#AREADATA Name Newbie School~ Builders Mendanbar~ VNUMs 200 299 Credits Newbie Zone~ Security 5 End #MOBILES #200 instructor processing~ the instructor~ The processing instructor is here, preaching the basics. ~ You see a grizly old veteran standing before you. Under his thick and greyed beard you see the scars of battle. His massive arms and chest intimidate you. However he is an adept trainer, type: TRAIN ~ human~ ABGJ DFZ 1000 0 101 0 100d100+100 0d0+0 0d0+0 none 5 5 5 5 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown M GREET 200 100~ #201 clerk~ the clerk~ A registration clerk is here, waiting to assist you. ~ ~ human~ ABGK DFZ 1000 0 101 0 100d100+100 0d0+0 0d0+0 none 10 10 10 10 0 0 0 0 stand stand female 0 AHMV ABCDEFGHIJK medium unknown M GREET 201 100~ #202 knight templar~ the knight templar~ A knight templar is guarding the entrance. ~ He is a specially trained warrior belonging to the military order of the Faith. His duty is to protect the faithful from persecution and infidel attacks and his religious devotion combined with his superior skill makes him a deadly opponent. ~ human~ ABQT DJ 800 0 30 5 1d1+999 1d1+499 5d8+10 divine -10 -10 -10 -10 DEIK AB CD 0 stand stand male 2000 AHMV ABCDEFGHIJK medium unknown #203 sorcerer~ the sorcerer~ A sorcerer is guarding the entrance. ~ He is an experienced mage who has specialized in the field of Combat Magic. He is here to guard the Mage's Guild and his superior knowledge of offensive as well as defensive spells make him a deadly opponent. ~ elf~ ABRT D 800 0 30 5 1d1+999 1d1+499 10d4+10 magic -10 -10 -10 -10 AEG AB BCD Z stand stand male 2000 AHMV ABCDEFGHIJK medium unknown F aff J #0 #OBJECTS #200 wooden mace~ a wooden mace~ Someone has discarded a small wooden mace here.~ wood~ weapon 0 AN mace 5 4 pound 0 1 60 250 P A 19 3 A 18 3 E mace~ You see a mace of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #201 flint dagger~ a flint dagger~ A dagger fashioned from flint lies here.~ stone~ weapon 0 AN dagger 5 4 pierce 0 0 10 210 P A 19 3 A 18 3 E dagger~ You see a dagger of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #202 sword wooden~ a wooden sword~ A sword made of sturdy wood lies here.~ wood~ weapon 0 AN sword 5 4 slash 0 1 30 360 P A 19 3 A 18 3 E sword~ You see a sword of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #203 linen tunic~ a linen tunic~ A tunic made of linen lies here.~ linen~ armor 0 AD AB AB AB 0 0 0 20 144 P E tunic~ This tunic is made from durable, strong linen. ~ #204 wooden shield~ a wooden shield~ You see a wooden shield has been left here.~ wood~ armor 0 AJ B A B 0 0 0 30 108 P E shield~ You see a shield of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #205 silver chain~ a silver chain~ A silver chain has been dropped here.~ silver~ armor 0 AC A A A 0 A 0 40 72 P E chain~ A chain of decent metalwork is here. ~ #206 leather cap~ a leather cap~ A cap made of leather lies here.~ leather~ armor 0 AE A A A 0 0 0 30 72 P E cap~ You see a cap of decent but cheap leatherworking. Imprinted on the side is: Property of Rogue MUD. ~ #207 leather pants~ a pair of leather pants~ A pair of leather pants have been left here.~ leather~ armor 0 AF A A A 0 0 0 30 72 P E pants~ You see some decently stitched leather pants. Imprinted on the side is: Property of Rogue MUD. ~ #208 riding boots leather~ a pair of leather riding boots~ A pair of leather boots are here.~ leather~ armor 0 AG A A A 0 0 0 30 72 P E boots~ You see boots of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #209 leather gloves thin~ a pair of thin leather gloves~ A pair of gloves have been discarded here.~ leather~ armor 0 AH A A A 0 0 0 10 72 P E gloves~ You see gloves of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #210 leather sleeves~ a pair of leather sleeves~ You see a pair of leather sleeves lying here.~ leather~ armor 0 AI A A A 0 0 0 20 72 P E sleeves~ You see sleeves of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #211 oiled-leather leather cape~ an oiled-leather cape~ An oiled leather cape lies here.~ leather~ armor 0 AK A A A 0 0 0 20 72 P E cape~ This leather cape has been heavily oiled to keep out the wind and rain. ~ #212 leather belt~ a leather belt~ You notice a leather belt lying here.~ leather~ armor 0 AL A A A 0 0 0 10 72 P E belt~ You see a belt of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #213 bronze bracer~ a bronze bracer~ A bronze bracer catches the light.~ bronze~ armor 0 AM 0 A A 0 0 0 10 48 P E bracer~ You see a bracer of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #214 map ashara city~ a city map~ A city map of Ashara lies here.~ paper~ map 0 AO 0 0 0 0 0 0 1 100 P E map~ What, you want a picture of a world that isn't even built yet? Have a little patience! ~ #215 whistle~ a police whistle~ (no description)~ unknown~ trash 0 0 0 0 0 0 0 0 0 0 P #216 oil-lamp lamp bronze~ a bronze oil-lamp~ A bronze oil-lamp is here.~ bronze~ light 0 A 0 0 DGH 0 0 0 20 380 P A 20 -1 A 17 -1 E lamp~ Just type 'wear lamp' to light and use this oil-lamp! ~ #217 wooden spear~ a wooden spear~ You see a rather sharp wooden spear here.~ wood~ weapon 0 AN staff 5 4 thrust 0 1 50 111 P A 19 3 A 18 3 E spear~ You see a spear of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #218 wooden staff~ a wooden staff~ You see a wooden staff here.~ wood~ weapon 0 AN staff 5 4 pound F 1 40 290 P A 19 3 A 18 3 E staff~ You see a staff of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #219 flint axe~ a flint axe~ An axe made from flint has been dropped here.~ stone~ weapon 0 AN axe 5 4 chop 0 1 50 350 P A 19 3 A 18 3 E axe~ You see an axe of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #220 wooden flail~ a wooden flail~ You see a wooden flail lying here.~ wood~ weapon 0 AN flail 5 4 crush 0 1 50 310 P A 19 3 A 18 3 E flail~ You see a flail of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #221 leather whip braided~ a braided leather whip~ You see a whip that has been braided together out of leather.~ leather~ weapon 0 AN whip 5 4 whip 0 0 20 330 P A 19 3 A 18 3 E whip~ You see a whip of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #222 glaive wooden~ a wooden glaive~ A wooden glaive has been left here.~ wood~ weapon 0 AN polearm 5 4 slash F 1 80 183 P A 19 3 A 18 3 E glaive~ You see a glaive of decent but cheap craftsmanship. Imprinted on the side is: Property of Rogue MUD. ~ #223 road map sign~ a road map~ A wooden road map is here, designating directions to take. 'LOOK SIGN'~ wood~ map 0 0 0 0 0 0 0 0 0 0 P E map~ NORTH - Grand Central Road EAST - Initial Processing WEST - Skills Assessment ~ E sign~ NORTH - Grand Central Road EAST - Initial Processing WEST - Skills Assessment ~ #224 priests handbook~ a priests handbook~ Meltdrop item this shouldn't be used~ leather~ map GU AO 0 0 0 0 0 0 1 0 P E handbook~ The cleric class is similar to certain religious orders of knighthood in the Middle Ages: the Teutonic Knights, the Knights Templar, and Hospitalers. These orders combined military and religious training with a code of protection and service. Members were trained as knights and devoted themselves to the service of the church. These orders were frequently found on the outer edges of the wilderness or in wartorn lands. Clerics are sturdy soldiers, although their selection of weapons is limited. They can wear any type of armor and use any shield. Standard clerics, being reluctant to shed blood or spread violence, are allowed to use only blunt, bludgeoning weapons. They can use a fair number of magical items including priest scrolls, most ptions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order. Spells are the main tools of the cleric, however, helping him to serve, fortify, protect, and revitalize those under his care. He has a wide variety of spells to choose from, suitable to many different purposes and needs. The cleric receives his spells as insight directly from his deity, as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. Clerics are usually the healers of any group. See also "spells", "religions" (ie, read spells) ~ E spells~ The spells of a priest, while sometimes having powers similar to those of a wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guid for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but man can be used cleverly to protect or defend. Like the wizard, the priest's level determines how many spells he gains. Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have teh spell, if not, the spell cannot be cast. The caster must be able to speak, (not under the effects of a silence spell or gagged) and have both arms free. (Note that special conditions can modify these.) If the spell is targeted on a person, place, or thing the caster must be able to see the target. It is not enough to cast a spell 150 feet ahead into the darkness; the caster must be able to see the point of contact and the intervening distance. Also, the character must have the appropriate amount of MANA required to cast the spell. You can keep casting spells until your level of magic endurance (MANA) is depleted, at which time you need to rest in order to regain your magic casting stamina, mana. Also, some spells require you to have a spell component, these often rare items are imbued with magical energy upon casting of the spell and often destroyed after the spell is cast. To use components, you must be holding it, then cast the spell. ~ #225 shelf book bookshelf~ a book shelf~ A large oak book shelf is here, displaying it's contents. 'LOOK IN SHELF'~ oak~ container G 0 5 0 0 5 5 0 0 0 P #226 fountain marble~ a fountain~ A small marble fountain gurgles water forth here.~ marble~ fountain 0 0 0 0 'water' 0 0 0 0 0 P #227 book handbook wizards~ a wizards handbook~ A leather bound book has been left here.~ leather~ map GU AO 0 0 0 0 0 0 1 0 P E handbook~ The wizard group encompasses all spellcasters working in the various fields of magic- both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavors. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures, rare components, and mystical words. Spells are the tools, weapons, and armor of the wizard. He is weak in a toe-to-toe fight, but when prepared he can strike down his foes at a distance, vanish in an instant, become a wholly different creature, or even invade the mind of an anemy and take control of his thoughts and actions. Wizards cannot wear any armor, for several reasons. Firstly, most spells require the complicated gestures and odd posurings by the caster and armor restricts the wearer's ability to do these properly. There are even unfounded theories that claim the materials in most armors disrupt the delicate fabric of a spell as it gathers energy; the two cannot exist side by side in harmony. Wizards are also resctricted to the weapons they use, being able to wield only small weapons such as daggers, darts, or a staff. See also: SPELLS ~ E spells~ You can't seem to make out the language this is written in. ~ #0 #ROOMS #200 Welcome to the Training Center~ You stand under a large archyway leading into the training center. Excitement and bustle are in the air, for this is were veterans and new volunteers muster to begin training or to help others train in combat. Continue to the NORTH if you wish to begin training. ~ 0 1036 1 D0 ~ ~ 0 0 201 S #201 Grand Central Road~ Walking down this road you see to either side of you the beginings of a small city made of tents, taverns, and street markets. The road extends clear as far as you can see and branches off in several directions. A large sign points to the many directions you have to choose from. ~ 0 132096 1 D0 ~ ~ 0 0 204 D1 ~ ~ 0 0 202 D2 ~ ~ 0 0 200 D3 ~ ~ 0 0 203 S #202 Initial Processing Tent~ Welcome to the processing tent. Here you will learn a few basics of the world. Please listen carefully and pay attention to what the instructor has to say. Otherwise you might have trouble later on. ~ 0 1032 11 D3 ~ ~ 0 0 201 S #203 Skills Assessment Tent~ You stand in the early skills tent were a few of your skills will be refined just enough to get you started. The setting reminds you of a circus as the instructors roam around their students correcting any mistakes they make. One of the clerks at a near by wood table looks up and notices you. ~ 0 1032 11 D1 ~ ~ 0 0 201 S #204 Grand Central Road~ You are in the middle of the huge road known as Grand Central. This is the part of the training area that focuses on the more mystical aspects of the world, Magic. The clerics temple lies to the east, and the mages tower to the west. The grand central continues north. ~ 0 132096 1 D0 ~ ~ 9 0 207 D1 ~ ~ 0 0 205 D2 ~ ~ 0 0 201 D3 ~ ~ 0 0 206 S #205 Cleric's Temple~ The entrance hall is a small modest room, reflecting the true nature of the Clerics. In the middle of the room a large book shelf is pressed against the wall. A small sign reads, Take a handbook, may it guide you. ~ 0 1032 11 D3 ~ ~ 0 0 204 S #206 Mage's Laboratory~ This is the Magical Experiments Laboratory. Dark smoke-stained stones arch over numerous huge oaken tables, most of these cluttered with strange- looking pipes and flasks. The floor is covered with half-erased pentagrams and even weirder symbols, and a blackboard in a dark corner has only been partially cleaned, some painful-looking letters faintly visible. ~ 0 1032 11 D1 ~ ~ 0 0 204 S #207 Grand Central Road~ ~ 0 1024 1 D2 ~ ~ 9 0 204 D5 You can't see what is down there, it is too dark. Looks like it would be impossible to climb back up. ~ sewer~ 3 0 208 S #208 Inside the Sewer Junction~ ~ 0 0 11 S #0 #SPECIALS M 203 spec_cast_mage S #RESETS D 0 207 5 1 O 0 223 0 201 M 0 200 1 202 1 M 0 201 1 203 1 O 0 226 0 204 O 0 225 0 205 P 0 224 5 225 5 M 0 202 1 205 1 O 0 225 0 206 P 0 227 5 225 5 M 0 203 1 206 1 S #SHOPS 0 #MOBPROGS #200 say {xHey! Welcome to training. I'm here to {yTRAIN{x you while your here. wink $n ~ #201 say Hello, may i help you? Do you need to {yPRACTICE{x? smile $n ~ #0 #$