000 9 10 4 -1 -1 0 5 3 1 5 0 10 20
10.000000 3500 0 0 0 0 4
'NONE'
#21035
Great Flail~
A Great Flail~
Someone has left their Great Flail here!~
~
5 0&139264 513
1000 7 14 4 -1 -1 0 5 4 1 5 0 12 25
11.000000 5500 0 0 0 0 5
'NONE'
#21036
Morning Star~
A Morning Star~
Someone has left their Morning Star here!~
~
5 0&139264 513
1000 8 16 5 -1 -1 0 6 4 1 6 0 10 35
14.000000 7300 0 0 0 0 6
'NONE'
#21037
Maul~
A Maul~
Someone has left their Maul here!~
~
5 0&139264 513
1000 11 18 6 -1 -1 0 7 4 1 7 0 5 45
18.000000 9100 0 0 0 0 7
'NONE'
#21038
Sceptre~
A Sceptre~
Someone has left their Sceptre here!~
~
5 0&8192 513
1000 1 5 1 -1 -1 0 2 1 1 5 0 3 2
3.000000 800 0 0 0 0 3
'NONE'
#21039
Rod~
A Rod~
Someone has left their Rod here!~
~
5 0&8192 513
1000 3 7 2 -1 -1 0 2 2 1 5 0 5 4
5.000000 1500 0 0 0 0 4
'NONE'
#21040
Weighted-Rod~
A Weighted-Rod~
Someone has left their Weighted-Rod here!~
~
5 0&8192 513
1000 5 7 2 -1 -1 0 3 2 1 6 0 8 6
6.000000 3000 0 0 0 0 4
'NONE'
#21041
Staff~
A Staff~
Someone has left their Staff here!~
~
5 0&8192 513
1000 6 7 3 -1 -1 0 3 3 2 7 0 10 8
7.000000 5000 0 0 0 0 5
'NONE'
#21042
Quarter-Staff~
A Quarter-Staff~
Someone has left their Quarter-Staff here!~
~
5 0&139264 513
1000 7 8 3 -1 -1 0 4 3 2 9 0 14 11
9.000000 7500 0 0 0 0 7
'NONE'
#21043
Battle Staff~
A Battle Staff~
Someone has left their Battle Staff here!~
~
5 0&139264 513
1000 6 10 4 -1 -1 0 5 3 2 10 0 16 14
11.000000 11000 0 0 0 0 9
'NONE'
#21044
Bladed Staff~
A Bladed Staff~
Someone has left their Weighted-Rod here!~
~
5 0&139264 513
1000 9 11 5 -1 -1 0 5 5 3 8 0 20 17
13.000000 15000 0 0 0 0 10
'NONE'
#21045
Chain Mail~
Some Chain Mail~
Someone has left their Chain Mail here!~
~
9 0&8192 9
4 4 4 1000 4 2 0 0 0 0 0 0 0 0
7.000000 5000 0 0 0 0 2
#21046
Chain Hauberk~
Some Chain Hauberk~
Someone has left their Chain Hauberk here!~
~
9 0&8192 9
5 4 4 1000 4 2 0 0 0 0 0 0 0 0
8.000000 7500 0 0 0 0 3
#21047
Ring Mail~
Some Ring Mail~
Someone has left their Ring Mail here!~
~
9 0&8192 9
5 5 5 1000 5 3 0 0 0 0 0 0 0 0
12.000000 11000 0 0 0 0 3
#21048
Double-Ring Mail~
Some Double-Ring Mail~
Someone has left their Double-Ring Mail here!~
~
9 0&8192 9
6 6 6 1000 6 3 0 0 0 0 0 0 0 0
16.000000 16000 0 0 0 0 3
#21049
BreastPlate~
A BreastPlate~
Someone has left their BreastPlate here!~
~
9 0&8192 9
7 7 7 1000 8 4 0 0 0 0 0 0 0 0
24.000000 25000 0 0 0 0 4
#21050
Cuirass~
A Cuirass~
Someone has left their Cuirass here!~
~
9 0&8192 9
9 9 9 1000 9 5 0 0 0 0 0 0 0 0
35.000000 40000 0 0 0 0 5
#21051
Chain Gauntlet~
A Chain Gauntlet~
Someone has left their Chain Gauntlet here!~
~
9 0&8192 65
5 5 5 1000 5 2 0 0 0 0 0 0 0 0
4.000000 2000 0 0 0 0 2
#21052
Ring Gauntlet~
A Ring Gauntlet~
Someone has left their Ring Gauntlet here!~
~
9 0&8192 65
6 6 6 1000 6 3 0 0 0 0 0 0 0 0
6.000000 3500 0 0 0 0 2
#21053
Gauntlet~
A Gauntlet~
Someone has left their Gauntlet here!~
~
9 0&8192 65
8 8 8 1000 8 3 0 0 0 0 0 0 0 0
9.000000 5000 0 0 0 0 3
#21054
Vambrace~
A Vambrace~
Someone has left their Vambrace here!~
~
9 0&8192 65
9 9 9 1000 9 4 0 0 0 0 0 0 0 0
12.000000 9000 0 0 0 0 3
#21055
Chain Greave~
A Chain Greave~
Someone has left their Chain Greave here!~
~
9 0&8192 33
5 5 5 1000 5 2 0 0 0 0 0 0 0 0
5.000000 2500 0 0 0 0 2
#21056
Ring Greave~
A Ring Greave~
Someone has left their Ring Greave here!~
~
9 0&8192 33
6 6 6 1000 6 3 0 0 0 0 0 0 0 0
7.000000 4000 0 0 0 0 2
#21057
Greave~
A Greave~
Someone has left their Greave here!~
~
9 0&8192 33
8 8 8 1000 8 3 0 0 0 0 0 0 0 0
10.000000 6000 0 0 0 0 3
#21058
Cuiss~
A Cuiss~
Someone has left their Cuiss here!~
~
9 0&8192 33
9 9 9 1000 9 4 0 0 0 0 0 0 0 0
13.000000 10000 0 0 0 0 3
#21059
Aventail~
Some Aventail~
Someone has left their Aventail here!~
~
9 0&8192 5
6 6 6 1000 6 2 0 0 0 0 0 0 0 0
2.000000 600 0 0 0 0 1
#21060
Coif~
Some Coif~
Someone has left their Coif here!~
~
9 0&8192 5
7 7 7 1000 7 3 0 0 0 0 0 0 0 0
4.000000 1200 0 0 0 0 2
#21061
Double-Coif~
Some Double-Coif~
Someone has left their Double-Coif here!~
~
9 0&8192 5
9 9 9 1000 8 3 0 0 0 0 0 0 0 0
5.000000 2500 0 0 0 0 2
#21062
Gorget~
A Gorget~
Someone has left their Gorget here!~
~
9 0&8192 5
11 11 11 1000 10 4 0 0 0 0 0 0 0 0
8.000000 5500 0 0 0 0 3
#21063
Cabasset~
A Cabasset~
Someone has left their Cabasset here!~
~
9 0&8192 17
6 6 6 1000 5 2 0 0 0 0 0 0 0 0
3.000000 3000 0 0 0 0 1
#21064
Casque~
A Casque~
Someone has left their Casque here!~
~
9 0&8192 17
7 7 7 1000 6 3 0 0 0 0 0 0 0 0
5.000000 5000 0 0 0 0 2
#21065
Armet~
An Armet~
Someone has left their Armet here!~
~
9 0&8192 17
9 9 9 1000 8 4 0 0 0 0 0 0 0 0
8.000000 7500 0 0 0 0 2
#21066
Heaume~
A Heaume~
Someone has left their Heaume here!~
~
9 0&8192 17
10 10 10 1000 9 5 0 0 0 0 0 0 0 0
10.000000 12000 0 0 0 0 3
#21067
Buckler~
A Buckler~
Someone has left their Buckler here!~
~
9 0&8192 129
50 50 15 0
2.000000 1500 0 0 0 0 1
#21068
Round Shield~
A Round Shield~
Someone has left their Round Shield here!~
~
9 0&8192 129
100 100 20 1
4.000000 2500 0 0 0 0 2
#21069
Heater~
A Heater~
Someone has left their Heater here!~
~
9 0&8192 129
170 170 30 2
6.000000 5000 0 0 0 0 2
#21070
Kite Shield~
A Kite Shield~
Someone has left their Kite Shield here!~
~
9 0&8192 129
250 250 40 3
8.000000 8000 0 0 0 0 3
#21071
Tower Shield~
A Tower Shield~
Someone has left their Tower Shield here!~
~
9 0&8192 129
350 350 55 5
12.000000 12000 0 0 0 0 3
#21072
Pavis~
A Pavis~
Someone has left their Pavis here!~
~
9 0&139264 129
600 600 75 0
16.000000 18000 0 0 0 0 7
#21073
Arrow~
An Arrow~
Someone dropped an arrow here~
~
57 0&8192 65537
0 2 5 0 0 0 0 1 0 1 0 0 0 0
0.400000 15 0 0 0 0 0
E
arrow~
A very simple arrow used to shoot at people with a bow.
~
#21100
Copper Ore~
Some Copper Ore~
Someone has left some Copper Ore here!~
~
8 0 1
0 0 0 0
1.000000 850 0 0 0 0 0
#21101
Copper Slab~
A Copper Slab~
Someone has left a Copper Slab here!~
~
8 0 1
0 0 0 0 200 0 100 0 0 0 0 0 0 0
1.000000 500 0 0 0 0 0
#21102
Bronze Ore~
Some Bronze Ore~
Someone has left some Bronze Ore here!~
~
8 0 1
0 0 0 0
1.000000 1800 0 0 0 0 0
#21103
Bronze Slab~
A Bronze Slab~
Someone has left a Bronze Slab here!~
~
8 0 1
1 1 1 1 220 1 200 0 0 0 0 0 0 0
0.900000 1000 0 0 0 0 0
#21104
Iron Ore~
Some Iron Ore~
Someone has left some Iron Ore here!~
~
8 0 1
0 0 0 0
1.000000 5000 0 0 0 0 0
#21105
Iron Slab~
A Iron Slab~
Someone has left a Iron Slab here!~
~
8 0 1
2 2 2 2 250 2 300 0 0 0 0 0 0 0
1.100000 3000 0 0 0 0 0
#21106
Steel Ore~
Some Steel Ore~
Someone has left some Steel Ore here!~
~
8 0 1
0 0 0 0
1.000000 15000 0 0 0 0 0
#21107
Steel Slab~
A Steel Slab~
Someone has left a Steel Slab here!~
~
8 0 1
3 3 3 4 150 3 400 0 0 0 0 0 0 0
0.700000 8000 0 0 0 0 0
#21108
Dark-Steel Ore~
Some Dark-Steel Ore~
Someone has left some Dark-Steel Ore here!~
~
8 0 1
0 0 0 0
1.000000 18000 0 0 0 0 0
#21109
Dark-Steel Slab~
A Dark-Steel Slab~
Someone has left a Dark-Steel Slab here!~
~
8 0 1
3 3 3 5 120 2 500 0 0 0 0 0 0 0
0.650000 10000 0 0 0 0 0
#21110
Mithril Ore~
Some Mithril Ore~
Someone has left some Mithril Ore here!~
~
8 0 1
0 0 0 0
1.000000 900000 0 0 0 0 0
#21111
Mithril Slab~
A Mithrill Slab~
Someone has left a Mithril Slab here!~
~
8 0 1
8 8 8 17 110 8 1000 0 0 0 0 0 0 0
0.600000 100000 0 0 0 0 0
#21112
Dark-Mithril Ore~
Some Dark-Mithril Ore~
Someone has left some Dark-Mithril Ore here!~
~
8 0 1
0 0 0 0
1.000000 1000000 0 0 0 0 0
#21113
Dark-Mithril Slab~
A Dark-Mithrill Slab~
Someone has left a Dark-Mithril Slab here!~
~
8 0 1
7 8 8 20 90 7 1100 0 0 0 0 0 0 0
0.550000 125000 0 0 0 0 0
#21114
Brass Ore~
Some Brass Ore~
Someone has left some Brass Ore here!~
~
8 0 1
0 0 0 0
1.000000 25000 0 0 0 0 0
#21115
Brass Slab~
A Brass Slab~
Some has left a Brass Slab here!~
~
8 0 1
4 4 4 7 190 4 500 0 0 0 0 0 0 0
0.800000 15000 0 0 0 0 0
#21116
Cobalt Ore~
Some Cobalt Ore~
Someone has left some Cobalt Ore here!~
~
8 0 1
0 0 0 0
1.000000 60000 0 0 0 0 0
#21117
Cobalt Slab~
A Cobalt Slab~
Some has left a Cobalt Slab here!~
~
8 0 1
5 5 5 9 175 5 600 0 0 0 0 0 0 0
0.750000 25000 0 0 0 0 0
#21118
Titanium Ore~
Some Titanium Ore~
Someone has left some Titanium Ore here!~
~
8 0 1
0 0 0 0
1.000000 150000 0 0 0 0 0
#21119
Titanium Slab~
A Titanium Slab~
Some has left a Titanium Slab here!~
~
8 0 1
6 6 6 11 150 6 700 0 0 0 0 0 0 0
0.700000 40000 0 0 0 0 0
#21120
Tungsten Ore~
Some Tungsten Ore~
Someone has left some Tungsten Ore here!~
~
8 0 1
0 0 0 0
1.000000 350000 0 0 0 0 0
#21121
Tungsten Slab~
A Tungsten Slab~
Some has left a Tungsten Slab here!~
~
8 0 1
7 7 7 14 120 7 800 0 0 0 0 0 0 0
1.000000 70000 0 0 0 0 0
#21122
Maegluin Ore~
Some Maegluin Ore~
Someone has left some Maegluin Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21123
Maegluin Slab~
A Maegluin Slab~
Someone has left a Maegluin Slab here!~
~
8 0 1
10 11 10 25 100 10 3000 0 0 0 0 0 0 0
0.500000 175000 0 0 0 0 0
#21124
Gurthnai Ore~
Some Gurthnai Ore~
Someone has left some Gurthnai Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21125
Gurthnai Slab~
A Gurthnai Slab~
Someone has left a Gurthnai Slab here!~
~
8 0 1
10 10 10 27 100 10 3000 0 0 0 0 0 0 0
0.500000 175000 0 0 0 0 0
#21126
Darglin Ore~
Some Darglin Ore~
Someone has left some Darglin Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21127
Darglin Slab~
A Darglin Slab~
Someone has left a Darglin Slab here!~
~
8 0 1
11 10 10 25 100 10 3000 0 0 0 0 0 0 0
0.500000 175000 0 0 0 0 0
#21128
Valthran Ore~
Some Valthran Ore~
Someone has left some Valthran Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21129
Valthran Slab~
A Valthran Slab~
Someone has left a Valthran Slab here!~
~
8 0 1
10 10 11 25 100 10 3000 0 0 0 0 0 0 0
0.500000 175000 0 0 0 0 0
#21130
Sarnos Ore~
Some Sarnos Ore~
Someone has left some Sarnos Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21131
Sarnos Slab~
A Sarnos Slab~
Someone has left a Sarnos Slab here!~
~
8 0 1
10 10 10 25 80 11 3000 0 0 0 0 0 0 0
0.450000 175000 0 0 0 0 0
#21132
Anganar Ore~
Some Anganar Ore~
Someone has left some Anganar Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21133
Anganar Slab~
An Anganar Slab~
Someone has left an Anganar Slab here!~
~
8 0 1
12 12 12 30 85 12 5000 0 0 0 0 0 0 0
0.450000 250000 0 0 0 0 0
#21134
Falasin Ore~
Some Falasin Ore~
Someone has left some Falasin Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21135
Falasin Slab~
A Falasin Slab~
Someone has left a Falasin Slab here!~
~
8 0 1
12 12 12 32 85 12 5000 0 0 0 0 0 0 0
0.450000 250000 0 0 0 0 0
#21136
Khelekir Ore~
Some Khelekir Ore~
Someone has left some Khelekir Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21137
Khelekir Slab~
A Khelekir Slab~
Someone has left a Khelekir Slab here!~
~
8 0 1
12 12 12 30 85 12 5000 0 0 0 0 0 0 0
0.450000 250000 0 0 0 0 0
#21138
Urvaal Ore~
Some Urvaal Ore~
Someone has left some Urvaal Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21139
Urvaal Slab~
An Urvaal Slab~
Someone has left an Urvaal Slab here!~
~
8 0 1
12 12 12 30 85 12 5000 0 0 0 0 0 0 0
0.450000 250000 0 0 0 0 0
#21140
Raukonar Ore~
Some Raukonar Ore~
Someone has left some Raukonar Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21141
Raukonar Slab~
A Raukonar Slab~
Someone has left a Raukonar Slab here!~
~
8 0 1
12 12 12 30 85 12 5000 0 0 0 0 0 0 0
0.450000 250000 0 0 0 0 0
#21142
Adamant Ore~
Some Adamant Ore~
Someone has left some Adamant Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21143
Adamant Slab~
An Adamant Slab~
Someone has left an Adamant Slab here!~
~
8 0 1
14 14 14 40 70 14 1000 0 0 0 0 0 0 0
0.350000 500000 0 0 0 0 0
#21144
Ainalear Ore~
Some Ainalear Ore~
Someone has left some Ainalear Ore here!~
~
8 0 1
0 0 0 0
1.000000 0 0 0 0 0 0
#21145
Ainalear Slab~
An Ainalear Slab~
Someone has left an Ainalear Slab here!~
~
8 0 1
14 14 14 40 70 14 1000 0 0 0 0 0 0 0
0.350000 500000 0 0 0 0 0
#21200
torch~
torch~
A torch lies here on the ground burning away.~
~
1 0 1
0 0 40 0
1.000000 10 0 0 0 0 0
E
torch~
A simple torch.
~
#21201
Leather Armor~
Some Leather Armor~
Someone has left their Leather Armor here!~
~
9 0 9
2 2 2 1000 2 1 0 0 0 0 0 0 0 0
4.000000 1500 0 0 0 0 1
E
Leather Armor~
Leather Armor is just a simple vest made out of hardened Cow Hide and
then is reenforced with a slight mesh inside to make it more comfertable
and Durable.
~
#21202
Leather Gauntlet~
A Leather Gauntlet~
Someone has left their Leather Gauntlet here!~
~
9 0 65
2 2 2 1000 2 1 0 0 0 0 0 0 0 0
2.000000 800 0 0 0 0 1
E
Leather Gauntlet~
Just a simple Gauntlet made out of Hardened Cow Hide.
~
#21203
Leather Greave~
A Leather Greave~
Someone has left their Leather Greave here!~
~
9 0 33
2 2 2 1000 2 1 0 0 0 0 0 0 0 0
3.000000 900 0 0 0 0 1
E
Leather Greave~
Just a simple Greave made out of Hardened Cow Hide.
~
#21204
Leather Neck Brace~
A Leather Neck Brace~
Someone has left their Leather Neck Brace here!~
~
9 0 5
3 3 3 1000 2 1 0 0 0 0 0 0 0 0
1.000000 200 0 0 0 0 1
E
Leather Neck Brace~
A simple neck brace made out of Hardened Cow Hide.
~
#21205
Leather Skull Cap~
A Leather Skull Cap~
Someone has left their Leather Skull Cap here!~
~
9 0 17
3 3 3 1000 2 1 0 0 0 0 0 0 0 0
2.000000 700 0 0 0 0 1
E
Leather Skull Cap~
A simple skull cap made out of Hardened Cow Hide.
~
#21206
Studded Leather Armor~
Some Studded Leather Armor~
Someone has left their Studded Leather Armor here!~
~
9 0 9
3 3 3 1000 3 1 0 0 0 0 0 0 0 0
5.000000 1800 0 0 0 0 1
E
Studded Leather Armor~
A simple vest made out of Hardened Cow Hide.  All around the leather
there are small strips of Metal to make it slightly better than normal
Leather.
~
#21207
Studded Leather Gauntlet~
A Studded Leather Gauntlet~
Someone has left their Studded Leather Gauntlet here!~
~
9 0 65
3 3 3 1000 3 1 0 0 0 0 0 0 0 0
3.000000 1200 0 0 0 0 1
E
Studded Leather Gauntlet~
Just a simple Gauntlet made out of Hardened Cow Hide.  All
around the leather there are small strips of Metal to make it slightly
better than normal Leather.
~
#21208
Studded Leather Greave~
A Studded Leather Greave~
Someone has left their Studded Leather Greave here!~
~
9 0 33
3 3 3 1000 3 1 0 0 0 0 0 0 0 0
4.000000 1300 0 0 0 0 1
E
Studded Leather Greave~
Just a simple Greave made out of Hardened Cow Hide.  All
around the leather there are small strips of Metal to make it slightly
better than normal Leather.
~
#21209
Studded Leather Neck Brace~
A Studded Leather Neck Brace~
Someone has left their Studded Leather Neck Brace here!~
~
9 0 5
4 4 4 1000 3 1 0 0 0 0 0 0 0 0
1.000000 350 0 0 0 0 1
E
Studded Leather Neck Brace~
A simple neck brace made out of Hardened Cow Hide.  All
around the leather there are small strips of Metal to make it slightly
better than normal Leather.
~
#21210
Studded Leather Skull Cap~
A Studded Leather Skull Cap~
Someone has left their Studded Leather Skull Cap here!~
~
9 0 17
4 4 4 1000 3 1 0 0 0 0 0 0 0 0
3.000000 1000 0 0 0 0 1
E
Studded Leather Skull Cap~
A simple skull cap made out of Hardened Cow Hide.  All
around the leather there are small strips of Metal to make it slightly
better than normal Leather.
~
#21211
lantern~
lantern~
A lantern lies here on the ground burning away.~
~
1 0 1
0 0 120 0
1.000000 70 0 0 0 0 0
E
lantern~
A simple lantern.
~
#21212
dragonskin water~
a dragonskin~
A dragonskin useful for holding water is here before your feet.~
~
17 0 1
10 10 0 0
1.000000 80 0 0 0 0 0
E
dragonskin~
A simple leather pouch that can be used to hold water.
~
#21213
large dragonskin~
a large dragonskin~
A large dragonskin that is useful for holding water is here before your feet.~
~
17 0 1
30 30 0 0
5.000000 500 0 21212 0 0 0
E
dragonskin~
A simple leather pouch that can be used to hold water.
~
#21214
apple~
an apple~
A delicious looking apple is here on the ground.~
~
19 0 1
5 0 0 0
1.000000 10 0 0 0 0 0
E
apple~
A hand picked red apple.  Yummy.
~
#21215
banana~
a banana~
A bright yellow banana is here waiting to be eaten~
~
19 0 1
4 0 0 0
1.000000 8 0 0 0 0 0
E
banana~
A full banana, looks fresh.
~
#21216
block of cheese~
a block of cheese~
A block of fresh cut cheese is here before you.~
~
19 0 1
7 0 0 0
2.000000 20 0 0 0 0 0
E
block of cheese~
A good size cut of cheese.  Smells fresh, looks good.
~
#21217
chicken leg~
a chicken leg~
A fresh chicken leg is here on the ground.~
~
19 0 1
9 0 0 0
1.000000 40 0 0 0 0 0
E
chicken leg~
A freshly cut and cooked chicken leg.
~
#21218
slab of beef~
A slab of beef~
A huge pure meat slab of beef is here before you.~
~
19 0 1
14 0 0 0
1.000000 85 0 0 0 0 0
E
slab of beef~
A huge cut of beef, and it is 100 percent meat.
~
#21219
leather pouch~
leather pouch~
Someone has dropped a leather pouch here.~
~
15 0 257
20 0 0 0
1.000000 120 0 0 0 0 0
E
leather pouch~
A small leather pouch, appears to be able to hold a bit of food and
perhaps a weapon or two.
~
#21220
leather bag~
a leather bag~
A leather bag has been left here.~
~
15 0 257
40 0 0 0
3.000000 350 0 0 0 0 0
E
leather bag~
A good size bag that can be attached to the waist.  It appears to be
able to carry a good deal of supplies.
~
#21221
leather backpack~
a leather backpack~
A leather backpack has been dropped here.~
~
15 0 131073
80 0 0 0
6.000000 1200 0 0 0 0 0
E
leather backpack~
A good size backpack.  It appears to be able to hold quite a few number
of items, an essential item while traveling long distances.
~
#21222
Long Sleeve Shirt~
Long Sleeve Shirt~
A Long Sleeve Shirt has been left here.~
~
9 0 9
1 1 1 100 1 0 0 0 0 0 0 0 0 0
1.000000 85 0 0 0 0 0
E
Long Sleeve Shirt~
A simple long sleeved shirt made out of cotton.  Offers a little bit of
protection, but not much compared to leather and metal.
~
#21223
Short Sleeve Shirt~
Short Sleeve Shirt~
A Short Sleeve Shirt has been left here.~
~
9 0 9
1 1 1 100 1 0 0 0 0 0 0 0 0 0
1.000000 85 0 0 0 0 0
E
Short Sleeve Shirt~
A simple short sleeved shirt made out of cotton.  Offers a little bit of
protection, but not much compared to leather and metal.
~
#21224
Mesh Shirt~
Mesh Shirt~
A Mesh Shirt has been left here.~
~
9 0 9
1 1 1 100 1 0 0 0 0 0 0 0 0 0
1.000000 135 0 0 0 0 0
E
Mesh Shirt~
A shirt with a few holes in it.  Less shirt for more money, good idea
is it not?
~
#21225
Multi-color Beanie~
Multi-Color Beanie~
A Multi-Color Beanie has been left here.~
~
9 0 17
1 1 1 100 1 0 0 0 0 0 0 0 0 0
1.000000 100 0 0 0 0 0
E
Multi-color Beanie~
What started out as a kids toy has became some kind of padded head gear for
travelors.  Interesting and sharp at the same time.
~
#21226
iron ring~
An Iron Ring~
An Iron Ring has been left here.~
~
9 0 3
0 0 0 0
0.100000 350 0 0 0 0 0
E
Iron Ring~
A simple ring made out of Iron.  It has been a good luck charm in the camp
for the past few years, or atleast that is how the rumor goes.
~
#21227
charcoal~
Some Charcoal~
Some charcoal has been dropped here.~
~
8 0&16384 1
0 0 0 0
1.000000 12 0 0 0 0 0
#21228
Fountain~
A Fountain~
A fountain is here pouring out fresh, crisp water.~
~
17 0 0
10000 10000 0 0
1.000000 11 0 9006 0 0 0
#21229
scroll of identify~
scroll of identify~
A tightly bound scroll of identify lies here before you.~
~
2 8192 1
50 -1 -1 -1 0 1007 0 0 0 0 0 0 0 0
0.150000 100 0 0 0 0 0
'identify' 'NONE' 'NONE'
#21230
potion of cure light~
potion of cure light~
A small glass potion of cure light lies here.~
~
10 0 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.250000 200 0 0 0 0 0
'cure light' 'NONE' 'NONE'
#21231
potion of cure serious~
potion of cure serious~
A glass potion of cure light has been left here.~
~
10 0 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.250000 550 0 0 0 0 0
'cure serious' 'NONE' 'NONE'
#21232
potion of cure critical~
potion of cure critical~
A glass potion of cure critical has been left here.~
~
10 0 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.250000 1350 0 0 0 0 0
'cure critical' 'NONE' 'NONE'
#21233
potion of heal~
potion of heal~
A glass potion of heal lies here before you.~
~
10 0 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.250000 5000 0 0 0 0 0
'heal' 'NONE' 'NONE'
#21234
scroll of armor~
scroll of armor~
A tightly wrapped scroll of armor has been left here.~
~
2 8192&512 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.150000 550 0 0 0 0 0
'armor' 'NONE' 'NONE'
#21235
scroll of bless~
scroll of bless~
A tightly wrapped scroll of bless has been left here.~
~
2 0 1
0 -1 -1 -1 0 1003 0 0 0 0 0 0 0 0
0.150000 800 0 0 0 0 0
'bless' 'NONE' 'NONE'
#21236
scroll of shield~
scroll of shield~
A tightly wrapped scroll of shield has been left here.~
~
2 0 1
0 -1 -1 -1 0 1003 0 0 0 0 0 0 0 0
0.150000 2500 0 0 0 0 0
'shield' 'NONE' 'NONE'
#21237
potion of refreshment~
potion of refreshment~
A glass potion of refreshment has been left here.~
~
10 0 1
0 -1 142 32 0 1004 0 0 0 0 0 0 0 0
0.250000 450 0 0 0 0 0
'refresh' 'refresh' 'cure light'
#21238
quest token~
quest token~
A quest token has been left here.~
~
8 0 1
0 0 0 0
1.000000 15 0 0 0 0 0
#21239
potion of cure poison~
potion of cure poison~
A glass potion of cure poison has been left here~
~
10 0 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.250000 2500 0 21237 0 0 0
'cure poison' 'NONE' 'NONE'
#21240
scroll of recall~
a scroll of recall~
A rolled up scroll of recall lies here before you.~
~
2 0 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.150000 110 0 0 0 0 0
'word of recall' 'NONE' 'NONE'
#21241
Brown Cloak~
Brown Cloak~
A Brown Cloak lies here waiting for someone to take it.~
~
9 262144&16777216 131073 1
0 0 0 0
1.000000 350 0 0 0 0 2
#21242
Scroll of detect magic~
scroll of detect magic~
A tightly bound scroll of identify lies here before you.~
~
2 0 1
50 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.150000 85 0 21229 0 0 0
'detect magic' 'NONE' 'NONE'
#21243
Mountain Climbing Rope~
a Mountain Climbing Rope~
A simple strong rope used to climb mountains with is here before you.~
~
71 0 1
1 0 0 0
15.000000 2500 0 0 0 0 0
E
mountain climbing rope~
A very sturdy rope used to climb a mountain with.  It is not the most
productive tool to perform such a function, but it works.
~
#21244
Mountaineer Kit~
a Mountaineer Kit~
Before you lies a small kit used to climb mountains.~
~
71 0 1
2 0 0 0
25.000000 6000 0 21243 0 0 0
E
mountaineer kit~
A small kit used to climb a mountain.  It includes your basic rope plus
some special shoes and grips.
~
#21245
expert mountaineer kit~
an Expert Mountaineer Kit~
Before you lies a small kit used by expert mountain climbers.~
~
71 0 1
3 0 0 0
40.000000 15000 0 21244 0 0 0
E
mountaineer kit~
A small kit used to climb a mountain.  It includes your basic rope plus
some special shoes and grips.
~
E
expert mountaineer kit~
Very much like the basic kit, but it provides expert grade rope, shoes,
and grips.  Using this kit makes it a lot easier to navigate through
the mountain ranges.
~
#21246
potion aqua breath~
a potion of aqua breath~
A glass potion of aqua breath has been left here.~
~
10 8192 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.170000 600 0 0 0 0 0
'aqua breath' 'NONE' 'NONE'
#21247
falchion sword~
falchion sword~
Someone left a falchion sword here~
~
5 0&0&8192 513
1000 1 3 4 -1 -1 0 1 1 1 4 0 20 4
1.000000 1300 0 0 0 0 1
'NONE'
#21248
naginata~
naginata~
Someone left a naginata here~
naginata~
5 0&131072&8192 513
1000 2 4 6 -1 -1 0 1 1 1 4 0 20 4
1.000000 2000 0 0 0 0 4
'NONE'
#21264
gold~
^O&Ya gold nugget^w^x~
^O&YA largish lump of shiny yellow metal is lying here...^w^x~
~
8 0&524288 1
1000 0 0 0
3.000000 10000 0 0 0 0 0
#21265
ruby~
^r&Ra ruby^x~
&RA shiny ruby lies here.~
~
8 0&524288 1
1100 0 0 0
1.000000 11500 0 0 0 0 0
#21266
zirconia~
&Ca zirconia~
&C A perfectly clear zirconia lies here.~
~
8 0&524288 1
100 0 0 0
1.000000 500 0 0 0 0 0
#21267
peridot~
&Ga peridot~
&GA peridot lies here.~
~
8 0&524288 1
250 0 0 0
1.000000 1000 0 0 0 0 0
#21268
blood ruby~
&ra blood ruby~
&rA blood ruby lies here.~
~
8 0&524288 1
500 0 0 0
1.000000 4000 0 0 0 0 0
#21269
topaz~
&Ca clear topaz~
&CA clear topaz lies here.~
~
8 0&524288 1
50 0 0 0
1.000000 153 0 0 0 0 0
#21270
emerald~
^g&Ga large emerald^w^x~
^g&GA large emerald lies here.^w^x~
~
8 0&524288 1
1400 0 0 0
1.000000 15600 0 0 0 0 0
#21271
star-sapphire~
^b&Ca star sapphire ^x~
^b&CA star sapphire lies here.^x~
~
8 0&524288 1
800 0 0 0
1.000000 6340 0 0 0 0 0
#21272
garnet~
&Ra garnet~
&RA garnet lies here.~
~
8 0&524288 1
150 0 0 0
1.000000 703 0 0 0 0 0
#21273
star-ruby~
^r&Ca star ruby^w^x~
^r&CA star ruby lies here.^w^x~
~
8 0&524288 1
850 0 0 0
1.000000 7441 0 0 0 0 0
#21274
sapphire~
^b&Ba sapphire^w^x~
^b&BA sapphire lies here.^w^x~
~
8 0&524288 1
1300 0 0 0
1.000000 14339 0 0 0 0 0
#21275
midnight-sapphire~
^c&ba midnight sapphire^w^x~
^c&bA midnight sapphire lies here.^w^x~
~
8 0&524288 1
1500 0 0 0
1.000000 19833 0 0 0 0 0
#21276
citron~
&Oa citron~
&OA citron lies here.~
~
8 0&524288 1
200 0 0 0
1.000000 823 0 0 0 0 0
#21277
pink topaz~
&Pa pink topaz~
&PA pink topaz lies here.~
~
8 0&524288 1
900 0 0 0
1.000000 8563 0 0 0 0 0
#21278
diamond~
&Wa diamond~
&WA big, shiny diamond lies here.~
~
8 0&524288 1
2000 0 0 0
1.000000 24912 0 0 0 0 0
#21279
opal~
&Ra&Gn &Yo&rp&Pa&Bl~
&RA&Gn &Yo&rp&Pa&Bl &bl&Oi&ge&ps &Ch&ce&Rr&Ge.~
~
8 0&524288 1
950 0 0 0
1.000000 8853 0 0 0 0 0
#21280
aquamarine~
&Can aquamarine~
&CAn aquamarine lies here.~
~
8 0&524288 1
750 0 0 0
1.000000 12357 0 0 0 0 0
#21281
pearl~
&wa pearl~
&wA pearl lies here.~
~
8 0&524288 1
700 0 0 0
1.000000 9976 0 0 0 0 0
#21282
tourmaline~
&ra red tourmaline~
&rA red tourmaline lies here.~
~
8 0&524288 1
600 0 0 0
1.000000 5011 0 0 0 0 0
#21283
turquoise~
&cturquoise~
&cSome turquoise lies here.~
~
8 0&524288 1
400 0 0 0
1.000000 1101 0 0 0 0 0
#21284
amber~
&Osome amber~
&OSome amber lies here.~
~
8 0&524288 1
300 0 0 0
1.000000 1000 0 0 0 0 0
#21285
quartz~
&zsome smokey quartz~
&zSome smokey quartz lies here.~
~
8 0&524288 1
350 0 0 0
1.000000 1100 0 0 0 0 0
#21286
jasper~
&Ya &gj&Ya&gs&Yp&ge&Yr~
&Ya &gj&Ya&gs&Yp&ge&Yr &wlies here.~
~
8 0&524288 1
1200 0 0 0
1.000000 13249 0 0 0 0 0
#21287
alexandrite~
&Psome alexandrite~
&PSome alexandrite lies here.~
~
8 0&524288 1
550 0 0 0
1.000000 4781 0 0 0 0 0
#21288
malachite~
&gsome malachite~
&gSome malachite lies here.~
~
8 0&524288 1
450 0 0 0
1.000000 3376 0 0 0 0 0
#21289
jade~
&Gsome jade~
&GSome jade lies here.~
~
8 0&524288 1
650 0 0 0
1.000000 9088 0 0 0 0 0
#21292
oak strongbox~
an ironbound oaken strongbox~
An ironbound oaken strongbox lies here.~
~
15 0 1
25 5 0 12
15.000000 1 0 3793 0 0 0
#21293
lockbox~
a heavy iron lockbox~
A heavy iron lockbox sits here.~
~
15 0 1
20 5 0 12
11.000000 1 0 3794 0 0 0
#21294
coffer~
a pitted silver coffer~
A pitted silver coffer lies here.~
~
15 0 1
14 5 0 12
1.000000 1 0 0 0 0 0
#21295
chest~
a dented brass chest~
A dented brass chest lies here.~
~
15 0 1
14 5 0 12
5.000000 1 0 0 0 0 0
#21296
pouch~
a small leather pouch~
A small leather pouch lies here.~
~
15 0 1
3 5 0 12
1.000000 1 0 0 0 0 0
#21297
cigar box~
a broken cigar box~
A broken cigar box lies here.~
~
15 0 1
5 5 0 5
1.000000 1 0 0 0 0 0
#21301
Academy Issue Armor Academy1~
Academy Issue Armor~
A dusty set of academy issue armor lays on the ground.~
~
9 8192 9
2 2 2 1000 2 1 0 0 0 0 0 0 0 0
2.000000 0 0 0 0 0 0
E
Academy Issue Armor~
This armor is just a simple vest made out of hardened cow hide and
reenforced with a slight mesh inside, the many people that wore this armor
wore it out and now only a few patchs of mesh are inside making it less
comfertable then it was when it was new.
~
> drop_prog 100~
mpechoat $n As you drop your armor, a small elf appears out of nowhere.
mpechoat $n He looks at you muttering some undecipherable words, picks it up and slips away.
mpechoaround $n As $n drops his armor, a small elf appears out of nowhere.
mpechoaround $n The elf looks at $n mutters some undecipherable words, picks it up and slips away.
mppurge academy1
~
|
#21302
Academy Issue Gauntlet Academy2~
Academy Issue Gauntlet~
A dust academy issue gauntlet lays on the ground.~
~
9 8192 65
2 2 2 1000 2 1 0 0 0 0 0 0 0 0
2.000000 0 0 0 0 0 0
E
Academy Issue Gauntlet~
A simple neck brace made out of hardened cow hide.
~
> drop_prog 100~
mpechoat $n As you drop your gauntlet, a small elf appears out of nowhere.
mpechoat $n He looks at you muttering some undecipherable words, picks it up and slips away.
mpechoaround $n As $n drops his gauntlet, a small elf appears out of nowhere.
mpechoaround $n The elf looks at $n mutters some undecipherable words, picks it up and slips away.
mppurge academy2
~
|
#21303
Academy Issue Greave Academy3~
Academy Issue Greave~
A dusty set of academy issue greave lays on the ground.~
~
9 8192 33
2 2 2 1000 2 1 0 0 0 0 0 0 0 0
3.000000 0 0 21203 0 0 0
E
Academy Issue Greave~
Just a simple Greave made out of Hardened Cow Hide.
~
> drop_prog 100~
mpechoat $n As you drop your greave, a small elf appears out of nowhere.
mpechoat $n He looks at you muttering some undecipherable words, picks it up and slips away.
mpechoaround $n As $n drops his greave, a small elf appears out of nowhere.
mpechoaround $n The elf looks at $n mutters some undecipherable words, picks it up and slips away.
mppurge academy3
~
|
#21304
Academy Issue Neck Brace Academy4~
Academy Issue Neck Brace~
A dusty set of academy issue neck brace lays on the ground.~
~
9 8192 5
4 4 4 1000 2 1 0 0 0 0 0 0 0 0
1.000000 0 0 21204 0 0 0
E
Leather Neck Brace~
A simple neck brace made out of Hardened Cow Hide.
~
> drop_prog 100~
mpechoat $n As you drop your neck brace, a small elf appears out of nowhere.
mpechoat $n He looks at you muttering some undecipherable words, picks it up and slips away.
mpechoaround $n As $n drops his neck brace, a small elf appears out of nowhere.
mpechoaround $n The elf looks at $n mutters some undecipherable words, picks it up and slips away.
mppurge academy4
~
|
#21305
Academy Issue Cap Academy5~
Academy Issue Cap~
A dusty academy issue cap lays here on the floor.~
~
9 8192 17
4 4 4 1000 2 1 0 0 0 0 0 0 0 0
2.000000 0 0 21205 0 0 0
E
Academy Issue Cap~
This simple cap made from hardened cow hide have seen better days.
~
> drop_prog 100~
mpechoat $n As you drop your cap, a small elf appears out of nowhere.
mpechoat $n He looks at you muttering some undecipherable words, picks it up and slips away.
mpechoaround $n As $n drops his cap, a small elf appears out of nowhere.
mpechoaround $n The elf looks at $n mutters some undecipherable words, picks it up and slips away.
mppurge academy5
~
|
#21306
ring~
a ring~
A ring lies here.~
~
8 0&1310720 3
0 0 0 0
0.100000 20000 0 0 0 0 3
#21307
necklace~
a necklace~
A necklace lies here.~
~
8 8192&1310720 32769
0 0 0 0
0.150000 10000 0 0 0 0 3
#21308
amulet~
an amulet~
An amulet lies here.~
~
8 8192&1310720 32769
0 0 0 0
1.000000 1000000 0 0 0 0 8
#21309
medallion~
a medallion~
A medallion lies here.~
~
8 8192&1310720 32769
0 0 0 0
1.000000 100000 0 0 0 0 5
#21310
tier1 key~
tier1 key~
A tier1 key is here~
~
18 0 1
0 0 0 0
1.000000 11 0 0 0 0 0
#21311
tier2 key~
tier2 key~
A tier2 key is here.~
~
18 0 1
0 0 0 0
1.000000 11 0 21310 0 0 0
#21312
tier3 key~
tier3 key~
A tier3 key is here.~
~
18 0 1
0 0 0 0
1.000000 11 0 21310 0 0 0
#21313
fairy bones~
fairy bones~
&w&rSome fairy bones are littered all over the ground.~
~
13 0 0
0 0 0 0
1.000000 0 0 0 0 0 0
E
fairy bones~
Just some scattered fairy bones, poor fairy
~
#21314
pile of fairy bones~
pile of fairy bones~
&w&RA large pile of fairy bones are taking up a good chunk of the ground.~
~
13 0 0
0 0 0 0
1.000000 0 0 0 0 0 0
E
pile of fairy bones~
Just a large pile of fairy bones, nothing to look at here, move on....
~
#21315
chewed on fairy bones~
chewed on fairy bones~
&w&zA pile of chewed on fairy bones is here oozing a very foul smell.~
~
13 0 0
0 0 0 0
1.000000 0 0 0 0 0 0
E
pile of fairy bones~
Just some bones that looks like they were chewed on, by what is the question
~
#21316
piles of broken fairy bones~
piles of broken fairy bones~
&w&rPiles upon piles of broken fairy bones litter the once clean ground.~
~
13 0 0
0 0 0 0
1.000000 0 0 0 0 0 0
E
piles of broken fairy bones~
Bones that look like they have been grinded up, hrm...
~
#21318
steel repair hammer~
a steel repair hammer~
A steel repair hammer is here~
~
70 0 1
10 10 35 35
5.000000 2200 0 0 0 0 0
#21319
Fairy Short Bow~
A Fairy Short Bow~
Someone dropped a Fairy Short Bow here.~
~
56 0&131072 2049
1000 2 5 3 3 0 0 1 0 1 5 0 0 0
6.000000 2500 0 0 0 0 3
#21320
Hobbit Short Bow~
A Hobbit Short Bow~
Someone dropped a Hobbit Short Bow here.~
~
56 0&131072 2049
1000 3 5 4 3 0 0 1 0 1 6 0 0 0
7.000000 2500 0 21319 0 0 3
#21321
Elven Short Bow~
An Elven Short Bow~
Someone dropped an Elven Short Bow here.~
~
56 0&131072 2049
1000 3 6 5 4 0 0 1 0 1 7 0 0 0
8.000000 2500 0 21319 0 0 3
#21322
Human Short Bow~
A Human Short Bow~
Someone dropped a Human Short Bow here.~
~
56 0&131072 2049
1000 3 7 6 4 0 0 1 0 1 8 0 0 0
10.000000 2500 0 21319 0 0 3
#21323
Dwarven Short Bow~
A Dwarven Short Bow~
Someone dropped a Dwarven Short Bow here.~
~
56 0&131072 2049
1000 4 7 7 4 0 0 1 0 1 9 0 0 0
12.000000 2500 0 21319 0 0 3
#21324
Ogre Short Bow~
An Ogre Short Bow~
Someone dropped an Ogre Short Bow here.~
~
56 0&131072 2049
1000 5 8 8 5 0 0 1 0 1 5 0 0 0
15.000000 2500 0 21319 0 0 3
#21325
Belt Quiver~
a Belt Quiver~
A Belt Quiver lies here on the ground.~
~
58 0 257
21 0 0 12
1.000000 1200 0 16175 0 0 0
#21326
Backstrap Quiver~
a Backstrap Quiver~
A Backstrap Quiver lies here on the ground.~
~
58 0 131073
21 0 0 12
1.000000 1200 0 16175 0 0 0
#21350
power reagant~
power reagant~
A very powerful looking plant sits here~
~
13 1073741824&67108864 1
0 0 0 0 0 1008 0 0 0 0 0 0 0 0
1.000000 0 0 0 0 0 0
#21351
affecting reagant~
a newly created affecting reagant~
A mysterious spotted plant sits here~
~
13 1073741824&134217728 1
13 150 0 0
1.000000 0 0 0 0 0 0
#21352
mortar pestle~
Immortal Mortar and Pestle~
Some god dropped a newly created mortar pestle here.~
~
13 1073741824&33554432 1
90 0 0 0
1.000000 0 0 0 0 0 0
#21353
A nice looking bed~
a nice looking bed~
A nice looking bed is here for you to sleep on.~
~
12 0 0
3 2000 585 200 200 0 0 0 0 0 0 0 0 0
50.000000 10 0 16104 0 0 0
#21354
sceptre of create food~
a sceptre of create food~
Someone has left a magical sceptre of create food here.~
~
5 0 513
1000 1 3 4 27 1001 0 1 1 1 1 0 2 2
1.000000 15000 0 0 0 0 0
'create food'
E
sceptre of create food~
A very simple sceptre imbued with the ability to cast create food.  The
sceptre doesn't look very sturdy but it should be enough to get a handful
of food for you next meal.
~
#21355
a long cloth coord~
a long cloth cord~
A long cloth cord perfecting for gagging someone is laying here.~
~
72 0 1
0 0 0 0
1.000000 35 0 0 0 0 0
E
a long cloth cord~
It is about 5 feet in length and does quite well in gagging any creature
out there.
~
#21356
shovel~
a shovel~
Someone has left a shovel here.~
~
59 0 1
0 0 0 0
5.000000 250 0 0 0 0 0
#21357
a large sceptre of create food~
a large sceptre of create food~
Someone has left a magical large sceptre of create food here.~
~
5 0 513
1000 1 3 7 27 1001 0 1 1 1 1 0 2 2
1.000000 15000 0 21354 0 0 0
'create food'
E
sceptre of create food~
A very simple sceptre imbued with the ability to cast create food.  The
sceptre doesn't look very sturdy but it should be enough to get a handful
of food for you next meal.
~
#21358
Weak Potion of Revitalize Spirit~
a Weak Potion of Revitalize Spirit~
Someone has left behind a Weak Potion of Revitalize Spirit.~
~
10 0 1
0 -1 -1 -1 0 1002 0 0 0 0 0 0 0 0
0.250000 250 0 0 0 0 0
'revitalize spirit' 'NONE' 'NONE'
#21359
Moderate Potion of Revitalize Spirit~
a Moderate Potion of Revitalize Spirit~
Someone has left behind a ModeratePotion of Revitalize Spirit.~
~
10 0 1
0 -1 -1 -1 0 1004 0 0 0 0 0 0 0 0
0.250000 700 0 21358 0 0 0
'revitalize spirit' 'NONE' 'NONE'
#21360
Strong Potion of Revitalize Spirit~
a Strong Potion of Revitalize Spirit~
Someone has left behind a Strong Potion of Revitalize Spirit.~
~
10 0 1
0 -1 -1 -1 0 1007 0 0 0 0 0 0 0 0
0.250000 2000 0 21358 0 0 0
'revitalize spirit' 'NONE' 'NONE'
#21361
a magical rune~
&ca Magical Rune~
&cSomeone has left a Magical Rune here for you to pick up.~
~
41 0 1
1 1 0 0
0.700000 10000 0 0 0 0 0
#21362
mount feed~
mount feed~
Someone has left some mount feed here.~
~
64 0 1
200 0 0 0
5.000000 1100 0 0 0 0 0
#21363
large mount feed~
large bag of mount feed~
Someone has left a large bag of mount feed here.~
~
64 0 1
500 0 0 0
12.000000 3500 0 21362 0 0 0
#21364
wooden chest~
wooden chest~
A wooden chest is here holding unknown treasures.~
~
15 0 0
50 5 0 12
1.000000 10 0 0 0 0 0
#21365
trap~
a trap~
You detect a trap.~
~
44 0 0
10 12 10 18
1.000000 10 0 31 0 0 0
#21366
coins~
500 gold coins~
A pile of gold coins.~
~
20 0 1
500 0 0 0
1.000000 500 0 3 0 0 0
#21367
sceptre of recall~
sceptre of recall~
Someone has left a magical sceptre of recall here.~
~
5 0 513
1000 1 3 6 182 1001 0 1 1 1 5 0 2 2
1.000000 8000 0 21354 0 0 0
'word of recall'
E
sceptre of recall~
A very simple sceptre imbued with the ability to cast word of recall.  The
sceptre doesn't look very sturdy, but it should be enough to get a handful
of recalls out of it.
~
#21368
potion of word of nyiji~
a Potion of Word of Nyiji~
Someone has left behind a Potion of Word of Nyiji.~
~
10 0 1
0 -1 -1 -1 0 1001 0 0 0 0 0 0 0 0
0.250000 35000 0 21358 0 0 0
'word of nyiji' 'NONE' 'NONE'
#21369
a Potion of Holy Cleansing~
a Potion of Holy Cleansing~
Someone has left behind a Potion of Holy Cleansing.~
~
10 0 1
0 -1 -1 -1 0 1005 0 0 0 0 0 0 0 0
0.250000 3500 0 21368 0 0 0
'holy cleansing' 'NONE' 'NONE'
#21370
a studded ring~
a studded ring~
A studded ring lies here.~
~
8 0&1310720 3
0 0 0 0
0.100000 200000 0 21306 0 0 5
#21371
a magnificant ring~
a magnificant ring~
A magnificant ring lies here.~
~
8 0&1310720 3
0 0 0 0
0.100000 2000000 0 21370 0 0 8
#21999
Rafermand Sword~
the Rafermand Sword~
The Great sword of Rafermand is here ready to be pulled~
~
36 0 0
1 0 0 0 0 0 0 2 4 4 0 0 0 0
1.000000 15 0 0 0 0 0
E
rafermand sword~
Thanks for taking the time to look at this sword.  Your name will only be 
authorized if you are using a name within our naming rules, the most common 
denied names are those that are not completely original (like DBZ characters, 
famous characters from fantasy books, common names like Bill, names of big 
mobs in the game, etc). Please see &Rhelp names&w for the complete naming 
policy. 
If you get a message that your name needs to be changed, you can use the 
&Rname&w command to change it.  Once this happens, you can pull the sword 
again to request your name be reevaluated. If you have any questions, use 
&Rnewbiechat <message>&w.
&wNOTE:  You will be authorized in 5 minutes or so if nothing happens.  If your
name is denied, you will not have a timer, it will have to be authed.
~
#0


#ROOMS
#21000
Exit into the World of Rafermand~
Just to the south, a small road leads right out into the rest of the
world.  However, just before the exit there is a small sign that reads
as follows......"It is a very dangerous world out their young adventurers,
if you plan on traveling far, it is advised to have trained in some skills
and have picked up equipment before leaving".
~
0&2
0 14
0
0
D0
~
~
0 -1 21066
0 0
D2
~
~
134217729 21317 16000
807 308
S
#21001
Rolen Road~
Rolen Road is the main road that runs through this short camp.  It
stretches all the way north till it hits the north wall, and all the
way south to the exit into Rafermand.  To the east and west, there are
small roads that cut off into small shops and centers.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21004
0 0
D1
Ore Shop
~
~
0 -1 21003
0 0
D2
~
~
0 -1 21054
0 0
D3
Weapon Shop
~
~
0 -1 21002
0 0
S
#21002
Weapon Shop~
All around the walls, various weapons line the walls.  Ranging from
daggers, crossbows, swords, axes, to even clubs, all the weapons that
a beginning traveler might want, is available at this location.  Because
all the weapons available here are already forged, they come at a decent
price tag.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21001
0 0
S
#21003
Ore Shop~
Various amounts of ore are held securely in transparent chests that just
lie on the ground.  A small elf in the background of the store appears to
be selling the ore, but from a close look around, you can tell that this
store just sells the ore because there is not a facility to produce the
various weapons/armor that is available when forged with ore.
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21001
0 0
S
#21004
Rolen Road~
Rolen Road continues to stretch north 
and south. To the north, two small 
shops have entrances on the east and 
west side fo the street. To the south, 
two more shops to the east and west, 
and further down the road, the exit 
into Rafermand. 
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21005
0 0
D2
~
~
0 -1 21001
0 0
S
#21005
Rolen Road~
Rolen Road continues to stretch north 
and south. To the west, you can see and 
small what appears to be a mount shop. 
It is very important to have a mount if 
you plan on traveling long distances 
out in the wilderness. To the east, a 
small shop that has essentials of 
travel such as food, water, and other 
traveling items. 
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21006
0 0
D1
~
~
0 -1 21012
0 0
D2
~
~
0 -1 21004
0 0
D3
~
~
0 -1 21062
0 0
S
#21006
Rolen Road Center~
This very room serves as the center of 
this small camp. To the north, the 
massive building to the north is the 
Forge. The forge is the room that is 
used to forge weapons and armor into 
better quality weapons and armors. 
Along with that, the training area is 
up north, along with the Academy. To 
the south, the weapon/armor shops and 
the exit. 
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21007
0 0
D2
~
~
0 -1 21005
0 0
S
#21007
Rolen Road~
To the west, the huge massive area that 
is the forge stretches far into the 
horizon. The forge is the center of the 
camp because it is where adventurers go 
to craft new equipment. However, 
because of thie size of the open area 
in the forge, only __ONE__ person can 
go into the forge at at time. To the 
east, a small leather shop is available 
selling leather products to the public. 
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21008
0 0
D1
~
~
0 -1 21015
0 0
D2
~
~
0 -1 21006
0 0
D3
~
~
0 -1 21014
0 0
S
#21008
Rolen Road~
The gates off the academy to the north 
cuts of rolen road. In the academy you 
can find a school, trainers and battle 
grounds to polish your fighting skills. 
To the south, the start of rolen road. 
One massive building that stands out 
clearly in the sky, the forge, seems to 
call all young adventurers. 
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21034
0 0
D2
~
~
0 -1 21007
0 0
S
#21009
End of Rolen Road~
Rolen Road ends at this point.  To the north, a small thirft shop is
opening selling shirts and various other products.  To the east, you
can reach the Academy.  The Academy is used to learn about the new
systems in Rafermand and learn from trainers.  To the west, there is
a small area that can be used to spar against chained fighters and
eachother.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21010
0 0
D1
~
~
0 -1 21035
0 0
D3
~
~
0 -1 21016
0 0
S
#21010
Thrift Shop~
The shop is littered with rather inexperience items of all sorts.  Most
of the material being sold is something like a shirt or organic material
that can be worn or used.  Some of the items available here might be
useful, but the question is, to whom?
~
1073741824&2
0 14
0
0
D2
~
~
0 -1 21009
0 0
S
#21011
Floating in a void~
~
1073741828&2
0 14
0
0
S
#21012
Bare Essentials~
Various items just as food from apples to huge slabs of beef are carefully
stored in this area.  In addition, they are offering torches, lanterns,
canteens, and other survival items that are useful while out in the
wilderness.  It might be a good idea to pick up a few items if you are
not carrying any.
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21005
0 0
S
#21013
Armor Shop~
Various types of helmets, chest armor, neck plates, arm guards, and
leg guards are scatter on display shelves all over this room.
There are a few types of armor for every wear location, but all the
armor is metallic in nature.  Because all the armor is already forged,
they sell at a high price.
~
1073741828&2
0 14
0
0
S
#21014
NORTH Forge~
The Forge is a huge, massive, circular room with an opening toward the
top to let all the smoke out.  Most of the area is occupied by the blacksmith
and his tools of the trade.  A small area is available upfront where the
slabs and weapon are placed once produced.  To use the forge, type the
command forge or type HELP FORGE.
~
1073741828&2050
0 14
0
0
D1
~
~
0 -1 21007
0 0
S
#21015
Leather Shop~
Various leather items litter the walls.  Rather it is hanging on a hook
or put on a shelf, all the items are made out of leather.  Most of the
products here are armor related, but there are a few backpacks and sacks
available to hold things on your journey.
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21007
0 0
S
#21016
Road to Practice Field~
Just to the west, a small 4 by 4 area exists for the sole purpose of
sparring with the creatures that are in the area and sparring with other
players.  It is the only area in Rafermand that is non-pkill, so anyone
that wants to spar is safe in this area.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21009
0 0
D3
~
~
0 -1 21017
0 0
S
#21017
Road to Practice Field~
Just a few more steps to the west, there is a practice field that can
be used to spar and practice you skills.  A few words before you step
in though.  Even though the area is non-pkill, it is not to be used
as an area to hide away from people who are trying to chase you down.
The immortals frown upon such actions and might actually force you
out.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21016
0 0
D3
~
~
0 -1 21018
0 0
S
#21018
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21019
0 0
D1
~
~
0 -1 21017
0 0
D2
~
~
0 -1 21020
0 0
D3
~
~
0 -1 21022
0 0
S
#21019
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D2
~
~
0 -1 21018
0 0
D3
~
~
0 -1 21021
0 0
S
#21020
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21018
0 0
D2
~
~
0 -1 21025
0 0
D3
~
~
0 -1 21023
0 0
S
#21021
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21019
0 0
D2
~
~
0 -1 21022
0 0
D3
~
~
0 -1 21026
0 0
S
#21022
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21021
0 0
D1
~
~
0 -1 21018
0 0
D2
~
~
0 -1 21023
0 0
D3
~
~
0 -1 21027
0 0
S
#21023
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21022
0 0
D1
~
~
0 -1 21020
0 0
D2
~
~
0 -1 21024
0 0
D3
~
~
0 -1 21028
0 0
S
#21024
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21023
0 0
D1
~
~
0 -1 21025
0 0
D3
~
~
0 -1 21029
0 0
S
#21025
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21020
0 0
D3
~
~
0 -1 21024
0 0
S
#21026
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21021
0 0
D2
~
~
0 -1 21027
0 0
D3
~
~
0 -1 21030
0 0
S
#21027
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21026
0 0
D1
~
~
0 -1 21022
0 0
D2
~
~
0 -1 21028
0 0
D3
~
~
0 -1 21031
0 0
S
#21028
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21027
0 0
D1
~
~
0 -1 21023
0 0
D2
~
~
0 -1 21029
0 0
D3
~
~
0 -1 21032
0 0
S
#21029
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21028
0 0
D1
~
~
0 -1 21024
0 0
D3
~
~
0 -1 21033
0 0
S
#21030
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21026
0 0
D2
~
~
0 -1 21031
0 0
S
#21031
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21030
0 0
D1
~
~
0 -1 21027
0 0
D2
~
~
0 -1 21032
0 0
S
#21032
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21031
0 0
D1
~
~
0 -1 21028
0 0
D2
~
~
0 -1 21033
0 0
S
#21033
Practice Field~
All around this area, you can see different people and creatures fighting
it out in hope of training their skills and becoming more able to handle
their own against their peers and the outside world.  Just remember, you
cannot kill someone here so you don't use attack, you use spar to start
a fight.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21032
0 0
D1
~
~
0 -1 21029
0 0
S
#21034
Grand gates of the academy [Portal Room]~
These large gates are a perfect symbol 
of the protective nature of the 
academy. You are standing in the center 
of the academy, to the north lays the 
brand new Rolen School, where one would 
be taught to the ways of Rafermand. To 
the east lays the trainer road, where 
trainers teach skills entrace to the 
west. South is the exit out of the 
academy. and spells, the last part of 
the academy are the vast battle 
grounds, it's 
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21303
0 0
D1
~
~
0 -1 21048
0 0
D2
~
~
0 -1 21008
0 0
D3
~
~
0 -1 21322
0 0
S
#21035
Academy Road~
Just to the east, you can see the Entrance of the Academy.  The Academy
is a good place to start out if you are new to Rafermand.  There you can
learn about the new systems in Rafermand, about the game, and find some
trainers to help you start learning some skills and spells.  To the west,
you can see the area that is known as the Practice Field.  It is the place
that is safe to spar with mobs and players.
~
1073741824&2
0 1
0
0
D3
~
~
0 -1 21009
0 0
S
#21036
The Academy~
North and South of you, there are various rooms with information over
the different systems of Rafermand, along with information over them.
It might be a good idea to check them out, even if you are a veteran
to Mudding because Rafermand is very different from the typical 2000
or so muds out there.  In addition, you can find some trainers to help
you start learning new skills/spells (along with some help over trainers).
To the west, the exit out of the camp and the Practice Field.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21037
0 0
D2
~
~
0 -1 21048
0 0
D3
~
~
0 -1 21035
0 0
S
#21037
Level System~
Rafermand features a No Level system.  That is right, you do not obtain
levels.  Instead of gaining stats by leveling as you normally do, you gain
them through other ways.  You gain hp by fighting (not sparring) and taking
damage, you gain mana by using magic (again not sparring), you can also
increase your stats (str, int, etc) by various other ways that are linked
to each stat (exect wisdom, which is gained through age).  You can increase these
stats by sparring, just not as quickly.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21038
0 0
D1
~
~
0 -1 21041
0 0
D2
~
~
0 -1 21036
0 0
S
#21038
Kingdom System~
The Kingdom System is the meat of Rafermand.  The Kingdom system allows
players to take full control over an area (even where to create it) and
build up its population by providing food and services for the population.
In tern, you can place merchants, personal areas, and much more in the
kingdom.  You can also purchase mobs to be used in military action, plow
corn, and much more.  Again (HELP KINGDOMS) for more info because it is
a very vast system.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21039
0 0
D2
~
~
0 -1 21037
0 0
S
#21039
Wilderness System~
We feature a lot of ASCII maps here, this is just one example of one
that you might see in an area.  There is also a main wilderness outside
of the areas.  The wilderness is a huge ASCII map that is used to connect
the whole game together.  It is also a growing creature that responds to
player commands and density.  You can change the amount of mobiles and
difficulty by visiting or not visiting an area.  Still much is not known
at this time about the Wilderness.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21040
0 0
D2
~
~
0 -1 21038
0 0
D3
~
~
0 -1 21043
0 0
S
#21040
Weapon/Armor System~
If there is one thing you need to know is, ALWAYS WEAR NECK AND HEAD
GEAR.  There are 5 targetable limbs when you are fighting (head, neck,
arms, legs, and chest).  A landed blow to the neck is instant death and
most shots to the head are the same.  You can also chop off either the
right or left hand/leg.  This will affect different things in battle.
It is always important to be wearing armor to help keep damage to a
minimum.  For more info type (HELP FIGHTING)
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21044
0 0
D2
~
~
0 -1 21039
0 0
S
#21041
Class System~
Rafermand features a no Class System.  You might of noticed at the
beginning of character selection you did not choose a class, and that
is the reason why.  You do not "pick" a class later, so it is truely
a classless system.  You are free to choose any spell/skill you want,
but there are limits on that.  For more infomation over skills, check
out the skill/spell room.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21042
0 0
D3
~
~
0 -1 21037
0 0
S
#21042
Skill System~
A fairly complex system that is hard to explain in 7 lines, so you
might want to type (HELP SKILL) to get an idea on what is going on with
the skill system.
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21041
0 0
S
#21043
Battle System~
We offer a realtime Battle System.  This means that the battle keeps
going on if you don't input a command.  After so many ticks, you are
able to input another attack or defensive move.  Each command you use
in battle (like attack, c 'heal', roundhouse) will take so many turns
up, and till those turns pass over, you cannot use another attack.
You can also target limbs, but that is in the weapon/armor section.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21039
0 0
S
#21044
Pkill System/Rules~
Rafermand is full Pkill full Loot everywhere except in the Training
Grounds (which is toward the west).  Newbies that enter into Rafermand
will have a 5 hour protection for pkilling, after that, you will be
fair game to anyone who wants to attack.  Most players are not aggressive
and will not attack you for a reason, while others might.  If you feel
you are being targeted unfairly, complain to the mortals who are
responsible for policing this, not the immortals.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21047
0 0
D1
~
~
0 -1 21045
0 0
D2
~
~
0 -1 21040
0 0
D3
~
~
0 -1 21046
0 0
S
#21045
Role Playing Rules~
Rafermand is a RP oriented Mud.  It might be a good idea to visit this
link.
   www.rafermand.com/rpinfo.htm

It contains a lot of rp backgrounds regarding anything you might ever
want to know.  A lot of the players will know this history and will
react to it accordingly.  In addition, you might have noticed a few
Elves roaming around, this is because we have an introduction system.
This makes it so you don't know another player's name unless he/she
introduces him/herself
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21044
0 0
S
#21046
Forge System~
Most of the equipment in Rafermand comes by the way of Forging.  In
this camp (area) there is a forge.  The forge can take ore (which you
can find, buy, earn) and make slabs out of it.  Then you can take these
slabs and craft pieces of armor and weapons out of the slabs.  The
more powerful the ore, the more powerful the weapon/armor.  For more
information over the Forge System, type (HELP FORGE)
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21044
0 0
S
#21047
Death System~
The Death system is slightly different here.  Every time you die here
you will leave a corpse with your equipment on it at the point you died.
Your corpse is fullloot at this point.  In addition, you will experience
something called stat drain.  Stat drain is temporary and will regain your
full stats in about 10 minutes unless someone casts a revival spell on your
corpse at its location.  If you happen to die again before you stat drain
is finished, you will lose those stats.
~
1073741824&2
0 14
0
0
D2
~
~
0 -1 21044
0 0
S
#21048
Trainer Road~
Just to the east there are some basic Trainers for the 5 Groups
in the game (Mage, Cleric, Thief, Warrior, Hand-to-Hand).  You can
find some beginning level trainers here for each group.  Just go into
the room with the trainer and type &RTRAIN <trainer name>&C.  Also, trainers
always have &W[TRAINER]&C before their name.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21049
0 0
D3
~
~
0 -1 21034
0 0
S
#21049
Combat Trainer~
A little room setup for people to train in Warrior Skills.  All around
the area you can see amateur adventurers looking to learn the ways of
the Warrior from the skilled Trainers.  If you are looking for the
Beginner classes, here is the place.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21050
0 0
D3
~
~
0 -1 21048
0 0
S
#21050
Agent Trainer~
A little room setup for people to train in Thief Skills.  All around
the area you can see people practicing the art of being a Thief.  If
you are looking for a place to start learning the art of Thievery, you
have came to the right place.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21052
0 0
D2
~
~
0 -1 21051
0 0
D3
~
~
0 -1 21049
0 0
S
#21051
Wizardy Trainer~
All around the area, you can see apprentice Mages practicing the very
basic craft of their art.  A master Wizard is sitting in the center of
the room helping those out who are in need.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21050
0 0
D1
~
~
0 -1 21064
0 0
S
#21052
Spiritual Trainer~
All around this small area, you see people watching masters teaching
the very basics of Hand to Hand combat.  If you are looking for a good
training session on how to get started on unarmed combat, you have came
to the right place.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21053
0 0
D2
~
~
0 -1 21050
0 0
S
#21053
Divine Trainer~
Many young adventurers who are looking forward to bestowing aid to their
fellowing travelers are here learning the careful hand of curative magic.
The way of the cleric is a good assistance to any band of travelors.
To the east, it appears to be a library or book store of some sort.
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21052
0 0
S
#21054
Rolen Road~
Just a short distance to the south, you 
can see what looks like the exit out of 
the camp. To both the north and the 
south, shops litter the east and west 
sides of the road. It might be a good 
idea to visit these shops before 
leaving camp. 
~
1073741828&2
0 14
0
0
D0
~
~
0 -1 21001
0 0
D2
~
~
0 -1 21055
0 0
S
#21055
Rolen Road~
To the east, the humble but useful small town bank is ready to store any
gold you might have gained from battle or trading.  To the west, the
useful blacksmith is busy pounding weapons and armor back into shape.
To the south, the gates out of the city are only a short distance away.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21054
0 0
D1
~
~
0 -1 21056
0 0
D2
~
~
0 -1 21058
0 0
D3
~
~
0 -1 21057
0 0
S
#21056
Royal Bank~
A small chubby man stands front in center of the bank with a big smile
on his face.  Most likely this smile is caused by the amounts of gold
he gets to store and spend every day.  Do not be fooled by the man's smile
though, your gold is safe here.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21069
0 0
D3
~
~
0 -1 21055
0 0
S
#21057
GoldenEdge Blacksmith~
A strange looking hobbit is in the background going insane on a few
peices of armor and a variety of weapons trying to bend them back into
fighting shape.  Quite strange for a hobbit to be doing this kind of
trade, but from the looks of it, he is not a normal hobbit.
~
1073741824&2
0 14
0
0
D1
~
~
0 -1 21055
0 0
S
#21058
Rolen Road~
Just a short distance to the south, you can see what looks like the
exit out of the camp.  To both the north and the south, shops litter
the east and west sides of the road.  It might be a good idea to visit
these shops before leaving camp.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21055
0 0
D2
~
~
0 -1 21059
0 0
S
#21059
Rolen Road~
To the east, you can see a small man 
examining a few gems. To the west, you 
can see a blacksmith hard at working 
forging items of the trade. Just a 
short distance to the south, you can 
see the gates out of the camp and into 
the world of Rafermand. 
~
1073741828&2
0 14
0
0
D0
~
~
0 -1 21058
0 0
D1
~
~
0 -1 21060
0 0
D2
~
~
0 -1 21065
0 0
D3
~
~
0 -1 21061
0 0
S
#21060
Gem Shop~
A small man is in the back of the room examining and cutting gems.  He
appears to be quite happy with the selection of gems he has bought and
he soon will sell to a man above him.  If you are looking to get rid of
a few gems you have, here is a good place to start.
~
1073741828&2
0 14
0
0
D3
~
~
0 -1 21059
0 0
S
#21061
SOUTH Forge~
A big hulky dwarf is in the back of the room with his hammer hammering
away at a few slabs and ores, looking to forge them into a weapon.  He
sees you, but continues to work hard.  A small sign hangs up high in
the forge and it reads "Use the FORGE command to create, break, sell,
and do other commands."
~
1073741828&2050
0 14
0
0
D1
~
~
0 -1 21059
0 0
S
#21062
Mount Shop~
A young elven woman is here tending to the counter in the middle of this
small room.  You can see there is a locked door all the way to the west
and it appears to be where the mounts are kept locked up.
~
1073741824&18
0 14
0
0
D1
~
~
0 -1 21005
0 0
S
#21063
Mount Pin~
~
1076887556
0 1
0
0
S
#21064
Spell Book Vendor~
&w&CA young woman is standing around the rows and rows of books making sure
all the books are in the correct order for customers to pick up and
buy.  She appears to be quite rapped up in her work, so you might have
to wave her over if you want to buy a book (NOTE: Please use the &w&Rsbook&w&C
command to get a list and buy books)
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21051
0 0
S
#21065
Rolen Road~
Just a short distance to the south, you can see what looks like the
exit out of the camp.  To both the north and the south, shops litter
the east and west sides of the road.  It might be a good idea to visit
these shops before leaving camp.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21059
0 0
D2
~
~
0 -1 21066
0 0
S
#21066
Rolen Road~
A small shop stands to the east.  From outside you can see what appears
to be a few scrolls and potions being brewed in the small little area.
To the south, you can see what appears to be the gates that lead outside
into the world.
~
1073741824&8194
0 14
0
0
D0
~
~
0 -1 21065
0 0
D1
~
~
0 -1 21067
0 0
D2
~
~
0 -1 21000
0 0
D3
~
~
0 -1 21101
0 0
S
#21067
Magic Shop~
A handful of already brewed potions line multiple shelves all around
this small room.  You can see a few mages in the back brewing and reciting
a few magical words.  Near the east wall, there is a young man behind
the counter helping those who are in need of service.
~
1073741824&2
0 14
0
0
D3
~
~
0 -1 21066
0 0
S
#21068
Large Intersection~
~
1073741828
0 1
0
0
S
#21069
Marketplace~
&w&CA very lively place the marketplace is.  A very large area is taken up
to show goods that were "purchased" by the vendor of this marketplace and
are for sale to any adventurer that might find them useful.  You can start
looking at all the goods using the &w&Rmarket&w&C command.  You can then
purchase any goods or sell your own.  See the helpfile for more details.
~
1073741832&16386
0 1
0
0
D3
~
~
0 -1 21056
0 0
S
#21099
Floating in a void~
~
1073741828
0 1
0
0
S
#21100
Welcome to Rafermand~
Welcome to the Rafermand.  First and foremost, we are ALPHA TESTING, that
means everything is not in, every helpfile is not in/updated, and we are the
process of moving everything over from our last version (1.1, this version is
called 2.0).  If you don't want to be a part of this, by all means you are
welcome to leave.

This room is just the waiting area for authorization of your name.  IF NO IMM
is online, you will be authed in ---5 minutes--- or so, so please be patient.  To
get started -----pull sword----- and welcome to Rafermand.
~
1073741828
0 1
0
0
> act_prog p pulls the Rafermand Sword.~
mpechoat $n A small yard gnome suddenly appears and thanks you for removing the sword.
mpechoat $n _whi Suddenly, that yard gnome yells to the Immortals of your request.
mpechoaround $n A yard gnome yells at the Immortals that $n wants to be AUTHORIZED!
mpechoat $n If nothing happens, type LOOK SWORD, and pull again in 30 seconds.
mpapplyb $n
push sword   
~
|
S
#21101
Rolen Healer~
A small man barely able to stand without the aid of a staff is here
laying powerful blessing on all who enter.  He is also capable of
restoring loss limbs if are unfortunate to lose one during a heated
battle.

 NOTE:  To restore a limb use the restorelimb command.
~
1073741828&2
0 14
0
0
D1
~
~
0 -1 21066
0 0
S
#21110
Floating in a void~
~
1073741828
0 1
0
0
S
#21296
Floating in a void~
~
1073741828
0 1
0
0
S
#21298
Floating in a void~
~
1073741828
0 1
0
0
S
#21299
Floating in a void~
~
1073741828
0 1
0
0
S
#21300
Welcome to Rafermand: Tides of Change!~
&CHello and welcome to Rafermand: Tides of Change.  You will quickly go through a
few rooms that will explain some simple rules and tell you a little bit about
the game.  If you are not somewhat familiar with this game, here are a few
tidbits of information.

Tides of Change (which will often be called ToC) is built on the Rafermand world
that is running on another port.  The games share the world, but the system in
which the games run are totally different.  ToC is a full pkill, full loot game
that focuses more on kingdom warfare and personal pkilling than on item collect
and stat building.  It is still important to collect items and build stats here
since you will need those to survive (it is also easier here), but the real focus
is on trying to win the game through kingdom play.  

Once someone has won the game, the immortals will announce a game reset and everything
in the game will be completely reset to a new state.  You will be able to reload
old characters, but you will not get to keep your stats and equipment.


If this sounds like your cup of tee, simply type this &w&R(say play)&w&C and you will moved
to the next room.  If this does not sound like your game, try Rafermand at
mud.rafermand.net port 3002
~
1073741828&512
0 1
0
0
> speech_prog p play~
mpopenpassage 21300 21301 1
mpforce $n e
mpclosepassage 21300 1
~
|
S
#21301
Basic rules~
&CRules are still being worked on at this moment.  The game play is going to
be geared toward using the least amount of rules posible and to encourage players
to work together instead of complaining about how things are going.  Most of the
rules that most games have, camping and kill stealing, will not apply here due to
the nature of gameplay.  It is quite possible for you to become annoyed by certain
tactics of players, but just remember that things reset and everyone starts out
fresh next time, so remember that you will eventually get your own if you are
a bastard to others.

With that in mind, here are a few rules to follow.

* This is a pkill mud, but will will not take kindly to intense harassment of other
  players in the game.  We encourage you to have fun and enjoy your victories, but
  don't rub it in too much.
* Ignorange of the laws is not an excuse.  If you think you might be breaking one, ask.
* Please report bugs at the time of discovery.  Abusing bugs to a point of gaining a
  huge advantage over other players could lead to a pfile deletion.
* There will be no Multiplaying for the time being.  Check the boards for any changes
  to this rule.
* There are no rules involved with looting or camping of any kind.  These practices are
  allowed and are part of the tactical side of this game.  If you don't like what someone
  is doing, I would suggest working with others to stop him/her.
* Password = ownership.  
* Try to keep public channels somewhat clean.  If you are asked to tone down your language
  by an immortal you need to respect his/her request.
* We do not do CRs.  Since corpses are lootable by anyone, you can ask for help from players
  that you trust.
* Twink points (for killing someone weaker than you) is negotiable for a reduction.  You
  need to explain the situation.  Having the backing of the one you killed will help with
  this process.
* Respect the wishes of the immortals.  The staff here is very laid back and are often freely
  available to talk with if you are having problems.  This mud is not about punishing people,
  but allow people to have fun a play.

If you agree to play by these rules and any others added later, please type the following to
be transported to the name approval room: &w&R(say agree)&w&C
~
1073741828&512
0 1
0
0
> speech_prog p agree~
mpopenpassage 21301 21302 1
mpforce $n e
mpclosepassage 21301 1
~
|
S
#21302
Name approval room~
&w&CSoon you will transferred into the game.  If an immortal is online he/she
will either deny or allow your name.  Some players have this ability too and
will do it if there are no immortals online.  You can be asked to change either
your first or last name.  We encourage you to read the helpfile over your race
if you are new to Rafermand.  To do this simply type &w&R(help race name)&w&C to get
some useful information over what to do with your race.  If you wish to perhaps
pick another race, simply type &w&R(quit)&w&C to leave the game.  Your name will
not be saved so you will be free to use it with another character if you wish.

Once you are ready to play, pull the sword (type: &RPULL SWORD&C).

If your name is deemed suitable for play, the immortals will authorize you,
and you will be transferred into to the game.

If your name is refused, you will have to pick another by using the name 
command: &RNAME <new name>&C.

In the case that no one is on that can authorize you, the wait should only be
about a minute or so.

You might be asked later on to change your name.

~
1073741828&512
0 1
0
0
> act_prog p pulls the Rafermand Sword.~
mpechoat $n A small yard gnome suddenly appears and thanks you for removing the sword.
mpechoat $n _whi Suddenly, that yard gnome yells to the Immortals of your request.
mpechoaround $n A yard gnome yells at the Immortals that $n wants to be AUTHORIZED!
mpechoat $n If nothing happens, type LOOK SWORD, and pull again in 30 seconds.
mpapplyb $n
push sword  
~
> rand_prog 50~
mpechoat $n &CPlease get familiar with the laws - type &RLAWS&C.
~
> rand_prog 50~
mpechoat $n &COnce you are ready to play type &RPULL SWORD&C.
~
> rand_prog 30~
mpechoat $n &CIf your name is denied use the name command to change it, type &RNAME <new name>&C.
~
> rand_prog 50~
mpechoat $n &CIf you need advise, you can ask on the newbie channel, type: &RNEWBIE <message>&C.
~
|
S
#21303
Center of School~
&w&CThis large circular room is the center of the school
Large groups of students walk by carrying books and
conversing quietly.  From this room you can access all
parts of the school as well as go south to Rolen camp.
Two parts of the school are to the east and the west.

It is vital that you read &w&RHELP NEWBIETIPS&w&C whether you
go through the faculties or not - even an old dweller 
will find important tips there. 

If you type &w&Rhelp map&w&C, you are located at the Newbie School.
~
1073741828&2
0 1
0
0
D1
~
~
0 -1 21304
0 0
D2
~
~
0 -1 21034
0 0
D3
~
~
0 -1 21600
0 0
> entry_prog 100~
mpecho &W
mpecho &WIf you are new to muds in general, or smaug muds in particular,
mpecho &Wplease go east (type: &RE&W).
mpecho &WIf thats your first time in Rafermand, please visit the
mpecho &w&Wsection to the west (type: &w&RW&w&W).
~
|
S
#21304
Entrance to the Faculty of Basic Studies~
Hopefully this will be done soon.  If you are a complete newbie I really
suggest just heading west and reading.  You can use the &w&Wlook&w&C command
to view a room if you need to see it again.  You should already know the &w&Wwest
and east&w&C command.  You can use n, w, s, e, se, ne, nw, sw to move in any
direction that is listed.  Good luck, if you need help simply use the newbie
channel &w&W(type:  newbie <message>)&w&C to ask your question.  Anytime you see
a < > around something, that is just to tell you that you need to type some sort
of message there, just make sure not to include the < > in the message.
~
1073741824
0 1
0
0
D3
~
~
0 -1 21303
0 0
S
#21305
Entrance to the Faculty of Rafermand Specialization~
Welcome!
You must wonder what makes Rafermand such a great place?
Well, in those next rooms, you will get a glimpse of the answer.
You'll learn all about the special features of Rafermand.

Please take the time and read all the information, including
the many help files which are mentioned in those rooms.

You are free to come back to these rooms whenever you want.

The first lesson will explain the level system of Rafermand
(or rather, the lack of it).

Go South when you wish to start.

~
1073741824
0 1
0
0
D1
~
~
0 -1 21303
0 0
D2
~
~
0 -1 21306
0 0
S
#21306
Level System~
Rafermand features a No Level system.  That is right, you do not obtain
levels.  Instead of gaining stats by leveling as you normally do, you gain
them through other ways.  You gain hp by fighting (not sparring) and taking
damage, you gain mana by using magic (again not sparring), you can also
increase your stats (str, int, etc) by various other ways that are linked
to each stat (except wisdom, which is gained through age).  You can increase these
stats by sparring, just not as quickly.

A good rule to remember is: progression depends on usage, be that stats, skills 
or spells.

To get started, you might want to read the following help files:
&RHELP LEVELS&C, &RHELP STATS&C, &RHELP GSCORE&C, &RHELP SPARRING&C.

&CNote: Sparring code is still being worked on, and is currently disabled.

Next we will discuess the Class System, go east when you are ready.

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#21307
Class System~
Very much like levels, Rafermand simply does not have a Class System.  
You might have noticed at the beginning of character creation you did not 
choose a class, and that is the reason why.  
You do not "pick" a class later, so it is truely a classless system.  

To make up for the lack of a class system we feature a complex skills and
spells system, which will be discussed deeply in the next rooms.

If you havent done so already, read &RHELP CLASS&C (the same as &RHELP &RLEVELS&C).

Next we will cover the Skill System, go south when you are ready.

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#21308
Skills and Spells System, Lesson 1~
The Skills and Spells System is the main measure of character advancement, and as such
its very complex and takes some time to get used to.

Skills and spells are basically the same, the main difference is that skills normally
have unique commands, while all spells are used by casting them (&RCAST <SPELL NAME>&C).
The skills and the spells coexist in a hierarchical structure: First they are divided 
into spheres, when each sphere is divided into groups.
It is important to know which sphere or group the skills and spells you learn are in,
because eventually, you can only have so many spheres and groups (more about it later).
Some skills are solo, which means that they are not associated to any sphere or group.

The best way to learn about the skill and spell system is by reading the following
help files: &RHELP SKILLS&C, &RHELP TIERS&C, &RHELP MASTERY&C, &RHELP SPHERES&C, &RHELP MAGIC&C, &RHELP ELEMENTS&C.
Most of these helpfiles are just starting points to more in depth helpfiles, so be
sure to read them all, they contain valuable information, and gives a good insight
on how this system work.

After you familiarize yourself with the system, you should get to know the existing
spells and skills, in order for you to choose those skills and spells you wish to learn.

The command to show all or some of them is &RLISTGROUPS&C, you will be using it a lot,
so you might want to start off by reading &R&RHELP LISTGROUPS&C&C.
To view all the spheres and groups along with the solo skills type &R&RLISTGROUPS &RALLGROUPS&C&C.
To view a specific group type &RLISTGROUPS <GROUP NAME>&C, in this list the skills and
spells are color coded, the color represent the tier of the skill or spell. 
To see when you can advance in mastery (and then be able to learn more advanced tier
skills and spells) use &RLISTGROUPS TOADVANCE&C.

Now will be a good time to read all the relevant helpfiles of the various skills and
spells (&RHELP <SKILL OR SPELL NAME>&C), when you are done, go west to learn a true skill.

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#21309
Skills and Spells System, Lesson 2~
Learning or advancing in a skill is comprised of a few steps:
&CFirst, decide which skill you wish to learn or advance in.
&CSecond, make sure you can learn or advance in that skill.
&CThird, find the trainer who can teach you.
&CFourth, learn the new skill or advance in the skill.

&CTo better explain this, we will use the friendly trainer Rossi, you might notice
&Cthat before his name there is a &W[TRAINER]&C tag, which means he can teach.

And how do you go about that? Well, by using the &RLEARN&C command, and again, please
&Ctake the time and read &RHELP LEARN&C.

You probably know by now (because you read the helpfile) that you can get a list
&Cof available skills for a trainer, to do so type &RLEARN ROSSI&C.

&CThe only skill that Rossi can teach is the standard style skill, which belongs to 
&Cthe styles group (if you paid attention, you should know by now that the listgroups
&Ccommand is used to find out such information, just type &RLISTGROUPS 'STANDARD STYLE'&C)

We advise you to learn this skill, do so by typing:
&RLEARN ROSSI 'STANDARD STYLE' BEGINNER&C.
Next time you fight, make sure to use your new skill, have you read the help file
you should know that this is done by typing &RSTYLE STANDARD&C.

After you learn the skill, move on south to the next lesson on this system.

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#21310
Skills and Spells System, Lesson 3~
There is a small addition, when it comes to learning new spells.
To learn a new spell you will need a spell book, those books are available
throughout Rafermand, mostly in shops.
These shops have a special command to handle spell books: sbook.
As usual read &RHELP SBOOK&C to learn all about this command, that is used
to list and buy books.

Lets learn how to cast the useful spell Create Food (guess what it does...).
First buy the relevant spell book, just type &RSBOOK BUY CREATE FOOD&C.
After you get the book, learn the spell as you would any skill, type
&RLEARN KORTIN 'CREATE FOOD' BEGINNER&C.

Now that you got the spell, next time you are hungry, you can cast it by typing
&RCAST 'CREATE FOOD'&C, then pick up the mushroom and eat it.

This lesson concludes the commands of this system, move on east to read some
important notes that will complete those lessons.

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#21311
Skills and Spells System, Final Notes~
There is a lot of information regarding the skills and spells system, but some things
are important to know, so these notes might seem redundant:

* If you did not understand that yet, the most basic rule is that you get better at
  things you do, that rule applies to everything from stats to skills.
  This rule is true the other way around also, if you stop using a skill or spell, in
  time you will lose it.

* You can monitor your improvement using two commands:
  &RGSCORE&C command for stats, and the &RSKILLS&C command for skills and spells.
  Your progress shows in the star bar, which shows every stat, skill and spell you have.
  When the bar fills white, you improve.
  Improvment can mean more hp, more strength or a more powerful skill (skill power is
  measured in skill points, more skill points you have, the more powerful the skill).
  Also note that the bar can go down, and when it goes all red, you lose points.

* Skills and spells work in spheres, the more total skill points you have in a sphere
  the easier it becomes to advance in that sphere and less in other spheres. 
  The more spread out, the harder.
  You can still learn new skills and spells from new spheres, but it will gradually
  get harder until it will be impossible to improve.
  Another important note is that when you improve in a sphere, it can counter affect
  other spheres (losing skill points).

* The element you choose when you created your character is the only magic sphere you 
  will be able to get to the Master mastery, the Expert mastery is the highest mastery 
  you can learn for the other spheres.

Go south to learn about our Kingdom System.

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#21312
Kingdom System~
The Kingdom System is the meat of Rafermand.
This vast autonomous system is ran completely by the players.
Each kingdom is ruled by a King, who is a player, each kingdom can have many towns,
and each town have a mayor and its own population (special mobs).

Anyone can become a King, and as such you have almost absolute power over your subjects.
You can let other people join your kingdom, assign them to jobs, and together 
build your towns (and you can also kick them out, if you don't like them).

You have full control over an area, you need to tend to the population,
supply them with food to let them grow, and gradually expand your town.
You select where your kingdom and towns will be built, and you design and build 
them the way you see fit.

You will need to make sure you have enough raw materials (Iron, Wood etc) that are
used to build, and can be bought or harvested throughout the world.

You can acquire mobs, such as trainers, bankers, shopkeepers, and even some special mobs
such as harvesting mobs and military mobs.
Harvesting mobs are used to plow and harvest automatically.
Military mobs can be equipped and sent to conquer opposing kingdoms, or stand guard and
defend your kingdom from rival players and kingdoms.
You can sign peace treaties and declare war on any kingdom, or you can remain neutral.

This is just a short introduction for a vast and important part of Rafermand, 
there are many help files to guide you through all the aspects of kingdoms.

We recommend reading all the following help files to get started:
&RHELP KINGDOMS&C, &RHELP KINGDOM COMMANDS&C, &RHELP JOBS&C, &RHELP BUILD&C.
Many of those helpfiles have a reference to other helpfiles, you should
read those also.

When you are done, continue on to the west to read about the Wilderness System.

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#21313
Wilderness System Overview~
We feature a lot of ASCII maps here, in zones (like this room) and also the
wilderness outside. The wilderness is a huge ASCII map that is used to connect
the whole game together.  It is also a growing creature that responds to
player commands and density.  You can change the amount of mobs and
difficulty by visiting (or not) an area.  Still much is not known
at this time about the Wilderness. As usual read &RHELP WILDERNESS&C.
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#21314
Wilderness System Commands~
Getting around in the wilderness could be a long tedious journey.
It's a great way to increase your endurance, but most people use a mount to move
around.
Mounts are special mobs designed to carry one around the world (out in the
wilderness and inside zones and cities) and just like players, they can also gain 
endurance, you can also buy special food to feed your mount and restore his endurance
(read &RHELP MOUNT FOOD&C), you can read much more about mounts in &RHELP MOUNTS&C.

You might have noticed in the previous room that the view is somewhat limited.
The number of squares you can see is affected by your held light and time of day.
There are two things to be done regarding that, the first thing is to use the
command &RLOOKAROUND&C to see a slightly bigger map (see &RHELP LOOKAROUND&C).
The other thing is a spell called &RWIZARDEYE&C, which will improve his caster's
view of the world (see &RHELP WIZARDEYE&C).

Move on to the east to the next lesson.

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#21315
Death System~
The Death system is slightly different here.  
Every time you die here you will leave a corpse with your equipment on 
it at the point you died.
Your corpse is full-loot at this point (meaning everyone can take anything
from it).  
Your corpse will rot (meaning it will disappear and anything in it lost) after
about 30 real time minutes

This is a brief explanation, more help could be found at &RHELP DEATH&C.

Next you get to forge your very own weapon, go south when you are ready.

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#21316
Combat System, First Lesson: Introduction~
Finally we get to learn all about how the action is done in Rafermand.
Coming in line with some of the systems introduced here, the combat system
is completly unique, and if you have played some muds before, could take some
time to get used to.

The basic idea behind our combat system is to make it as realistic as possible
within the boundaries of a text mud.

The first thing you will notice about the combat system is that it is limb based.
What is limb based you ask? Well, this simply means that contrary to other
combat systems that manage damage and armor for the whole character, here its done
on a limb base.
Every limb has its own protective armor, and thus its own protective value (you
may regard it as Armor Class per limb), derived from the fact that not wearing 
protective armor at all may result in your immediate death in one blow.

To add an even more realistic twist, there are 3 kinds of armor modifiers, for
3 types of attacks: Bash, Slash and Stab.
And as you might understand, each piece of armor has 3 armor modifiers (also
called mods) values, one for each attack type.

The introduction continues to the south.

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#21317
Combat System, Second Lesson: Introduction cont.~
Weapons as you might guess, also have 3 modifiers, which dictate how much damage
the weapon does in each attack type.
What it  all comes down to is that when you fight, you choose your grip
(Bash, Slash or Stab) and the target limb you wish to damage.
According to the weapons attack mod, and the target limb armor mod, the damage is
calculated.

Another important thing to know about the combat system is that the attacks are done
in semi-realtime way.
You hit as fast as your agility allows, and the size of your weapon greatly affects
the time you will have to wait until you can try to hit again.

Once in a while you might have a lucky hit, those hits are called critical strikes,
and they can result in your enemy losing a limb or even death.

Note that mobs that are intelligent will aim for your weak spots, so it is extremely
crucial to wear protective armor on your neck, head and chest, which are the most
vulnerable limbs (a successful clear neck shot will kill you).

The next room to the east translates all this into commands.

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#21318
Forge System~
Our forge system is the source of most of the equipment in Rafermand.
The idea behind the forge system is simple, there are 19 ore types and around
80 weapon and armor types in the game.
A player can simply create any weapon or armor with any ore type.
As usual, read &RHELP FORGE&C to know all about it.

Its also really easy to do, the first thing you need to do is get some ore or slabs
(slabs are processed ores), and using the slabs you can create any piece.

You do not need any special skill, but you do have to find a forge room.
A forge room is a special room where you can forge, and only one person may be in
a forge at any time.
There is such a room down, but before you go there, you should buy enough copper ores
to make a short sword, the amount of ore is determined by your race, the bigger you are
the more ore it will take to make armor or weapons.
To see how many slabs it will take to make a short sword type: &RFORGE LIST SWORD&C
(a more complete overview of the forge command will be in the forge room).
Buy the appropriate amount of ore from Yeshud the ore trader, you will also need 
charcoals in order to make slabs, one charcoal for each ore (type &RLIST&C to get a 
list of the things he sells, then &RBUY <ITEM>&C to buy it).

You will use the ore to make slabs, and then use the slabs to make a short sword.
Note that forged armor have a race restriction, meaning, only someone from your race will
be able to wear armor you forge.

Type &RDOWN&C to get to the forge room, but since only one person can reside there at
any moment, it might be occupied.

Now that you have your new sword, you probably want to know how to use it, go west
to learn the first lesson on the combat system.

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#21319
School Forge~
As mentioned before, creating new weapon and armor pieces is easy.
You will only need the &RFORGE&C command to do it.

First step is to make slabs, if you bought copper ore and charcoal, you can just
use the &RFORGE SLAB <ORE NUMBER>&C command to do so.
Using the &RFORGE ORES&C you can find out the appropriate ore number of copper
(which is 1, since its the most basic ore).
Go ahead and create slabs, notice that the slab is placed on the floor and 
needs to cool down, only once it cools down you can then pick it up.
Note that there is a chance of the breaking process to fail, and then you will not
get any slabs, but will lose the ore.

When you have enough copper slabs, its time to forge a short sword.
&RFORGE CREATE <ORE NUMER> <ITEM>&C is used to do that.

Other useful forge command options is sell, appraise and sell.
&RFORGE SELL <ORE NUMBER>&C is used to sell slabs.
&RFORGE APPRAISE <ITEM NAME>&C will tell you how many slabs you will get by breaking 
a weapon or armor.
&RFORGE BREAK <ITEM NAME>&C is used to salvage slabs from an item - very useful when
you loot various items from mobs.

To create a short sword type: &RFORGE CREATE 1 8&C, simple, no?
Let it cool off and then you can pick it up and wield it (&RGET SWORD&C, &RWEAR SWORD&C)

When you have your weapon ready, go back up.

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#21320
Combat System, Third Lesson: Basic Commands~
The main command that is used in our combat system is the &RTARGET&C command.
Using it, you can define which limb and grip you wish to use, and when you
engage in combat (by using the &RATTACK <TARGET>&C command), you will 
auto-attack using those settings.
You can also turn off auto-attack using &RTARGET OFF&C.

If you wish to fight manually, you can use the &RATTACK&C and &RGRIP&C commands to
fight, but then you will have to type &RATTACK <TARGET> <LIMB>&C each time you
wish to make damage.
The &RGRIP <BASH/SLASH/STAB>&C command is used to determine your grip, and you can
change it in the middle of combat.

If you are wielding a short sword, that you made in the forge, you might want to
type in &RATTACK SLASH&C since swords are a generally good slashing weapon.
If you have a different weapon, you should pick a grip that best suits your weapon,
since there is no real use of using a dagger with a bash grip, or a hammer with a stab
grip.

This is the last lesson of this faculty.
Now you should venture and explore the wonderful world of Rafermand.
The final helpfile we strongly recommend to read is &RHELP ADVICE&C, this helpfile 
contains some necessary steps to start off your adventures.

**NOTE:  Going south will bring you back to the entrance of the Faculty of Rafermand
         Specialization
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#21321
School Armorer~
Most of this room is crowded with large baskets that holds various armors 
and weapons. No visiable order can be discerned, but the agile armorer 
seems to know exactly where is everything. The entrance is practically 
blocked by long desk, preventing from unauthorized people from approching 
the overloaded crates. A small sign states that who ever needs equipments, 
just needs to say &ROUTFIT&C. 
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#21322
Path to the Battle Grounds~
A small path cuts northwest that leads directly into the battle grounds.
The battle grounds are used by those new to Rafermand to start to hone
their battle skills.  There are 4 tiers or sets of enemies to fight.  The
first set is the easiest and they get harder as you progress.  To the
east, the welcoming land of Rolen Camp and the Academy entrance awaits.
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#21323
Path to the Battle Grounds~
The path continues on to the Battle Grounds.  In order to advance in
the Battle Grounds, you need to learn the password to advance to the
next tier of the Battle Grounds.  There is one enemy in each tier that
will tell you the password upon defeat (that mob is typically the most
difficult).  This keeps newbies from traveling on before they are ready
for the next tier.
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#21324
Path to the Battle Grounds~
&w&CJust to the north, the Battle Grounds begin.  &w&RIt is important
that you have visited the armorer and received some basic equipment and that
you have been through the Specialization Academy and read up on some of
our new features.  &w&COnce you have completed both of these tasks, you
are ready for Tier 1 of the Battle Grounds.  Don't be too scared about
the enemies here, they are caged and fairly weak.
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#21325
Entrance to the Battle Grounds~
Just to the north, the first tier of the Battle Ground Begins.  The
view is going to shift from the regular view you see here to the asciimap/
wilderness looking view you seen in the Academy.  You will need to defeat
the caged mob on the right side, right before the door into Tier 2 of the
Battle Grounds to gain entry into Tier 2 of the Battle Grounds.
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#21326
Entrance to Cage Area~
A small road runs north and south, north leading into Tier2 of the
Battle Grounds, south leading out.  Along the east and west side of
the road, numerous cages holding wild beasts is open to all who wish
to test their battle skills.  In order to advance to Tier 2, you need
to defeat the beast caged in the right cage closest to the Tier 2
entrance.  You can see and hear the bloody thing from here.
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#21327
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
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#21328
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
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#21329
Between Cages~
The path continues north and south.  To the east and west, there
are cages that are being used to hold the creatures captured for
your thwacking enjoyment.  Do not be afraid to enter the cages
because the creatures are held down by chains and cannot attack
you or assist one another.
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#21330
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
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#21331
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
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#21332
Between Cages~
The path continues north and south.  To the east and west, there
are cages that are being used to hold the creatures captured for
your thwacking enjoyment.  Do not be afraid to enter the cages
because the creatures are held down by chains and cannot attack
you or assist one another.
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#21333
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
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#21334
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
~
1073741824&2
0 1
0
0
D3
~
~
0 -1 21332
0 0
S
#21335
Between Cages~
The path continues north and south.  To the east and west, there
are cages that are being used to hold the creatures captured for
your thwacking enjoyment.  Do not be afraid to enter the cages
because the creatures are held down by chains and cannot attack
you or assist one another.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21338
0 0
D1
~
~
0 -1 21337
0 0
D2
~
~
0 -1 21332
0 0
D3
~
~
0 -1 21336
0 0
S
#21336
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
~
1073741824&2
0 1
0
0
D1
~
~
0 -1 21335
0 0
S
#21337
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
~
1073741824&2
0 1
0
0
D3
~
~
0 -1 21335
0 0
S
#21338
Between Cages~
The path continues north and south.  To the east and west, there
are cages that are being used to hold the creatures captured for
your thwacking enjoyment.  Do not be afraid to enter the cages
because the creatures are held down by chains and cannot attack
you or assist one another.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21341
0 0
D1
~
~
0 -1 21340
0 0
D2
~
~
0 -1 21335
0 0
D3
~
~
0 -1 21339
0 0
S
#21339
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
~
1073741824&2
0 1
0
0
D1
~
~
0 -1 21338
0 0
S
#21340
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
~
1073741824&2
0 1
0
0
D3
~
~
0 -1 21338
0 0
S
#21341
Between Cages~
The path continues north and south.  To the east and west, there
are cages that are being used to hold the creatures captured for
your thwacking enjoyment.  Do not be afraid to enter the cages
because the creatures are held down by chains and cannot attack
you or assist one another.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21344
0 0
D1
~
~
0 -1 21343
0 0
D2
~
~
0 -1 21338
0 0
D3
~
~
0 -1 21342
0 0
S
#21342
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
~
1073741824&2
0 1
0
0
D1
~
~
0 -1 21341
0 0
S
#21343
Cage~
~
1073741824&2
0 1
0
0
D3
~
~
0 -1 21341
0 0
S
#21344
Right before the Door to Tier 2~
To the north, you can see the door that leads into Tier 2 of the Battle
Grounds.  A small cage like the rest of the cages is to the west, but
a giant cage is just to the east, and from here you can see this hidious
beast snarling and jumping against the cage.  You can see a few bones
scattered around the cage too, so you might be careful going in there
and be ready for battle at all times.
~
1073741824&2
0 14
0
0
D0
~
~
0 -1 21347
0 0
D1
~
~
0 -1 21346
0 0
D2
~
~
0 -1 21341
0 0
D3
~
~
0 -1 21345
0 0
S
#21345
Cage~
A few chains and locks litter what is mostly a cage used to hold wild
beasts.  A few beasts are shackled to their changes and are seperated
for your attacking pleasure.  Remember, if it begins to become too much,
you can always flee.  In addition, it is not wise to attack more than
one target at a time unless you are sure you can take them all.
~
1073741824&2
0 1
0
0
D1
~
~
0 -1 21344
0 0
S
#21346
A Giant Cage~
Unlike the rest of the cages, there is only one set of locks and chains
and it is used to hold this huge beast.  Where as the other detainees
aren't all that nasty looking, this one is snarling and trying to get
free.  Good thing that those shackles are holding it down, or it just
might get free and cause some problems for some unknowing individuals.
In order to move on to Tier 2, you need to defeat this beast.
~
1073741824&2
0 1
0
0
D3
~
~
0 -1 21344
0 0
S
#21347
Entrance to Tier2 of the Battle Grounds~
The door to Tier2 of the Battle Grounds is right here before you.  In
order to advance to Tier2, you need to know the password to move on.
You can get it be defeating the mob in the cage just to the south and
east of here.  If you know it, say it, and the guard will open the doors
for you.  If not, go back and destroy the beast.
~
1073741824&2
0 0
0
0
D0
~
~
8389671 21310 21348
0 0
D2
~
~
0 -1 21344
0 0
S
#21348
Exit to Tier1 of the Battle Grounds~
A small door blocks your entrance back into Tier1 of the Battle Grounds.
A guard is here standing his post and will let you back in if you utter
the words used to get here in the first place.  To the north, you can
see what appears to be the next Tier of the Battle Grounds
~
1073741828&2
0 0
0
0
D0
~
~
0 -1 21349
0 0
D2
~
~
8389671 21310 21347
0 0
S
#21349
Battle Fields~
All around you, all you can see is just open fields and figures moving back
and forth in between them.  This Tier offers slightly more difficult enemies
to fight, but they still will not attack you or assist eachother in this Tier.
It is also up to you to find the mobile that is holding the key to the next
Tier.
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21356
0 0
D1
~
~
0 -1 21352
0 0
D2
~
~
0 -1 21348
0 0
D3
~
~
0 -1 21350
0 0
S
#21350
Battle Fields~
You are moving over the bloody battle Fields of Tier2.  Grass seems to be
everywhere, along with blood spatters from all the battles that take place
in this Tier.  All around you, the only thing you can see is grass and large
critters moving around in the fields.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21355
0 0
D1
~
~
0 -1 21349
0 0
D3
~
~
0 -1 21351
0 0
S
#21351
Battle Fields~
You are moving over the bloody battle Fields of Tier2.  Grass seems to be
everywhere, along with blood spatters from all the battles that take place
in this Tier.  All around you, the only thing you can see is grass and large
critters moving around in the fields.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21354
0 0
D1
~
~
0 -1 21350
0 0
S
#21352
Battle Fields~
You are moving over the bloody battle Fields of Tier2.  Grass seems to be
everywhere, along with blood spatters from all the battles that take place
in this Tier.  All around you, the only thing you can see is grass and large
critters moving around in the fields.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21357
0 0
D1
~
~
0 -1 21353
0 0
D3
~
~
0 -1 21349
0 0
S
#21353
Battle Fields~
You are moving over the bloody battle Fields of Tier2.  Grass seems to be
everywhere, along with blood spatters from all the battles that take place
in this Tier.  All around you, the only thing you can see is grass and large
critters moving around in the fields.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21358
0 0
D3
~
~
0 -1 21352
0 0
S
#21354
Battle Fields~
All around you, small splatters of blood lighten the grass to a redish to dark
green color.  It is quite noisy too from the sounds of weapons meeting flesh
and death cries from all parts.  If you are too chicken, it might be a good idea
to go back into first Tier and hone your skills a bit more.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21359
0 0
D1
~
~
0 -1 21355
0 0
D2
~
~
0 -1 21351
0 0
S
#21355
Battle Fields~
All around you, small splatters of blood lighten the grass to a redish to dark
green color.  It is quite noisy too from the sounds of weapons meeting flesh
and death cries from all parts.  If you are too chicken, it might be a good idea
to go back into first Tier and hone your skills a bit more.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21360
0 0
D1
~
~
0 -1 21356
0 0
D2
~
~
0 -1 21350
0 0
D3
~
~
0 -1 21354
0 0
S
#21356
Battle Fields~
All around you, small splatters of blood lighten the grass to a redish to dark
green color.  It is quite noisy too from the sounds of weapons meeting flesh
and death cries from all parts.  If you are too chicken, it might be a good idea
to go back into first Tier and hone your skills a bit more.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21361
0 0
D1
~
~
0 -1 21357
0 0
D2
~
~
0 -1 21349
0 0
D3
~
~
0 -1 21355
0 0
S
#21357
Battle Fields~
All around you, small splatters of blood lighten the grass to a redish to dark
green color.  It is quite noisy too from the sounds of weapons meeting flesh
and death cries from all parts.  If you are too chicken, it might be a good idea
to go back into first Tier and hone your skills a bit more.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21362
0 0
D1
~
~
0 -1 21358
0 0
D2
~
~
0 -1 21352
0 0
D3
~
~
0 -1 21356
0 0
S
#21358
Battle Fields~
All around you, small splatters of blood lighten the grass to a redish to dark
green color.  It is quite noisy too from the sounds of weapons meeting flesh
and death cries from all parts.  If you are too chicken, it might be a good idea
to go back into first Tier and hone your skills a bit more.
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21363
0 0
D2
~
~
0 -1 21353
0 0
D3
~
~
0 -1 21357
0 0
S
#21359
Battle Fields~
Small packs of creatures such as wolves, dogs, and even boars move restlessly
around this blood soaken area.  All around you, you can hear the sounds of death
and even can smell it.  To the north you can see the entrance into Tier 3, but
do you know the password to continue on yet?
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21364
0 0
D1
~
~
0 -1 21360
0 0
D2
~
~
0 -1 21354
0 0
S
#21360
Battle Fields~
Small packs of creatures such as wolves, dogs, and even boars move restlessly
around this blood soaken area.  All around you, you can hear the sounds of death
and even can smell it.  To the north you can see the entrance into Tier 3, but
do you know the password to continue on yet?
~
1073741828&2
0 2
0
0
D0
~
~
0 -1 21365
0 0
D1
~
~
0 -1 21361
0 0
D2
~
~
0 -1 21355
0 0
D3
~
~
0 -1 21359
0 0
S
#21361
Battle Fields~
Small packs of creatures such as wolves, dogs, and even boars move restlessly
around this blood soaken area.  All around you, you can hear the sounds of death
and even can smell it.  To the north you can see the entrance into Tier 3, but
do you know the password to continue on yet?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21366
0 0
D1
~
~
0 -1 21362
0 0
D2
~
~
0 -1 21356
0 0
D3
~
~
0 -1 21360
0 0
S
#21362
Battle Fields~
Small packs of creatures such as wolves, dogs, and even boars move restlessly
around this blood soaken area.  All around you, you can hear the sounds of death
and even can smell it.  To the north you can see the entrance into Tier 3, but
do you know the password to continue on yet?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21367
0 0
D1
~
~
0 -1 21363
0 0
D2
~
~
0 -1 21357
0 0
D3
~
~
0 -1 21361
0 0
S
#21363
Battle Fields~
Small packs of creatures such as wolves, dogs, and even boars move restlessly
around this blood soaken area.  All around you, you can hear the sounds of death
and even can smell it.  To the north you can see the entrance into Tier 3, but
do you know the password to continue on yet?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21368
0 0
D2
~
~
0 -1 21358
0 0
D3
~
~
0 -1 21362
0 0
S
#21364
Battle Fields~
Ever closer to the center of the battle grounds, you can see things moving
back and forth, most running away from either the adventurer with a big sword,
or an adventurer halling tail back to the entrance.  To the north, the door
toward Tier3 is clearly in sight, but why would you want to leave this fun?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21369
0 0
D1
~
~
0 -1 21365
0 0
D2
~
~
0 -1 21359
0 0
S
#21365
Battle Fields~
Ever closer to the center of the battle grounds, you can see things moving
back and forth, most running away from either the adventurer with a big sword,
or an adventurer halling tail back to the entrance.  As you look around the room
more, you notice a small hatch leading down into the ground, what could it be?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21370
0 0
D1
~
~
0 -1 21366
0 0
D2
~
~
0 -1 21360
0 0
D3
~
~
0 -1 21364
0 0
D5
~
hatch~
11 -1 21380
0 0
S
#21366
Battle Fields~
Ever closer to the center of the battle grounds, you can see things moving
back and forth, most running away from either the adventurer with a big sword,
or an adventurer halling tail back to the entrance.  To the north, the door
toward Tier3 is clearly in sight, but why would you want to leave this fun?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21371
0 0
D1
~
~
0 -1 21367
0 0
D2
~
~
0 -1 21361
0 0
D3
~
~
0 -1 21365
0 0
S
#21367
Battle Fields~
Ever closer to the center of the battle grounds, you can see things moving
back and forth, most running away from either the adventurer with a big sword,
or an adventurer halling tail back to the entrance.  To the north, the door
toward Tier3 is clearly in sight, but why would you want to leave this fun?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21372
0 0
D1
~
~
0 -1 21368
0 0
D2
~
~
0 -1 21362
0 0
D3
~
~
0 -1 21366
0 0
S
#21368
Battle Fields~
Ever closer to the center of the battle grounds, you can see things moving
back and forth, most running away from either the adventurer with a big sword,
or an adventurer halling tail back to the entrance.  To the north, the door
toward Tier3 is clearly in sight, but why would you want to leave this fun?
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21373
0 0
D2
~
~
0 -1 21363
0 0
D3
~
~
0 -1 21367
0 0
S
#21369
Battle Fields~
It seems there is a bit less racket up toward the northern part of the fields.
Perhaps it is because most of the combat going on is toward the south, or
people are just moving toward the door to the north.  However, ths grass is
still bloodied up here, so don't think you are in the clear just yet.
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21374
0 0
D1
~
~
0 -1 21370
0 0
D2
~
~
0 -1 21364
0 0
S
#21370
Battle Fields~
It seems there is a bit less racket up toward the northern part of the fields.
Perhaps it is because most of the combat going on is toward the south, or
people are just moving toward the door to the north.  However, ths grass is
still bloodied up here, so don't think you are in the clear just yet.
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21375
0 0
D1
~
~
0 -1 21371
0 0
D2
~
~
0 -1 21365
0 0
D3
~
~
0 -1 21369
0 0
S
#21371
Battle Fields~
It seems there is a bit less racket up toward the northern part of the fields.
Perhaps it is because most of the combat going on is toward the south, or
people are just moving toward the door to the north.  However, ths grass is
still bloodied up here, so don't think you are in the clear just yet.
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21376
0 0
D1
~
~
0 -1 21372
0 0
D2
~
~
0 -1 21366
0 0
D3
~
~
0 -1 21370
0 0
S
#21372
Battle Fields~
It seems there is a bit less racket up toward the northern part of the fields.
Perhaps it is because most of the combat going on is toward the south, or
people are just moving toward the door to the north.  However, ths grass is
still bloodied up here, so don't think you are in the clear just yet.
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21377
0 0
D1
~
~
0 -1 21373
0 0
D2
~
~
0 -1 21367
0 0
D3
~
~
0 -1 21371
0 0
S
#21373
Battle Fields~
It seems there is a bit less racket up toward the northern part of the fields.
Perhaps it is because most of the combat going on is toward the south, or
people are just moving toward the door to the north.  However, ths grass is
still bloodied up here, so don't think you are in the clear just yet.
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21378
0 0
D2
~
~
0 -1 21368
0 0
D3
~
~
0 -1 21372
0 0
S
#21374
Battle Fields~
This is the nortern most point of the Field.  Only more north you can go is
to the door into Tier3.  However, have you yet to find the enemy that possesses
the password into the next section.  Keep looking if you have not, and make
sure to read the descriptions in the rooms for hints.
~
1073741824&2
0 2
0
0
D1
~
~
0 -1 21375
0 0
D2
~
~
0 -1 21369
0 0
S
#21375
Battle Fields~
This is the nortern most point of the Field.  Only more north you can go is
to the door into Tier3.  However, have you yet to find the enemy that possesses
the password into the next section.  Keep looking if you have not, and make
sure to read the descriptions in the rooms for hints.
~
1073741824&2
0 2
0
0
D1
~
~
0 -1 21376
0 0
D2
~
~
0 -1 21370
0 0
D3
~
~
0 -1 21374
0 0
S
#21376
Battle Fields~
This is the nortern most point of the Field.  Only more north you can go is
to the door into Tier3.  However, have you yet to find the enemy that possesses
the password into the next section.  Keep looking if you have not, and make
sure to read the descriptions in the rooms for hints.
~
1073741824&2
0 2
0
0
D0
~
~
0 -1 21379
0 0
D1
~
~
0 -1 21377
0 0
D2
~
~
0 -1 21371
0 0
D3
~
~
0 -1 21375
0 0
S
#21377
Battle Fields~
This is the nortern most point of the Field.  Only more north you can go is
to the door into Tier3.  However, have you yet to find the enemy that possesses
the password into the next section.  Keep looking if you have not, and make
sure to read the descriptions in the rooms for hints.
~
1073741824&2
0 2
0
0
D1
~
~
0 -1 21378
0 0
D2
~
~
0 -1 21372
0 0
D3
~
~
0 -1 21376
0 0
S
#21378
Battle Fields~
This is the nortern most point of the Field.  Only more north you can go is
to the door into Tier3.  However, have you yet to find the enemy that possesses
the password into the next section.  Keep looking if you have not, and make
sure to read the descriptions in the rooms for hints.
~
1073741824&2
0 2
0
0
D2
~
~
0 -1 21373
0 0
D3
~
~
0 -1 21377
0 0
S
#21379
Entrance into Tier 3~
A guard is here guarding the door and opening it for those who know the
password to the next area.  All you need to do is say the password to move
on.  If you don't know the password, just move back into the field and
try to find it (hint read the descriptions in the rooms)
~
1073741828&2
0 0
0
0
D0
~
~
8389671 21311 21381
0 0
D2
~
~
0 -1 21376
0 0
S
#21380
Down in a Hole~
You climb down the hatch and land in what appears to be a small hobbit
hole.  It appears to be fully furnished and appears that someone is living
in here.  Perhaps you should leave this place right now, or perhaps you
should start swinging and start asking questions later.  It is up to you.
~
1073741828
0 2
0
0
D4
~
hatch~
11 -1 21365
0 0
S
#21381
Exit into Tier 2~
Here stands the door back into Tier 2 of the Battle Grounds.  You can
go back by simply saying hobbit (that is how you got in here in the
first place right?).  To the north, Tier 3 of the battle grounds begin.
The mobs here are still noassist, but they are humanoid with copper
equipment.  Continue north for more info over this section, and please
be careful, it is going to get much harder here, and it is a very good
chance you can die.
~
1073741828&2
0 0
0
0
D0
~
~
0 -1 21382
0 0
D2
~
~
8389671 21311 21379
0 0
S
#21382
Entrance into the Mines~
Welcome to Tier 3, or the underground mines.  All sorts of creatures
are here mining away at the earth.  You may comb around the mines till
you find the entrance into Tier 4, but remember you must find the password
first.  The mobiles here are humanoid and possess some equipment.  You might
not be able to wear it if the armor is not your race, or the weapon's weapon
size doesn't fit into yours, or is too heavy to wield.  You can always take
it back and break it down though.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21384
0 0
D2
~
~
0 -1 21381
0 0
D3
~
~
0 -1 21383
0 0
S
#21383
Underground Mines~
All around you, various races are working together to mine the ore out of this
underground section.  As many races get together in Rolen camp, so do they work
together in some situations.  As you look around, you can see hobbits, humans, elves,
dwarves, and ogres working together to extra the resources from the ground.  However,
there appears to be no fairies though.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21382
0 0
D3
~
~
0 -1 21401
0 0
S
#21384
Underground Mines~
You see all kinds of races moving back and forth around the main loop.  There
is not many places on the face of Rafermand where you see the races like this
working in unison, so sometimes it is fun to watch them interact and see how
they can coassist.  On the other hand, you cannot really see anyone moving up
into the northern part of the mines.  Sounds like something to explore!
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21385
0 0
D3
~
~
0 -1 21382
0 0
S
#21385
Underground Mines~
You see all kinds of races moving back and forth around the main loop.  There
is not many places on the face of Rafermand where you see the races like this
working in unison, so sometimes it is fun to watch them interact and see how
they can coassist.  On the other hand, you cannot really see anyone moving up
into the northern part of the mines.  Sounds like something to explore!
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21386
0 0
D2
~
~
0 -1 21384
0 0
S
#21386
Underground Mines~
You see all kinds of races moving back and forth around the main loop.  There
is not many places on the face of Rafermand where you see the races like this
working in unison, so sometimes it is fun to watch them interact and see how
they can coassist.  On the other hand, you cannot really see anyone moving up
into the northern part of the mines.  Sounds like something to explore!
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21387
0 0
D3
~
~
0 -1 21385
0 0
S
#21387
Underground Mines~
You see all kinds of races moving back and forth around the main loop.  There
is not many places on the face of Rafermand where you see the races like this
working in unison, so sometimes it is fun to watch them interact and see how
they can coassist.  On the other hand, you cannot really see anyone moving up
into the northern part of the mines.  Sounds like something to explore!
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21388
0 0
D2
~
~
0 -1 21386
0 0
S
#21388
Underground Mines~
You see all kinds of races moving back and forth around the main loop.  There
is not many places on the face of Rafermand where you see the races like this
working in unison, so sometimes it is fun to watch them interact and see how
they can coassist.  On the other hand, you cannot really see anyone moving up
into the northern part of the mines.  Sounds like something to explore!
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21402
0 0
D2
~
~
0 -1 21387
0 0
D3
~
~
0 -1 21389
0 0
S
#21389
Underground Mines~
As you venture deaper into the mine, you noticed that it cuts deaper into the back.
You don't see as many workers back in that area, a matter of fact, you really
don't see any moving towards that part of the mine.  However, in the first loop
of the mine, you see all sorts of people moving back and forth keeping up the
production of the mine.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21388
0 0
D3
~
~
0 -1 21390
0 0
S
#21390
Underground Mines~
As you venture deaper into the mine, you noticed that it cuts deaper into the back.
You don't see as many workers back in that area, a matter of fact, you really
don't see any moving towards that part of the mine.  However, in the first loop
of the mine, you see all sorts of people moving back and forth keeping up the
production of the mine.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21410
0 0
D1
~
~
0 -1 21389
0 0
D3
~
~
0 -1 21391
0 0
S
#21391
Underground Mines~
As you venture deaper into the mine, you noticed that it cuts deaper into the back.
You don't see as many workers back in that area, a matter of fact, you really
don't see any moving towards that part of the mine.  However, in the first loop
of the mine, you see all sorts of people moving back and forth keeping up the
production of the mine.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21390
0 0
D3
~
~
0 -1 21392
0 0
S
#21392
Underground Mines~
As you venture deaper into the mine, you noticed that it cuts deaper into the back.
You don't see as many workers back in that area, a matter of fact, you really
don't see any moving towards that part of the mine.  However, in the first loop
of the mine, you see all sorts of people moving back and forth keeping up the
production of the mine.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21391
0 0
D3
~
~
0 -1 21393
0 0
S
#21393
Underground Mines~
As you venture deaper into the mine, you noticed that it cuts deaper into the back.
You don't see as many workers back in that area, a matter of fact, you really
don't see any moving towards that part of the mine.  However, in the first loop
of the mine, you see all sorts of people moving back and forth keeping up the
production of the mine.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21392
0 0
D2
~
~
0 -1 21394
0 0
S
#21394
Underground Mines~
As you venture deaper into the mine, you noticed that it cuts deaper into the back.
You don't see as many workers back in that area, a matter of fact, you really
don't see any moving towards that part of the mine.  However, in the first loop
of the mine, you see all sorts of people moving back and forth keeping up the
production of the mine.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21393
0 0
D2
~
~
0 -1 21395
0 0
S
#21395
Underground Mines~
All around, the sounds of chisels and wheel barrows fill the dry air and hollowed
channels of this mine.  Beings of different races working together to carefully
extract materials out of the mine.  As you look around, you notice ogres lugging
around large amounts of ore while the other races work on mining it out and helping
in the process of lugging it around.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21394
0 0
D3
~
~
0 -1 21396
0 0
S
#21396
Underground Mines~
All around, the sounds of chisels and wheel barrows fill the dry air and hollowed
channels of this mine.  Beings of different races working together to carefully
extract materials out of the mine.  As you look around, you notice ogres lugging
around large amounts of ore while the other races work on mining it out and helping
in the process of lugging it around.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21395
0 0
D2
~
~
0 -1 21397
0 0
S
#21397
Underground Mines~
All around, the sounds of chisels and wheel barrows fill the dry air and hollowed
channels of this mine.  Beings of different races working together to carefully
extract materials out of the mine.  As you look around, you notice ogres lugging
around large amounts of ore while the other races work on mining it out and helping
in the process of lugging it around.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21396
0 0
D2
~
~
0 -1 21398
0 0
S
#21398
Underground Mines~
All around, the sounds of chisels and wheel barrows fill the dry air and hollowed
channels of this mine.  Beings of different races working together to carefully
extract materials out of the mine.  As you look around, you notice ogres lugging
around large amounts of ore while the other races work on mining it out and helping
in the process of lugging it around.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21397
0 0
D1
~
~
0 -1 21399
0 0
S
#21399
Underground Mines~
All around you, various races are working together to mine the ore out of this
underground section.  As many races get together in Rolen camp, so do they work
together in some situations.  As you look around, you can see hobbits, humans, elves,
dwarves, and ogres working together to extra the resources from the ground.  However,
there appears to be no fairies though.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21400
0 0
D3
~
~
0 -1 21398
0 0
S
#21400
Underground Mines~
All around you, various races are working together to mine the ore out of this
underground section.  As many races get together in Rolen camp, so do they work
together in some situations.  As you look around, you can see hobbits, humans, elves,
dwarves, and ogres working together to extra the resources from the ground.  However,
there appears to be no fairies though.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21401
0 0
D3
~
~
0 -1 21399
0 0
S
#21401
Underground Mines~
All around you, various races are working together to mine the ore out of this
underground section.  As many races get together in Rolen camp, so do they work
together in some situations.  As you look around, you can see hobbits, humans, elves,
dwarves, and ogres working together to extra the resources from the ground.  However,
there appears to be no fairies though.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21383
0 0
D2
~
~
0 -1 21400
0 0
S
#21402
Underground Mines~
It appears there are only a few workers moving in and out of this part.  They
don't appear to be miners either.  A few of them seem to be moving silently
and secretly, but not that silently and secretly.  Might be a good idea to
follow them to see what is going on.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21403
0 0
D3
~
~
0 -1 21388
0 0
S
#21403
Underground Mines~
It appears there are only a few workers moving in and out of this part.  They
don't appear to be miners either.  A few of them seem to be moving silently
and secretly, but not that silently and secretly.  Might be a good idea to
follow them to see what is going on.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21404
0 0
D3
~
~
0 -1 21402
0 0
S
#21404
Underground Mines~
It appears there are only a few workers moving in and out of this part.  They
don't appear to be miners either.  A few of them seem to be moving silently
and secretly, but not that silently and secretly.  Might be a good idea to
follow them to see what is going on.
~
1073741828&2
0 13
0
0
D0
~
~
0 -1 21405
0 0
D2
~
~
0 -1 21403
0 0
S
#21405
Underground Mines~
As you move around the northern part of the mines, you notice a few suspicious
looking individuals moving to the north, and continue to move toward it, just
out from it.  They appear to not care that you are following them, which is
most likely not a good sign.  Be careful where you step.
~
1073741824&2
0 13
0
0
D2
~
~
0 -1 21404
0 0
D3
~
~
0 -1 21406
0 0
S
#21406
Underground Mines~
As you move around the northern part of the mines, you notice a few suspicious
looking individuals moving to the north, and continue to move toward it, just
out from it.  They appear to not care that you are following them, which is
most likely not a good sign.  Be careful where you step.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21411
0 0
D1
~
~
0 -1 21405
0 0
D3
~
~
0 -1 21407
0 0
S
#21407
Underground Mines~
As you move around the northern part of the mines, you notice a few suspicious
looking individuals moving to the north, and continue to move toward it, just
out from it.  They appear to not care that you are following them, which is
most likely not a good sign.  Be careful where you step.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21406
0 0
D3
~
~
0 -1 21408
0 0
S
#21408
Underground Mines~
It appears there are only a few workers moving in and out of this part.  They
don't appear to be miners either.  A few of them seem to be moving silently
and secretly, but not that silently and secretly.  Might be a good idea to
follow them to see what is going on.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21407
0 0
D3
~
~
0 -1 21409
0 0
S
#21409
Underground Mines~
It appears there are only a few workers moving in and out of this part.  They
don't appear to be miners either.  A few of them seem to be moving silently
and secretly, but not that silently and secretly.  Might be a good idea to
follow them to see what is going on.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21408
0 0
D2
~
~
0 -1 21410
0 0
S
#21410
Underground Mines~
It appears there are only a few workers moving in and out of this part.  They
don't appear to be miners either.  A few of them seem to be moving silently
and secretly, but not that silently and secretly.  Might be a good idea to
follow them to see what is going on.
~
1073741828&2
0 13
0
0
D0
~
~
0 -1 21409
0 0
D2
~
~
0 -1 21390
0 0
S
#21411
Underground Mines~
As you move around the northern part of the mines, you notice a few suspicious
looking individuals moving to the north, and continue to move toward it, just
out from it.  They appear to not care that you are following them, which is
most likely not a good sign.  Be careful where you step.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21412
0 0
D2
~
~
0 -1 21406
0 0
S
#21412
Underground Mines~
The path ends here and cuts to the west.  If you are looking for Tier4, there is
no Tier 4, so quit looking!
~
1073741824&2
0 13
0
0
D2
~
~
0 -1 21411
0 0
D3
~
~
0 -1 21414
0 0
S
#21413
Underground Mines~
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21416
0 0
D3
~
~
0 -1 21412
0 0
S
#21414
Underground Mines~
&w&CThe mines appear to hault here all of a sudden.  Much to your good fortune
a nice wooden chest lies out in the middle of the room.  Perhaps some great
treasure has been left here for you.  Perhaps a reward for your good deeds
of finding the end of the mine, or perhaps something much more evil.

Lastly, something strange is popping out of the &w&Rdirt&w&C, might want to look at it.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21412
0 0
D10
~
~
133128 -1 200000
0 0
E
strange dirt~
There appears to be a hidden hole here.  You can use the "enter" command
to travel down into it.
~
S
#21415
A Giant Hole~
You quickly move into the room, but you didn't notice that giant hole
there in front of you.  If you are flying, well....
~
1090519040
0 1
0
0
D2
~
~
0 -1 21414
0 0
D5
~
~
0 -1 21418
0 0
S
#21416
Underground Mines~
~
1073741824&2
0 13
0
0
D2
~
~
0 -1 21413
0 0
S
#21417
Entrance into Tier 4~
The grand door into Tier 4 exists just to the north.  If you have found
the password into Tier 3, congratulations.  You are probably ready to
step out into the real world, but there are other adventurers beyond this
door if you want to step through them.  If you have not found the password,
well keep trying.
~
1073741824
0 0
0
0
D0
~
~
8389671 21312 21431
0 0
D2
~
~
0 -1 21416
0 0
S
#21418
Giant hole~
It continues to drop...
~
1090519040
0 1
0
0
D4
~
~
64 -1 21415
0 0
D5
~
~
0 -1 21419
0 0
S
#21419
The bottom of the drop~
You find yourself at the bottom of the hole.  Looking up above, you
can see the point of entry, but you can only get back up there if you
can fly.  You also see a path cutting south, I guess if you cannot fly
that is the only way you are getting out.
~
1073741824
0 1
0
0
D2
~
~
0 -1 21420
0 0
D4
~
~
64 -1 21418
0 0
S
#21420
Torture Camps~
As soon as you step away from the drop area, you notice what is going
on here real quick.  Looking in all directions you see tortured fairies
pinned up against the wall, with a few huge brutes punishing them.  It
is probably a good thing they are pounding away on the fairies instead
of watching you.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21419
0 0
D1
~
~
0 -1 21421
0 0
D2
~
~
0 -1 21425
0 0
D3
~
~
0 -1 21423
0 0
S
#21421
Holding Cell~
Small cages are littered around this holding cell, fairies of all sizes
and shapes are littered into these cells and are being kept captive by
their evil masters.  You could try helping them, but it appears that the
cells don't open too easily.  You should be more worried about the captors
atm though.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21422
0 0
D3
~
~
0 -1 21420
0 0
S
#21422
Holding Cells~
Small cages are littered around this holding cell, fairies of all sizes
and shapes are littered into these cells and are being kept captive by
their evil masters.  You could try helping them, but it appears that the
cells don't open too easily.  You should be more worried about the captors
atm though.
~
1073741824&2
0 13
0
0
D3
~
~
0 -1 21421
0 0
S
#21423
Holding Cells~
Small cages are littered around this holding cell, fairies of all sizes
and shapes are littered into these cells and are being kept captive by
their evil masters.  You could try helping them, but it appears that the
cells don't open too easily.  You should be more worried about the captors
atm though.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21420
0 0
D3
~
~
0 -1 21424
0 0
S
#21424
Holding Cells~
Small cages are littered around this holding cell, fairies of all sizes
and shapes are littered into these cells and are being kept captive by
their evil masters.  You could try helping them, but it appears that the
cells don't open too easily.  You should be more worried about the captors
atm though.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21423
0 0
S
#21425
A small path~
Besides the holding cells, you notice a small path cuts south here and
then turns east.  However, it appears to endly quite quickly, and some
massive being is at the end of it.  By the looks of it, he appears to be
the one behind this hidious operation.  If he could do this to the poor
fairies, imagine what he could do to your skull :-)
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21420
0 0
D2
~
~
0 -1 21426
0 0
S
#21426
The path turns east~
All around the path, you can see what appears to be bones of fairies that
this gang of hidious monsters has killed.  All around the path, and it
looks like they have been chewed on, how hidious.
~
1073741824&2
0 13
0
0
D0
~
~
0 -1 21425
0 0
D1
~
~
0 -1 21427
0 0
S
#21427
The path continues east.~
You can easily see what is going on to the east.  You can see the end
of the path and lines of fairies being marched on toward the end of the
line.  You might want to be careful if you move any further.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21428
0 0
D3
~
~
0 -1 21426
0 0
S
#21428
The path continues east.~
Lines and lines of fairies are being marched on to the east, and the
captors keep moving them on and on.  All around your feet, hundreds
of fairy bones just litter the street like garbage on unclean streets
of busy towns.  Something just isn't right here....
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21429
0 0
D3
~
~
0 -1 21427
0 0
S
#21429
The path is coming to an end~
The path ends shortly to the east.  You can see the fairies being marched
into the room to the east and are talking to something, but it is hard to
make out exactly what they are talking to at this point because of all the
bodies in front of you.
~
1073741824&2
0 13
0
0
D1
~
~
0 -1 21430
0 0
D3
~
~
0 -1 21428
0 0
S
#21430
A horrific Scene~
All around you, piles of bones stacked high into the sky and the sounds
of fairies screaming as some are being killed where they stand and others
being moved on back west to the holding cells to be detained for god knows
what.  It also appears whatever is going on here, those in charge aren't taking
it too lightly that you are here....
~
1073741824&2
0 13
0
0
D3
~
~
0 -1 21429
0 0
S
#21431
Exit into Tier 3~
The door that stands between Tier 3 and 4 is just south of here.  In
order to get back into Tier 3, all you need to do is say noven.  I
hope you received access to this area by doing that.  To the north, the
Tier 4 of the academy starts.  Be careful from here on out and read
the descriptions carefully.  If you can survive Tier 4, you are very
ready for the outside world!
~
1073741824
0 1
0
0
D2
~
~
8389671 21312 21417
0 0
S
#21447
Floating in a void~
~
1073741828
0 1
0
0
S
#21500
Entrance to the Academy Halls~
Welcome to the pre-eminent center of advanced education throughout
the Continent.  You know it is, that's what it says on the sign
beside the door.
~
1073741828
0 1
0
0
S
#21517
Floating in a void~
~
1073741828
0 1
0
0
S
#21600
Halls of Rafermand Information (err Halls of Pain Yeah!)~
Welcome to Rafermand.  These Halls will provide a wide array of information
over how to play Rafermand.  Rafermand offers a very unique system that you
will not see in any other game out there.  So, please take a few minutes to
read these descriptions and take a look at helpfiles when you need to.  If
you have any questions, please use the &w&Wnewbie&w&C channel to ask them.

You can use this channel by simply typing &w&Wnewbie&w&C along with your
message.  You are welcome back to these rooms as long as you are an actual
newbie.  Once you progress this area will be blocked off to prevent access
to some of the easier mobs in this area.  Thanks for visiting Rafermand.

Head west to learn your first lesson, the level system of Rafermand.
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#21601
No levels, what will I do with my mud life then?~
Rafermand offers a No Level System.  This system allows for growth in
all areas to any extent that is wanted by the owner of Rafermand (that
would be &w&WXerves&w&C BTW).  You gain stats like hp/mana/strength by
actual doing something.  Hp is gained during battle by taking damage,
mana is gained.....using magic.  Strength is gained by using heavy
weapons during battle or by simply hauling around heavy objects.  You
can type &w&Whelp hp, help mana, help strength&w&C to get more information
about each stat.

Skills/spells are gained in similiar fashion, you use them.  Some skills
are rather easy to do this way (enhanced damage as an example, it is an automatic
combat skill making it easy to increase if you are fighting constantly).  Others
are more difficulty due to lack of use.  

Lastly, instead of training up a skill/stat in that fasion, &w&Wspoints&w&C are handed out
after each successful battle.  These can also be spent to increase a stat or a skill.
&w&WTalent&w&C is used to actually spend your spoints on skills, stats, and yes talents.
&w&R
Check out all the helpfiles for the words in white to get more information over the
command, skill, or spell.
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#21602
People keep telling me I am a wussy little mort, am I?~
&w&WScore and gscore&w&C are the two main commands for viewing one's
stats.  Score contains all your stats along with a wide array of other
information used in Rafermand.  &w&WEndurance&w&C affects how well you
can move around before getting winded.  &w&WAgi (Agility)&w&C affects how fast
you can swing your weapon, &w&Wcaste&w&C has to do with &w&Wkingdoms&w&C and your position
in that kingdom (or lack of kingdom in your case).  There is also QPS that is
used in the &w&Wquest&w&C system (more on that later).  On the last line of first
section there is &w&Wspoints and sworth&w&C.  Spoints are gained after a successful
battle (as mentioned before) and sworth is your actual skill value of your player
based on your stats and skills.

3rd section of score lists your Arm/Leg Health (full white is good).  Every time
you take damage to your limbs your health in that limb decreases causing it
to break if it is fully drained.  Last 2 values are Hburn and Mburn.  If you
happen to get hit too much you will start to actual lose more hp per hit and
you will stop gaining points toward some more hp.  Same thing with mburn.

&w&WGscore&w&C is used to show how close you are to actually achieving an hp
gain or any other stat.  When you achieve a gain it is 1 full point in a stat
like strength, but it can be anywhere from 1-7 in hp or mana.
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#21603
No Classes, so what is there exactly?~
As advertised, there is no class system here.  If you are looking for
a completely open "I can learn everything in this game" that is also
not available.  The game is broken up into 5 &w&Wspheres&w&C, which offer
the skills/spells that a typical class would have.  Instead of just having
a class called a ranger, you can actually model your character after a ranger.

You are not restricted in how you start to design your character.  There are
4 &w&Wtiers&w&C of skills/spells.  A Tier is a power of a skill/spell line.  The
1st tier is openly available for anyone to pick from.  Each tier is divided into
a sphere (as mentioned before) and each group is then divided into a &w&Wskillgroup&w&C.

Next thing to know about a skill/spell is that its power is measured through &w&Wskillpoints&w&C
and &w&Wmastery&w&C.  There is a total of 20 points and 6 mastery levels.  You gain points
through usage or with the &w&Wtalent&w&C command.  To gain mastery you need to actually have
a set amount of points (4 points for 2nd mastery - aka novice).  To advance to the 3rd mastery
you need 7 points and also the 2nd mastery :-).

See the helpfiles for each mastery to see the point requirements:
  &w&Wbeginner novice expert master elite flawless&w&C
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#21604
So how do I actually see what the available skills and spells?~
So you know about skills/spells some now, well how can I see them you
might be asking?  &w&WListgroups&w&C is the command you will use to view
the skills/spells in the game.  &w&WSkills&w&C is the actual command you will
use to view what skills/spells/tongues you have.  The last option in the skills
command will show you the percent you have in each sphere.  This will affect
how well you learn any given skill/spell in that sphere.  When you first start

When you first start you will learn at a 70 percent or better if you have no skills or spells at
novice (2nd mastery) or at or above 6 points.  In addition to this, if you
are proficient in one area (50 percent or more) you will then start to see a
percent based on groups in that sphere (this is typically more than the percent
you have in that sphere, but it can be lower if you have all your points in one
group).  Being proficient in one sphere also helps to slow down the loss of
a skill or spell.

Loss of a skill or spell is simply caused by not using it.  This is only counted
during ingame, so if you leave for a week you won't forget everything.  The rate
at which you lose skills or spells is based on how well you know it.  If you are
a master at a skill you are going to forget it much sooner.  You can use the
&w&Wforget&w&C command to increase the loss of a skill or spell, you can also use
it to stop learning something (say you are casting create food a lot but don't want
any more points in Cleric, so you stop yourself from learning it).
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#21605
Here a Tier there a Tier, such crazy things~
Ok more about &w&Wlistgroups&w&C.  Listgroups is mainly used with allgroups to
see a list of the spheres and the groups in each sphere.  You then type
listgroups <group name> to see the available skills/spells in that group.
The first thing you should notice is that each skill/spell is a certain
color.  This designates the tier of that skill or spell.  &w&YYellow is
Tier 1, &w&cDark Cyan is Tier 2, &w&CBright Cyan is Tier 3, &w&Rand Bright Red
is Tier 4.  &w&CAs mentioned before Tier 1 is the first available skills or
spells available to you, so you should focus on the yellow ones first.  You
can simply type help <name of skill> to get an idea of what it does.

Next part of listgroups is very important, the toadvance option.  This shows
you how many skills/spells at a certain Tier you need to achieve the next
Tier.  As of this writing, if you type listgroups toadvance Fire you will
get a list of Cleric and Mage requirements.  The following line is for Mage

   It will take (-2-) Tier 1 skills/spells at Novice to learn Tier 2 skills/spells.

This simply states you will need 2 Tier 1 skills (the yellow ones) at Novice (2nd mastery)
to be able to learn Tier 2 skill/spells (the dark cyan ones).  Once you achieve this you
can learn Tier 2 skills/spells like you would learn Tier 1 skill/spells.  In order to
learn Tier 2-4 you will need to leave Rolen Camp (this town) to do so.  You can type
(HELP MAP) to get the URL of the online map.  The Tier 2 skills/spells are available at
the Western University, the Tier 3 at the Eastern University.  Tier 4 is up to you to find
and discover.
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#21606
Elements and Trainers, oh MY!~
The element you chose during creation will have some affect on your
magic use.  The purpose of this is to make the player resistant/susc
to the element and its opposite.  This will also affect the mana usage
of such spells.  Take a chance to check out &w&W(HELP ELEMENTS)&w&C to get
the most up-to-date description of this process.  This part has been in the
works for awhile and keeps being pushed to the backburner, so it might not
even be implemented yet.

Now that you know quite a bit about what is available, how exactly do I
learn these nice skills/spells you must be asking.  The command you use
to learn with is &w&Wlearn&w&C.  You can only learn this command at a
trainer.  Trainers are marked a &w&W[TRAINER]&w&C before his/her name.  Once
you have located a trainer you can type &w&Wlearn <name of trainer>&w&C to
view what is available from that trainer.  If the skill/spell is available
that you wish to learn, then you use the following command to actually
learn it.  &Wlearn <mobile> 'skill/spell name' [mastery].&C  You can provide the
mastery in word form (Beginner, Novice, etc) or in number form.  It will then
tell you either you cannot learn it due to no money (takes 500 coins for Beginner,
3000 for Novice, 20000 for Expert, and a nice 100,000 for Master).

More in the next room with learning spells and books.
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#21607
I want to lay down the smackdown with my magic!~
Learning spells requires just a bit more.  A skill doesn't require any
extra work besides the money.  A spell requires the use of a spellbook
before it can be learned.  Typically, all the lower-mid powered spells
are freely available, but for a nice cost.  Freely meaning you don't
have to find it or kill something for it.  Tier 1 spells can be purchased
here in Rolen camp, Tier 2-3 is available in the Western and Eastern
University (along with the trainers for those spells).  The spellbooks
cost a lot more than the requirements to learn Beginner in that spell, so
sometimes it is a good idea to plan on not using a lot of magic till you
can afford to do so.

To actually purchase a book you need to find the Spellbook vendor.  It
is easy to spot the vendor because of the &w&W[SPELLBOOKS]&w&C before his/her
name.  Once you are in the room type &w&Wsbook&w&C to interact with the vendor
in the room.  You use &w&Wsbook list&w&C to actually look at a list of books.  You
can supply a name of a group after list (ex: sbook list Fire) to see a list of
only books in the Fire group.  Once you find the book you want type
&w&Wsbook buy <name of the book>&w&C to actually purchase it.  Once you have the
book, take it back to the trainer that offers the spell to actually learn
the spell.
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#21608
You should know more about Skills and Spells than a mort should now...~
The skill and spell system sounds complicated, but a lot of it is
trial and good error reporting.  Just remember you can only learn the
Yellow skills/spells for now and stick with that if you are having
problems understanding.  Use listgroups toadvance to see how many
skills/spells you need at Novice so you can move on to Tier 2.  In
order to move on past Beginner (Mastery 1) in a skill/spell you will
have to leave Rolen Camp and head west to the Western University.

Once you actually have a skill or spell, you use the skills command
to view your progress in it.  You can increase your skill in that
skill or spell through use or the &w&Wtalent&w&C command.  Talent
uses spoints you gain through battle to increase your skills/spells/stats.

For a last note, it is a good idea to plan out your character even early
on.  If you put a lot of work into Cleric and Warrior and nothing into
the other 3, you will find it down right difficulty to raise your percents
in those spheres making it very hard to learn anything in those spheres.
On the other hand, this system really doesn't benefit a pure class very
much so it is a good idea to get involved as much in all the spheres as
you can.  Anyone can learn the first 2 Tiers of any sphere, so make use
of that and get you some healing and affect spells along with some combat
skills to help you survive.
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#21609
Tier counting, a lot like Carb Counting?~
Last thing to know about is how far you can actually progress into any
given sphere.  As mentioned before, you can go into Tier 2 in any sphere
that you want, but there are restrictions on Tier 3-5.  As of the writing
of this area, there are no race restrictions, but that could change.  It
doesn't make a lot of sense to go Tier 4 Mage with an Ogre, but it would
be possible to do.  However, once you go Tier 4 you start to affect the
maximum amount of Tier 3s you can have.  The rule is that you can have
3 Tier 3s if you have no Tier 4s or Tier 5s.  If you have a Tier 4 (you
can only have 1 Tier 4 btw) you can have only 1 Tier 3.  If you have 1 Tier 5
you cannot have any other Tier 3s or Tier 4s.  So the formula looks like
this.

2-2-3-0-0
2-2-1-1-0
4-4-0-0-1

First number being max number of Tier 1, 2nd being max of Tier 2, the next
Tier3, then Tier4, then Tier 5.

Note:  You can still learn lower Tier skills/spells if you are in a Tier above
in that sphere, this just applies to moving up a Tier in another sphere.  You
still have to meet to requirements in toadvance though, so get all those skills
or spells when you can, otherwise you might forget key skills/spells and be
stuck relearning them.
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#21610
Regular Areas and the Maps you Love.~
This is a regular area. Most if not all regular areas will 
have a map like this showing you what is around you. This 
map is 2d (will not show up or down) and is affected by 
closed/hidden doors. It will also show the sector of the 
room using a symbol &w&W(HELP SHOWASCII)&w&C. A sector is 
simply a road or a mountain. Certain sectors restrict view 
so you might not be able to see far (like in this room). 
This is not to be confused with the wilderness (which is 
discussed just to the south.)
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#21611
The Wilderness System, fear the map!~
&w&WWilderness&w&C is the outside of Rolen camp. The wilderness acts as a link between 
all the areas in Rafermand (See HELP MAP and visit the website listed to view the 
playable world of Rafermand). Outside in the wilderness can be a very friendly place or a 
horrid death trap just waiting to happen. Mobs will attack you at random and their 
strength depends on the area of the wilderness along with any activity in the area. It is 
actually possible to weaken the mobs by killing a bunch of them. However, if mobs are 
left untouched out there, they will just get stronger and stronger. Typically they do 
more of the stronger and stronger part due to it actually requires an effort to kill them 
to reduce their strength. 

Besides that, the wilderness is massive and moving in it can be a very tidious process 
for the newbie adventure. You have an &w&Wendurance&w&C value in score. This affects how 
many moves it takes to move. It might only take 1 or 2 here, but outside it could take 
10-20. This is also affects by how many moves you have, the sector type you have, and 
your weight. If you are over 50 percent of your max weight, you will consume more moves 
trying to move (on the flip side you will start to gain &w&Wstrength&w&C). So it is a 
good idea to build up your endurance or save up and purchase a &w&Wmount&w&C. 

More about mounts will be covered shortly.
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#21612
What else is there to know about Wilderness...Foolish Question Mortal!~
After you find that you can move, then you will have to deal with other aspects
of the system.  You will want to look for &w&W#&w&C out in the wilderness.  This
represents an exit (more like an entrance really) into a regular area.  If you check
the online map (HELP MAP, get the URL) you can get an idea where to go from there.
It is a good idea to stay close to rolen camp your first time out to get a good
idea on the strength of the enemies.  If you stay on roads you will lower your
encounter rate along with lowering the actual amount of mobs that will attempt
to kill you.  If you move off into say a forest area, you will encounter more mobs
and have a higher chance of encountering them :-(.  

Once you start fighting, it is a like normal combat (to be covered soon).  You
can flee from the mob or keep fighting.  Fleeing will put you in a random direction
away from the mob (unless you possess the retreat skill).  Once you have fled you
will have a short time to run away before they give chase.  If you run into a
zone, they will simply disappear and leave you alone.  It is a good idea to keep
an eye on your move because if it gets low you will start to lag when you move and
you are toast.  Once you flee you have a set time before you can recall or even
quit.

Lastly, you can use the &w&Wlookaround&w&C command to see more of the wilderness or use
the &w&Wwizardeye&w&C line of spells or the &w&Wscan&w&C command to see more of the
wilderness.  Make sure you have a light, you will see less during the night.
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#21613
Mounts and Stuff...Yeah~
&w&WMounts&w&C as mentioned before can take a load off of your legs.

A mount can be purchased from a mount shop (HELP MAP to see where the mount shop is in 
town). You might elect to spend some of your gold on a mount. The most basic mount is 
going to have a bit more endurance than you, but not a lot more. The thing about mounts 
in Rafermand is they "grow". This means if you use the mount more it will gain more and 
more endurance. A mount's endurance maxes out higher than a players (which is 74 BTW 
without talents) making a mount a very useful companion in those long journeys. Mounts in 
Rafermand save, so you can keep your mount as long as you want. If you to let go of your 
mount, use the &w&Wsetfree&w&C command to be rid of it. Lastly, if your mount dies you will find 
it at your recall point. 

Another advantage of having a mount (if you have money this is) is the availability of feed
for your mount.  You can use the &w&Wnourish&w&C command to feed your mount food.  This will
retain lost movement for the mount.  You can purchase some feed at the Item Shop in Rolen
camp (HELP MAP).
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#21614
I Died, Now What?~
&w&WDeath&w&C here isn't as horrible as in other places. If you die constantly it can be 
a bad thing through. What happens is when you die you will lose some of your points you 
are building toward gaining a full con point. You can actually lose con if you die too 
often. In Rafermand, it is quite possible that you will die often, so it is a good idea 
to keep around some extra weapons and armor to go retrieve your corpse. 

Instead of the normal 40 minutes to get a corpse you have 2 days here. After that, 
everything will fall to the ground and remain there till reboot or a crash happens. 
During that time your corpse is saved and will not be lost unless there is massive server 
problems. 

If you cannot retrieve your corpse you have a few options. First off, do not ask an 
immortal for a CR, typically they will not be given out no matter how much you ask. If you 
are a newbie with less than 100 hp, you can visit the morgue (HELP MAP) and use the 
&w&Wmorgue&w&C command to get back your corpse. You should use this as a last ditch 
solution because it will cost you 5 of your hp to do so. Your best bet is to get help from 
a player. A player can use the &w&Wdrag&w&C command to drag your corpse to safety. In order 
for this to happen you need to use the &w&Wconsent&w&C command or be grouped. Lastly, a 
high level cleric spell called &w&Wsummon corpse&w&C can be used to fetch your corpse. 
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#21615
Lets Forge us some Sharp, Pointy Things!~
The &w&Wforge&w&C system is used for a lot of the equipment in Rafermand. There is 
speciality equipment in areas and in questions, but a lot of the equipment you will be 
using is just straight up forged equipment. A forged piece of equipment consists of a 
certain item type (Chain Mail, Long Sword, Aventail, etc) and then it is forged with 
slabs of metal (Copper, Bronze, Iron, Steel, etc). Slabs are typically found by taking 
the weapons and armors of your fallen victims and breaking it down at a forge using the 
&w&Wforge break&w&C command. It will break the item down and you will be able to pick up 
the slabs that are left. You can then use the slabs for making new armor or weapons or 
for selling using the &w&Wforge sell&w&C command. This will be the primary way to make 
money in the first few hours till you gain access to the quest system. 

Forge equipment is racial equipment. This means when you create a short sword it will 
come out a Dwarven Short Sword or a Fairy Short Sword. The properties of these weapons 
differe based on the race. The magic difference in weapons is the weight, the weaponsize, 
and the damage. With copper equipment (the lowest and most basic forge ore) you will not 
notice a lot of difference in damage, but you will see a lot in weight (copper weights a 
lot compared to other ores) and the weaponsize doesn't differ between ores. Weapon size 
affects how fast you can swing the weapon (also if you can wield it). An ogre will not be 
able to wield a small fairy weapon because it is too small and a fairy will not be able 
to handle an ogre maul due to the fact it is massive. 
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#21616
My God that Ogre Maul is Fuck*n Massive!~
With armor, there is a restriction on who can use it. Only the race the armor was created 
for can use it. So if you happen to find some Elven Chain Mail and you are a Human, you 
simply need to break it, sac it, or try to sell it to someone. This *mostly* holds true 
only for forge equipment, most equipment dropped by mobs that isn't forge equipment is 
wearable by any race. With weapons, there is a weaponsize assigned to every weapon no 
matter what it is, so it is possible to find weapons your race cannot handle. As with 
weapons, ogre chain mail is going to weight more than fairy chain mail. 

Lastly, the larger the race the more slabs are required to cover your large ass. If you 
use the &w&Wforge list&w&C command you will get a list of all the forge equipment 
available. You can then supply an argument to see only a certain type (ex: &w&Wforge list 
swords&w&C). You might want to check out &w&W(HELP FORGEWEAPONS and HELP FORGEARMORS)&w&C 
for more information over the strengths and weaknesses of each weapon/armor type. Once 
you find out how many slabs you will need, you actually need to have the slabs on you. 
Due to the fact it is possible to need 40+ slabs, you can actually have the slabs on the 
ground and they will be used. 

Please go down to actually enter a forge.  The forge is 1 PC only so if someone is already
there you might have to wait.  Continue east for more non-forge training.
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#21617
Lets break and make some pointy sticks~
This room is your basic forge. Only 1 PC at a time in here so that nothing can be stolen. 
Since we don't have anything to break the blacksmith here is nice enough to sell us a 
copper knife. If you use the &w&Wlist&w&C command you can see a knife up for sale. Simply 
use the &w&Wbuy&w&C command to purchase the knife. Now, you can type &w&Wforge break 
knife&w&C to break the knife. It should yield 1 slab (oh yay). You can now use this slab to 
create any forge equipment you want that requires 1 slab. You might want to buy a handful 
of knives now and break those down so you can create something useful in the next step. 

Ok time to create an actual weapon. You want to create a katana. If you type forge list 
swords you will see the katana there in your list. The slab requirement is going to be 
different for each race, so if you don't have enough slabs, buy a knife and break it till 
you do. Once you do, you use the &w&Wforge create&w&C command to create a weapon. For the 
katana you will type &w&Wforge create 1 9.&w&C The first number is the number of the ore, 
type &w&Wforge ores&w&C to see all the ores available and the number needed. The second 
number is the number of the weapon, armor, or shield you want. Once this is done you 
should see a message telling you that it was created and it is cooling. After about 20 
seconds or so it will be cool enough to pick up. If you have any extra slabs, pick them 
up or use the &w&Wforge sell&w&C command to sell the slabs for 50 gold (command is: 
&w&Wforge sell 1&w&C). The 1 is the ore number again. 

Once you are done, get your weapon and lets go back up stairs and to the east.
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#21618
I want to bash some skulls mkay!~
Ok enough about how all this works, lets get down to actual combat now.  Combat
doesn't default to auto attack.  Unlike a Smaug mud where you take turns hitting
each other every 3 seconds or so, here combat rounds are half a second and it
is possible to be doing something every .5 second or you could be waiting 2 or
3 seconds to actually perform an attack or some other kind of command.  We will
stick with auto-combat turned off for now.  In order to actually strike at the
enemy you can use the &w&Wattack, murder, or kill&w&C command.  There is absolutely
no difference between the 3 commands, so pick your favorite.

Ok, we now know the command, so what do we do.  The syntax for attack is as following:
&w&Wattack <target> <limb>&w&C.  You choose the target then you choose the limb.  The
limb target has the following selections &w&Wrarm larm lleg rleg body head neck&w&C.  If
you fail to leave off a limb you will target the body.  Once you start fighting you
can try to spam attack but you will see the following message: 

   You can't move that fast! Wait 1 and a half more seconds...

This means you have 3 rounds before you can attack again or do anything else for that
matter.  Majority of commands you would think wouldn't work in combat will not and
stuff like chat and look will work even if you cannot perform a move.  Even removing
a weapon and wielding another will take up rounds of a fight so be aware of these
things.
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#21619
I said I want to bash some skulls not slash some skulls!~
Ok you have the basic of attack down, now to move on to &w&Wgrip&w&C.  No,
this isn't losing your cool, this is how you grip your weapon.  You have
the following choices for grip: &w&Wslash, stab, bash&w&C.  The 3 attacks
affect a lot in how well you rounds of combat will go.  For starters, each
weapon is typically best at doing 1 of the 3.  A club is best used bashing,
a dagger for stabbing, and a sword for slashing.  A club has the best chance
to actually do damage, but it also has a wide tohit spread meaning it will
do less damage over time.  Stab, on the other hand, will tend to hit less, but
it will do more damage because the tohit spread is much smaller.  Slash is
the middle of the 2.

Also, other things to consider is armor and limb damage.  Bash is going to do
a lot more damage to armor and to the limb of the poor victim than stabbing at
the guy.  However, stabbing to the neck and the head has a higher chance of
landing a &w&Wdeathblow&w&C.  A deathblow kills the enemy in one swipe no matter
how much life is left.  Slash has the best chance to land an attack that will
slice off a limb.  All 3 have an equal chance to land a &w&Wcrit&w&C.  A crit
is just short for a critical hit.  A crit will do more damage than a normal hit.
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#21620
Boy that is a big weapon~
As mentioned before in the forging sections, weaponsize is generated by
the size of the weapon and the race that created it.  Your race has a
certain range it can wield.  The closer you are to the bottom of that
range, the faster you will attack.  The closer you are to the top, the
slower you will attack &w&W(HELP WEAPONSIZEMORT)&w&C.  Typically, larger
weapons like mauls will take longer to attack with, but the damage output
is higher and tohit is greater.  On the flip side, when using heavy weapons
you will start to lose your agility (but gain your strength).  If you use
light weapons you will lose some strength and gain agility.  Sometimes it is
good to choose the middle ground so you gain both.

Now that we understand all of that, lets discuss shields &w&W(HELP SHIELDS)&W&C.  Make
sure to see HELP SHIELDS not HELP SHIELD, SHIELD is the spell.  Shields can be used
to deflect damage.   A shield has a lag value, a condition value, and a block percentage
value.  The smaller the shield the lower all 3, the larger the shield the larger value
for all 3.  There is also the 2-handed pavis that allows you to block an army of arrows,
but you will not be able to attack with it.  Lastly, there is the &w&Wshieldblock&w&C skill
that can be used to increase the chance to shieldblock while decreasing lag.
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#21621
Father always told me to be aggressive~
Rafermand offers an Aggression system that can be used to handle fighting with more than 
one person &w&W(HELP AGGRESSION)&w&C. Every time you do anything to a mob you are 
assigned aggression toward that mob. This typically consists of doing damage to a mob, 
but this also affects commands such as &w&Winsult&w&C and healing. Healing a player is 
the fastest way to gain aggression during a battle. It is typically good to learn if you 
plan on tanking what it takes to hold aggro. For most of the time, this is not going to 
be important though. 

Now that we have all this manual stuff down, lets discuss &w&Wtarget&w&C. The target 
command tells your player to attack every chance he/she gets. You can use &w&Wtarget 
<limb> and target <grip>&w&C to choose the defaults for your attacks (NOTE: target will 
override what you chosen with grip, it is always important to see your grip in target if 
you plan on using it). Once you have everything set it is time for a fight. Now you 
should notice your player is attacking every chance he/she can. Only problem is you need 
to heal, BAD! You can try to spam that spell or potion in, or you can use the 
&w&Wstack&w&C command. The stack command will perform the commands you tell it before 
going on with an auto-attack. See the helpfile on how todo multi-line stacks. 
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#21622
God my brain hurts....lets review more foolish mortal!~
That is the basics of combat.  There is also hand-to-hand skills that
can be used instead of weapons &w&W(HELP HAND-TO-HAND)&w&C and of course
magic spells.  It is a good idea to get to know your affect spells like
bless, armor, and shield.  Also get to know what can help you survive
in combat higher on up (sanctuary, sanctify, stone skin).  Once you
understand that, then the only thing to worry about is the enemy
actually attacking back.

Enemies can use forge weapons if they are humanoid (humans, elves, etc).
Depending on the intelligence of the mob, the thing can strike at your
weaknesses or simply will keep hacking away at your chest.  The academy
mobs (the one you will get to beat on in here and out in the Battle Grounds)
&w&WWILL ALWAYS TARGET YOUR BODY&w&C.  However, out in the scary places in
the wilderness, it is hard telling what they will target.  So stay equiped
and make sure the hand you selected at creation is protected.  Mobs tend
to swing at your good hand, so keep that in mind when picking up armor.

You will find 2 mobs in here (if they aren't already dead).  The Battle Dummy
will not attack back, so you are welcome to try a few hits on the poor guy.
The Combat Dummy will actually attack back (not very hard though)
When fighting you will see a meter that looks like this: &w&G(&w&R****&w&Y**&w&C**&w&P**&w&G)&w&C.  This
indicates how much health your target has left.
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#21623
Who is Up for a Quest?  Foolish morts know not what they do!~
Quest System is one of the features that has been added recently and will become a main 
staple in Rafermand's Present and Future. The Quest system is a fully automated, random 
area/mob/loot generating machine. You use the &w&Wquest&w&C command to actually interface 
with it. You need to find the questor mob &w&W(QUESS WHAT HELP MAP)&w&C to locate the 
questor mob. You then have the following options: <difficulty> <mission> <size> <mob count> 
[extra time (-1 to 10)] You need to provide all of those options (except the extra time). 
You can choose a difficulty from 1 to 13 (start with 1 if you are sane) then you can choose 
the mission, the size, the mob count, and any extra time if you want. This command is going 
to change and be updated often, so check the helpfiles for the most recent changes to this 
code. As of the writing there was only a slaughter quest. 

Once this is done you actually can visit a quest. If you check out the online map (HELP 
MAP) you can see there are 5 quest zones out in the Wilderness. Go in order till you find 
your quest entrance. Once you enter you have a certain amount of time to finish your 
quest. Any loot you find during it belongs to you. If you complete the quest in time you 
will be rewarded with &w&WQPS&w&C that you can spend on even more loot and goodies. 
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#21624
So where is that big nasty guy with the big pointy teeth?~
Each quest will load at least a captain and if it is size 2 or higher,
a boss.  These enemies are harder than the typically trash that is
occupying the quest zone.  These mobs also will load gold and loot.
The best way to earn gold in Rafermand is to quest for it.  The captain
and boss mobs will give you enough loot to start purchasing those books
that you REALLY need so you can learn those LEET spells you want.  However,
these mobs tend to be 2-3 levels in difficulty higher than the other
mobs.  So if you are having troubles handling the normal mobs in a 3, you
might not want to try a boss, because it will most likely end up a giant
mess.

Another nice things about quests are they are death friendly.  You can
use the &w&Wmorgue&w&C command to get your corpse (costs QPS though) or
you can wait till the quest shuts down and your corpse will be delivered
to the morque for you, free of charge.  Each quest zone is unique for the
player (or group) playing that quest zone.  So, there is no waiting for
a quest zone to open up, you just start a quest and start hacking away
at it.  You do have a time limit (unless you choose not to have one) so
you cannot hack away forever.
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#21625
OK these underlined thingys have been driving me nuts!!!~
This mud is &w&WMXP&w&C enabled.  If you are using zmud or mushclient (and
hopefully more clients to be named later) you might see what looks like
a HTML hyperlink.  If you hover over it you will get a short description
of what it does.  If you don't see this, you don't have the mentioned clients
or your client is so old it doesn't support MXP.  A lot of the commands
listed in this walkthrough or MXP enabled so you simply have to click on
the command (or right click on it) to get some options.  I would recommand
using an MXP enabled client if you have a chance.

Another nice thing about &eM&fXP&E&E&C that will be used more as more clients are
available is the use of colors.  If you use the &&e as a color symbol, if you
are using a MXP client, you will see a pinkish color that is not a typical
color for muds.  In addition to this, Zmud supports the use of inline images
to actually show pictures inside a mud.  There isn't a lot of this, but all
of the hooks and even a test wilderness (see the MXP command) is available for
later use.  It also supports loading of multiple windows for redirection text
and multiple other goodies that could be of use to players.  So, I hope you
choose to use a MXP enabled client or support a free one when it becomes available
for the players.
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#21626
Why is a darked skinned elf talking to me?~
Rafermand uses an Introduction system.  When you first enter Rafermand
you see a combination of racially descriptive names, some people with a
title (such as Lord or King) and perhaps even a Full and Last Name.  What
you see depends a lot on the fame of the person and if the immortals have
certain flags set on or off.  Also, it is possible to see a cloaked
individual.  A cloaked individual is someone use a &w&Wcloak&w&C and uses
the &w&Whood&w&C command to hide his/her identity.  This can be useful if
you don't want people knowing who you are or simply just to fool people
into perhaps believing you are someone you are not.

You can use the &w&Wintroduce&w&C command to actually introduce yourself to
another player (and hope they extend the curtesy).  Once you are introduced to
a person, you will remember that person for a good 6 real life months.  It is
possible to forget a person over time if they don't log.  Fame, which makes it
possible for strangers to know you, is gained through a vareity of different
ways, all of which will not be discussed here.  Lastly, just because you are
cloaked doesn't mean you won't get flagged for murdering someone.  The one
who was killed or attacked plus anyone observing will have you flagged for
the crime.  Even if you are cloaked you will still come up as an attacker, so
be careful what you do.  If you wish to excuse such crimes, you can use the
&w&Wpardon&w&C command to forgive the person.
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#21627
Is it ok for me to slay player X and spit on his dead corpse?~
Answer is yes and no.  Rafermand doesn't offer a pkill or safe option
like most muds, the game decides this for you.  Certain areas of the
game will change the pkill status.  We use something called a &w&WFANS&w&C
system here.  It stands for Full-loot, An Item, No Loot, and Safe.  Safe is
the only non-pkill flagging in the game.  The newbie areas tend to be Safe
along with some other "neutral areas".  No Loot is the most common of the
pkill flags.  No loot simply means you can kill someone, but you are not
allowed to loot the corpse.  An Item simply means an item is dropped upon
death and is open for looting.  Full-loot is exactly as it sounds.

If you are using the default prompt you should see your PK status in red.
Areas tend to be only 1 PK status, but out in the wilderness it is different.
When you are near a road it is noloot.  However, when you start to get away
from roads it will change to anitem.  So, in short be careful unless you want
to rumble with someone.  If that is so, take it to the forest.
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#21628
It is good to be King, yes!~
Another feature Rafermand offers is a vast &w&Wkingdom&w&C system.  Think
of it as a clan system on steroids.  It allows the owner of the kingdom (the
King) to control many aspects such as creation, building, workers, military,
etc.  Kingdoms are built on the Wilderness map and make use of the surrounding
to build up the kingdom.  To start a kingdom, the &w&Wstartkingdom&w&C command
is used.  However, first you need the 400,000 coins to start a kingdom plus the
command has to be open to the public (at times new kingdoms are not allowed to
be created).  Once a kingdom is created, it will exist at the spot that you are
standing on the map.  All changes and building you do will actually be on the
wilderness map not in an area (cool, you bet it is).

Once in control you can choose to let people in your kingdom, or not.  You can
assign people &w&Wjobs&w&C in your kingdom so they can actually go and &w&Wextract&w&C
resources for your new &w&Wtown&w&C.  Once you gain enough money through taxes, you
will be able to purchase military units to guard your land.  Your land is is controlled
through the &w&WAOC&w&C.  AOC (Area of Control) is determined by the size of your town.
You cannot be in conflict of any other kingdom's AOC or neither town will be able
to grow.  It would take about 10-15 rooms to explain this in detail, so check out
&w&W(HELP KINGDOMS, HELP KINGDOM COMMANDS, HELP JOBS, HELP BUILD)&w&C for more information.
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#21629
Time for a break...well perhaps~
Well, this covers what you need to know to get started.  There is a mob
in here that will teleport you back to the beginning if you simply say
the following: &w&Pget me out of here&w&C.  If you wish to continue and
learn more, continue to the south.  It is adviced to continue, but if you
are tired of reading, now might be a good time to check out the Battle
Grounds and smack around some poor critters.
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#21630
You cannot rob me, I have it all in the bank!~
Banking is a very important part of Rafermand.  Banks are used to store
any of that extra cash you have along with extra loot you cannot haul.  It
is very important to keep some extra gear just in case you have to go do
a CR, so it is important to have knowledge of how a &w&Wbank&w&C works.
The following commands are used with banking:  &w&Wbalance deposit withdraw trans&w&C.
Balance servies a dual role, it will show you how much gold you have in the
bank and you can use the optional argument &w&Wbalance buy&w&C to check out how
much it will cost to increase your bank hold.  A bank hold is what is used to
store 1 weight of any item or 10k coins.  You start the game with a 200 bank
hold, which is a lot of coins but you will find not enough storage if you start
stocking up on extra loot.

&w&WDeposit&w&C can be used to deposit either gold or loot.  You can deposit anything
you want, just remember if an item is &w&Wunique&w&C that the game will only allow
1 copy of that object on your player no matter where it is.  You can also deposit
containers if you want.  &w&WWithdraw&w&C is used to withdraw gold or any item from
your account.  There is alwo the list option to see what loot you have held up in
your bank account.   Lastly, &w&Wtrans&w&C is used to transfer gold from one player
to another.  Both players must be online.
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#21631
Where did the time go?~
If you use the &w&Wdate&w&C command you should notice the game time.  Game
time means a lot more here than it does in a typical Smaug mud.  The game time
is always going and is based on a set time (90 seconds RL = 1 hour GT).  See
&w&W(HELP TIME INFO)&w&C for what it boils down to for things such as days
and months.  The thing to know about the calendar here is that it is 360
day based, not 365-366.  There are 30 days in each month and 24 hours in
a day. 

Why is this important you might ask?  If and when the weather system gets put
back in, you will have to worry about snow and tornados first of all.  Second,
the harvest seasons for kingdoms run around this calendar, so it is a good idea
to know when to start &w&W(HELP HARVEST&w&C).  In addition, like most Smaug muds,
there is day and night and the game time affects when this will happen.
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#21632
Paging an immortal, are you there?~
Primary way that communication is done between imms and players (besides the normal use 
of chat of course) is through 3 ways. The first is the use of the &w&Wgboard&w&C system. 
Gboard is short for Global Boards. These boards are readable anywhere and require nothing 
to use. Typically, the gboard is used mainly for announcements from the immortals to the 
players. Most in game reports of bugs and ideas are now handled through the &w&Wproject&w&C 
command. To see the gboards simply type &w&Wgboard&w&C. To choose one of the available gboards 
type &w&Wgboard <num>&w&C. Then type &w&Wgnote list&w&C to see the notes on the board. Then you 
type &w&Wgnote read <number>&w&C to read the actual note. 

Next is the &w&Wproject&w&C command.  The project command is used to report bugs, ideas,
typos, and for immortals to report on their own projects.  You use the &w&Wproject show&w&C
command to view a project and then the &w&Wproject add type <short desc>&w&C command to actually
add a new project.  There are a lot more options, please check the project helpfile for
more information.

Lastly, the &w&Wchanges&w&C command is how changes are reported.  Any change that is made
to the game will be posted to this file.  This will include mostly things that affect
Rafermand, but it will also contain other changes that people who are using the codebase
will want to know about.  You can use the command &w&Wchanges -1&w&C to see the first 30
lines or simply replace the -1 with any number of lines you want.  You can view the whole
thing by visiting the website listed.
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#21633
You said something about me, you bastard!~
Missing some savory chat messages is what every adventurer fears, I know
I did.  You do not have to fear though my uninformed friend for you have
access to &w&Wchistory&w&C.  Chistory (short for channel history) allows
you to go back and read that chat log.  Chistory currently supports the
follow channels:  chat tell say kingdom newbie avtalk immortal.  Of course
if you don't have access to the channel you will not be able to read it, but
the public ones you are welcome to read.  Since tell and say are character
related, these logs are stored on the character.  The other channels are mud
wide and are stored on the mud.  After a copyover, reboot, or a crash these
logs will be gone, so make sure to read up on your gossip before you logout
of Rafermand.

An important tidbit is that these logs will actually not tell you the name
of the person if you do not know it.  If the person was cloaked when he/she
talked that person will show up as cloaked in the logs.  So, this is not
a way to cheat the system.
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#21634
Captain, my mud client needs more SPEED!~
Added in 2.0, the &w&Wspeed&w&C command is very very important.  You
do not know it, but you are actually set to the speed of 3.  What this
does is open up a larger pipe to your client.  How it works is that
in a normal mud only 512 bytes of data is sent to your client in 1 second.
This can cause problems if you are say out in the wilderness and pulling
up large ascii maps full of all sorts of crap.  Most importantly it is
just a pain trying to parse through some kind of room or posting that scrolls
for 150 lines.  This will actually make the text go by much faster.  The 
default for speed is set to around &w&W2048 bytes (2 Kilobytes)&w&C.  This should be
sufficient for most things, but when you start to see scroll lag you might
want to increase it.

You can use the speed command to either decrease it back down to 512 bytes
or move it up 7860 bytes (7.8 Kilobytes) by using the &w&Wspeed 6&w&C command.
It is not recommended to do this if you are connection from a modem because
the top speed on a modem is around 5 Kilobytes a second (can see the problem
there I hope).  If you are using any kind of broadband, just jack it up to
6 and never look back.  If you are on a modem, leaving it at 3 is your best
bet (which is the default).
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#21635
I don't like walking, what else is there?~
Well glad you asked :-).  Outside in the wilderness there are &w&Wportals&w&C
that you cannot see.  Portals become viewable by using the &w&Wmarkportal&w&C
command when you find a portal.  However, to actually see the portals to mark
it you first need to turn on &w&Whuntportals&w&C.  This needs to be done at the
portal room in Rolen &w&W(HELP MAP&w&C).  The portal room can also be used as
a portal itself once you find portals out in the wilderness.  Once you have huntportals
turned on you will be able to mark them.  However, be cautioned that when you
are hunting portals you cannot use recall, astral, summon, portal, etc.  You have
to walk to your destination to mark it.  Portals are typically located 5-15 rooms
from an area, just walk around the area till you find it.  You will see the following
symbol for a portal &w&BO&w&C.  Once you find it, goto that room and use markportal
to mark it (NOTE:  If you are not following, this is done in the wilderness not in
an area).

Once you have it marked, you can use the &w&Wlistportals&w&C command to actually view
what portals you have marked.  Then you can either use a rune that you buy at the
magic shop in Rolen or use the &w&Wastral walk or portal&w&C spell to use the portals.
Please check out &w&W(HELP PORTALS HELP PORTAL HELP ASTRAL WALK)&w&C for a bit more
detailed information.
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#21636
Copyovers and stuff (Sorry I am running out of funny)~
&w&WCopyover&w&C also known as warmboot is the method the admins use to
put in new code or fix problems.  This is a widely used system now, but
just in case you don't know, I will explain (plus mention how ours works).
Copyover is used mainly to keep players connected while a new game is being
started, once the game is up, the connections are moved over to the new game
and the players will simply start back where they were, no disconnects.  This
typically takes 2-3 seconds, but it can take longer depending server load and
other odd things.  Your player is saved along with any thing else that would
normally be saved using the save command, but the world as it is along with any
mobs and objects on the ground is not saved.  The only exception to this are
quest areas.  All data in a quest area is saved and restored during a copyover.
Only thing that might not be there is your fight session, but that will start
as soon as the game is back up anyway.

It is not typical to be reimbursed for anything lost during a copyover.  Typically,
at least 1 minute is given as a warning and the immortals try not to do a copyover
when they know a player is away.  If you need an imm to stop a copyover, tell that
imm immidately.  
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#21637
Sometimes it is a good idea to play the race card.~
Perhaps you didn't get to take a good luck at your race before you
started.  Race plays a very important part in how you will play the game
in Rafermand.  If you started as an ogre, your magical ability is going
to suffer as you grow in power.  However, you will be the choice for taking
and dealing out damage (for the most part).

Elves tend to be like humans, good at just about everything. Elves require less 
ore than humans, use less mana than humans, and learn magic at a decent rate. 
Humans can go deeper into the talent pool, gain more spoints and learn faster 
through use. Both races work well as an all around race, but if you plan on 
going stronger toward magic, an elf might be your best bet. 

Dwarves are fairly good with everything, but they really shine when it comes down
to healing.  Dwarves get a bonus toward healing that makes their healing ability
better than any other race.  Dwarves also can see in the dark and are better at
using skills such as &w&Wfix&w&C and &w&Wbreak&w&C.  When and if tradeskills make
it into the game, dwarves will also receive bonuses in that area.  Lastly dwarves
also make decent tanks because they do have decent con and hp gains.
~
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#21638
What about the other races?~
Hobbits are an interesting race not played by too many (that could perhaps
change).  Hobbits have an knack for learning the arts of stealth and thieving.
They get a bonus toward haggling and swindling (even if you don't have the skills).
They also get a bonus to dodge.  However, hobbits cannot wear heavy armor, so they
don't do too well as tanks for that purpose alone.  Hobbits require less ore than
elves so they are easy to equip and their ability to take damage is much better than
that of a fairy, so there you go.  The one very bad thing about hobbits, you have
to keep eating (sorry).

Fairies are perhaps the worst or best race depending on how well you can play your
character.  Fairies tend to shine when it involves the arcane arts.  Magic is the game
of the fairy, swinging weapons are not.  It is always good to know how to swing a weapon,
but fairies are susceptible to non-magical damage, so taking hits just doesn't work out
all that well.  On the other side, they learn magic at an exceptional speed and require
less mana and do more damage with their spells than the other races.  With the ability
to learn masteries like &w&WElite and Flawless&w&C, the magic consumption will dwindle and dwindle
and the fairy will become a magic casting machine.
~
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#21639
Who said I am not talented?~
The &w&Wtalent&w&C command serves multiple purposes. As discussed earlier in this little 
zone of fun, talent can be used to increase one's skills or stats. This is done using 
your spoints toward a full point or just a star. A star is 1/10 of a point. You will 
notice 10 stars for each skill or stat when you use gscore or skills (well it is really 
an asterisk but a star just sounds better). You can use the cost argument for both to get 
the number of spoints it will cost for a star and a whole point. Skills will increase in 
value as you gain points, also higher tiers will cost more points than the lower tiers. 
For stats, it mostly depends on how much hp and mana you have. It will cost more to 
increase strength after playing 100 hours and having 400 hp compared to having only 
played 1 hour and having 25 hp. 

As for the actual talents, these consist of quite a few things. You can use the 
&w&Wtalent list&w&C command to get a list of talents. You will only see the ones 
available to your race, so there could be others for different races. This is sometimes 
being worked on all the time, so check out the talent helpfile when you can. Mostly it 
will consist of increasing certain barriers like maximum damage or your cap on some stat. 
It will also add in other abilities that might only be available through the talent 
command. Check it out, ask some players, have fun. For now though, looking will be mainly 
it, talents cost a lot of spoints. 
~
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#21640
That is all for now, you can go now!~
This is all the academy has to offer for now.  Check back later if you
want to see if anything new has been added.  Hopefully by then you will
be playing actively and have been keeping up with updates and there will
be no need.  Skien is here again to bring you back to the entrance of
the Academy, simply say:  &w&Pget me out of here&w&C.  Good luck with
your adventures, please feel free to use chat or newbie to ask any questions
you still might have.
~
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#21981
Floating in a void~
~
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#21999
Floating in a void~
~
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#0


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G 1 37 1 0 -1 0 0
G 1 21356 1 0 -1 0 0
G 1 21318 1 0 -1 0 0
G 1 21245 1 0 -1 0 0
G 1 21214 1 0 -1 0 0
G 1 21211 1 0 -1 0 0
G 1 21363 1 0 -1 0 0
G 1 21362 1 0 -1 0 0
G 1 21200 1 0 -1 0 0
O 1 21364 1 21414 -1 -1 -1 -1 0 0
M 1 21338 1 21600 -1 -1 -1 0 0
M 1 21024 1 21067 -1 -1 -1 0 0
G 1 21246 1 0 -1 0 0
G 1 21369 1 0 -1 0 0
G 1 21361 1 0 -1 0 0
G 1 88 1 0 -1 0 0
G 1 21359 1 0 -1 0 0
G 1 21368 1 0 -1 0 0
G 1 21360 1 0 -1 0 0
G 1 21358 1 0 -1 0 0
G 1 41 1 0 -1 0 0
G 1 34 1 0 -1 0 0
G 1 40 1 0 -1 0 0
G 1 21357 1 0 -1 0 0
G 1 21354 1 0 -1 0 0
G 1 21240 1 0 -1 0 0
G 1 35 1 0 -1 0 0
G 1 39 1 0 -1 0 0
G 1 38 1 0 -1 0 0
G 1 33 1 0 -1 0 0
G 1 21232 1 0 -1 0 0
G 1 21230 1 0 -1 0 0
G 1 21239 1 0 -1 0 0
G 1 21231 1 0 -1 0 0
G 1 21233 1 0 -1 0 0
G 1 21237 1 0 -1 0 0
G 1 21367 1 0 -1 0 0
G 1 21234 1 0 -1 0 0
G 1 21235 1 0 -1 0 0
G 1 21242 1 0 -1 0 0
G 1 21229 1 0 -1 0 0
G 1 21236 1 0 -1 0 0
M 1 21009 1 21003 -1 -1 -1 0 0
G 1 21115 1 0 -1 0 0
G 1 21103 1 0 -1 0 0
G 1 21101 1 0 -1 0 0
G 1 21109 1 0 -1 0 0
G 1 21105 1 0 -1 0 0
G 1 21107 1 0 -1 0 0
M 1 21015 1 21060 -1 -1 -1 0 0
G 1 21371 1 0 -1 0 0
G 1 21370 1 0 -1 0 0
G 1 21309 1 0 -1 0 0
G 1 21307 1 0 -1 0 0
G 1 21306 1 0 -1 0 0
G 1 21308 1 0 -1 0 0
M 1 21010 1 21002 -1 -1 -1 0 0
G 1 21030 1 21101 0 0 0
G 1 21008 1 21101 0 0 0
G 1 21017 1 21101 0 0 0
G 1 21018 1 21101 0 0 0
G 1 21031 1 21101 0 0 0
G 1 21000 1 21101 0 0 0
G 1 21016 1 21101 0 0 0
G 1 21024 1 21101 0 0 0
G 1 21023 1 21101 0 0 0
G 1 21009 1 21101 0 0 0
G 1 21039 1 21101 0 0 0
G 1 21038 1 21101 0 0 0
G 1 21007 1 21101 0 0 0
G 1 21025 1 21101 0 0 0
G 1 21001 1 21101 0 0 0
G 1 21323 1 0 -1 0 0
G 1 21319 1 0 -1 0 0
G 1 21320 1 0 -1 0 0
G 1 21322 1 0 -1 0 0
G 1 21321 1 0 -1 0 0
G 1 21324 1 0 -1 0 0
G 1 21326 1 0 -1 0 0
G 1 21325 1 0 -1 0 0
G 1 21247 1 0 -1 0 0
G 1 21248 1 0 -1 0 0
S


#SHOPS
 21006    0  0  0  0  0   130  90         0 23    ; Shopkeeper
 21007    0  0  0  0  0   130  90         0 23    ; Shopkeeper
 21008    0  0  0  0  0   150  90         0 23    ; Shopkeeper
 21009    0  0  0  0  0   150  90         0 23    ; Ore Trader
 21010    0  0  0  0  0   170  90         0 23    ; Shopkeeper
 21011    0  0  0  0  0   170  90         0 23    ; Shopkeeper
 21015    0  0  0  0  0   120  90         8 23    ; Ryan the Gemcutter
 21024    0  0  0  0  0   140  90         0 23    ; William
 21302    0  0  0  0  0   150  90         0 23    ; Yeshud the ore trader
 21303    0  0  0  0  0   120  90         0 23    ; Napah the lonely smith
0


#REPAIRS
 21012    5  9  0         100   1         0 23    ; Norean the Hobbit
0


#SPECIALS
M  21015 spec_gemcutter
M  21026 spec_cast_adept
S


#$