daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1050132450;

Area {
Name	"Daleken City";
Plane	"Koronin";
Builders	"Kaz Johnson";
Repop	"You hear the marching of the guards changing duty.&n\n";
LVnum	3000;
UVnum	3099;
Security	5;
Temp	5;
Flags	(verbose);
Economy	8896;
};


Help {
Name	"FOOD HUNGER DRINK THIRST DRUNKENESS";
Text	"Food and drink keep you alive.  This is simply a factor that is\n
controversial in that some view the repetitive process as tedious, but here\n
we consider it more of a role-playing necessity.  Without food and drink\n
your character is drained, and while it is not possible to actually die from\n
lack of food or drink, regeneration is greatly slowed.\n\n
Note: Vampires are unique in that they cannot eat and drink in the regular\n
      fashion, they must FEED on blood, see the help on FEED.\n\n
Drunkenness is a state favoured by many players, it has its advantages and\n
several fun disadvantages, we'll leave it up to you to find out what\n
inebriation does for you, it's more fun that way!\n";
};
Help {
Level	800;
Name	"QUOTE";
Text	"Syntax: quote [-o]\n\n
Displays a quote for your enjoyment via the fortune program, if it is\n
available.  The '-o' option is for those who like being offended or who\n
think that crude is better.\n";
};




Mobile {
Vnum	3000;
Name	"zefis wand keeper";
Short	"Zefis";
Long	"Zefis the keeper of wands is peering intently at a small copper rod.\n";
Desc	"Although he looks to be quite absent-minded this man is supposed to one\n
of the most powerful wizards in the realm.  His skill at making wands is\n
legendary, although his skill at drinking, even for an old man, is more\n
legendary still.\n";
Level	44;
Align	900;
Class	(Mage);
Act	(npc sentinel);
Affected	(detect-magic sanctuary protect);
Sex	(male);
Race	(Draconian);
Specfun	"spec_cast_mage";
Shop	{
Trade	[(wand)];
Markup	110;
Open	8;
Close	21;
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"if isopen($i)\n
    hmm\n
    look $n\n
    say Can I help you with anything?\n
else\n
    say We're closed, come back later.\n
endif\n";
};
};
Mobile {
Vnum	3001;
Name	"keleuss baker";
Short	"Keleuss the Baker";
Long	"Keleuss wipes flour from his face with a jam-smeared hand as you enter.\n";
Desc	"This is a man who must surely enjoy his own work, for his huge gut hangs\n
well over the top of his pants, and his chubby fingers are currently\n
grasping a half-eaten jam donut, and his face is smeared with flour.  His\n
huge smile welcomes you as he asks \"What can I do you for?\"\n";
Level	47;
Align	900;
Act	(npc sentinel);
Affected	(sanctuary protect);
Sex	(male);
Shop	{
Trade	[(food)];
Markup	110;
Markdown	100;
Open	5;
Close	20;
};
MudProg	{
Type	(speech_prog);
Args	"bread pie food";
Comlist	"if isopen($i)\n
    say You want some bread? Or a nice pie?\n
    say I cooked 'em fresh this-morning!\n
else\n
    say Sorry, I'm out of stock at the moment.\n
    say I'll have another batch ready by morning, so come back then.\n
endif\n";
};
};
Mobile {
Vnum	3002;
Name	"adewllas grocer";
Short	"Adewllas";
Long	"Adewllas the grocer stands behind the counter, looking depressed.\n";
Desc	"This grocer looks like he has had no business for a long while.  The shop\n
is almost empty, and the sad look on his face tells of his lack of money.\n";
Level	56;
Align	900;
Act	(npc sentinel);
Affected	(sanctuary protect);
Sex	(male);
Race	(Gnome);
Shop	{
Trade	[(container), (drink-container), (light)];
Markdown	40;
Open	7;
Close	19;
};
MudProg	{
Type	(speech_prog);
Args	"backpack waterskin sack bag";
Comlist	"if isopen($i)\n
    mpecho $I looks at you eagerly, hoping you will buy something from him.\n
    say Would you like to buy a sack? Or maybe a leather waterskin?\n
    say They're quite cheap!  Please buy one.\n
else\n
    sigh\n
    say Sorry we are closed for now, please come back later and buy some of my wares.\n
endif\n";
};
};
Mobile {
Vnum	3003;
Name	"connul smithy weaponsmith";
Short	"Connul";
Long	"Connul the smithy is ready to help you find what you want.\n";
Desc	"This weaponsmith, although old, is still extremely strong and well muscled.\n
His huge arms hold a variety of weapons ready to show to you.\n";
Level	41;
Align	900;
Class	(Warrior);
Act	(npc sentinel);
Affected	(sanctuary protect);
Sex	(male);
Race	(Giant);
Shop	{
Trade	[(weapon)];
Markup	130;
Markdown	40;
Open	6;
Close	20;
};
MudProg	{
Type	(death_prog);
Args	"100";
Comlist	"mpoload 3082\n";
};
MudProg	{
Type	(speech_prog);
Args	"sword axe weapon mace club flail";
Comlist	"say Yep. Mine are the best weapons in the realm.\n
say You won't find better anywhere, and the only place you'll find some to equal mine is my brother's shop in Zoth.\n
if isopen($i)\n
    say You won't regret buying one, so go ahead, you know you want to.\n
endif\n";
};
};
Mobile {
Vnum	3004;
Name	"garrus armourer young";
Short	"Garrus";
Long	"The young armourer, Garrus, looks you over to assess your size.\n";
Desc	"This young armourer has been apprentice to his father for years, and now that\n
his father is dead, he has taken over the business himself. His fine quality\n
armour hangs everywhere upon the walls and the flickering light from his forge\n
shimmers off the shiny armour, casting an orange glow around the room.\n\n";
Level	48;
Align	900;
Class	(Warrior);
Act	(npc sentinel);
Affected	(sanctuary protect);
Sex	(male);
Race	(Centaur);
Shop	{
Trade	[(armour)];
Markup	100;
Markdown	50;
Open	6;
Close	20;
};
MudProg	{
Type	(speech_prog);
Args	"armour armor helmet gauntlets";
Comlist	"say You want armour? Well I've got exactly what you need.\n
if isopen($i)\n
    say Try something on why don't you, it's all top quality.\n
else\n
    At the moment I've nothing to sell, so come back in the morning when I've made something new.\n
endif\n";
};
};
Mobile {
Vnum	3005;
Name	"thief";
Short	"the thief";
Long	"A thief, all dressed in black.\n";
Desc	"Have you checked your purse lately?\n";
Level	16;
Align	100;
Class	(Thief);
Act	(npc scavenger wimpy);
Affected	(protect sneak hide);
Sex	(male);
Specfun	"spec_thief";
};
Mobile {
Vnum	3006;
Name	"captain moby peg leg";
Short	"Captain Moby";
Long	"Captain Moby stands here, resting heavily on his peg-leg.\n";
Desc	"As soon as you look at him, this captain hobbles over and starts yelling\n
into your ear about how he once killed a 100 metre whale with a spoon, then\n
suddenly changes his mind and says it was a needle.  He also says he was\n
provoked because the whale had just bitten off half of his left leg.\n";
Level	35;
Align	900;
Act	(npc sentinel);
Affected	(protect);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers right-leg right-foot lungs);
Shop	{
Trade	[(boat)];
Markup	120;
Markdown	90;
Open	6;
Close	22;
};
MudProg	{
Type	(speech_prog);
Args	"boat ship canoe raft";
Comlist	"say Arrgh me hearties! Mines is the best boats around these pirate infested waters!\n";
};
};
Mobile {
Vnum	3007;
Name	"kedden banker greedy little";
Short	"Kedden";
Long	"Greedy little Kedden sits here taking people's money.\n";
Desc	"This greedy little man seems to be the city's banker, although how these\n
people could trust a face like that you will never know.\n";
Level	57;
Align	900;
Act	(npc sentinel banker);
Sex	(male);
Race	(Orc);
};
Mobile {
Vnum	3008;
Name	"cassea";
Short	"Cassea";
Long	"Cassea wanders about the shop while talking to a bird on her shoulder.\n";
Level	29;
Align	900;
Act	(npc sentinel banker);
Affected	(protect);
Sex	(female);
Shop	{
Trade	[];
Markdown	50;
Open	6;
Close	18;
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"say Who's a pretty boy then?\n
blush $n\n
say Oh God, sorry, I just get so lonely sometimes that I talk to this parrot.\n
mpecho She smiles and says \"Can I help you?\"\n";
};
};
Mobile {
Vnum	3009;
Name	"calaera";
Short	"Calaera";
Long	"Calaera looks you up and down, wondering if you have gold.\n";
Level	36;
Align	900;
Act	(npc sentinel banker);
Sex	(female);
Race	(Hobbit);
Shop	{
Trade	[(treasure)];
Markdown	90;
Open	9;
Close	21;
};
MudProg	{
Type	(greet_prog);
Args	"40";
Comlist	"if isopen($i)\n
    mpecho $I peers at you intently, trying to see if you are worth much.\n
else\n
    mpecho $I looks up from working on some jewelery.\n
    say We're closed, come back tommorow.\n
    mpecho $I returns to $$s work.\n
    sigh\n
endif\n";
};
};
Mobile {
Vnum	3010;
Name	"kyra leather worker";
Short	"Kyra";
Long	"The leather worker, Kyra, is sewing up an extra small boot.\n";
Desc	"She looks to be an honest, hard-working artisan who only just earns enough to\n
keep herself going. She seems to be wearing clothes that were made by her\n
own hands, and although they look very old, they are still in extremely good\n
condition.\n";
Level	27;
Align	900;
Class	(Warrior);
Act	(npc sentinel banker);
Sex	(female);
Race	(Elf);
Shop	{
Trade	[(armour)];
Markup	140;
Markdown	70;
Open	6;
Close	20;
};
MudProg	{
Type	(speech_prog);
Args	"leather armor armour";
Comlist	"if isopen($i)\n
    say You want the best leather-made gear around?\n
    say Well you've come to the right place!\n
    say I've got the best, and I should know, I made it!\n
endif\n";
};
};
Mobile {
Vnum	3011;
Name	"kingpriest daleken";
Short	"the Kingpriest";
Long	"The Kingpriest of Daleken stands here, blessing all who need it.\n";
Desc	"The Kingpriest of Daleken is a tall, regal-looking human, wearing long\n
flowing robes of red, gold and white. His left hand clutches a huge jewel\n
encrusted staff of iron, adorned by a golden snake's head with ruby eyes.\n
Although he looks more like a king than a priest, he is still happy to help\n
anyone who enters his church.\n";
Level	48;
Align	1000;
Class	(Bishop);
Act	(npc sentinel stay_area healer);
Affected	(detect-invis detect-magic detect-hidden sanctuary infrared protect);
Sex	(male);
Specfun	"spec_cast_adept";
MudProg	{
Type	(sub_prog);
Args	"mpkill";
Comlist	"say You're dead ${1}!\n
set killer ${1}\n
wait 3\n
kill ${1}\n";
};
MudProg	{
Type	(attack_prog);
Args	"100";
Comlist	"say You will die for this insolence $n!\n
yell $n has displeased the gods and will now witness my wrath!\n
set lastkill $n\n
if isimmort($n)\n
    say My master please forgive me.\n
    wait 1\n
    peace\n
else\n
    sub mpkill $n\n
endif\n";
};
MudProg	{
Type	(speech_prog);
Args	"\"remove this curse\"";
Comlist	"say Very well $n, as you wish\n
force $n give 1000 coins kingpriest\n
cast 'remove curse' $n\n";
};
MudProg	{
Type	(speech_prog);
Args	"\"cure my blindness\"";
Comlist	"say Very well $n, as you wish\n
force $n give 500 coins kingp\n
cast 'cure blindness' $n\n";
};
MudProg	{
Type	(hitprcnt_prog);
Args	"30";
Comlist	"cast 'complete healing'\n";
};
MudProg	{
Type	(death_prog);
Args	"100";
Comlist	"say You will &RNEVER&x kill me!&n\n
mload 3011\n
goto 3075\n
goto $n\n
trigger 2.kingpriest mpkill $n\n
goto 3075\n
echo The Kingpriest got killed again! by $n this time!\n";
};
MudProg	{
Type	(speech_prog);
Args	"shit fuck fucking fuckwit cunt dick dickhead asshole";
Comlist	"say There will be no &R&fSWEARING&n&x in my holy sanctum!&n\n
if isimmort($n)\n
    say I thought that you of all people would know better, $n.\n
else if level($n) < 9\n
    poke $n\n
    glare $n\n
else\n
    sub mpkill $n\n
endif\n";
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"if strcmp(killer,name($n))\n
    kill $n\n
else if strcmp(lastkill,name($n))\n
    say $n, get out now! I won't have your type in here.\n
else\n
    smile $n\n
    say Welcome, $n. Come sit with me a while and rest your aching bones.\n
endif\n\n";
};
};
Mobile {
Vnum	3012;
Name	"kyaegen mortician";
Short	"Kyaegen";
Long	"Kyaegen stands over a gutted corpse, his arms buried in it's abdominal cavity.\n";
Desc	"From the wide grin across his face you feel that somehow, even though he\n
has his hands wrapped in the innards of this gutted creature, that he likes\n
his job.  Unfortunately the gore hasn't stayed inside the creature, but some\n
has splashed to the floor, and there is even a smear of blood across the\n
man's face.\n";
Level	33;
Align	1000;
Class	(Warlock);
Act	(npc sentinel);
Affected	(detect-hidden sanctuary infrared protect);
Sex	(male);
MudProg	{
Type	(speech_prog);
Args	"p Can I have a CR please?";
Comlist	"glare $n\n
say Ok, but don't think that this means I like you...got that?\n
call corpse $n\n
drop $n\n
if rand() <= 20\n
    say Why don't you do it yourself next time?\n
else\n
    say There you go.\n
endif\n";
};
};
Mobile {
Vnum	3013;
Name	"wolf";
Short	"a big brown wolf";
Long	"A huge brown wolf stands here growling.\n";
Level	45;
Affected	(detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	3014;
Name	"eagle huge graceful";
Short	"a huge eagle";
Long	"A graceful eagle flies around your head.\n";
Level	38;
Affected	(detect-hidden sanctuary infrared protect);
Sex	(female);
Race	(Bird);
};
Mobile {
Vnum	3015;
Name	"lyssana gypsy spirit master";
Short	"Lyssana";
Long	"Lyssana the gypsy and Master of Spirit sells gypsy crafts from her cart.\n";
Desc	"Although well tanned by the sun, Lyssana's skin looks as soft as the day\n
she was born.  Although still quite young, she has risen amongst her gypsy\n
kin to become the most powerful of the Spirit magi.  Even though she has\n
become so powerful, she still follows her daily routine of selling gypsy\n
crafts in the city streets.\n";
Level	46;
Align	1000;
Class	(Mage);
Act	(npc stay_area practice prac-spirit);
Affected	(sanctuary infrared protect);
Sex	(female);
Specfun	"spec_cast_mage";
MudProg	{
Type	(hitprcnt_prog);
Args	"100";
Comlist	"say Please, I do not wish to fight you\n
if level($n) < 30\n
   mpcast mute $n\n
   mptransfer $n 3001\n
else\n
   mpcast hex $n\n
   mpcast teleport $n\n
endif\n";
};
};
Mobile {
Vnum	3016;
Name	"sailor huge tattooed";
Short	"a huge sailor";
Long	"A well-muscled sailor covered in tattoos sits here.\n";
Desc	"This tall, well-built sailor seems out of place with his companion, a\n
stocky dwarf sitting beside him, who only reaches the height of his thigh.\n
They are sitting here playing a dice game for a bottle of rum they have\n
sitting between them, although from the look on this one's face the dwarf\n
seems to be winning.\n";
Level	7;
Align	200;
Class	(Warrior);
Act	(npc sentinel gamble prac-spirit);
Affected	(sanctuary infrared protect);
Sex	(male);
Race	(Giant);
};
Mobile {
Vnum	3017;
Name	"dwarven sailor stocky";
Short	"a dwarven sailor";
Long	"A stocky dwarven sailor sits here, gambling with his partner.\n";
Desc	"This stocky red-haired dwarf is sitting here with his giant companion,\n
laughing at him as he loses his right to the bottle of rum sitting between\n
them.  Through the open front of his shirt you can see that his body is\n
covered with many scars, and catching you looking at him he tells you about\n
a tiff he once had with a sea-serpent.\n";
Level	6;
Align	105;
Class	(Warrior);
Act	(npc sentinel gamble prac-spirit);
Affected	(sanctuary infrared protect);
Sex	(male);
Race	(Dwarf);
};
Mobile {
Vnum	3018;
Name	"tiny mouse";
Short	"a tiny little mouse";
Long	"You must be careful not to step on this tiny mouse.\n";
Level	7;
Align	100;
Affected	(sanctuary infrared protect);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	3019;
Name	"puppy dog";
Short	"a pug-nosed pup";
Long	"A small pug-nosed puppy stands here with her tongue hanging out.\n";
Level	19;
Align	20;
Affected	(sanctuary infrared protect);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	3020;
Name	"scribe scroll seller";
Short	"the scribe";
Long	"A tall elven woman in long black robes sits here, writing on a scroll.\n";
Desc	"Looking into this beautiful elven woman's eyes you feel you could drown\n
in their icy blue depths, but you don't think that would be wise, as you\n
have heard that she is \"friendly\" with the Mastermage himself.\n";
Level	27;
Align	1000;
Class	(Mage);
Act	(npc sentinel gamble prac-spirit);
Affected	(detect-magic sanctuary infrared protect);
Sex	(female);
Race	(Elf);
Specfun	"spec_cast_mage";
Shop	{
Trade	[(scroll)];
Markup	110;
Open	8;
Close	21;
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"if isopen($i)\n
   say May I help you $n?\n
else\n
   say Sorry but we're closed now, $n. Why don't you come back later.\n
endif\n";
};
};
Mobile {
Vnum	3021;
Name	"tall ranger";
Short	"a tall ranger";
Long	"A tall ranger stands here, working in his garden.\n";
Desc	"The tall man standing in front of you would make a bad enemy to have, but with\n
the smile on his face you don't feel very scared at all. His bulging arms are\n
clad in the leather sleeves of his tunic, probably made by himself.\n";
Level	70;
Align	1000;
Class	(Ranger);
Act	(npc sentinel practice hunter prac-earth);
Affected	(sanctuary infrared protect haste);
Sex	(male);
Race	(Elf);
Specfun	"spec_cast_cleric";
Shop	{
Trade	[(plant)];
};
MudProg	{
Type	(act_prog);
Args	"p plant grown from a few seeds is now fully";
Comlist	"if rand() <= 80\n
    harvest plant\n
endif\n";
};
MudProg	{
Type	(rand_prog);
Args	"1";
Comlist	"mpecho $I is digging in his garden.\n
mpoload 42\n
hold seeds\n
if rand() <= 1\n
    prepare vanish 'detect invis'\n
else if rand() <= 5\n
    prepare pass stone\n
else if rand() <= 20\n
    prepare shield giant\n
else if rand() <= 25\n
    prepare pass endurance\n
else\n
    prepare armor endurance\n
endif\n";
};
};
Mobile {
Vnum	3022;
Name	"parrot bird";
Short	"a brightly coloured parrot";
Long	"A glaringly coloured bird squawks at you indignantly.\n";
Level	27;
Align	-230;
Affected	(sanctuary infrared protect haste);
Race	(Bird);
};
Mobile {
Vnum	3023;
Name	"potion seller brewer";
Short	"the brewer";
Long	"A small man with wire-rimmed glasses stands here, brewing a foul liquid.\n";
Desc	"This man's tattered robes are covered in stains of old potions which must\n
have failed.  Some of the holes in his robes look to have been eaten there,\n
as if some of his attempts went horribly wrong.\n";
Level	29;
Align	1000;
Class	(Mage);
Act	(npc sentinel prac-earth);
Affected	(detect-magic sanctuary infrared protect);
Sex	(male);
Specfun	"spec_cast_mage";
Shop	{
Trade	[(potion)];
Markup	110;
Open	8;
Close	21;
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"if isopen($i)\n
    say Can I help you with anything?\n
else\n
    say Sorry $n, we're closed for the day.\n
    say Come back later.\n
    apologi $n\n
endif\n";
};
};
Mobile {
Vnum	3024;
Name	"guard daleken city";
Short	"A Daleken City guard";
Long	"A Daleken city guard stands here, looking for thieves and ruffians.\n";
Desc	"This tall guard looks you over carefully as you walk past him, checking\n
to make sure that you are not a thief and will not disturb the peace of the\n
city.  He wears his light armour casually, as if it were only a suit of\n
clothing, although you can see by the way he holds his weapon that he will\n
not take any shit from you if you decide to start trouble.\n";
Level	20;
Align	800;
Class	(Warrior);
Act	(npc sentinel);
Affected	(detect-evil);
Sex	(male);
MudProg	{
Type	(hitprcnt_prog);
Args	"10";
Comlist	"yell Help! We are under attack! Send the reinforcements!\n
   mpecho The reinforcements have arrived.\n
   mpmload 3031\n
   mpforce reinforce mpkill $n\n";
};
MudProg	{
Type	(hitprcnt_prog);
Args	"20";
Comlist	"yell Help! We are under attack! Send the reinforcements!\n
   mpecho The reinforcements have arrived.\n
   mpmload 3031\n
   mpforce reinforce mpkill $n\n";
};
MudProg	{
Type	(hitprcnt_prog);
Args	"30";
Comlist	"yell Help! We are under attack! Send the reinforcements!\n
   mpecho The reinforcements have arrived.\n
   mpmload 3031\n
   mpforce reinforce mpkill $n\n";
};
MudProg	{
Type	(hitprcnt_prog);
Args	"40";
Comlist	"yell Help! We are under attack! Send the reinforcements!\n
   mpecho The reinforcements have arrived.\n
   mpmload 3031\n
   mpforce reinforce mpkill $n\n";
};
MudProg	{
Type	(hitprcnt_prog);
Args	"50";
Comlist	"yell Help! We are under attack! Send the reinforcements!\n
   mpecho The reinforcements have arrived.\n
   mpmload 3031\n
   mpforce reinforce mpkill $n\n";
};
};
Mobile {
Vnum	3025;
Name	"tailor short woman";
Short	"the tailor";
Long	"A short woman stands here, measuring you up for a suit.\n";
Desc	"This short woman, although quite old, seems extremely adept with a needle.\n
Haning from the walls are various tunics, jerkins, coats and other various\n
items of clothing, all made by this one woman.\n";
Level	23;
Align	800;
Act	(npc sentinel);
Affected	(sanctuary infrared protect);
Sex	(female);
Race	(Hobbit);
Shop	{
Trade	[(armour)];
Markup	120;
Markdown	50;
Open	8;
Close	20;
};
MudProg	{
Type	(speech_prog);
Args	"clothes clothing shirt cape";
Comlist	"if isopen($i)\n
    say Why don't you come over here and let me measure you up?\n
    say Would you like a cape? a shirt? maybe something else?\n
else\n
    say Sorry, I'm closed for the night, come again later.\n
    say Tomorrow I'll be most happy to fit you with some clothing.\n
endif\n";
};
};
Mobile {
Vnum	3026;
Name	"assassin master man small";
Short	"the master assassin";
Long	"A small man is hiding here, with a knife concealed in his sleeve.\n";
Desc	"He is a thief who has specialized in killing others as effectively as possible,\n
using all sorts of weapons.  His superior knowledge of how and where to use\n
these weapons, combined with his extraordinary stealth makes him a deadly\n
opponent.\n";
Level	33;
Align	800;
Class	(Assassin);
Act	(npc sentinel gamble);
Affected	(sanctuary infrared protect sneak hide);
Sex	(male);
Race	(Hobbit);
Specfun	"spec_thief";
};
Mobile {
Vnum	3027;
Name	"qeffnar staffmaster master";
Short	"Qeffnar";
Long	"Qeffnar the Staffmaster is grumbling about a broken staff.\n";
Desc	"This old man seems to be grumbling about a broken staff, which obviously\n
has been broken by a stupid adventurer, and then returned for fixing.  He\n
looks almost unable to remember where he put his nose, and yet this sorceror\n
is supposed to be the finest staff craftsman in the realm.\n";
Level	36;
Align	800;
Class	(Sorceror);
Act	(npc sentinel gamble);
Affected	(detect-magic sanctuary infrared protect);
Sex	(male);
Specfun	"spec_cast_mage";
Shop	{
Trade	[(staff)];
Markup	110;
Open	8;
Close	21;
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"if isopen($i)\n
    grumble\n
    glare $n\n
    say Well. What do you want?\n
else\n
    glare $n\n
    say Go away, can't you see I'm busy!\n
endif\n";
};
};
Mobile {
Vnum	3028;
Name	"mastermage mage man master tall";
Short	"the Mastermage";
Long	"The Mastermage sits tracing faint golden runes in the air.\n";
Desc	"This man is dressed in the finest robes you have ever seen about a\n
magicians body, and must be the Mastermage of Daleken.  He doesn't look like\n
your average mage, in fact he doesn't look like a mage at all.  He looks\n
more like a man who should be thieving your property for a living, but\n
somehow his intelligence has attained him the position of the greatest mage\n
in the realm.\n";
Level	67;
Class	(Mage);
Act	(npc sentinel train practice prac-fire);
Affected	(detect-magic sanctuary infrared protect);
Sex	(male);
Race	(Draconian);
Specfun	"spec_cast_mage";
MudProg	{
Type	(rand_prog);
Args	"3";
Comlist	"set lastportal mastermage\n
if exist($r)\n
if strcmp(annoyed,name($r))\n
    say Aha!\n
    kill $r\n
    set annoyed mastermage\n
endif\n
endif\n";
};
MudProg	{
Type	(speech_prog);
Args	"p cast a portal to";
Comlist	"say You want a portal to ${5} $n?\n
if strcmp(annoyed,name($n))\n
    say You have tried my patience $n!\n
    kill $n\n
    break\n
endif\n
if isevil($n)\n
    say Walk there you lazy bastard!\n
else if isgood($n)\n
   if strcmp(lastportal,name($n))\n
        say You shouldn't ask me too often or I'll get annoyed.\n
        set annoyed $n\n
    else\n
        say Very well, here you go.\n
    endif\n
    cast portal ${5}\n
    set lastportal $n\n
else\n
    say You ask a lot of me $n!\n
    set annoyed $n\n
    cast portal ${5}\n
endif\n";
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"if isgood($n)\n
   smile $n\n
   say Welcome to my humble laboratory $n. Feel free to come and go as you please.\n
else\n
   accuse $n\n
   say Who art thou to defile my sanctum with thy unholy presence?\n
endif\n";
};
};
Mobile {
Vnum	3029;
Name	"stable hand boy young";
Short	"the stable-hand";
Long	"A young boy stands here, tending to a horse.\n";
Level	20;
Align	200;
Act	(npc sentinel);
Affected	(sanctuary infrared protect);
Sex	(male);
MudProg	{
Type	(speech_prog);
Args	"shit crap manure dung";
Comlist	"say Yeah I know that there's a lot of horse-shit here, but I just can't keep up with those bloody horses.\n";
};
};
Mobile {
Vnum	3030;
Name	"reinforcements";
Short	"the reinforcements";
Long	"A troop of reinforcements stand here, ready to protect there fellow guards.\n";
Level	20;
Class	(Warrior);
Act	(npc sentinel stay_area);
Affected	(detect-evil detect-hidden sanctuary infrared protect);
Sex	(male);
Specfun	"spec_guard";
};
Mobile {
Vnum	3031;
Name	"bartender grayle";
Short	"Grayle";
Long	"Bartender Grayle is mixing up a horrid cocktail.\n";
Desc	"Looking this man up and down you don't really think that bar-brawls are very\n
common. He looks like he could easily take on a mob of humans while still\n
mixing your drink.\n";
Level	29;
Align	900;
Act	(npc sentinel);
Affected	(sanctuary infrared protect);
Sex	(male);
Race	(Minotaur);
Shop	{
Trade	[];
Markup	110;
Open	7;
Close	21;
};
};
Mobile {
Vnum	3032;
Name	"gerron wharfmaster master huge dragon";
Short	"Wharfmaster Gerron";
Long	"Wharfmaster Gerron, a huge bluish-white Dragon, hums an old sailor's tune.\n";
Desc	"A huge bluish-white dragon sits in front of you, staring off at the\n
distant horizon.  His legs dangle over the edge of the wooden wharf into the\n
foaming sea below, and he hums a sailor's tune queitly as he sits.  Known\n
only as Gerron, it is rumoured that he has captained war fleets for the\n
Kings of Zoth, Daleken and Alacanthus, so you suppose that if he can find a\n
ship that would fit both himself and a crew aboard, he must be a mighty fine\n
sailor.\n";
Level	54;
Align	1000;
Class	(Thief);
Act	(npc sentinel);
Affected	(sanctuary infrared protect haste breathing);
Sex	(male);
Race	(Dragon);
Specfun	"spec_breath_frost";
};
Mobile {
Vnum	3033;
Name	"arealus ancient master air";
Short	"Arealus";
Long	"Arealus the ancient Master of air floats serenely around you.\n";
Desc	"Floating calmly around the turret of the Tower of Magic is Arealus, an\n
ancient Faerie skilled in the mystical forces of the air we breathe.  His\n
tremendous skill in magic was supposedly granted to him by the Gods after he\n
offered his service as an apprentice Warlock during the Great Rending.  Due\n
to his humility, aspiration and focus, he was made a lesser General of the\n
God's magus army.\n";
Level	52;
Align	1000;
Class	(Mystic);
Act	(npc sentinel practice prac-air);
Affected	(sanctuary infrared flying protect);
Sex	(male);
Race	(Faerie);
};
Mobile {
Vnum	3034;
Name	"horse";
Short	"the horse";
Long	"A horse stands here, stamping idly in the hay.\n";
Desc	"This large black horse does not look like it comes from any of the local\n
packs of small riding horses, but most probably was ridden here from a\n
distant place.\n";
Level	20;
Act	(npc sentinel wimpy racist);
Affected	(sanctuary infrared mind-mist protect mute warp-flesh);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	3035;
Name	"gildartha water master";
Short	"Gildartha";
Long	"Gildartha the Water Master swims casually around the lower docks.\n";
Level	43;
Align	1000;
Class	(Cleric);
Act	(npc sentinel practice prac-water);
Affected	(sanctuary infrared protect breathing);
Race	(Water Elemental);
Specfun	"spec_cast_cleric";
};


Object {
Vnum	3000;
Name	"bourbon bottle cougar";
Short	"a bottle of Cougar bourbon";
Long	"A bourbon bottle has been left here, and is looking lonely.";
Level	2;
Cost	60;
Weight	8;
Type	(drink-container);
Wear	(take hold);
Material	(glass);
Values	[21, 21, (<liquid> water), 0];
};
Object {
Vnum	3001;
Name	"bottle beer";
Short	"a bottle of beer";
Long	"A beer bottle has been left here.";
Level	2;
Cost	20;
Weight	10;
Type	(drink-container);
Wear	(take hold);
Material	(glass);
Values	[8, 8, (<liquid> water), 0];
};
Object {
Vnum	3002;
Name	"bottle ale";
Short	"a bottle of ale";
Long	"A dark bottle of ale has been left here.";
Level	2;
Cost	15;
Weight	10;
Type	(drink-container);
Wear	(take hold);
Material	(glass);
Values	[8, 8, (<liquid> water), 0];
};
Object {
Vnum	3003;
Name	"bottle vodka";
Short	"a bottle of vodka";
Long	"A bottle of vodka sits here, just waiting to be drunk.";
Level	2;
Cost	50;
Weight	10;
Type	(drink-container);
Wear	(take hold);
Material	(glass);
Values	[20, 20, (<liquid> water), 0];
};
Object {
Vnum	3004;
Name	"mead spiced bottle";
Short	"a bottle of mead";
Long	"A bottle of fine spiced mead sits here, begging you to drink it.";
Level	2;
Cost	20;
Weight	10;
Type	(drink-container);
Wear	(take hold);
Material	(glass);
Values	[10, 10, (<liquid> water), 0];
};
Object {
Vnum	3005;
Name	"bottle tequila";
Short	"a bottle of tequila";
Long	"A bottle full of Tequila is sitting here, just begging you to drink it.";
Level	27;
Cost	90;
Weight	3;
Type	(drink-container);
Wear	(take hold);
Material	(glass);
Values	[21, 21, (<liquid> water), 0];
};
Object {
Vnum	3006;
Name	"loaf bread white";
Short	"a loaf of white bread";
Long	"A loaf of white bread lies here.";
Level	2;
Cost	50;
Weight	4;
Type	(food);
Wear	(take hold);
Material	(organic);
Values	[40, 0, 0, 0];
};
Object {
Vnum	3007;
Name	"stale bread roll";
Short	"a stale bread roll";
Long	"A stale old bread roll sits here.";
Level	2;
Cost	39;
Weight	2;
Type	(food);
Wear	(take hold);
Material	(organic);
Values	[10, 0, 0, 0];
};
Object {
Vnum	3008;
Name	"french stick";
Short	"a french stick";
Long	"A long loaf of crunchy bread lies here.";
Level	2;
Cost	40;
Weight	3;
Type	(food);
Wear	(take hold);
Material	(organic);
Values	[30, 0, 0, 0];
};
Object {
Vnum	3009;
Name	"chicken pie";
Short	"a chicken pie";
Long	"A chicken pie has been left here.";
Level	2;
Cost	75;
Weight	5;
Type	(food);
Wear	(take hold);
Material	(organic);
Values	[50, 0, 0, 0];
};
Object {
Vnum	3010;
Name	"donation pit huge";
Short	"the donation pit";
Long	"A huge pit in the floor holds unwanted goods that need a good home.";
Level	5;
Weight	0;
Type	(container);
Extra	(bless);
Material	(eternium);
Values	[10000, 0, 0, 0];
ExDesc	{
Keyword	"pit";
Text	"This pit is where items donated by kind individuals go. It is a service\n
rendered by the Kingpriest, who should be thanked for his generosity.\n";
};
};
Object {
Vnum	3011;
Name	"viking long boat";
Short	"a viking long boat";
Long	"A  huge viking long boat is here.";
Level	34;
Cost	8000;
Weight	100;
Type	(boat);
Wear	(take);
Material	(wood);
Values	[0, 0, 0, 0];
};
Object {
Vnum	3012;
Name	"rowboat";
Short	"a wooden rowboat";
Long	"A small wooden rowboat sits here rotting away.";
Level	14;
Cost	5000;
Weight	60;
Type	(boat);
Wear	(take);
Material	(wood);
Values	[0, 0, 0, 0];
};
Object {
Vnum	3013;
Name	"canoe wooden";
Short	"a wooden canoe";
Long	"A canoe carved from a huge log lies here.";
Level	10;
Cost	2000;
Weight	40;
Type	(boat);
Wear	(take);
Material	(wood);
Values	[0, 0, 0, 0];
};
Object {
Vnum	3014;
Name	"potion healing";
Short	"a potion of healing";
Long	"A small glass vile filled with a strange blue liquid is here.";
Level	3;
Cost	780;
Type	(potion);
Wear	(take hold);
Material	(glass);
Values	[13, (.), (.), (.)];
};
Object {
Vnum	3015;
Name	"curing potion";
Short	"a potion of curing";
Long	"A purple vial sits leaking it's foul liquid.";
Level	8;
Cost	3400;
Type	(potion);
Wear	(take);
Material	(glass);
Values	[26, (cure blindness), (cure poison), (heal)];
};
Object {
Vnum	3016;
Name	"protection potion";
Short	"a potion of protection";
Long	"An ornate metal vial sits here.";
Level	6;
Cost	850;
Type	(potion);
Wear	(take);
Material	(steel);
Values	[23, (protection), (shield), (resist cold)];
};
Object {
Vnum	3017;
Name	"invisibility potion";
Short	"a potion of invisibility";
Long	"A glass vial half full of clear liquid is here.";
Level	3;
Cost	1026;
Type	(potion);
Wear	(take);
Material	(glass);
Values	[19, (invis), (invis), (.)];
};
Object {
Vnum	3018;
Name	"endurance potion";
Short	"a potion of endurance";
Long	"A large vial of green liquid that smells like powerade is here.";
Level	8;
Cost	647;
Type	(potion);
Wear	(take);
Material	(glass);
Values	[16, (endurance), (endurance), (endurance)];
};
Object {
Vnum	3019;
Name	"truesight potion";
Short	"a potion of truesight";
Long	"A small vial of silvery liquid sits here.";
Level	3;
Cost	5764;
Type	(potion);
Wear	(take hold);
Material	(glass);
Values	[50, (magic awareness), (detect invis), (detect hidden)];
};
Object {
Vnum	3020;
Name	"sanctuary potion";
Short	"a potion of sanctuary";
Long	"A small vial of orange liquid lies here.";
Level	6;
Cost	1430;
Type	(potion);
Wear	(take hold);
Material	(glass);
Values	[35, (sanctuary), (.), (.)];
};
Object {
Vnum	3021;
Name	"potion bottle levitation wings";
Short	"a potion of levitation";
Long	"A small bottle with a sigil of wings lies here.";
Level	12;
Cost	1000;
Weight	2;
Type	(potion);
Wear	(take);
Material	(glass);
Values	[24, (levitation), (endurance), (endurance)];
};
Object {
Vnum	3022;
Name	"daleken city guards sword";
Short	"a Daleken city guard's sword";
Long	"A long sword belonging to a guard of Daleken city is here.";
Level	18;
Cost	199;
Weight	8;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 4, 8, (<weapon> slash)];
};
Object {
Vnum	3023;
Name	"shield daleken wooden shield";
Short	"a large wooden shield";
Long	"A shield embossed with the Daleken city emblem is here.";
Level	18;
Cost	243;
Weight	10;
Type	(armour);
Wear	(take shield);
Material	(wood);
Values	[0, -1, 0, 0];
};
Object {
Vnum	3024;
Name	"stilleto";
Short	"stilleto";
Long	"A small stilleto is stuck in the ground.";
Level	26;
Cost	120;
Weight	3;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 3, 5, (<weapon> pierce)];
};
Object {
Vnum	3025;
Name	"identify scroll";
Short	"a scroll of identify";
Long	"A tattered white scroll sits here, gathering dust.";
Level	1;
Cost	503;
Weight	3;
Type	(scroll);
Wear	(take);
Extra	(inventory);
Material	(parchment);
Values	[24, (identify), (.), (.)];
ExDesc	{
Keyword	"scroll identify";
Text	"The scroll has a magic formula drawn upon it:\n
     ???\n
    ?   ?\n
       ?\n
      ?\n
      ?\n
      *\n";
};
};
Object {
Vnum	3026;
Name	"giant strength scroll";
Short	"a scroll of giant strength";
Long	"A huge mouldy scroll sits here.";
Level	5;
Cost	681;
Weight	3;
Type	(scroll);
Wear	(take);
Extra	(inventory);
Material	(parchment);
Values	[14, (giant strength), (.), (.)];
};
Object {
Vnum	3027;
Name	"change sex staff";
Short	"a staff of change sex";
Long	"A strangely shaped staff shows pictures of strange sexual acts.";
Level	4;
Cost	286;
Weight	5;
Type	(staff);
Wear	(take hold);
Extra	(magic);
Material	(ivory);
Values	[12, 4, 4, (change sex)];
};
Object {
Vnum	3028;
Name	"scroll rename";
Short	"a scroll of rename item";
Long	"A small tightly bound scroll lies here.";
Level	50;
Cost	5000000;
Type	(scroll);
Material	(parchment);
Required	(scrolls);
Values	[100, (.), (claim item), (.)];
};
Object {
Vnum	3029;
Name	"axe battle dwarven";
Short	"a Dwarven battle axe";
Long	"A dwarf-sized double-bladed axe sits here.";
Level	27;
Cost	500;
Weight	12;
Type	(weapon);
Wear	(take double);
Material	(steel);
Values	[(.), 8, 13, (<weapon> chop)];
};
Object {
Vnum	3030;
Name	"mace huge";
Short	"a huge mace";
Long	"A huge mace-head stuck onto a wooden shaft sits here.";
Level	10;
Cost	320;
Weight	7;
Type	(weapon);
Wear	(take wield);
Material	(iron);
Values	[(.), 3, 6, (<weapon> crush)];
};
Object {
Vnum	3031;
Name	"morning star";
Short	"a morning star";
Long	"A huge ball attached to a chain and shaft lies here.";
Level	12;
Cost	390;
Weight	7;
Type	(weapon);
Wear	(take wield);
Material	(iron);
Values	[(.), 4, 6, (<weapon> crush)];
};
Object {
Vnum	3032;
Name	"sword short";
Short	"a short sword";
Long	"A short steel blade lies here.";
Level	5;
Cost	169;
Weight	6;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 1, 6, (<weapon> slice)];
};
Object {
Vnum	3033;
Name	"sword two handed";
Short	"a two-handed sword";
Long	"A huge two-handed sword rests against the wall.";
Level	24;
Cost	604;
Weight	10;
Type	(weapon);
Wear	(take double);
Material	(steel);
Values	[(.), 6, 10, (<weapon> slice)];
};
Object {
Vnum	3034;
Name	"halberd";
Short	"a halberd";
Long	"A visciously sharpened halberd lies here.";
Level	30;
Cost	506;
Weight	11;
Type	(weapon);
Wear	(take double);
Material	(steel);
Values	[(.), 10, 13, (<weapon> chop)];
};
Object {
Vnum	3035;
Name	"longsword";
Short	"a longsword";
Long	"A long steel blade lies here, gathering dust.";
Level	8;
Cost	301;
Weight	8;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 4, 6, (<weapon> slice)];
};
Object {
Vnum	3036;
Name	"cap worn leather";
Short	"a worn leather cap";
Long	"An old piece of leather fashioned into a tight cap sits here.";
Level	25;
Cost	205;
Weight	3;
Type	(armour);
Wear	(take head);
Material	(leather);
Values	[0, -1, 0, 0];
Affect	{
Location	(resilience);
Modifier	-4;
};
};
Object {
Vnum	3037;
Name	"boots leather tough";
Short	"a pair of leather boots";
Long	"A pair of tough leather boots lies here.";
Level	25;
Cost	254;
Weight	5;
Type	(armour);
Wear	(take feet);
Material	(leather);
Values	[0, -1, 0, 0];
Affect	{
Location	(move);
Modifier	24;
};
};
Object {
Vnum	3038;
Name	"ankle band leather";
Short	"a leather ankle band";
Long	"A thick leather ankle band lies here.";
Level	0;
Cost	190;
Weight	2;
Type	(armour);
Wear	(take ankle);
Material	(leather);
Values	[0, -1, 0, 0];
Affect	{
Location	(dexterity);
Modifier	1;
};
};
Object {
Vnum	3039;
Name	"jerkin leather";
Short	"a leather jerkin";
Long	"A crumpled leather jerkin sits here.";
Level	25;
Cost	350;
Weight	4;
Type	(armour);
Wear	(take body);
Material	(leather);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-10;
};
};
Object {
Vnum	3040;
Name	"whip leather cat tails";
Short	"a cat o'nine tails whip";
Long	"A long whip with nine tails sits here.";
Level	25;
Cost	290;
Weight	3;
Type	(weapon);
Wear	(take wield);
Material	(leather);
Values	[(.), 1, 4, (<weapon> whip)];
};
Object {
Vnum	3041;
Name	"wrist band leather";
Short	"a leather wrist band";
Long	"A thick band of leather, about the size of your wrist, sits here.";
Level	25;
Cost	247;
Weight	2;
Type	(armour);
Wear	(take wrist);
Material	(leather);
Values	[0, -1, 0, 0];
Affect	{
Location	(hitroll);
Modifier	2;
};
Affect	{
Location	(damroll);
Modifier	1;
};
};
Object {
Vnum	3042;
Name	"bracers leather";
Short	"a pair of leather sleeves";
Long	"A pair of leather sleeves lies here.";
Level	25;
Cost	201;
Weight	3;
Type	(armour);
Wear	(take arms);
Material	(leather);
Values	[0, -1, 0, 0];
};
Object {
Vnum	3043;
Name	"collar leather circlet";
Short	"a studded leather collar";
Long	"A studded collar of leather sits here.";
Level	25;
Cost	2400;
Weight	3;
Type	(armour);
Wear	(take neck);
Material	(leather);
Values	[0, -1, 0, 0];
Affect	{
Location	(constitution);
Modifier	1;
};
};
Object {
Vnum	3044;
Name	"sapphire earring ring";
Short	"a small sapphire earring";
Long	"A small ring of sapphire sits here";
Level	27;
Cost	15000;
Type	(armour);
Wear	(take ear);
Material	(crystal);
Values	[0, -1, 0, 0];
Affect	{
Location	(mana-air);
Modifier	20;
};
Affect	{
Location	(mana-water);
Modifier	30;
};
};
Object {
Vnum	3045;
Name	"diamond earring ring";
Short	"a small diamond earring";
Long	"A small ring of diamond sits here.";
Level	17;
Cost	5000;
Type	(armour);
Wear	(take ear);
Material	(diamond);
Values	[0, -1, 0, 0];
Affect	{
Location	(wisdom);
Modifier	1;
};
};
Object {
Vnum	3046;
Name	"nose ring nosering gold";
Short	"a large gold nose ring";
Long	"A large ring of gold lies here.";
Level	23;
Cost	20000;
Weight	2;
Type	(armour);
Wear	(take nose);
Material	(gold);
Values	[0, -1, 0, 0];
Affect	{
Location	(constitution);
Modifier	1;
};
};
Object {
Vnum	3047;
Name	"glasses steel rimmed";
Short	"a pair of steel rimmed glasses";
Long	"A pair of glasses with thick steel rims lies here.";
Level	8;
Cost	390;
Weight	3;
Type	(armour);
Wear	(take face);
Material	(steel);
Values	[0, -1, 0, 0];
Affect	{
Location	(intelligence);
Modifier	1;
};
Affect	{
Location	(strength);
Modifier	-2;
};
};
Object {
Vnum	3048;
Name	"bracelet circlet diamond gold studded";
Short	"a diamond-studded bracelet";
Long	"A gold bracelet studded with diamonds lies here.";
Level	13;
Cost	2300;
Weight	4;
Type	(armour);
Wear	(take wrist);
Material	(gold);
Values	[0, -1, 0, 0];
Affect	{
Location	(hitroll);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	1;
};
};
Object {
Vnum	3049;
Name	"ring wedding band silver";
Short	"a small silver wedding band";
Long	"A small ring of silver sits here.";
Level	10;
Cost	501;
Type	(armour);
Wear	(take finger);
Material	(silver);
Values	[0, -1, 0, 0];
Affect	{
Location	(hp);
Modifier	30;
};
};
Object {
Vnum	3050;
Name	"anklet gold";
Short	"a gold anklet";
Long	"A small gold anklet sits here.";
Level	20;
Cost	12500;
Weight	2;
Type	(armour);
Wear	(take ankle);
Material	(gold);
Values	[0, -1, 0, 0];
Affect	{
Location	(resilience);
Modifier	-10;
};
};
Object {
Vnum	3051;
Name	"gold ring";
Short	"a gold ring";
Long	"A wide gold ring sits here.";
Level	20;
Cost	10500;
Type	(armour);
Wear	(take finger);
Material	(gold);
Values	[0, -1, 0, 0];
Affect	{
Location	(wisdom);
Modifier	1;
};
Affect	{
Location	(ac);
Modifier	-10;
};
};
Object {
Vnum	3052;
Name	"copper wand lightning bolt";
Short	"a wand of lighting bolt";
Long	"A small copper wand lies here.";
Level	16;
Cost	589;
Weight	3;
Type	(wand);
Wear	(take hold);
Material	(copper);
Required	(wands);
Values	[20, 6, 6, (lightning bolt)];
};
Object {
Vnum	3053;
Name	"fireball wand";
Short	"a wand of fireball";
Long	"A glowing red wand sits here.";
Level	23;
Cost	607;
Weight	3;
Type	(wand);
Wear	(take hold);
Material	(flame);
Required	(wands);
Values	[29, 6, 5, (fireball)];
};
Object {
Vnum	3054;
Name	"warp flesh wand";
Short	"a warped wand";
Long	"A long warped golden wand lies here.";
Level	47;
Cost	710;
Weight	3;
Type	(wand);
Wear	(take hold);
Material	(gold);
Required	(wands);
Values	[50, 7, 8, (warp flesh)];
};
Object {
Vnum	3055;
Name	"a staff of colour spray";
Short	"a wand of colour spray";
Long	"A staff painted in all the colours of the rainbow lies here.";
Level	13;
Weight	3;
Type	(staff);
Wear	(take hold);
Material	(crystal);
Required	(wands);
Values	[18, 8, 7, (colour spray)];
};
Object {
Vnum	3056;
Name	"felt hat";
Short	"a floppy felt hat";
Long	"A wide brimmed felt hat sits here.";
Level	5;
Cost	203;
Weight	3;
Type	(armour);
Wear	(take head);
Material	(wool);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-7;
};
};
Object {
Vnum	3057;
Name	"cape riding";
Short	"a riding cape";
Long	"A dusty brown riding cape sits here in the dust.";
Level	27;
Cost	280;
Weight	4;
Type	(armour);
Wear	(take shoulders);
Material	(wool);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-5;
};
};
Object {
Vnum	3058;
Name	"shirt white pirate";
Short	"a white pirate shirt";
Long	"A crumpled up frilly pirate shirt hangs here.";
Level	5;
Cost	350;
Weight	5;
Type	(armour);
Wear	(take body);
Material	(cotton);
Values	[0, -1, 0, 0];
Affect	{
Location	(speed);
Modifier	2;
};
};
Object {
Vnum	3059;
Name	"coat black";
Short	"a black coat";
Long	"A thick pile of black material, probably a coat, lies here.";
Level	13;
Cost	401;
Weight	6;
Type	(armour);
Wear	(take shoulders);
Material	(wool);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-11;
};
};
Object {
Vnum	3060;
Name	"kilt fancy tartan";
Short	"a fancy kilt";
Long	"A pile of clean tartan lies here.";
Level	18;
Cost	398;
Weight	4;
Type	(armour);
Wear	(take waist);
Material	(wool);
Values	[0, -1, 0, 0];
Affect	{
Location	(speed);
Modifier	1;
};
Affect	{
Location	(body-temp);
Modifier	-5;
};
};
Object {
Vnum	3061;
Name	"pants trendy loose stylish";
Short	"some stylish loose pants";
Long	"A pair of trendy loose pants lies here.";
Level	23;
Cost	290;
Weight	4;
Type	(armour);
Wear	(take legs);
Material	(cotton);
Values	[0, -1, 0, 0];
Affect	{
Location	(move);
Modifier	13;
};
};
Object {
Vnum	3062;
Name	"shoes soft pair";
Short	"a pair of soft shoes";
Long	"A pair of supple shoes lies here.";
Level	13;
Cost	340;
Weight	4;
Type	(armour);
Wear	(take feet);
Material	("kid leather");
Values	[0, -1, 0, 0];
};
Object {
Vnum	3063;
Name	"helm steel great shiny";
Short	"a steel helm";
Long	"A shiny steel great-helm lies here.";
Level	50;
Cost	1000;
Weight	10;
Type	(armour);
Wear	(take head);
Material	(steel);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-11;
};
};
Object {
Vnum	3064;
Name	"sleeves steel shiny";
Short	"shiny steel sleeves";
Long	"A pair of shiny steel sleeves sits here.";
Level	20;
Cost	850;
Weight	9;
Type	(armour);
Wear	(take arms);
Material	(steel);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-10;
};
};
Object {
Vnum	3065;
Name	"breastplate breast plate steel shiny";
Short	"a shiny metal breastplate";
Long	"A shiny metal breastplate sits here.";
Level	29;
Cost	1201;
Weight	14;
Type	(armour);
Wear	(take body);
Material	(steel);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-14;
};
Affect	{
Location	(strength);
Modifier	1;
};
};
Object {
Vnum	3066;
Name	"leg guards steel shiny";
Short	"shiny steel leg-guards";
Long	"A pair of shiny steel leg-guards sits here.";
Level	41;
Cost	950;
Weight	11;
Type	(armour);
Wear	(take legs);
Material	(steel);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-21;
};
};
Object {
Vnum	3067;
Name	"gauntlets shiny steel";
Short	"shiny steel gauntlets";
Long	"A pair of shiny steel gauntlets lies here.";
Level	21;
Cost	908;
Weight	8;
Type	(armour);
Wear	(take hands);
Material	(steel);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-11;
};
};
Object {
Vnum	3068;
Name	"ball darkness light";
Short	"a ball of &Kdarkness&x";
Long	"A small orb emenates a thick dark cloud.";
Level	5;
Cost	2000;
Type	(light);
Wear	(take float);
Extra	(dark);
Material	(ebony);
Values	[0, 0, -1, 0];
};
Object {
Vnum	3069;
Name	"shield shiny steel";
Short	"a shiny steel shield";
Long	"A shiny steel shield lies here.";
Level	44;
Cost	1057;
Weight	13;
Type	(armour);
Wear	(take shield);
Material	(steel);
Values	[0, -1, 0, 0];
Affect	{
Location	(ac);
Modifier	-22;
};
};
Object {
Vnum	3070;
Name	"gloves leather";
Short	"a pair of leather gloves";
Long	"A pair of worn leather gloves sits here.";
Level	25;
Cost	701;
Weight	5;
Type	(armour);
Wear	(take hands);
Material	("kid leather");
Values	[0, -1, 0, 0];
};
Object {
Vnum	3071;
Name	"silk gloves";
Short	"a pair of silk gloves";
Long	"A pair of soft silk gloves sits here.";
Level	11;
Cost	400;
Weight	3;
Type	(armour);
Wear	(take hands);
Material	(silk);
Values	[0, -1, 0, 0];
};
Object {
Vnum	3072;
Name	"backpack leather";
Short	"a leather backpack";
Long	"A tattered leather backpack sits here.";
Level	3;
Cost	250;
Weight	6;
Type	(container);
Wear	(take shoulders);
Material	(leather);
Values	[120, 1, 0, 0];
};
Object {
Vnum	3073;
Name	"sack small";
Short	"a small sack";
Long	"A small leather sack sits here.";
Level	2;
Cost	170;
Weight	4;
Type	(container);
Wear	(take);
Material	(wool);
Values	[75, 1, 0, 0];
};
Object {
Vnum	3074;
Name	"lantern old";
Short	"an old lantern";
Long	"An old oil lantern sits here.";
Level	0;
Cost	200;
Weight	3;
Type	(light);
Wear	(take hold);
Material	(iron);
Values	[0, 0, -1, 0];
};
Object {
Vnum	3075;
Name	"waterskin water skin leather";
Short	"a leather waterskin";
Long	"A piece of leather fashioned into a waterskin lies here.";
Level	10;
Cost	204;
Weight	10;
Type	(drink-container);
Wear	(take);
Material	(leather);
Values	[10, 0, (<liquid> water), 0];
};
Object {
Vnum	3076;
Name	"potion hog";
Short	"a potion of hog";
Long	"A small, but highly potent potion, sits here.";
Level	25;
Cost	2000000000;
Weight	3;
Type	(potion);
Wear	(take hold);
Extra	(magic nodrop inventory);
Material	(glass);
Values	[1000, (hog), (combat mind), (sanctuary)];
ExDesc	{
Keyword	"potion hog";
Text	"Tightly bound into a small bottle are spells potent enough to raise the\n
experience of the drinker almost immediately.  The small flask glows with\n
radiant strength which you believe could very easily increase potency one\n
hundredfold.\n";
};
};
Object {
Vnum	3077;
Name	"bowl holy water";
Short	"a bowl of holy water";
Long	"A bowl of holy water sits here.";
Level	20;
Weight	60;
Type	(fountain);
Extra	(inventory);
Material	(eternium);
Values	[0, 0, (<liquid> water), 0];
};
Object {
Vnum	3078;
Name	"gold mound coins";
Short	"a mound of gold";
Long	"A huge mound of gold sits here.";
Level	0;
Cost	10000;
Weight	10;
Type	(money);
Wear	(take);
Extra	(inventory);
Material	(gold);
Values	[10000, 0, 0, 0];
};
Object {
Vnum	3080;
Name	"portal scroll";
Short	"a scroll of portal";
Long	"A heavy black roll of parchment bears a large swirly symbol.";
Level	32;
Weight	5;
Type	(scroll);
Wear	(take);
Extra	(glow inventory);
Material	(paper);
Required	(scrolls);
Values	[32, (portal), (.), (.)];
};
Object {
Vnum	3081;
Name	"book armour armor";
Short	"a steel bound book of armour";
Long	"A solid book, covered in a thick metal plate rests here.";
Level	64;
Weight	12;
Type	(book);
Wear	(take);
Extra	(magic bless);
Material	(steel);
Values	[(armour), 5, 20, 0];
};
Object {
Vnum	3082;
Name	"small bronze key";
Short	"a small bronze key";
Long	"A small bronze key sits here.";
Level	1;
Weight	2;
Type	(key);
Wear	(take hold);
Material	(eternium);
Values	[0, 0, 0, 0];
};
Object {
Vnum	3083;
Name	"wooden peg leg";
Short	"a peg-leg";
Long	"A wooden peg-leg lies on the ground.";
Level	0;
Cost	329;
Weight	4;
Type	(furniture);
Wear	(take legs);
Material	(wood);
Values	[(<furniture> stand-on rest-on), 1, 0, 0];
Affect	{
Location	(body-part);
Modifier	(<limbs> torso eyes left-arm);
};
Affect	{
Location	(body-part);
Modifier	(<limbs> torso head eyes left-arm);
};
};


Room {
Vnum	3001;
Name	"The Cathedral Of Daleken City";
Desc	"You are standing in the main chamber of a huge sandstone cathedral, with\n
a huge stone altar towards the northern side of the room.  The high vaulted\n
ceiling is covered in ornate frescoes of gods, angels and demons in a bitter\n
struggle for mortal souls.  The walls are set with huge stained glass\n
windows, which catch the sun's light and refract it into millions of\n
multicoloured shapes on the floor.\n";
Flags	(no_mob indoors no_portal cold);
Exit	[  @(<dir> east) {
ToRoom	3700;
}, @(<dir> south) {
ToRoom	3005;
}, @(<dir> west) {
Keyword	"curtain";
ToRoom	3002;
Flags	(door closed);
} ];
Resets	{
# the Kingpriest to room.
  M 3011 1;
};
};
Room {
Vnum	3002;
Name	"The confessional";
Desc	"Sitting down, there is a small curtained window about head height in the\n
wall.  Through this curtain you hear the kind voice of a priest, asking for\n
your confession.\n";
Flags	(no_mob indoors private safe cone_of_silence);
Exit	[  @(<dir> east) {
Keyword	"curtain";
ToRoom	3001;
Flags	(door closed);
} ];
};
Room {
Vnum	3003;
Name	"A Path Outside The Daleken City Gates";
Desc	"Standing on this well-worn path you are overwhelmed by the size of the\n
gates now standing to your east.  They lie open, but if the need arose could\n
be closed quickly and locked against all but the strongest of foes.  Above,\n
on the battlements soldiers roam, surveying the outlaying lands for sign of\n
any kind of threat.  To your west lies the Highway that winds it's way along\n
the east coast of the region of Koronin.\n";
Flags	(no_mob);
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	3019;
}, @(<dir> west) {
ToRoom	801;
} ];
ExDesc	{
Keyword	"sign";
Text	"sign\n";
};
};
Room {
Vnum	3004;
Name	"The Morgue";
Desc	"Steel draws line the walls in this room, all about waist-height for the easy\n
access of the mortician. Currently he has his arms buried up to his elbows\n
in the corpse of a huge creature that looks to have been gutted in battle.\n
Half of his intestines seem to be missing, while the other half sit in a bucket\n
at the mortician's feet.\n";
Flags	(indoors private safe cone_of_silence);
Exit	[  @(<dir> east) {
ToRoom	3005;
} ];
Resets	{
# Kyaegen to room.
  M 3012 1;
};
};
Room {
Vnum	3005;
Name	"The Cathedral antechamber";
Desc	"The noise from the square outside pushes you further into this chamber of\n
peace.  The bustle of the outside world suddenly seems insignificant to you,\n
as you scan various frescoes of the Gods fighting battles with demons in\n
barely recognizeable areas of the world.  To the west you hear a loud\n
sloshing sound, and turning to look you notice a small man through a\n
doorway, his arms buried in the torso of a gutted corpse.  Looking east you\n
notice a huge pile of equipment sitting in a depression in the floor.\n";
Flags	(indoors private safe cone_of_silence);
Exit	[  @(<dir> north) {
ToRoom	3001;
}, @(<dir> east) {
ToRoom	3006;
}, @(<dir> south) {
ToRoom	3014;
}, @(<dir> west) {
ToRoom	3004;
} ];
Resets	{
# a bowl of holy water to room.
  O 3077;
};
};
Room {
Vnum	3006;
Name	"The Donation Room";
Desc	"This is the room where all items donated by kindly adventurers comes, to\n
help those less fortunate.  Many of the items are quite useless, but some\n
are of use to certain people, maybe you'll get lucky and find something\n
useful.\n";
Flags	(indoors safe);
Exit	[  @(<dir> west) {
ToRoom	3005;
} ];
Resets	{
# the donation pit to room.
  O 3010;
};
};
Room {
Vnum	3007;
Name	"The top of a spiral stairway";
Desc	"You are standing at the top of a gloomy stairway, the light from the\n
cathedral does not penetrate far in here, and you tread carefully on the\n
slippery stone steps.  A faint glow comes from below, but it is insufficient\n
to light your way.\n";
Flags	(indoors private safe cone_of_silence);
Exit	[  @(<dir> west) {
ToRoom	3001;
} ];
};
Room {
Vnum	3008;
Name	"Korlen Way";
Desc	"You are now walking along the inside of the huge city wall.  No wonder\n
Daleken has been one of the only untouched cities in the realm.  The guards\n
walking along the walls emit muffled clanks as they do their rounds in their\n
simple armour, although due to the walls height, you never have the chance\n
to see one of these guards.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3017;
}, @(<dir> south) {
ToRoom	3019;
} ];
};
Room {
Vnum	3009;
Name	"Keleuss' House of Bread and Pastry";
Desc	"The smell of freshly cooked bread overpowers you here, and reinforces\n
your growing hunger.  The tables arranged around the room are covered in the\n
finest breads, pies, danishes and other pastries you have ever seen, and\n
every single one of them seems to beckon you to partake of it.\n";
Flags	(indoors safe);
Exit	[  @(<dir> south) {
ToRoom	3051;
} ];
Resets	{
# Keleuss the Baker to room.
  M 3001 1;
#	a loaf of white bread to inventory.
  G 3006;
#	a stale bread roll to inventory.
  G 3007;
#	a french stick to inventory.
  G 3008;
#	a chicken pie to inventory.
  G 3009;
};
};
Room {
Vnum	3010;
Name	"The General Store";
Desc	"This room, although it is a store, is almost empty.  A few items hang on\n
hooks in the wall, but nothing much seems to be here.  The look on the face\n
of the owner tells you that business has been slow for weeks, possibly\n
months, and that he is the worse for wear because of it.\n";
Flags	(indoors safe);
Exit	[  @(<dir> north) {
ToRoom	3035;
} ];
Resets	{
# Adewllas to room.
  M 3002 1;
#	a leather waterskin to inventory.
  G 3075;
#	a ball of darkness to inventory.
  G 3068;
#	a small sack to inventory.
  G 3073;
#	a leather backpack to inventory.
  G 3072;
#	some soft linen bandages to inventory.
  G 43;
};
};
Room {
Vnum	3011;
Name	"The Weapon Shop";
Desc	"The walls in this shop are covered in weapons of all kinds.  Huge swords\n
stand next to wooden shields, while tall polearms rest against the tables\n
that show various short swords and daggers.  The huge weaponsmith stands to\n
one side, looking you up and down, trying to predict what kind of weapon you\n
might be most comfortable with.\n";
Flags	(indoors safe);
Exit	[  @(<dir> north) {
ToRoom	3033;
}, @(<dir> south) {
Key	3082;
ToRoom	3058;
Flags	(door closed locked);
} ];
Resets	{
# Connul to room.
  M 3003 1;
#	a Dwarven battle axe to inventory.
  G 3029;
#	a huge mace to inventory.
  G 3030;
#	a morning star to inventory.
  G 3031;
#	a short sword to inventory.
  G 3032;
#	a two-handed sword to inventory.
  G 3033;
#	a halberd to inventory.
  G 3034;
#	a longsword to inventory.
  G 3035;
};
};
Room {
Vnum	3012;
Name	"Corner Korlen Way and Drago Street";
Desc	"The two streets that make this intersection, Korlen Way and Drago Street,\n
are dark and narrow.  Strange sounds can be heard from the north, like the\n
sounds of crying babies and talking dolls.  From the south you can hear\n
nothing except the distant neighing of a horse.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3069;
}, @(<dir> east) {
ToRoom	3013;
}, @(<dir> south) {
ToRoom	3017;
} ];
};
Room {
Vnum	3013;
Name	"Drago Street";
Desc	"The walls of Daleken Park and the Cathedral close in on you here, as the\n
street narrows into an alley.  To the east is the Church Square, while to\n
the west is a three-way junction.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3014;
}, @(<dir> west) {
ToRoom	3012;
} ];
Resets	{
# A Daleken City guard to room.
  M 3024 7;
#	equip a Daleken city guard's sword rwielded.
  E 3022 ("rwielded");
#	equip a large wooden shield shield.
  E 3023 ("shield");
};
};
Room {
Vnum	3014;
Name	"The Church Square";
Desc	"The huge cathedral of Daleken city lies north of you, towering far above\n
everything else except for one blackened spire to the east.  South of you is\n
the entrance to the Daleken city park, with the trees closing over to make\n
an arch of greenery in front of you.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3005;
}, @(<dir> east) {
ToRoom	3015;
}, @(<dir> south) {
ToRoom	3025;
}, @(<dir> west) {
ToRoom	3013;
} ];
};
Room {
Vnum	3015;
Name	"Drago Street";
Desc	"The walls of Daleken Park and the Cathedral line this wide cobbled\n
street.  Rising above you the Cathedral casts a gloomy darkness over the\n
street, although to your east you see an even darker building, the Tower of\n
Magic.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3016;
}, @(<dir> west) {
ToRoom	3014;
} ];
};
Room {
Vnum	3016;
Name	"Corner of Drago Street and Riven Street";
Desc	"You are standing at the corner of Drago Street and Riven Street, the\n
centre of Daleken City.  The two crossing streets form a small square, and\n
the townspeople crowd in to the small area as they go about their daily\n
business.  To the east is the entrance to the Tower of Magic, the tallest\n
building in the city.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3057;
}, @(<dir> east) {
ToRoom	3041;
}, @(<dir> south) {
ToRoom	3021;
}, @(<dir> west) {
ToRoom	3015;
} ];
Resets	{
# Lyssana to room.
  M 3015 1;
};
};
Room {
Vnum	3017;
Name	"Korlen Way";
Desc	"The damp Park wall radiates a chill throughout the street, so you decide\n
you should hurry on to a warmer area.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3012;
}, @(<dir> south) {
ToRoom	3008;
} ];
};
Room {
Vnum	3018;
Name	"Briars Lane";
Desc	"This narrow street leads slightly out from the central section of Daleken\n
City, winding through a number of small houses and even smaller shops.  To\n
the east you can see the front door of the Library.  Maybe you should catch\n
up on some reading?\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3043;
}, @(<dir> south) {
ToRoom	3022;
} ];
};
Room {
Vnum	3019;
Name	"Corner of Korlen way and Mobius Road";
Desc	"The corner you are standing at splits to the east down Mobius Road, and\n
north down Korlen Way.  From the south comes the vile stench of animal shit\n
and the sound of horses, while to the west you can hear birds singing\n
sweetly.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3008;
}, @(<dir> east) {
ToRoom	3044;
}, @(<dir> south) {
ToRoom	3067;
}, @(<dir> west) {
ToRoom	3003;
} ];
Resets	{
# A Daleken City guard to room.
  M 3024 7;
#	equip a Daleken city guard's sword rwielded.
  E 3022 ("rwielded");
#	equip a large wooden shield shield.
  E 3023 ("shield");
};
};
Room {
Vnum	3020;
Name	"Garrus' Armour Shop";
Desc	"The armoury is packed with huge breastplates, helmets and other pieces of\n
steel armour.  One section of the room is devoted strictly to altering\n
armour, with a small forge-fire and a few basic tools laying around.\n";
Flags	(no_mob indoors safe);
Exit	[  @(<dir> north) {
ToRoom	3029;
} ];
Resets	{
# Garrus to room.
  M 3004 1;
#	a steel helm to inventory.
  G 3063;
#	shiny steel sleeves to inventory.
  G 3064;
#	a shiny metal breastplate to inventory.
  G 3065;
#	shiny steel leg-guards to inventory.
  G 3066;
#	shiny steel gauntlets to inventory.
  G 3067;
#	a shiny steel shield to inventory.
  G 3069;
};
};
Room {
Vnum	3021;
Name	"Riven Street";
Desc	"This part of Riven Street is fairly empty compared to the rest of the\n
street.  A few people walk hurriedly along, but a few are just standing\n
around chatting to each other.  The wall of Daleken Park throws a dark\n
shadow over part of the street, but the sun warms the rest.\n";
Flags	(indoors private safe cone_of_silence);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3016;
}, @(<dir> south) {
ToRoom	3023;
} ];
Resets	{
# A Daleken City guard to room.
  M 3024 7;
#	equip a Daleken city guard's sword rwielded.
  E 3022 ("rwielded");
#	equip a large wooden shield shield.
  E 3023 ("shield");
};
};
Room {
Vnum	3022;
Name	"Briars Lane";
Desc	"The quiet lane opens up slightly into a small square with a fountain in the\n
centre. Looking at the surrounding buildings you almost can't believe that\n
you are still in Daleken City. Everything here seems so lifeless and quiet,\n
even though you know there are people living here.\n";
Flags	(indoors private safe cone_of_silence);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3018;
}, @(<dir> south) {
ToRoom	3028;
} ];
};
Room {
Vnum	3023;
Name	"Corner of Riven Street and Sarnath Circuit";
Desc	"Here Riven Street branches off into Sarnath Circuit, a street that winds\n
it's way around most of the eastern part of the city.  The wall of Daleken\n
park radiates dampness into the street, and you walk quickly to move into\n
the warmth of the sun.\n";
Flags	(indoors safe);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3021;
}, @(<dir> east) {
ToRoom	3047;
}, @(<dir> south) {
ToRoom	3029;
} ];
};
Room {
Vnum	3024;
Name	"Daleken Park";
Desc	"Through the thick scrub to your west and north you can make out the\n
lichen encrusted park wall, once easily visible but now covered with damp\n
stains and various colours of moss and lichen.  To the south the park opens\n
into a slight clearing, but you have a tangle of trees to battle through to\n
get there.\n";
Flags	(indoors private safe cone_of_silence forage);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	3025;
}, @(<dir> south) {
ToRoom	3048;
} ];
};
Room {
Vnum	3025;
Name	"Daleken Park";
Desc	"Walking into the park you cannot help but feel the opression of the world\n
lifted from your shoulders.  The serenity of this place is only undermined\n
by a drunken Minotaur, chasing a rabbit through the underbrush screaming\n
obscenities at it.\n";
Flags	(indoors private safe cone_of_silence forage);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	3014;
}, @(<dir> east) {
ToRoom	3026;
}, @(<dir> south) {
ToRoom	3030;
}, @(<dir> west) {
ToRoom	3024;
} ];
};
Room {
Vnum	3026;
Name	"Daleken Park";
Desc	"The trees here close around you, forcing you to squeeze through the\n
trunks to pass.  To the south you can see a tall man tending a garden in\n
front of a beautiful cottage under a tall oak tree.\n";
Flags	(indoors private safe cone_of_silence forage);
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	3027;
}, @(<dir> west) {
ToRoom	3025;
} ];
};
Room {
Vnum	3027;
Name	"Daleken Park";
Desc	"Under the shade of a tall oak stands a small cottage.  In front of the\n
cottage is a beautiful garden of flowers, shrubs and herbs.  A huge ranger\n
tells you to watch your step, and looking at his bulging biceps, you think\n
you should.\n";
Flags	(indoors private safe cone_of_silence forage);
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	3026;
}, @(<dir> west) {
ToRoom	3030;
} ];
Resets	{
# a tall ranger to room.
  M 3021 1;
#	a few seeds to inventory.
  G 42;
};
};
Room {
Vnum	3028;
Name	"Briars Lane";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3022;
} ];
};
Room {
Vnum	3029;
Name	"Corner of Mobius Road and Riven Street";
Desc	"To the north is the main Street in Daleken City.  Riven Street is central\n
to just about everything in the city, and many people cram along the rough\n
cobbled street to get to where they are going.  Buried among the shops to\n
your south is the Armourer's small one room shop, and the sound of metal\n
striking metal issues from the doorway.  To the east comes the sound of\n
joyous laughter and drunken shouting, for the open doorway to the bar stands\n
in front of you.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3023;
}, @(<dir> east) {
ToRoom	3056;
}, @(<dir> south) {
ToRoom	3020;
}, @(<dir> west) {
ToRoom	3033;
} ];
};
Room {
Vnum	3030;
Name	"Daleken Park";
Desc	"The trees here give way to tall grass that laps at your hands, and small\n
bushes that scratch at your legs with dry twigs.  To the east under the\n
shade of a huge oak you can see a small cottage, and a beautiful garden\n
growing next to it.\n";
Flags	(indoors private safe cone_of_silence forage);
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	3025;
}, @(<dir> east) {
ToRoom	3027;
}, @(<dir> west) {
ToRoom	3048;
} ];
};
Room {
Vnum	3031;
Name	"The Pet Shop";
Desc	"Cages are piled up around the walls here, most full of animals that are\n
squawking, barking, or growling at each other through their bars.  A small\n
girl stands in one corner, talking to a parrot that is sitting on her arm.\n";
Flags	(indoors safe pet_shop cone_of_silence);
Exit	[  @(<dir> west) {
ToRoom	3043;
} ];
Resets	{
# Cassea to room.
  M 3008 1;
};
};
Room {
Vnum	3032;
Name	"Pet Shop Store";
Desc	"This is the small dark room in which the Pet Shop Girl keeps her pets.\n
It is vital that this room be immediately after the pet shop.\n";
Flags	(no_mob indoors pet_shop no_recall no_portal);
Resets	{
# a brightly coloured parrot to room.
  M 3022 1;
# a pug-nosed pup to room.
  M 3019 1;
# a tiny little mouse to room.
  M 3018 1;
# a huge eagle to room.
  M 3014 1;
# a big brown wolf to room.
  M 3013 1;
};
};
Room {
Vnum	3033;
Name	"Mobius Road";
Desc	"The shops along here are crammed in, fitting in as much as possible in\n
the short street.  The entrance to the Weaponsmith's shop stands directly to\n
your south, and the open door and warm atmosphere of the place invite you\n
in.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3029;
}, @(<dir> south) {
ToRoom	3011;
}, @(<dir> west) {
ToRoom	3035;
} ];
Resets	{
# A Daleken City guard to room.
  M 3024 7;
#	equip a Daleken city guard's sword rwielded.
  E 3022 ("rwielded");
#	equip a large wooden shield shield.
  E 3023 ("shield");
};
};
Room {
Vnum	3034;
Name	"Medinat's Fine Jewellry Chain";
Desc	"Numerous glass cabinets, about waist-height, hug closely to the walls\n
around this shop.  A small jeweller, hunched from sitting too long\n
appraising jewels, hobbles your way, pointing to one particular cabinet he\n
thinks you would like.\n";
Flags	(no_mob);
Exit	[  @(<dir> south) {
ToRoom	3052;
} ];
Resets	{
# Calaera to room.
  M 3009 1;
#	a gold anklet to inventory.
  G 3050;
#	a diamond-studded bracelet to inventory.
  G 3048;
#	a small silver wedding band to inventory.
  G 3049;
#	a gold ring to inventory.
  G 3051;
#	a small sapphire earring to inventory.
  G 3044;
#	a large gold nose ring to inventory.
  G 3046;
#	a small diamond earring to inventory.
  G 3045;
};
};
Room {
Vnum	3035;
Name	"Mobius Road";
Desc	"This wide, sunny part of Mobius Road is alive with people bustling\n
around, trying to get to wherever it is they are going.  To the south is the\n
drab wooden doorway that opens into the General Store.\n";
Flags	(indoors pet_shop no_recall no_portal);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3033;
}, @(<dir> south) {
ToRoom	3010;
}, @(<dir> west) {
ToRoom	3044;
} ];
};
Room {
Vnum	3036;
Name	"The Stables";
Desc	"The sickening stench of animal shit abounds, as the horses, mules and\n
other various mounts of the adventurers stopped in the city defecate all\n
around.  The hay covered floor has become a sludge-pit of green shit mixed\n
with the golden hay, and stepping around a saddled boar you see a small boy\n
trying to rake some of the shit out the door and into the street.\n";
Flags	(no_mob indoors);
};
Room {
Vnum	3037;
Name	"Captain Moby's Boat Shop";
Desc	"Every kind of boat you have ever seen, plus a few more are jammed into\n
this room.  Many are leaning against walls, while some sit on the floor,\n
while many more hang from the ceiling above you by rotting ropes.  For your\n
own safety you find a spot with no boats hanging above you, then call over\n
the Captain.\n";
Flags	(indoors);
Exit	[  @(<dir> east) {
ToRoom	3050;
} ];
Resets	{
# Captain Moby to room.
  M 3006 1;
#	equip a peg-leg legs.
  E 3083 ("legs");
#	a viking long boat to inventory.
  G 3011;
#	a wooden rowboat to inventory.
  G 3012;
#	a wooden canoe to inventory.
  G 3013;
};
};
Room {
Vnum	3038;
Name	"The Adventurer's Stitch Clothes Shop";
Desc	"Hundreds of items of clothing adorn the walls here, from simple tunics to\n
expensive robes of the finest silk from the distant city of Alacanthus, from\n
woollen caps to embroidered faerie hair gloves.  A large pile of clothing\n
sits in the far corner, a sale sign sitting on top.  Looking around at the\n
prices of the finer clothes, you head for the \"on sale\" pile.\n";
Flags	(indoors);
Exit	[  @(<dir> south) {
ToRoom	3053;
} ];
Resets	{
# the tailor to room.
  M 3025 1;
#	a floppy felt hat to inventory.
  G 3056;
#	a riding cape to inventory.
  G 3057;
#	a white pirate shirt to inventory.
  G 3058;
#	a black coat to inventory.
  G 3059;
#	a fancy kilt to inventory.
  G 3060;
#	some stylish loose pants to inventory.
  G 3061;
#	a pair of soft shoes to inventory.
  G 3062;
#	a pair of silk gloves to inventory.
  G 3071;
};
};
Room {
Vnum	3039;
Name	"The Bank";
Desc	"Sitting in the middle of the room at a desk covered in papers recording\n
old debts is the banker.  Behind him you can see a huge metal safe,\n
magically and mechanically strengthened to provide an almost impenetrable\n
holding place for your money.  Hearing the growl of the large wolfish dog\n
sitting at the banker's feet also reassures you that this is one of the\n
safest banks in the realm.\n";
Flags	(safe);
Exit	[  @(<dir> south) {
ToRoom	3054;
}, @(<dir> west) {
ToRoom	3055;
Flags	(locked hidden);
} ];
Resets	{
# Kedden to room.
  M 3007 1;
};
};
Room {
Vnum	3040;
Name	"Sarnath Circuit";
Desc	"You are now standing behind the Tower of Magic, and you can't help but\n
feel dwarfed by the size of it.  Looking to your east you can see the\n
wharves of Daleken City, and beyond that the bright blue ocean.\n";
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3045;
}, @(<dir> south) {
ToRoom	3042;
} ];
};
Room {
Vnum	3041;
Name	"Tower of Magic";
Desc	"You are standing at the bottom of the huge spiral staircase in the Tower\n
of Magic.  From the small blackened doorway to your north you can smell the\n
vile stench of herbs and various chemicals mixed into bubbling brews in the\n
potion brewer's workshop, and to the south through a large stone doorway you\n
can see a woman sitting at a table, writing on a large piece of parchment.\n";
Flags	(no_mob indoors);
Exit	[  @(<dir> north) {
ToRoom	3062;
}, @(<dir> south) {
ToRoom	3063;
}, @(<dir> west) {
ToRoom	3016;
}, @(<dir> up) {
ToRoom	3060;
} ];
};
Room {
Vnum	3042;
Name	"Sarnath Circuit";
Desc	"The street here is overshadowed completely by the Tower of Magic.  The\n
chill shadows numb you to the bone, and you hurry to get out into the warm\n
sunlight.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3040;
}, @(<dir> south) {
ToRoom	3043;
} ];
};
Room {
Vnum	3043;
Name	"Corner Of Sarnath Circuit And Briars Lane";
Desc	"Standing here you can hear the sounds of the pet-shop to your east, as well\n
as a strange sound emenating from the small entrance to Briars Lane. You\n
can't tell what it is, although it does sound somewhat human in origin.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3042;
}, @(<dir> east) {
ToRoom	3031;
}, @(<dir> south) {
ToRoom	3018;
}, @(<dir> west) {
ToRoom	3047;
} ];
};
Room {
Vnum	3044;
Name	"Mobius Road";
Desc	"Mobius Road is one of Daleken City's two main commercial streets.  Along\n
here can be found items made by the local craftsman.  To the south you can\n
see the entrance to the city's only leather shop, which sells everything\n
from armour to weapons to clothing.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3035;
}, @(<dir> south) {
ToRoom	3066;
}, @(<dir> west) {
ToRoom	3019;
} ];
};
Room {
Vnum	3045;
Name	"Sarnath Circuit";
Desc	"You are standing at the eastern gate of Daleken City, which opens out\n
onto the Daleken Wharf, the gateway to the high seas.  A few sailors sit\n
here resting against the city wall, seemingly oblivious to the chill wind\n
whipping in off the ocean.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3050;
}, @(<dir> east) {
ToRoom	3046;
}, @(<dir> west) {
ToRoom	3040;
} ];
Resets	{
# a huge sailor to room.
  M 3016 1;
# a dwarven sailor to room.
  M 3017 1;
};
};
Room {
Vnum	3046;
Name	"Wharf";
Desc	"You are standing on the Daleken wharf, the gateway to the high seas of\n
adventure and mystery.  Or so the tales say.  Personally you think it is\n
just something else to drown in that's a bit bigger than a lake.  Or then\n
again you may get eaten by some sort of sea creature, probably a rabid\n
blood-crazed Sea-Bass.\n";
Flags	(no_mob indoors);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3049;
}, @(<dir> west) {
ToRoom	3045;
} ];
};
Room {
Vnum	3047;
Name	"Sarnath Circuit";
Desc	"The close proximity of the bar means that you cannot hear yourself\n
thinking over the racket of the drinkers inside.  It sounds a like there may\n
be a bar brawl going on, but then again they may just be having fun.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	3043;
}, @(<dir> south) {
ToRoom	3056;
}, @(<dir> west) {
ToRoom	3023;
} ];
Resets	{
# A Daleken City guard to room.
  M 3024 7;
#	equip a Daleken city guard's sword rwielded.
  E 3022 ("rwielded");
#	equip a large wooden shield shield.
  E 3023 ("shield");
};
};
Room {
Vnum	3048;
Name	"Daleken Park";
Desc	"The trees here open up into a small clearing, allowing sunlight to flow\n
in through the trees above.  Stepping from the cold shade into the sunlight\n
you feel a warm buzz run through your body.  A small pond lies in the centre\n
of the clearing, and it looks to be brimming with medium sized fish of\n
different colours and shapes.  Don't you wish you'd brought your fishing\n
pole?\n";
Flags	(indoors forage);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	3024;
}, @(<dir> east) {
ToRoom	3030;
} ];
};
Room {
Vnum	3049;
Name	"Wharf";
Desc	"You are now standing on the end of Daleken's Wharf, just away from a\n
wooden ladder that leads down to the water below.  You can see something\n
splashing about down there in the water near the ladder, which looks\n
somewhat like a rabid blood-crazed Sea Bass, so you think it might be a\n
really bad idea to go down there.\n";
Flags	(indoors forage);
Sector	(city);
Exit	[  @(<dir> west) {
ToRoom	3046;
}, @(<dir> down) {
ToRoom	3068;
} ];
Resets	{
# Wharfmaster Gerron to room.
  M 3032 1;
};
};
Room {
Vnum	3050;
Name	"Sarnath Circuit";
Desc	"THe city wall closes in on you here, narrowing the street down into an\n
alley.  You can here somebody yelling about how they killed a whale with a\n
spoon after the whale bit his leg off.  You figure that this must be Captain\n
Moby's boat shop to your west.\n";
Flags	(indoors forage);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3051;
}, @(<dir> south) {
ToRoom	3045;
}, @(<dir> west) {
ToRoom	3037;
} ];
};
Room {
Vnum	3051;
Name	"Sarnath Circuit";
Desc	"Sarnath Circuit turns south here as it meets the stone city wall.  The\n
smell of fresh bread assails you from a small doorway to your north, and the\n
sign above the door announces this shop to be Keleuss House of Bread and\n
Patry.\n";
Flags	(indoors);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3009;
}, @(<dir> south) {
ToRoom	3050;
}, @(<dir> west) {
ToRoom	3052;
} ];
Resets	{
# A Daleken City guard to room.
  M 3024 7;
#	equip a Daleken city guard's sword rwielded.
  E 3022 ("rwielded");
#	equip a large wooden shield shield.
  E 3023 ("shield");
};
};
Room {
Vnum	3052;
Name	"Sarnath Circuit";
Desc	"To your north you see a large window with a huge display case inside it.\n
The case shows a variety of ornate (and expensive) jewellery.  Not many\n
people seem to have any interest at all in this shop, and just walk by, not\n
even bothering to look in the window.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3034;
}, @(<dir> east) {
ToRoom	3051;
}, @(<dir> west) {
ToRoom	3053;
} ];
};
Room {
Vnum	3053;
Name	"Sarnath Circuit";
Desc	"The people here mill about one shop in particular, the Tailor's shop to\n
the north.  The people are lined up out the doorway, all here to put in\n
orders or pick up items they have already ordered.  Others are trying to\n
squeeze their way through the milling people, and are having trouble doing\n
so.\n";
Flags	(indoors forage);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3038;
}, @(<dir> east) {
ToRoom	3052;
}, @(<dir> west) {
ToRoom	3054;
} ];
Resets	{
# A Daleken City guard to room.
  M 3024 7;
#	equip a Daleken city guard's sword rwielded.
  E 3022 ("rwielded");
#	equip a large wooden shield shield.
  E 3023 ("shield");
};
};
Room {
Vnum	3054;
Name	"Corner of Riven Street and Sarnath Circuit";
Desc	"Riven Street gives way here to Sarnath Circuit, which coils it's way\n
around the eastern side of Daleken City.  Along it's north branch stand a\n
row of shops, and the door to the north has a plaque proclaiming this to be\n
the bank.\n";
Flags	(indoors forage);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3039;
}, @(<dir> east) {
ToRoom	3053;
}, @(<dir> south) {
ToRoom	3057;
} ];
};
Room {
Vnum	3055;
Name	"The Master assassin's treasure room.";
Desc	"Treasure is piled high in the middle of the room, while a few tables and\n
chairs sit around.  A few thieves are here, wallowing in the money, and the\n
master assassin watches them.\n";
Flags	(indoors forage);
Exit	[  @(<dir> east) {
ToRoom	3039;
Flags	(locked hidden);
} ];
Resets	{
# the master assassin to room.
  M 3026 1;
#	equip stilleto lwielded.
  E 3024 ("lwielded");
};
};
Room {
Vnum	3056;
Name	"The Bar";
Desc	"The cozy surroundings here beckon you to sit down and have a drink.  The\n
oak bar is almost empty, so finding a seat for your weary bones won't be too\n
hard.  The bartender walks along to you, and offers you a drink.\n";
Exit	[  @(<dir> north) {
ToRoom	3047;
}, @(<dir> west) {
ToRoom	3029;
} ];
Resets	{
# Grayle to room.
  M 3031 1;
#	a bottle of Cougar bourbon to inventory.
  G 3000;
#	a bottle of beer to inventory.
  G 3001;
#	a bottle of ale to inventory.
  G 3002;
#	a bottle of vodka to inventory.
  G 3003;
#	a bottle of mead to inventory.
  G 3004;
#	a bottle of tequila to inventory.
  G 3005;
};
};
Room {
Vnum	3057;
Name	"Riven Street";
Desc	"The edge of the road hugs closely to the eastern wall of the Daleken\n
Cathedral, allowing a chilling aura to permeate the air here.  The people\n
hurry towards their destination, ignoring you completely.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3054;
}, @(<dir> south) {
ToRoom	3016;
} ];
};
Room {
Vnum	3058;
Name	"A Garden Path";
Desc	"This narrow path behind the Weaponsmith's shop leads to his house and\n
forge.  He also seems to be a fairly competent gardener, as the path is\n
lined with beautiful trees and flowers, most of which are still in bloom\n
despite the season.\n";
Sector	(field);
Exit	[  @(<dir> north) {
Key	3082;
ToRoom	3011;
Flags	(door closed locked);
}, @(<dir> south) {
ToRoom	3059;
Flags	(door closed locked);
} ];
};
Room {
Vnum	3059;
Name	"The Weaponsmith's House";
Desc	"This small cottage is home to the Weaponsmith, and is surprisingly tidy\n
for such a burly looking man who spends so much time in his shop.  In one\n
corner sits a large comfortable bed that wasn't made this morning, while\n
sitting against the opposite wall is a makeshift kitchen.  In the east wall\n
is an open door leading to the Weaponsmith's main workshop, with a much\n
larger forge than the one in the front shop.\n";
Exit	[  @(<dir> north) {
ToRoom	3058;
Flags	(door closed locked);
}, @(<dir> east) {
ToRoom	3077;
Flags	(door closed locked);
} ];
};
Room {
Vnum	3060;
Name	"Tower of Magic";
Desc	"You are now standing at the top of the large spiral staircase, and\n
looking down you are glad that it is wide enough so that you don't fall.  A\n
loud explosion and a blinding flash come from the north, where the wand\n
sellers shop is, while only silence comes from the staff shop to the south.\n
Upwards is a ladder, leading you to the workshop of the Mastermage of\n
Daleken.\n";
Flags	(indoors forage);
Exit	[  @(<dir> north) {
ToRoom	3064;
}, @(<dir> south) {
ToRoom	3065;
}, @(<dir> up) {
ToRoom	3061;
}, @(<dir> down) {
ToRoom	3041;
} ];
};
Room {
Vnum	3061;
Name	"The Mastermage's laboratory";
Desc	"This huge dark chamber is home to the greatest magician in the realm of\n
Daleken.  The Mastermage has designed this room to be as simple as possible,\n
understating his amassed wealth due to his fame and power.  The Mastermage\n
himself sits behind a small table, on a simple wooden chair.  The only other\n
thing in the room is a huge portal on the west wall, but this portal looks\n
to be inactive at the moment.\n";
Flags	(indoors forage);
Exit	[  @(<dir> up) {
ToRoom	3070;
}, @(<dir> down) {
ToRoom	3060;
} ];
ExDesc	{
Keyword	"portal";
Text	"The boundaries of this portal look to be the body of a long dead,\n
fossilized wyrm.  It's tooth-ridden head sits atop the portal, grinning down\n
at everyone in the room.  It's sinister eyes seem to follow you wherever you\n
move.\n";
};
Resets	{
# the Mastermage to room.
  M 3028 1;
};
};
Room {
Vnum	3062;
Name	"The brewer's workshop";
Desc	"All around you on the tables and benches lie various pieces of glassware\n
with brown, red and purple liquids running through them.  A small man runs\n
around, carefully watching the foul liquids running through their tubes.\n";
Flags	(indoors forage);
Exit	[  @(<dir> south) {
ToRoom	3041;
} ];
Resets	{
# the brewer to room.
  M 3023 1;
#	a potion of healing to inventory.
  G 3014;
#	a potion of curing to inventory.
  G 3015;
#	a potion of protection to inventory.
  G 3016;
#	a potion of invisibility to inventory.
  G 3017;
#	a potion of endurance to inventory.
  G 3018;
#	a potion of truesight to inventory.
  G 3019;
#	a potion of sanctuary to inventory.
  G 3020;
#	a potion of levitation to inventory.
  G 3021;
#	a generic potion to inventory.
  G 4;
};
};
Room {
Vnum	3063;
Name	"The scribe's workshop";
Desc	"Piles of scrolls block your way as you try to find your way to the back\n
of the room, where the beautiful elven scribe sits, writing upon a large\n
piece of parchment.  She looks up at you and smiles, while asking you how\n
she can be of service.\n";
Flags	(indoors forage);
Exit	[  @(<dir> north) {
ToRoom	3041;
} ];
Resets	{
# the scribe to room.
  M 3020 1;
#	a scroll of rename item to inventory.
  G 3028;
#	a scroll of identify to inventory.
  G 3025;
#	a scroll of giant strength to inventory.
  G 3026;
#	a blank scroll to inventory.
  G 25;
#	a steel bound book of armour to inventory.
  G 3081;
};
};
Room {
Vnum	3064;
Name	"The wand shop";
Desc	"Large boxes full of various rods and wands, many wooden, but a few metal\n
and even crystal, are strewn about everywhere.  A small man dressed in long\n
brown robes stands here searching for a particular wand.  He picks one up\n
and examines it carefully.\n";
Flags	(indoors forage);
Exit	[  @(<dir> south) {
ToRoom	3060;
} ];
Resets	{
# Zefis to room.
  M 3000 1;
#	a wand of lighting bolt to inventory.
  G 3052;
#	a wand of fireball to inventory.
  G 3053;
#	a warped wand to inventory.
  G 3054;
};
};
Room {
Vnum	3065;
Name	"The Staffmaster's Office";
Desc	"A number of finely crafted wooden staffs line the walls, some standing\n
where they were left, and some having fallen to the floor.  A large bench in\n
the corner of the room is home to a few unfinished staffs, most of which are\n
still yet to be imbued with their magical qualities.\n";
Flags	(indoors forage);
Exit	[  @(<dir> north) {
ToRoom	3060;
} ];
Resets	{
# Qeffnar to room.
  M 3027 1;
#	a staff of change sex to inventory.
  G 3027;
#	a wand of colour spray to inventory.
  G 3055;
};
};
Room {
Vnum	3066;
Name	"Kyra's Leather Works";
Desc	"Leather lies all around your feet, as if the shop has just exploded.  The\n
leatherworker though doesn't seem to notice, he just sits and sews.  Hanging\n
along the walls are finished and half finished leather items, mostly\n
clothing, but including a few weapons and other various things.\n";
Exit	[  @(<dir> north) {
ToRoom	3044;
} ];
Resets	{
# Kyra to room.
  M 3010 1;
#	a worn leather cap to inventory.
  G 3036;
#	a pair of leather boots to inventory.
  G 3037;
#	a leather jerkin to inventory.
  G 3039;
#	a cat o'nine tails whip to inventory.
  G 3040;
#	a pair of leather sleeves to inventory.
  G 3042;
#	a studded leather collar to inventory.
  G 3043;
#	a leather wrist band to inventory.
  G 3041;
#	a pair of leather gloves to inventory.
  G 3070;
};
};
Room {
Vnum	3067;
Name	"The Stables";
Desc	"The sickening stench of animal shit abounds, as the horses, mules and\n
other various mounts of the adventurers stopped in the city defecate all\n
around.  The hay covered floor has become a sludge-pit of green shit mixed\n
with the golden hay, and stepping around a saddled boar you see a small boy\n
trying to rake some of the shit out the door and into the street.\n";
Exit	[  @(<dir> north) {
ToRoom	3019;
} ];
Resets	{
# the horse to room.
  M 3034 1;
# the stable-hand to room.
  M 3029 1;
};
};
Room {
Vnum	3068;
Name	"The Bottom of the Ladder";
Desc	"You are now standing on the lowest unsubmerged rungs of an old wooden\n
ladder that leads down from the Daleken Wharf to the ocean below.  The rungs\n
are cold, damp and slippery from the constant sea-spray swirling in the air,\n
and you make sure you are hanging on tight so you don't fall into the\n
freezing waters below.\n";
Flags	(cold forage);
Sector	(water);
Exit	[  @(<dir> up) {
ToRoom	3049;
} ];
Resets	{
# Gildartha to room.
  M 3035 1;
};
};
Room {
Vnum	3069;
Name	"Korlen Way";
Desc	"Korlen Way narrows down into a small alley here.  It's only purpose seems\n
to be an entrance into the preschool, and you know you are near because the\n
sounds of crying attack your ears.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	3073;
}, @(<dir> south) {
ToRoom	3012;
}, @(<dir> west) {
ToRoom	2913;
} ];
};
Room {
Vnum	3070;
Name	"The top of the Tower of Magic";
Desc	"You are standing on the blackened turret of the Tower of Magic, far above\n
Daleken City.  The people walking around the town square look like ants from\n
up here, and you wonder whether you could hit anyone if you spat over the\n
edge.\n";
Flags	(no_mob);
Sector	(city);
Exit	[  @(<dir> up) {
ToRoom	3071;
}, @(<dir> down) {
ToRoom	3061;
} ];
Resets	{
# Arealus to room.
  M 3033 1;
};
};
Room {
Vnum	3071;
Name	"In the Air Above Daleken City";
Desc	"You are now floating just above a large blackened tower in the centre of\n
Daleken City, and you can see a small trapdoor in the centre of the turret.\n";
Flags	(fall);
Sector	(air);
Exit	[  @(<dir> up) {
ToRoom	3072;
}, @(<dir> down) {
ToRoom	3070;
} ];
};
Room {
Vnum	3072;
Name	"In the Air Above Daleken City";
Desc	"You are now high above a tall tower in the centre of Daleken City.  All\n
around you can see the citizens hurrying about their daily business.  To the\n
west lies a large park with a small hut in the southwest corner, surrounded\n
by a garden.\n";
Flags	(fall);
Sector	(air);
Exit	[  @(<dir> up) {
ToRoom	100;
}, @(<dir> down) {
ToRoom	3071;
} ];
};
Room {
Vnum	3073;
Name	"Korlen Way";
Desc	"The narrow alley here leads to a small postern gate in the northern wall\n
of the city.  The sound of birds singing drifts in through the gate and you\n
can see a small cottage garden filled with lush foliage through the gap.\n";
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	150;
}, @(<dir> south) {
ToRoom	3069;
} ];
};
Room {
Vnum	3075;
Name	"The mob drop off chamber";
Desc	"This is a spare room, used to deposit corpses, when you want a death_prog\n
to move the corpse from a room\n";
Flags	(no_mob indoors no_recall no_portal);
Exit	[  @(<dir> south) {
ToRoom	3076;
} ];
};
Room {
Vnum	3076;
Name	"entrance to the corpse donation room";
Desc	"Just to the north is a donation room which only accepts the corpses of a\n
few selected mobs from the mud..\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> north) {
ToRoom	3075;
} ];
};
Room {
Vnum	3077;
Name	"The Weaponsmith's Workshop";
Desc	"Tools are scattered all about the benches in here, as well as various\n
unfinished weapons. All of his finished stock must be out in the shop for\n
the general populace to see and buy.\n";
Flags	(indoors no_recall no_portal);
Exit	[  @(<dir> west) {
ToRoom	3059;
} ];
};



eof