#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. ~ 1073741824 0 1 0 0 D0 ~ ~ 0 -1 21305 0 0 D1 ~ ~ 0 -1 21307 0 0 S #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. ~ 1073741824 0 1 0 0 D2 ~ ~ 0 -1 21308 0 0 D3 ~ ~ 0 -1 21306 0 0 S #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. ~ 1073741824 0 1 0 0 D0 ~ ~ 0 -1 21307 0 0 D3 ~ ~ 0 -1 21309 0 0 S #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. ~ 1073741824 0 1 0 0 D1 ~ ~ 0 -1 21308 0 0 D2 ~ ~ 0 -1 21310 0 0 S #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. ~ 1073741824 0 1 0 0 D0 ~ ~ 0 -1 21309 0 0 D1 ~ ~ 0 -1 21311 0 0 S #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. ~ 1073741824 0 1 0 0 D2 ~ ~ 0 -1 21312 0 0 D3 ~ ~ 0 -1 21310 0 0 S #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. ~ 1073741824 0 1 0 0 D0 ~ ~ 0 -1 21311 0 0 D3 ~ ~ 0 -1 21313 0 0 S #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. ~ 1073741824&2 0 1 0 0 D1 ~ ~ 0 -1 21312 0 0 D2 ~ ~ 0 -1 21314 0 0 S #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. ~ 1073741824 0 1 0 0 D0 ~ ~ 0 -1 21313 0 0 D1 ~ ~ 0 -1 21315 0 0 S #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. ~ 1073741824 0 1 0 0 D2 ~ ~ 0 -1 21318 0 0 D3 ~ ~ 0 -1 21314 0 0 S #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. ~ 1073741824 0 1 0 0 D1 ~ ~ 0 -1 21318 0 0 D2 ~ ~ 0 -1 21317 0 0 S #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. ~ 1073741824 0 1 0 0 D0 ~ ~ 0 -1 21316 0 0 D1 ~ ~ 0 -1 21320 0 0 S #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. ~ 1073741824 0 1 0 0 D0 ~ ~ 0 -1 21315 0 0 D3 ~ ~ 0 -1 21316 0 0 D5 ~ ~ 0 -1 21319 0 0 S #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. ~ 1073742336&2048 0 1 0 0 D4 ~ ~ 0 -1 21318 0 0 S #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 ~ 1073741824 0 1 0 0 D2 ~ ~ 0 -1 21305 0 0 D3 ~ ~ 0 -1 21317 0 0 S #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. ~ 1073741828&2 0 1 0 0 D2 ~ ~ 0 -1 21303 0 0 S #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. ~ 1073741824&2 0 14 0 0 D1 ~ ~ 0 -1 21034 0 0 D7 ~ ~ 0 -1 21323 0 0 S #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. ~ 1073741824&2 0 14 0 0 D7 ~ ~ 0 -1 21324 0 0 D8 ~ ~ 0 -1 21322 0 0 S #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. ~ 1073741824&2 0 14 0 0 D0 ~ ~ 0 -1 21325 0 0 D8 ~ ~ 0 -1 21323 0 0 S #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. ~ 1073741824&2 0 14 0 0 D0 ~ ~ 0 -1 21326 0 0 D2 ~ ~ 0 -1 21324 0 0 S #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. ~ 1073741824&2 0 14 0 0 D0 ~ ~ 0 -1 21329 0 0 D1 ~ ~ 0 -1 21328 0 0 D2 ~ ~ 0 -1 21325 0 0 D3 ~ ~ 0 -1 21327 0 0 S #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. ~ 1073741824&2 0 1 0 0 D1 ~ ~ 0 -1 21326 0 0 S #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. ~ 1073741824&2 0 1 0 0 D3 ~ ~ 0 -1 21326 0 0 S #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. ~ 1073741824&2 0 14 0 0 D0 ~ ~ 0 -1 21332 0 0 D1 ~ ~ 0 -1 21331 0 0 D2 ~ ~ 0 -1 21326 0 0 D3 ~ ~ 0 -1 21330 0 0 S #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. ~ 1073741824&2 0 1 0 0 D1 ~ ~ 0 -1 21329 0 0 S #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. ~ 1073741824&2 0 1 0 0 D3 ~ ~ 0 -1 21329 0 0 S #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. ~ 1073741824&2 0 14 0 0 D0 ~ ~ 0 -1 21335 0 0 D1 ~ ~ 0 -1 21334 0 0 D2 ~ ~ 0 -1 21329 0 0 D3 ~ ~ 0 -1 21333 0 0 S #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. ~ 1073741824&2 0 1 0 0 D1 ~ ~ 0 -1 21332 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21303 0 0 D3 ~ ~ 0 -1 21601 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21600 0 0 D3 ~ ~ 0 -1 21602 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21601 0 0 D3 ~ ~ 0 -1 21603 0 0 S #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 ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21602 0 0 D3 ~ ~ 0 -1 21604 0 0 S #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). ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21603 0 0 D3 ~ ~ 0 -1 21605 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21604 0 0 D2 ~ ~ 0 -1 21606 0 0 S #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. ~ 1073741824&512 0 1 0 0 D0 ~ ~ 0 -1 21605 0 0 D1 ~ ~ 0 -1 21607 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21609 0 0 D3 ~ ~ 0 -1 21606 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21610 0 0 D3 ~ ~ 0 -1 21609 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21608 0 0 D3 ~ ~ 0 -1 21607 0 0 S #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.) ~ 1073741824&514 0 1 0 0 D2 ~ ~ 0 -1 21611 0 0 D3 ~ ~ 0 -1 21608 0 0 S #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. ~ 1073741824&512 0 1 0 0 D0 ~ ~ 0 -1 21610 0 0 D1 ~ ~ 0 -1 21612 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21613 0 0 D3 ~ ~ 0 -1 21611 0 0 S #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). ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21614 0 0 D3 ~ ~ 0 -1 21612 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21615 0 0 D3 ~ ~ 0 -1 21613 0 0 S #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. ~ 1073741824&512 0 1 0 0 D2 ~ ~ 0 -1 21616 0 0 D3 ~ ~ 0 -1 21614 0 0 S #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. ~ 1073741824&512 0 1 0 0 D0 ~ ~ 0 -1 21615 0 0 D1 ~ ~ 0 -1 21618 0 0 D5 ~ ~ 0 -1 21617 0 0 S #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. ~ 1073742336&2560 0 1 0 0 D4 ~ ~ 0 -1 21616 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21619 0 0 D3 ~ ~ 0 -1 21616 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21620 0 0 D3 ~ ~ 0 -1 21618 0 0 S #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. ~ 1073741824&512 0 1 0 0 D2 ~ ~ 0 -1 21621 0 0 D3 ~ ~ 0 -1 21619 0 0 S #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. ~ 1073741824&512 0 1 0 0 D0 ~ ~ 0 -1 21620 0 0 D1 ~ ~ 0 -1 21622 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21623 0 0 D3 ~ ~ 0 -1 21621 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21624 0 0 D3 ~ ~ 0 -1 21622 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21625 0 0 D3 ~ ~ 0 -1 21623 0 0 S #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. ~ 1073741824&512 0 1 0 0 D2 ~ ~ 0 -1 21626 0 0 D3 ~ ~ 0 -1 21624 0 0 S #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. ~ 1073741824&512 0 1 0 0 D0 ~ ~ 0 -1 21625 0 0 D1 ~ ~ 0 -1 21627 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21628 0 0 D3 ~ ~ 0 -1 21626 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21629 0 0 D3 ~ ~ 0 -1 21627 0 0 S #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. ~ 1073741824&512 0 1 0 0 D2 ~ ~ 0 -1 21630 0 0 D3 ~ ~ 0 -1 21628 0 0 S #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. ~ 1073741824&512 0 1 0 0 D0 ~ ~ 0 -1 21629 0 0 D1 ~ ~ 0 -1 21631 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21632 0 0 D3 ~ ~ 0 -1 21630 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21633 0 0 D3 ~ ~ 0 -1 21631 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21634 0 0 D3 ~ ~ 0 -1 21632 0 0 S #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). ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21635 0 0 D3 ~ ~ 0 -1 21633 0 0 S #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. ~ 1073741824&512 0 1 0 0 D2 ~ ~ 0 -1 21636 0 0 D3 ~ ~ 0 -1 21634 0 0 S #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. ~ 1073741824&512 0 1 0 0 D0 ~ ~ 0 -1 21635 0 0 D1 ~ ~ 0 -1 21637 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21638 0 0 D3 ~ ~ 0 -1 21636 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21639 0 0 D3 ~ ~ 0 -1 21637 0 0 S #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. ~ 1073741824&512 0 1 0 0 D1 ~ ~ 0 -1 21640 0 0 D3 ~ ~ 0 -1 21638 0 0 S #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. ~ 1073741824&512 0 1 0 0 D3 ~ ~ 0 -1 21639 0 0 S #21981 Floating in a void~ ~ 1073741828 0 1 0 0 S #21999 Floating in a void~ ~ 1073741828 0 1 0 0 S #0 #RESETS M 1 21001 1 21049 -1 -1 -1 0 0 M 1 21002 1 21050 -1 -1 -1 0 0 M 1 21000 1 21014 -1 -1 -1 0 0 M 1 21003 1 21052 -1 -1 -1 0 0 M 1 21005 1 21053 -1 -1 -1 0 0 M 1 21004 1 21051 -1 -1 -1 0 0 M 1 21006 1 21015 -1 -1 -1 0 0 G 1 21221 1 -1 -1 0 0 G 1 21220 1 -1 -1 0 0 G 1 21219 1 -1 -1 0 0 G 1 21202 1 -1 -1 0 0 G 1 21203 1 -1 -1 0 0 G 1 21204 1 -1 -1 0 0 G 1 21205 1 -1 -1 0 0 G 1 21207 1 -1 -1 0 0 G 1 21208 1 -1 -1 0 0 G 1 21209 1 -1 -1 0 0 G 1 21210 1 -1 -1 0 0 G 1 21201 1 -1 -1 0 0 G 1 21206 1 -1 -1 0 0 M 1 21008 1 21010 -1 -1 -1 0 0 G 1 21224 1 -1 -1 0 0 G 1 21223 1 -1 -1 0 0 G 1 21222 1 -1 -1 0 0 G 1 21225 1 -1 -1 0 0 G 1 21226 1 -1 -1 0 0 M 1 21011 1 21013 -1 -1 -1 0 0 G 1 21063 1 21101 -1 0 0 G 1 21064 1 21101 -1 0 0 G 1 21051 1 21101 -1 0 0 G 1 21055 1 21101 -1 0 0 G 1 21052 1 21101 -1 0 0 G 1 21056 1 21101 -1 0 0 G 1 21059 1 21101 -1 0 0 G 1 21046 1 21101 -1 0 0 G 1 21045 1 21101 -1 0 0 G 1 21060 1 21101 -1 0 0 M 1 21013 1 21056 -1 -1 -1 0 0 M 1 21012 1 21057 -1 -1 -1 0 0 M 1 21014 1 21061 -1 -1 -1 0 0 M 1 21016 1 21062 -1 -1 -1 0 0 M 1 21022 1 21064 -1 -1 -1 0 0 M 1 21017 1 21063 -1 -1 -1 0 0 M 1 21018 1 21063 -1 -1 -1 0 0 M 1 21019 1 21063 -1 -1 -1 0 0 M 1 21020 1 21063 -1 -1 -1 0 0 M 1 21023 1 21063 -1 -1 -1 0 0 O 1 21999 1 21100 -1 -1 -1 -1 0 0 M 1 21300 1 21309 -1 -1 -1 0 0 M 1 21301 1 21310 -1 -1 -1 0 0 O 1 21999 1 21302 -1 -1 -1 -1 0 0 M 1 21303 1 21319 -1 -1 -1 0 0 M 1 21302 1 21318 -1 -1 -1 0 0 G 1 21227 1 0 -1 0 0 G 1 21100 1 0 -1 0 0 M 1 21304 1 21321 -1 -1 -1 0 0 M 1 21306 1 21328 -1 -1 -1 0 0 M 1 21308 1 21328 -1 -1 -1 0 0 M 1 21309 1 21328 -1 -1 -1 0 0 M 1 21307 1 21327 -1 -1 -1 0 0 M 1 21310 1 21327 -1 -1 -1 0 0 M 1 21312 1 21327 -1 -1 -1 0 0 M 1 21308 1 21330 -1 -1 -1 0 0 M 1 21309 1 21330 -1 -1 -1 0 0 M 1 21311 1 21330 -1 -1 -1 0 0 M 1 21309 1 21331 -1 -1 -1 0 0 M 1 21309 1 21331 -1 -1 -1 0 0 M 1 21311 1 21331 -1 -1 -1 0 0 M 1 21306 1 21333 -1 -1 -1 0 0 M 1 21309 1 21333 -1 -1 -1 0 0 M 1 21312 1 21333 -1 -1 -1 0 0 M 1 21306 1 21334 -1 -1 -1 0 0 M 1 21306 1 21334 -1 -1 -1 0 0 M 1 21306 1 21334 -1 -1 -1 0 0 M 1 21310 1 21336 -1 -1 -1 0 0 M 1 21311 1 21336 -1 -1 -1 0 0 M 1 21312 1 21336 -1 -1 -1 0 0 M 1 21307 1 21337 -1 -1 -1 0 0 M 1 21307 1 21337 -1 -1 -1 0 0 M 1 21310 1 21337 -1 -1 -1 0 0 M 1 21306 1 21339 -1 -1 -1 0 0 M 1 21311 1 21339 -1 -1 -1 0 0 M 1 21312 1 21339 -1 -1 -1 0 0 M 1 21307 1 21340 -1 -1 -1 0 0 M 1 21309 1 21340 -1 -1 -1 0 0 M 1 21308 1 21340 -1 -1 -1 0 0 M 1 21309 1 21342 -1 -1 -1 0 0 M 1 21309 1 21342 -1 -1 -1 0 0 M 1 21311 1 21342 -1 -1 -1 0 0 M 1 21311 1 21343 -1 -1 -1 0 0 M 1 21311 1 21343 -1 -1 -1 0 0 M 1 21312 1 21343 -1 -1 -1 0 0 M 1 21310 1 21345 -1 -1 -1 0 0 M 1 21310 1 21345 -1 -1 -1 0 0 M 1 21311 1 21345 -1 -1 -1 0 0 M 1 21313 1 21346 -1 -1 -1 0 0 M 1 21320 1 21350 -1 -1 -1 0 0 M 1 21319 1 21349 -1 -1 -1 0 0 M 1 21318 1 21352 -1 -1 -1 0 0 M 1 21317 1 21353 -1 -1 -1 0 0 M 1 21316 1 21358 -1 -1 -1 0 0 M 1 21315 1 21357 -1 -1 -1 0 0 M 1 21320 1 21356 -1 -1 -1 0 0 M 1 21321 1 21356 -1 -1 -1 0 0 M 1 21319 1 21355 -1 -1 -1 0 0 M 1 21317 1 21354 -1 -1 -1 0 0 M 1 21318 1 21354 -1 -1 -1 0 0 M 1 21316 1 21359 -1 -1 -1 0 0 M 1 21321 1 21360 -1 -1 -1 0 0 M 1 21315 1 21360 -1 -1 -1 0 0 M 1 21318 1 21362 -1 -1 -1 0 0 M 1 21319 1 21362 -1 -1 -1 0 0 M 1 21317 1 21363 -1 -1 -1 0 0 M 1 21315 1 21368 -1 -1 -1 0 0 M 1 21316 1 21368 -1 -1 -1 0 0 M 1 21321 1 21367 -1 -1 -1 0 0 M 1 21319 1 21366 -1 -1 -1 0 0 M 1 21320 1 21366 -1 -1 -1 0 0 M 1 21318 1 21365 -1 -1 -1 0 0 D 0 21365 5 1 M 1 21316 1 21364 -1 -1 -1 0 0 M 1 21317 1 21364 -1 -1 -1 0 0 M 1 21315 1 21369 -1 -1 -1 0 0 M 1 21320 1 21370 -1 -1 -1 0 0 M 1 21321 1 21370 -1 -1 -1 0 0 M 1 21319 1 21371 -1 -1 -1 0 0 M 1 21317 1 21372 -1 -1 -1 0 0 M 1 21318 1 21372 -1 -1 -1 0 0 M 1 21316 1 21373 -1 -1 -1 0 0 M 1 21321 1 21378 -1 -1 -1 0 0 M 1 21315 1 21378 -1 -1 -1 0 0 M 1 21320 1 21377 -1 -1 -1 0 0 M 1 21318 1 21376 -1 -1 -1 0 0 M 1 21319 1 21376 -1 -1 -1 0 0 M 1 21317 1 21375 -1 -1 -1 0 0 M 1 21315 1 21374 -1 -1 -1 0 0 M 1 21316 1 21374 -1 -1 -1 0 0 M 1 21314 1 21348 -1 -1 -1 0 0 G 1 21312 1 0 -1 0 0 G 1 21311 1 0 -1 0 0 G 1 21310 1 0 -1 0 0 D 0 21348 2 2 M 1 21314 1 21347 -1 -1 -1 0 0 G 1 21312 1 0 -1 0 0 G 1 21311 1 0 -1 0 0 G 1 21310 1 0 -1 0 0 D 0 21347 0 2 M 1 21314 1 21379 -1 -1 -1 0 0 G 1 21312 1 0 -1 0 0 G 1 21311 1 0 -1 0 0 G 1 21310 1 0 -1 0 0 D 0 21379 0 2 M 1 21314 1 21381 -1 -1 -1 0 0 G 1 21312 1 0 -1 0 0 G 1 21311 1 0 -1 0 0 G 1 21310 1 0 -1 0 0 D 0 21381 2 2 M 1 21325 1 21389 -1 -1 -1 0 0 E 1 21010 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21056 1 8 21101 0 0 M 1 21327 1 21389 -1 -1 -1 0 0 E 1 21040 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21059 1 3 21101 0 0 E 1 21063 1 6 21101 0 0 M 1 21323 1 21385 -1 -1 -1 0 0 E 1 21011 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21055 1 7 21101 0 0 G 1 21056 1 21101 -1 0 0 G 1 21052 1 21101 -1 0 0 M 1 21324 1 21385 -1 -1 -1 0 0 E 1 21026 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21063 1 6 21101 0 0 G 1 21052 1 21101 -1 0 0 M 1 21326 1 21399 -1 -1 -1 0 0 E 1 21026 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21059 1 3 21101 0 0 E 1 21063 1 6 21101 0 0 M 1 21327 1 21401 -1 -1 -1 0 0 E 1 21011 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21325 1 21401 -1 -1 -1 0 0 E 1 21003 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21059 1 3 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 M 1 21326 1 21401 -1 -1 -1 0 0 E 1 21032 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21323 1 21382 -1 -1 -1 0 0 E 1 21032 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21056 1 8 21101 0 0 M 1 21324 1 21382 -1 -1 -1 0 0 E 1 21040 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21326 1 21397 -1 -1 -1 0 0 E 1 21046 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21002 1 13 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21325 1 21396 -1 -1 -1 0 0 E 1 21045 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21011 1 13 21101 0 0 E 1 21056 1 8 21101 0 0 M 1 21327 1 21394 -1 -1 -1 0 0 E 1 21046 1 5 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21032 1 13 21101 0 0 E 1 21056 1 8 21101 0 0 M 1 21324 1 21392 -1 -1 -1 0 0 E 1 21027 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21325 1 21392 -1 -1 -1 0 0 E 1 21031 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 M 1 21326 1 21392 -1 -1 -1 0 0 E 1 21003 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21059 1 3 21101 0 0 E 1 21063 1 6 21101 0 0 M 1 21324 1 21388 -1 -1 -1 0 0 E 1 21031 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21059 1 3 21101 0 0 E 1 21063 1 6 21101 0 0 M 1 21326 1 21388 -1 -1 -1 0 0 E 1 21026 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21323 1 21403 -1 -1 -1 0 0 E 1 21011 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21059 1 3 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21325 1 21403 -1 -1 -1 0 0 E 1 21003 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 O 1 21316 1 21425 -1 -1 -1 -1 0 0 O 1 21315 1 21425 -1 -1 -1 -1 0 0 M 1 21328 1 21424 -1 -1 -1 0 0 M 1 21328 1 21424 -1 -1 -1 0 0 M 1 21328 1 21424 -1 -1 -1 0 0 M 1 21329 1 21424 -1 -1 -1 0 0 E 1 21026 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 O 1 21314 1 21424 -1 -1 -1 -1 0 0 M 1 21328 1 21423 -1 -1 -1 0 0 M 1 21328 1 21423 -1 -1 -1 0 0 M 1 21329 1 21423 -1 -1 -1 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 E 1 21032 1 13 21101 0 0 O 1 21316 1 21423 -1 -1 -1 -1 0 0 O 1 21314 1 21423 -1 -1 -1 -1 0 0 M 1 21328 1 21421 -1 -1 -1 0 0 M 1 21328 1 21421 -1 -1 -1 0 0 M 1 21329 1 21421 -1 -1 -1 0 0 E 1 21012 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 O 1 21315 1 21421 -1 -1 -1 -1 0 0 M 1 21328 1 21422 -1 -1 -1 0 0 M 1 21328 1 21422 -1 -1 -1 0 0 M 1 21328 1 21422 -1 -1 -1 0 0 M 1 21329 1 21422 -1 -1 -1 0 0 E 1 21003 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 E 1 21046 1 5 21101 0 0 O 1 21313 1 21422 -1 -1 -1 -1 0 0 O 1 21316 1 21422 -1 -1 -1 -1 0 0 M 1 21329 1 21429 -1 -1 -1 0 0 E 1 21026 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 M 1 21329 1 21429 -1 -1 -1 0 0 E 1 21012 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 O 1 21315 1 21429 -1 -1 -1 -1 0 0 M 1 21329 1 21428 -1 -1 -1 0 0 E 1 21032 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 O 1 21313 1 21428 -1 -1 -1 -1 0 0 O 1 21316 1 21428 -1 -1 -1 -1 0 0 M 1 21329 1 21427 -1 -1 -1 0 0 E 1 21003 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 O 1 21314 1 21427 -1 -1 -1 -1 0 0 O 1 21316 1 21427 -1 -1 -1 -1 0 0 M 1 21329 1 21426 -1 -1 -1 0 0 E 1 21012 1 13 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21060 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 O 1 21315 1 21426 -1 -1 -1 -1 0 0 O 1 21314 1 21426 -1 -1 -1 -1 0 0 M 1 21330 1 21430 -1 -1 -1 0 0 E 1 21047 1 5 21101 0 0 E 1 21057 1 7 21101 0 0 E 1 21053 1 9 21101 0 0 E 1 21052 1 10 21101 0 0 E 1 21061 1 3 21101 0 0 E 1 21065 1 6 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21021 1 13 21101 0 0 E 1 21022 1 14 21101 0 0 O 1 21315 1 21430 -1 -1 -1 -1 0 0 O 1 21316 1 21430 -1 -1 -1 -1 0 0 O 1 21314 1 21430 -1 -1 -1 -1 0 0 M 1 21327 1 21387 -1 -1 -1 0 0 E 1 21033 1 13 21101 0 0 E 1 21045 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21059 1 3 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21327 1 21387 -1 -1 -1 0 0 E 1 21033 1 13 21101 0 0 E 1 21046 1 5 21101 0 0 E 1 21051 1 9 21101 0 0 E 1 21055 1 7 21101 0 0 E 1 21056 1 8 21101 0 0 E 1 21052 1 10 21101 0 0 M 1 21314 1 21417 -1 -1 -1 0 0 G 1 21312 1 0 -1 0 0 G 1 21311 1 0 -1 0 0 G 1 21310 1 0 -1 0 0 D 0 21417 0 2 M 1 21314 1 21431 -1 -1 -1 0 0 G 1 21312 1 0 -1 0 0 G 1 21311 1 0 -1 0 0 G 1 21310 1 0 -1 0 0 D 0 21431 2 2 D 0 21000 2 0 M 1 21331 1 21066 -1 -1 -1 0 0 M 1 21332 1 21034 -1 -1 -1 0 0 M 1 21333 1 21351 -1 -1 -1 0 0 E 1 21016 1 13 21101 0 0 E 1 21063 1 6 21101 0 0 E 1 21059 1 3 21101 0 0 M 1 21026 1 21101 -1 -1 -1 0 0 O 1 16106 1 21361 -1 -1 -1 -1 0 0 O 1 21353 1 21361 -1 -1 -1 -1 0 0 O 1 21228 1 21335 -1 -1 -1 -1 0 0 O 1 21353 1 21335 -1 -1 -1 -1 0 0 O 1 21228 1 21006 -1 -1 -1 -1 0 0 O 1 21353 1 21006 -1 -1 -1 -1 0 0 M 1 21334 1 21008 -1 -1 -1 0 0 M 1 21300 1 21606 -1 -1 -1 0 0 M 1 21301 1 21607 -1 -1 -1 0 0 M 1 21303 1 21617 -1 -1 -1 0 0 G 1 21016 1 21101 0 0 0 M 1 21335 1 21622 -1 -1 -1 1129478220 120 M 1 21335 1 21622 -1 -1 -1 1129478305 120 M 1 21335 1 21622 -1 -1 -1 1129478389 120 M 1 21336 1 21622 -1 -1 -1 1129478418 120 M 1 21336 1 21622 -1 -1 -1 1129478565 120 M 1 21336 1 21622 -1 -1 -1 1127946898 120 M 1 21337 1 21640 -1 -1 -1 0 0 M 1 21337 1 21629 -1 -1 -1 0 0 M 1 21322 1 21380 -1 -1 -1 0 0 E 1 21200 1 0 -1 0 0 E 1 21012 1 13 21101 0 0 G 1 21103 2 0 -1 0 0 G 1 21103 2 0 -1 0 0 D 0 21380 4 1 M 1 21007 1 21012 -1 -1 -1 0 0 G 1 90 1 0 -1 0 0 G 1 89 1 0 -1 0 0 G 1 21218 1 0 -1 0 0 G 1 21241 1 0 -1 0 0 G 1 21243 1 0 -1 0 0 G 1 21244 1 0 -1 0 0 G 1 21215 1 0 -1 0 0 G 1 21216 1 0 -1 0 0 G 1 21217 1 0 -1 0 0 G 1 21212 1 0 -1 0 0 G 1 21213 1 0 -1 0 0 G 1 21355 1 0 -1 0 0 G 1 36 1 0 -1 0 0 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 #$