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 1024369007;

Area {
Name	"Castle of Nepsus";
Plane	"unfinished";
Builders	"Albert";
LVnum	8300;
UVnum	8499;
Security	5;
Economy	161922;
};






Mobile {
Vnum	8300;
Name	"guard castle";
Short	"a castle guard";
Long	"A guard to the castle of Nepsus stands, unmoving, ready to defend an attack.\n";
Level	61;
Align	700;
Class	(Warrior);
Act	(npc sentinel stay_area);
Affected	(detect-invis detect-hidden sanctuary infrared haste);
Sex	(male);
};
Mobile {
Vnum	8301;
Name	"blacksmith";
Short	"the castle blacksmith";
Long	"The blacksmith for the castle of Nepsus stands bent over his forge.\n";
Level	70;
Align	230;
Act	(npc sentinel stay_area);
Affected	(sanctuary infrared haste);
Sex	(male);
};
Mobile {
Vnum	8302;
Name	"off-duty guard";
Short	"an off-duty guard";
Long	"An off-duty guard sits here sharpening and polishing his sword.\n";
Level	65;
Align	700;
Class	(Warrior);
Act	(npc sentinel stay_area);
Affected	(sanctuary infrared haste);
Sex	(male);
};
Mobile {
Vnum	8303;
Name	"patrol guard Nepsus";
Short	"a patrol guard";
Long	"A Nepsus castle guard is patrolling the tops of the walls.\n";
Level	68;
Align	500;
Class	(Warrior);
Act	(npc stay_area assist);
Affected	(detect-hidden sanctuary infrared haste);
Sex	(male);
};
Mobile {
Vnum	8304;
Name	"armourer";
Short	"the castle armourer";
Long	"The armourer for the castle of Nepsus stands here arranging weapons.\n";
Level	72;
Align	230;
Act	(npc sentinel stay_area);
Affected	(sanctuary infrared haste);
Sex	(male);
};
Mobile {
Vnum	8305;
Name	"stable boy";
Short	"a stable boy";
Long	"The stable boy for Nepsus castle wanders around among the horses.\n";
Level	59;
Align	760;
Act	(npc stay_area assist);
Affected	(sanctuary infrared haste);
Sex	(male);
};
Mobile {
Vnum	8306;
Name	"calm stallion";
Short	"a stallion";
Long	"A calm stallion chews steadily on some hay.\n";
Level	62;
Align	200;
Act	(npc stay_area assist);
Affected	(sanctuary infrared haste);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8307;
Name	"fiery red roan";
Short	"a fiery red roan";
Long	"A fiery red roan stamps and paws the ground menacingly.\n";
Level	63;
Align	-400;
Act	(npc stay_area racist hunter);
Affected	(infrared haste);
Sex	(male);
Race	(Animal);
};
Mobile {
Vnum	8308;
Name	"light-brown gelding";
Short	"a gelding";
Long	"A light-brown gelding walks around in circles.\n";
Level	60;
Align	250;
Act	(npc stay_area racist hunter);
Affected	(infrared haste);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8309;
Name	"stumpy grey mare";
Short	"a mare";
Long	"A stumpy grey mare eyes you with interest while eating hay.\n";
Level	61;
Align	310;
Act	(npc stay_area racist hunter);
Affected	(infrared haste);
Sex	(female);
Race	(Animal);
};
Mobile {
Vnum	8310;
Name	"commoner";
Short	"a commoner";
Long	"A commoner walks around trying not to be noticed.\n";
Level	59;
Align	301;
Act	(npc wimpy racist hunter);
Affected	(infrared haste);
Sex	(male);
};
Mobile {
Vnum	8311;
Name	"seller wares of commoner";
Short	"a seller of wares";
Long	"A commoner selling his wares sits on a mat arranging some objects.\n";
Level	66;
Align	400;
Act	(npc sentinel stay_area);
Affected	(infrared haste);
Sex	(male);
Shop	{
Trade	[(food), (container), (trash), (treasure)];
Markdown	50;
Open	6;
Close	17;
};
};
Mobile {
Vnum	8312;
Name	"cook chief";
Short	"a cook";
Long	"The chief cook, wielding a cleaver, stares at you for intruding on her kitchen.\n";
Level	78;
Act	(npc sentinel stay_area racist);
Affected	(detect-hidden haste aura-sight berserk);
Sex	(female);
};
Mobile {
Vnum	8313;
Name	"apprentice cook";
Short	"an apprentice cook";
Long	"The apprentice cook scurries around doing jobs for the chief cook.\n";
Level	74;
Align	450;
Act	(npc stay_area wimpy);
Affected	(haste aura-sight berserk);
Sex	(female);
};
Mobile {
Vnum	8314;
Name	"priest Nepsus";
Short	"a priest of Nepsus";
Long	"The priest of Nepsus stands here waving his cross.\n";
Level	85;
Align	900;
Class	(Cleric);
Act	(npc sentinel healer);
Affected	(detect-evil detect-invis detect-magic aura-sight calm);
Sex	(male);
Specfun	"spec_cast_adept";
};


Object {
Vnum	8300;
Name	"sword castle guard guard's";
Short	"a castle guard's sword";
Long	"A sword belonging to a guard to the castle of Nepsus is stuck in the ground.";
Level	60;
Weight	18;
Type	(weapon);
Wear	(take wield);
Extra	(sharp);
Material	(steel);
Values	[(.), 0, 0, (<weapon> slice)];
Affect	{
Location	(hitroll);
Modifier	14;
};
};
Object {
Vnum	8301;
Name	"large steel shield castle guard guard's";
Short	"a castle guard's shield";
Long	"A large steel shield, engraved with the coat of arms of Nepsus, lies here. ";
Level	60;
Weight	31;
Type	(armour);
Wear	(take shield);
Material	(steel);
Values	[0, 30, 0, 0];
Affect	{
Location	(ac);
Modifier	-50;
};
};
Object {
Vnum	8302;
Name	"steel helmet";
Short	"a steel helmet";
Long	"A steel helmet with a red plume sits here.";
Level	60;
Weight	22;
Type	(armour);
Wear	(take head);
Material	(steel);
Values	[0, 30, 0, 0];
Affect	{
Location	(dexterity);
Modifier	-1;
};
Affect	{
Location	(ac);
Modifier	-50;
};
};
Object {
Vnum	8303;
Name	"vest chainmail pile metal links";
Short	"a vest of chainmail";
Long	"A pile of metal links that forms a vest of chainmail, is piled here.";
Level	55;
Weight	65;
Type	(armour);
Wear	(take body);
Material	(steel);
Values	[0, 30, 0, 0];
Affect	{
Location	(ac);
Modifier	-65;
};
Affect	{
Location	(move);
Modifier	-50;
};
Affect	{
Location	(dexterity);
Modifier	-2;
};
};
Object {
Vnum	8304;
Name	"brass key";
Short	"a brass key";
Long	"A large brass key with the Nepsus coat of arms carved on it lies here.";
Level	55;
Weight	2;
Type	(key);
Wear	(take);
Extra	(fragile);
Material	(brass);
Values	[0, 0, 0, 0];
};
Object {
Vnum	8305;
Name	"heavy long-handledhammer blacksmith blacksmith's";
Short	"a blacksmith's hammer";
Long	"A heavy, long-handled hammer with solid steel head rests against the wall.";
Level	70;
Weight	40;
Type	(weapon);
Wear	(take wield);
Extra	(horned);
Material	(steel);
Values	[(.), 0, 0, (<weapon> crush)];
Affect	{
Location	(damroll);
Modifier	15;
};
Affect	{
Location	(strength);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	5;
};
Affect	{
Location	(hitroll);
Modifier	-5;
};
};
Object {
Vnum	8306;
Name	"heavy chain mace";
Short	"a chain mace";
Long	"A heavy chain mace is slowly sinking into the soft earth.  ";
Level	70;
Weight	27;
Type	(weapon);
Wear	(take wield);
Extra	(horned);
Material	(steel);
Values	[(.), 0, 0, (<weapon> crush)];
Affect	{
Location	(damroll);
Modifier	5;
};
};
Object {
Vnum	8307;
Name	"length chain links";
Short	"a length of chain";
Long	"A chain of twenty links is piled neatly on the floor.";
Level	55;
Weight	18;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 0, 0, (<weapon> whip)];
};
Object {
Vnum	8308;
Name	"heavy anvil";
Short	"an anvil";
Long	"A heavy anvil used by the castle blacksmith sits here.";
Level	60;
Weight	90;
Wear	(take);
Extra	(nodrop);
Material	(steel);
Condition	740;
Values	[0, 0, 0, 0];
};
Object {
Vnum	8309;
Name	"rusty steel horse-shoe";
Short	"a horse-shoe";
Long	"A rusty steel horse-shoe is half covered in hay.";
Level	60;
Weight	9;
Wear	(take feet);
Material	(steel);
Condition	630;
Values	[0, 0, 0, 0];
};
Object {
Vnum	8310;
Name	"three-legged stool";
Short	"a stool";
Long	"A three-legged stool sits in the corner of the room.";
Level	60;
Weight	12;
Type	(furniture);
Wear	(take);
Material	(wood);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
};
Object {
Vnum	8311;
Name	"padded mat animal skin ";
Short	"a padded mat";
Long	"A mat of animal skin is spread out on the ground here.";
Level	70;
Weight	5;
Wear	(take);
Material	(leather);
Values	[0, 0, 0, 0];
};
Object {
Vnum	8312;
Name	"meat cleaver long-handled";
Short	"a meat cleaver";
Long	"A long-handled meat cleaver dripping with blood is stuck in the ground.";
Level	78;
Weight	24;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 0, 0, (<weapon> chop)];
};
Object {
Vnum	8313;
Name	"sharp carving knife";
Short	"a carving knife";
Long	"A sharp carving knife reflects light of its shiny steel blade.";
Level	75;
Weight	16;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 0, 0, (<weapon> slash)];
};
Object {
Vnum	8314;
Name	"wooden cutting board";
Short	"a cutting board";
Long	"A wooden cutting board still covered in blood lies on the table.";
Level	78;
Weight	20;
Wear	(take shield hold);
Material	(wood);
Values	[0, 0, 0, 0];
};
Object {
Vnum	8315;
Name	"steel hammer-like meat tenderiser";
Short	"a meat tenderiser";
Long	"A steel hammer used for meat tenderising, drips blood all over the table.";
Level	76;
Weight	17;
Type	(weapon);
Wear	(take wield);
Material	(steel);
Values	[(.), 0, 0, (<weapon> crush)];
};
Object {
Vnum	8316;
Name	"religous cross gold";
Short	"a religious cross";
Long	"The gold cross lying on the floor emenates the power of goodness.";
Level	90;
Weight	15;
Type	(weapon);
Wear	(take hold);
Extra	(bless anti-evil);
Material	(gold);
Values	[(.), 0, 0, (<weapon> pound)];
};
Object {
Vnum	8317;
Name	"carved pewter amulet cross";
Short	"an amulet";
Long	"A carved pewter amulet in the shape of a cross lies here.";
Level	90;
Weight	8;
Type	(armour);
Wear	(take neck);
Extra	(anti-evil);
Material	(pewter);
Values	[0, -1, 0, 0];
};
Object {
Vnum	8318;
Name	"wooden bowl donation";
Short	"a donation bowl";
Long	"A wooden bowl used to collect donations rests here.";
Level	5;
Weight	3;
Type	(container);
Material	(wood);
Values	[0, 64, 0, 0];
};
Object {
Vnum	8326;
Name	"no name";
Short	"an iron key";
Long	"The key to the pantry lies here.";
Level	10;
Weight	2;
Type	(key);
Wear	(take);
Material	(iron);
Values	[0, 0, 0, 0];
};


Room {
Vnum	8300;
Name	"On the Drawbridge";
Flags	(no_mob hot);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8302;
}, @(<dir> south) {
ToRoom	8301;
}, @(<dir> west) {
ToRoom	8303;
}, @(<dir> up) {
ToRoom	8363;
} ];
};
Room {
Vnum	8301;
Name	"Before the Gates";
Flags	(hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8300;
}, @(<dir> south) {
Key	8304;
ToRoom	8304;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a castle guard to room.
  M 8300 2;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
#	equip a castle guard's shield lhold.
  E 8301 ("lhold");
#	equip a steel helmet head.
  E 8302 ("head");
#	equip a vest of chainmail body.
  E 8303 ("body");
# a castle guard to room.
  M 8300 2;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
#	equip a castle guard's shield lhold.
  E 8301 ("lhold");
#	equip a steel helmet head.
  E 8302 ("head");
#	equip a vest of chainmail body.
  E 8303 ("body");
#	a brass key to inventory.
  G 8304;
};
};
Room {
Vnum	8302;
Name	"Above the Moat";
Flags	(no_mob fall hot);
Sector	(air);
Exit	[  @(<dir> west) {
ToRoom	8300;
}, @(<dir> down) {
ToRoom	8332;
} ];
};
Room {
Vnum	8303;
Name	"Above the Moat";
Flags	(no_mob fall hot);
Sector	(air);
Exit	[  @(<dir> east) {
ToRoom	8300;
}, @(<dir> down) {
ToRoom	8345;
} ];
};
Room {
Vnum	8304;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8301;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> east) {
ToRoom	8305;
}, @(<dir> south) {
ToRoom	8307;
}, @(<dir> west) {
ToRoom	8306;
} ];
Resets	{
# a commoner to room.
  M 8310 4;
};
};
Room {
Vnum	8305;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8314;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> east) {
ToRoom	8320;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom	8308;
}, @(<dir> west) {
ToRoom	8304;
} ];
};
Room {
Vnum	8306;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8316;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> east) {
ToRoom	8304;
}, @(<dir> south) {
ToRoom	8309;
} ];
};
Room {
Vnum	8307;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8304;
}, @(<dir> east) {
ToRoom	8308;
}, @(<dir> south) {
ToRoom	8310;
}, @(<dir> west) {
ToRoom	8309;
} ];
};
Room {
Vnum	8308;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8305;
}, @(<dir> east) {
ToRoom	8321;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom	8307;
} ];
Resets	{
# a commoner to room.
  M 8310 4;
};
};
Room {
Vnum	8309;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8306;
}, @(<dir> east) {
ToRoom	8307;
}, @(<dir> west) {
ToRoom	8319;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a commoner to room.
  M 8310 4;
};
};
Room {
Vnum	8310;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8307;
}, @(<dir> east) {
ToRoom	8323;
}, @(<dir> south) {
ToRoom	8311;
}, @(<dir> west) {
ToRoom	8322;
} ];
Resets	{
# a commoner to room.
  M 8310 4;
};
};
Room {
Vnum	8311;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8310;
}, @(<dir> east) {
ToRoom	8326;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom	8312;
}, @(<dir> west) {
ToRoom	8328;
Flags	(door closed locked bashproof pickproof passproof);
} ];
};
Room {
Vnum	8312;
Name	"Courtyard";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8311;
}, @(<dir> south) {
ToRoom	8313;
} ];
};
Room {
Vnum	8313;
Name	"Before the Keep";
Flags	(fall hot);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8312;
}, @(<dir> east) {
ToRoom	8331;
}, @(<dir> west) {
ToRoom	8330;
} ];
};
Room {
Vnum	8314;
Name	"Barracks";
Flags	(dark indoors cone_of_silence fall hot);
Exit	[  @(<dir> east) {
ToRoom	8315;
}, @(<dir> south) {
ToRoom	8305;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> up) {
ToRoom	8347;
} ];
};
Room {
Vnum	8315;
Name	"Barracks";
Flags	(dark indoors cone_of_silence fall hot);
Exit	[  @(<dir> west) {
ToRoom	8314;
} ];
Resets	{
# an off-duty guard to room.
  M 8302 1;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
# a stool to room.
  O 8310;
};
};
Room {
Vnum	8316;
Name	"Barracks";
Flags	(dark indoors cone_of_silence fall hot);
Exit	[  @(<dir> south) {
ToRoom	8306;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom	8317;
}, @(<dir> up) {
ToRoom	8346;
} ];
};
Room {
Vnum	8317;
Name	"Barracks";
Flags	(dark cone_of_silence fall hot);
Exit	[  @(<dir> east) {
ToRoom	8316;
} ];
Resets	{
# an off-duty guard to room.
  M 8302 2;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
# a stool to room.
  O 8310;
};
};
Room {
Vnum	8318;
Name	"Stables";
Flags	(indoors hot);
Exit	[  @(<dir> south) {
ToRoom	8319;
} ];
Resets	{
# a stable boy to room.
  M 8305 1;
#	equip a length of chain rwielded.
  E 8307 ("rwielded");
# a fiery red roan to room.
  M 8307 1;
#	equip a horse-shoe feet.
  E 8309 ("feet");
# a mare to room.
  M 8309 1;
#	equip a horse-shoe feet.
  E 8309 ("feet");
# a stool to room.
  O 8310;
};
};
Room {
Vnum	8319;
Name	"Stables";
Flags	(indoors hot);
Exit	[  @(<dir> north) {
ToRoom	8318;
}, @(<dir> east) {
ToRoom	8309;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a stallion to room.
  M 8306 1;
#	equip a horse-shoe feet.
  E 8309 ("feet");
# a gelding to room.
  M 8308 1;
#	equip a horse-shoe feet.
  E 8309 ("feet");
};
};
Room {
Vnum	8320;
Name	"Armourer";
Flags	(indoors cone_of_silence fall hot cold);
Exit	[  @(<dir> south) {
ToRoom	8321;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom	8305;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# the castle armourer to room.
  M 8304 1;
#	equip a chain mace rwielded.
  E 8306 ("rwielded");
};
};
Room {
Vnum	8321;
Name	"Blacksmith";
Flags	(indoors cone_of_silence fall hot cold);
Exit	[  @(<dir> north) {
ToRoom	8320;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom	8308;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# the castle blacksmith to room.
  M 8301 1;
#	equip a blacksmith's hammer two-handed.
  E 8305 ("two-handed");
# a length of chain to room.
  O 8307;
# an anvil to room.
  O 8308;
# a horse-shoe to room.
  O 8309;
# a stool to room.
  O 8310;
};
};
Room {
Vnum	8322;
Name	"Market Stall";
Flags	(cone_of_silence fall hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8310;
}, @(<dir> west) {
ToRoom	8325;
} ];
Resets	{
# a seller of wares to room.
  M 8311 4;
# a padded mat to room.
  O 8311;
};
};
Room {
Vnum	8323;
Name	"Market Stall";
Flags	(cone_of_silence fall hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8324;
}, @(<dir> west) {
ToRoom	8310;
} ];
Resets	{
# a seller of wares to room.
  M 8311 4;
# a padded mat to room.
  O 8311;
};
};
Room {
Vnum	8324;
Name	"Market Stall";
Flags	(cone_of_silence fall hot cold);
Sector	(city);
Exit	[  @(<dir> west) {
ToRoom	8323;
} ];
Resets	{
# a seller of wares to room.
  M 8311 4;
# a padded mat to room.
  O 8311;
};
};
Room {
Vnum	8325;
Name	"Market Stall";
Flags	(cone_of_silence fall hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8322;
} ];
Resets	{
# a seller of wares to room.
  M 8311 4;
# a padded mat to room.
  O 8311;
};
};
Room {
Vnum	8326;
Name	"Kitchen";
Flags	(indoors cone_of_silence fall hot cold);
Exit	[  @(<dir> south) {
Key	8326;
ToRoom	8327;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> west) {
ToRoom	8311;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a cook to room.
  M 8312 1;
#	equip a meat cleaver rwielded.
  E 8312 ("rwielded");
#	equip a cutting board shield.
  E 8314 ("shield");
#	an iron key to inventory.
  G 8326;
# an apprentice cook to room.
  M 8313 1;
#	equip a carving knife rwielded.
  E 8313 ("rwielded");
# a meat tenderiser to room.
  O 8315;
};
};
Room {
Vnum	8327;
Name	"Kitchen";
Flags	(indoors cone_of_silence fall hot cold);
Exit	[  @(<dir> north) {
ToRoom	8326;
Flags	(door closed locked bashproof pickproof passproof);
} ];
};
Room {
Vnum	8328;
Name	"Chapel";
Flags	(dark indoors cone_of_silence hot);
Exit	[  @(<dir> east) {
ToRoom	8311;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom	8329;
} ];
Resets	{
# a donation bowl to room.
  O 8318;
};
};
Room {
Vnum	8329;
Name	"Chapel";
Flags	(dark indoors cone_of_silence hot);
Exit	[  @(<dir> north) {
ToRoom	8328;
}, @(<dir> west) {
Keyword	"curtain";
ToRoom	8364;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# a priest of Nepsus to room.
  M 8314 1;
#	equip a religious cross rwielded.
  E 8316 ("rwielded");
#	equip an amulet neck1.
  E 8317 ("neck1");
};
};
Room {
Vnum	8330;
Name	"Above the Moat";
Flags	(no_mob cone_of_silence fall hot);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8313;
}, @(<dir> down) {
ToRoom	8339;
} ];
};
Room {
Vnum	8331;
Name	"Above the Moat";
Flags	(no_mob cone_of_silence fall hot);
Sector	(air);
Exit	[  @(<dir> west) {
ToRoom	8313;
}, @(<dir> down) {
ToRoom	8338;
} ];
};
Room {
Vnum	8332;
Name	"In the Moat";
Flags	(dark cone_of_silence hot cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	8333;
}, @(<dir> west) {
ToRoom	8345;
}, @(<dir> up) {
ToRoom	8302;
} ];
};
Room {
Vnum	8333;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> south) {
ToRoom	8334;
}, @(<dir> west) {
ToRoom	8332;
} ];
};
Room {
Vnum	8334;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8333;
}, @(<dir> south) {
ToRoom	8335;
} ];
};
Room {
Vnum	8335;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8334;
}, @(<dir> south) {
ToRoom	8336;
} ];
};
Room {
Vnum	8336;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8335;
}, @(<dir> south) {
ToRoom	8337;
} ];
};
Room {
Vnum	8337;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8336;
}, @(<dir> west) {
ToRoom	8338;
} ];
};
Room {
Vnum	8338;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	8337;
}, @(<dir> west) {
ToRoom	8339;
}, @(<dir> up) {
ToRoom	8331;
} ];
};
Room {
Vnum	8339;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	8338;
}, @(<dir> west) {
ToRoom	8340;
}, @(<dir> up) {
ToRoom	8330;
} ];
};
Room {
Vnum	8340;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8341;
}, @(<dir> east) {
ToRoom	8339;
} ];
};
Room {
Vnum	8341;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8342;
}, @(<dir> south) {
ToRoom	8340;
} ];
};
Room {
Vnum	8342;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8343;
}, @(<dir> south) {
ToRoom	8341;
} ];
};
Room {
Vnum	8343;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8344;
}, @(<dir> south) {
ToRoom	8342;
} ];
};
Room {
Vnum	8344;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	8345;
}, @(<dir> south) {
ToRoom	8343;
} ];
};
Room {
Vnum	8345;
Name	"In the Moat";
Flags	(dark cold);
Sector	(underwater);
Exit	[  @(<dir> east) {
ToRoom	8332;
}, @(<dir> west) {
ToRoom	8344;
}, @(<dir> up) {
ToRoom	8303;
} ];
};
Room {
Vnum	8346;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8348;
}, @(<dir> west) {
ToRoom	8360;
}, @(<dir> down) {
ToRoom	8316;
} ];
};
Room {
Vnum	8347;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8349;
}, @(<dir> west) {
ToRoom	8348;
}, @(<dir> down) {
ToRoom	8314;
} ];
};
Room {
Vnum	8348;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8347;
}, @(<dir> west) {
ToRoom	8346;
} ];
};
Room {
Vnum	8349;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> south) {
ToRoom	8350;
}, @(<dir> west) {
ToRoom	8347;
} ];
Resets	{
# a patrol guard to room.
  M 8303 4;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
#	equip a vest of chainmail body.
  E 8303 ("body");
};
};
Room {
Vnum	8350;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8349;
}, @(<dir> south) {
ToRoom	8351;
} ];
};
Room {
Vnum	8351;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8350;
}, @(<dir> south) {
ToRoom	8352;
}, @(<dir> west) {
ToRoom	8362;
} ];
};
Room {
Vnum	8352;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8351;
}, @(<dir> south) {
ToRoom	8353;
} ];
};
Room {
Vnum	8353;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8352;
}, @(<dir> west) {
ToRoom	8354;
} ];
Resets	{
# a patrol guard to room.
  M 8303 4;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
#	equip a vest of chainmail body.
  E 8303 ("body");
};
};
Room {
Vnum	8354;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8353;
}, @(<dir> west) {
ToRoom	8355;
} ];
};
Room {
Vnum	8355;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8354;
}, @(<dir> west) {
ToRoom	8356;
} ];
};
Room {
Vnum	8356;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8357;
}, @(<dir> east) {
ToRoom	8355;
} ];
Resets	{
# a patrol guard to room.
  M 8303 4;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
#	equip a vest of chainmail body.
  E 8303 ("body");
};
};
Room {
Vnum	8357;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8358;
}, @(<dir> south) {
ToRoom	8356;
} ];
};
Room {
Vnum	8358;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8359;
}, @(<dir> east) {
ToRoom	8361;
}, @(<dir> south) {
ToRoom	8357;
} ];
};
Room {
Vnum	8359;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> north) {
ToRoom	8360;
}, @(<dir> south) {
ToRoom	8358;
} ];
};
Room {
Vnum	8360;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8346;
}, @(<dir> south) {
ToRoom	8359;
} ];
Resets	{
# a patrol guard to room.
  M 8303 4;
#	equip a castle guard's sword rwielded.
  E 8300 ("rwielded");
#	equip a vest of chainmail body.
  E 8303 ("body");
};
};
Room {
Vnum	8361;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8362;
}, @(<dir> west) {
ToRoom	8358;
} ];
};
Room {
Vnum	8362;
Name	"On the Wall";
Flags	(cone_of_silence hot cold);
Sector	(city);
Exit	[  @(<dir> east) {
ToRoom	8351;
}, @(<dir> west) {
ToRoom	8361;
} ];
};
Room {
Vnum	8363;
Name	"Above the Drawbridge";
Flags	(no_mob cone_of_silence fall hot);
Sector	(air);
Exit	[  @(<dir> south) {
ToRoom	8348;
} ];
};
Room {
Vnum	8364;
Name	"Confessional";
Flags	(dark no_mob indoors solitary no_recall no_portal);
Exit	[  @(<dir> east) {
ToRoom	8329;
Flags	(door closed locked bashproof pickproof passproof);
} ];
};



eof