#AREADATA Name Sildenar Forest~ Builders Rannoch Lilliana~ VNUMs 2000 2099 Credits {G[{W60 70{G]{r Rannoch {MSildenar Forest{x~ Security 9 End #MOBILES #2000 black wolf~ a {Dblack{x wolf~ A {Dblack{x wolf stalks amongst the trees. ~ ~ wolf~ AFG Z 0 0 60 110 3000d3+85 0d0+0 60d5+60 bite -30 -30 -30 -18 FH 0 0 0 stand stand none 700 AGV ACDEFJKQV medium unknown M FIGHT 2001 20~ #2001 brown wolf~ a {ybrown{x wolf~ A {ybrown{x wolf stalks through the grasses. ~ ~ wolf~ AFG Z 0 0 60 110 3000d3+85 0d0+0 60d5+60 bite -30 -30 -30 -18 FH 0 0 0 stand stand none 700 AGV ACDEFJKQV medium unknown M FIGHT 2001 20~ #2002 grey wolf~ a grey wolf~ A grey wolf looks for food. ~ ~ wolf~ AFG Z 0 0 62 112 3100d3+87 0d0+0 62d5+62 bite -31 -31 -31 -18 FH 0 0 0 stand stand none 720 AGV ACDEFJKQV medium unknown M FIGHT 2001 20~ #2003 brown bear~ a {ybrown{x bear~ A {ybrown{x bear lounges around in the soft grass. ~ ~ bear~ AG 0 0 0 62 112 3100d3+87 0d0+0 62d5+62 claw -31 -31 -31 -18 DEO 0 EI 0 stand stand none 720 AGV ABCDEFHJKUV medium unknown M FIGHT 2001 20~ #2004 black bear~ a {Dblack{x bear~ A {Dblack{x bear rummages through the grasses. ~ ~ bear~ AG 0 0 0 65 115 3250d3+90 0d0+0 65d5+65 claw -32 -32 -32 -19 DEO 0 EI 0 stand stand none 750 AGV ABCDEFHJKUV medium unknown M FIGHT 2001 20~ #2005 firefly~ a {yf{Rir{yefly{x~ A {yf{Rir{yefly{x flits from flower to flower. ~ ~ song bird~ AG T 0 0 60 110 3000d3+85 0d0+0 60d5+60 peck -30 -30 -30 -18 FH 0 0 0 stand stand none 700 AGW ACDEFHKP medium unknown #2006 dragonfly~ a {Wdragonfly{x~ A {Wdragonfly{x buzzes around the grasses. ~ ~ song bird~ AG T 0 0 60 110 3000d3+85 0d0+0 60d5+60 none -30 -30 -30 -18 FH 0 0 0 stand stand none 700 AGW ACDEFHKP medium unknown #2007 hawk~ a hawk~ A hawk watches things from a low tree branch. ~ ~ song bird~ AG T 0 0 63 113 3150d3+88 0d0+0 63d5+63 none -31 -31 -31 -18 FH 0 0 0 stand stand none 730 AGW ACDEFHKP medium unknown #2008 deer~ a {ydeer{x~ A {ydeer{x bounds between the trees. ~ ~ bear~ AG Z 0 0 65 115 3250d3+90 0d0+0 65d5+65 none -32 -32 -32 -19 DEFHO 0 EI 0 stand stand none 750 AGV ABCDEFHJKQ large unknown F par UV #2009 black orc scout~ a {Dblack orc{x scout~ A {Dblack orc{x scout surveys the forest. ~ ~ orc~ ABG JP 0 0 70 120 3500d3+95 0d0+0 70d5+70 punch -35 -35 -35 -21 0 0 Q S stand stand none 800 AHMV ABCDEFGHIJK medium unknown M GRALL 2002 35~ M SPEECH 2003 yes~ M SPEECH 2004 no~ #2010 hunter~ a {yhunter{x~ A {yhunter{x stalks through the forest, looking for deer. ~ ~ Human~ AG 0 0 0 70 120 3500d3+95 0d0+0 70d5+70 punch -35 -35 -35 -21 0 0 0 0 stand stand none 800 AHMV ABCDEFGHIJK medium unknown #2011 herbalist~ an {Wherbalist{x~ An {Wherbalist{x looks for various herbs and flowers. ~ ~ Human~ AG 0 0 0 70 120 3500d3+95 0d0+0 70d5+70 punch -35 -35 -35 -21 0 0 0 0 stand stand female 800 AHMV ABCDEFGHIJK medium unknown #2012 trapper~ a trapper~ A trapper sets up snares and spike traps in the forest to help the hunters. ~ ~ Human~ AG 0 0 0 70 120 3500d3+95 0d0+0 70d5+70 punch -35 -35 -35 -21 0 0 0 0 stand stand none 800 AHMV ABCDEFGHIJK medium unknown #2013 {xtrapmob~ {X~ {x ~ This is the trap mob for the trapper's snare. ~ Human~ ABG DFJZ 0 0 100 150 5000d3+125 0d0+0 100d5+100 none -50 -50 -50 -30 0 AB 0 0 stand stand none 1100 AHMV ABCDEFGHIJK medium unknown M GRALL 2007 35~ #2014 {xtrapmob~ {x~ {x ~ This is the trap mob for the trapper's spike trap. ~ Human~ ABG DFJZ 0 0 100 150 5000d3+125 0d0+0 100d5+100 none -50 -50 -50 -30 0 AB 0 0 stand stand none 1100 AHMV ABCDEFGHIJK medium unknown M GRALL 2008 35~ #2015 {xtransporter~ {x~ {x ~ This mob transports players to Terradrius. ~ Human~ ABG DFJZ 0 0 100 150 5000d3+125 0d0+0 100d5+100 none -50 -50 -50 -30 0 AB 0 0 stand stand none 1100 0 0 medium unknown F for AHMV F par ABCDEFGHIJK M SPEECH 2009 let the entrance to terradrius be revealed~ M GRALL 2018 100~ M SPEECH 2019 let the will of the dragon grant me passage~ #2016 water nymph tenanye~ a {Cw{ba{Bt{be{Cr {Wnymph{x~ A {Cw{ba{Bt{be{Cr {Wnymph{x lounges on a large lily pad. ~ ~ Elf~ ABGR DFJ 0 0 70 120 3500d3+95 0d0+0 70d5+70 none -35 -35 -35 -21 AFH 0 BP Z stand stand none 800 AHMV ABCDEFGHIJK medium unknown M GRALL 2011 40~ M GIVE 2017 bundle~ M SPEECH 2013 yes~ M ACT 2012 sits on a large~ M GIVE 2015 gskin~ M SPEECH 2014 no~ #2017 {xwallofvines~ {x~ {x ~ This mob is the mprog mob for the wall of vines, to allow players access to the water nymph. ~ Human~ ABG DFJZ 0 0 100 150 5000d3+125 0d0+0 100d5+100 none -50 -50 -50 -30 0 AB 0 0 stand stand none 1100 AHMV ABCDEFGHIJK medium unknown M EXALL 2000 3~ #2018 {xwaterskinmob~ {x~ {x ~ This mob fills the small waterskin for the player. ~ Human~ ABG DFJZ 0 0 100 150 5000d3+125 0d0+0 100d5+100 none -50 -50 -50 -30 0 AB 0 0 stand stand none 1100 AHMV ABCDEFGHIJK medium unknown M ACT 2010 fills a small {ywaterskin{x with water from~ #2019 herbalist~ an {Wherbalist{x~ An {Wherbalist{x looks for various herbs and flowers. ~ ~ Human~ ABG 0 0 0 70 120 3500d3+95 0d0+0 70d5+70 none -35 -35 -35 -21 0 0 0 0 stand stand female 800 AHMV ABCDEFGHIJK medium unknown M SPEECH 2016 herbs~ #2034 dragonling whelp green~ a {Ggreen{x dragon whelp~ A {Ggreen{x dragon whelp helps the priestess tend to the incense. ~ ~ dragon~ ABG JT 0 0 100 150 5000d3+125 0d0+0 100d5+100 none -50 -50 -50 -30 0 0 BEH FI stand stand none 1100 AHZ ACDEFGHIJKPQUVX medium unknown #0 #OBJECTS #2000 tall tree~ a tall {ytree{x~ A tall {ytree{x stands high in Sildenar Forest.~ wood~ container 0 0 0 0 0 0 0 0 10000 0 0 10000 0 1 0 0 P #2001 short tree~ a short {ytree{x~ A short {ytree{x is stunted from lack of water and sunlight.~ wood~ container 0 0 0 0 0 0 0 0 10000 0 0 10000 0 1 0 0 P #2002 chunk bark~ a chunk of {ytree bark{x~ A piece of {ybark{x had been discarded.~ wood~ pill 0 A 0 0 0 0 0 0 60 'sanctuary' 'reserved' 'reserved' 'reserved' 60 1 0 P #2003 acorn~ a small acorn~ A small acorn has been separated from its tree.~ acorn~ pill 0 A 0 0 0 0 0 0 60 'giant strength' 'poison' 'reserved' 'reserved' 60 1 0 P #2004 mound dirt~ a mound of {ydirt{x~ Recently moved {ydirt{x has been gathered into a mound.~ dirt~ container 0 0 0 0 0 0 0 0 10000 0 0 10000 0 1 0 0 P #2005 crude talisman ctal~ a crude talisman~ A crude talisman is half-covered in dirt.~ unknown~ treasure 0 A 0 0 0 0 0 0 0 0 0 0 0 1 0 0 P #2006 cluster weeds~ a cluster of {gw{We{Ye{Wd{gs{x~ A cluster of {gw{We{Ye{Wd{gs{x grows beside a tree.~ plant~ container 0 0 0 0 0 0 0 0 10000 0 0 10000 0 0 0 0 P #2007 small red flower~ a small {Rred{x flower~ A small {Rred{x flower has been pulled from its home.~ plant~ pill 0 A 0 0 0 0 0 0 60 'haste' 'weaken' 'reserved' 'reserved' 60 1 0 P #2008 small white plant~ a small {Wwhite{x plant~ A small {Wwhite{x plant has been pulled from its home.~ plant~ pill 0 A 0 0 0 0 0 0 60 'stone skin' 'slow' 'reserved' 'reserved' 60 1 0 P #2009 small blue flower~ a small {Bblue{x flower~ A small {Bblue{x flower has been pulled from its home.~ plant~ pill 0 A 0 0 0 0 0 0 60 'intensify' 'curse' 'reserved' 'reserved' 60 0 0 P #2010 cluster purple berries~ a cluster of {mpurple{x berries~ A cluster of {mpurple{x berries has been pulled from its vine.~ plant~ pill 0 A 0 0 0 0 0 0 60 'bone armor' 'poison' 'reserved' 'reserved' 70 0 0 P #2011 black iron greaves~ a set of {Dblack iron{x greaves~ {DBlack iron{x has been crafted into a pair of greaves.~ iron~ armor B AF 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 50 2500 P #2012 black iron leather harness~ a {Dblack iron{x and {yleather{x harness~ {DBlack iron{x and {yleather{x have been crafted together to form a simple harness.~ iron~ armor 0 AK 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 50 2500 P #2013 black iron breastplate~ a {Dblack iron{x breastplate~ {DBlack iron{x has been crafted into a breastplate.~ iron~ armor 0 AD 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 100 2500 P #2014 black leather boots~ a pair of {Dblack{y leather{x boots~ A pair of {Dblack{y leather{x boots have been crafted out of crude leather.~ leather~ armor 0 AF 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 35 2500 P #2015 black iron curved dirk~ a curved {Dblack iron{x dirk~ {DBlack iron{x has been crafted into a dirk.~ unknown~ weapon 0 AN 0 0 0 0 0 0 dagger 75 1 pierce H 70 50 2500 P #2016 green leather greaves~ a set of {ggreen {yleather{x greaves~ {yLeather{x has been dyed {ggreen{x and crafted into greaves.~ leather~ armor 0 AF 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 0 2500 P #2017 brown leather boots~ a pair of {ybrown leather{x boots~ {yLeather{x has been crafted into a pair of supple boots.~ leather~ armor 0 AG 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 0 2500 P #2018 green brown leather tunic~ a {ggreen{x and {ybrown leather{x tunic~ A {yleather{x tunic has been dyed {green{x and {ybrown{x.~ leather~ armor 0 AD 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 0 2500 P #2019 shimmery cloak~ a {Wshimmery{x cloak~ A pile of {Wshimmery{x cloth is trimmed in pale silver cloth.~ cloth~ armor 0 AK 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 0 2500 P #2020 longbow~ a {ylongbow{x~ A slender piece of {yoak{x has been cured and shaped into a longbow.~ wood~ weapon 0 AN 0 0 0 0 0 0 exotic 75 1 pierce F 70 0 2500 P #2021 sturdy leather quiver~ a sturdy {yleather{x quiver~ A sturdy leather quiver is devoid of arrows.~ leather~ armor 0 AL 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 0 2500 P #2022 captured firefly~ a captured {Rf{ri{Yr{We{Yf{rl{Ry{x~ A captured {Rf{ri{Yr{We{Yf{rl{Ry{x flits about.~ firefly~ light 0 AO 0 0 0 0 0 0 0 0 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdef 0 0 70 0 2500 P #2023 small leather belt pouch~ a small {yleather{x belt pouch~ A small belt pouch is secured to a wide {yleather{x strap.~ unknown~ container 0 AL 0 0 0 0 0 0 500 0 0 500 50 70 0 2500 P #2024 supple leather gloves~ a pair of supple {yleather{x gloves~ Supple gloves has been made out of fine {yleather{x.~ leather~ armor 0 AH 0 0 0 0 0 0 ABF ABF ABF ABF 0 70 0 2500 P #2025 carved oak staff~ a carved {yoak{x staff~ A single piece of {yoak{x has been carved into a tall staff.~ unknown~ weapon 0 AN 0 0 0 0 0 0 staff 75 1 pound 0 70 0 2500 P #2026 length rope~ a length of {yrope{x~ A length of sturdy {yrope{x has been loosely coiled.~ plant~ treasure 0 AO 0 0 0 0 0 0 0 0 0 0 0 0 0 2500 P #2027 poisoned rapier~ a {gpoisoned{x rapier~ A thin, narrow bladed rapier is covered in a thin layer of {gpoison{x.~ iron~ weapon 0 AN 0 0 0 0 0 0 sword 75 1 stab H 70 0 2500 P #2028 sturdy pouch poison~ a pouch of {gpoison{x~ A sturdy {yleather{x pouch is filled with {gpoison{x.~ leather~ treasure 0 AO 0 0 0 0 0 0 0 0 0 0 0 70 0 2500 P #2029 wall vines~ a wall of {gvines{x~ A massive wall of {gvines{x blocks the western path.~ plant~ trash 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 P #2030 large lily pad~ a large {glily pad{x~ A large {glily pad{x floats on the surface of the pool.~ plant~ furniture 0 0 0 0 0 0 0 0 A DHIJM EH ABCD ABCD 1 0 0 P #2031 small waterskin sskin~ a small {ywaterskin{x~ Sturdy {yleather{x has been crafted into a waterskin.~ unknown~ drink 0 A 0 0 0 0 0 0 10 0 'water' 0 0 1 2 0 P #2032 glowing waterskin gskin~ a {Wglowing {ywaterskin{x~ A {ywaterskin{x {Wglows{x with magical power.~ unknown~ drink 0 A 0 0 0 0 0 0 10 10 'salt water' 1 0 1 0 0 P #2033 rune decorated skin rdskin waterskin~ a {Rrune{D-{rdecorated{y waterskin{x~ The water nymph of Sildenar has infused this magical waterskin.~ unknown~ drink 0 A 0 0 0 0 0 0 10000 10000 'water' 0 0 1 0 0 P #2034 bundle herbs~ a bundle of {Gherbs{x~ A bundle of herbs is tied together with a piece of cloth.~ unknown~ pill 0 A 0 0 0 0 0 0 70 'sanctuary' 'bone armor' 'haste' 'giant strength' 70 0 0 P #2035 bubbling stream~ a {Cbubbling stream{x~ A shallow pool feeds a stream that flows south.~ unknown~ fountain 0 0 0 0 0 0 0 0 -1 -1 'water' 0 0 1 0 0 P #2036 bubbling stream~ a {Cbubbling stream{x~ A shallow stream flows north to south.~ unknown~ fountain 0 0 0 0 0 0 0 0 -1 -1 'water' 0 0 1 0 0 P #2037 bubbling stream~ a {Cbubbling stream{x~ A shallow stream flows north to east.~ unknown~ fountain 0 0 0 0 0 0 0 0 -1 -1 'water' 0 0 1 0 0 P #2038 bubbling stream~ a {Cbubbling stream{x~ A shallow stream flows west to south.~ unknown~ fountain 0 0 0 0 0 0 0 0 -1 -1 'water' 0 0 1 0 0 P #2039 bubbling stream~ a {Cbubbling stream{x~ A shallow stream flows north to east.~ unknown~ fountain 0 0 0 0 0 0 0 0 -1 -1 'water' 0 0 1 0 0 P #2040 bubbling stream~ a {Cbubbling stream{x~ A shallow stream flows in from the west and then turns north.~ unknown~ fountain 0 0 0 0 0 0 0 0 -1 -1 'water' 0 0 1 0 0 P #2099 swirling aura~ a {Wswi{xrl{Wing{x aura~ An aura of power swirls around, contained by an unseen force.~ unknown~ armor 0 AK 0 0 0 0 0 0 0 0 0 0 0 92 0 0 P F A 0 0 V #0 #ROOMS #2048 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2049 D2 ~ ~ 0 0 2047 D3 ~ ~ 0 0 2060 S #2049 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2050 D2 ~ ~ 0 0 2048 S #2050 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2051 D3 ~ ~ 0 0 2049 S #2051 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2052 D2 ~ ~ 0 0 2050 S #2052 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2053 D2 ~ ~ 0 0 2051 S #2053 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2054 D2 ~ ~ 0 0 2052 S #2054 Alongside a Wall of Trees~ {DA narrow, hand-made path follows a row of impossibly tall {ytrees{D. The pathway is already almost overgrown with {Ggrass{D and {Gweeds{D once more, despite having been cleared down to {ydirt{D by rough tools. The jagged, uneven tool marks in the {ydirt{D suggest that the pathway is not cleared very often. ~ 0 1 3 D0 ~ ~ 0 0 2055 D3 ~ ~ 0 0 2053 S #2055 Alongside a Wall of Trees~ {DA narrow, hand-made path follows a row of impossibly tall {ytrees{D. The pathway is already almost overgrown with {Ggrass{D and {Gweeds{D once more, despite having been cleared down to {ydirt{D by rough tools. The jagged, uneven tool marks in the {ydirt{D suggest that the pathway is not cleared very often. ~ 0 1 3 D0 ~ ~ 0 0 2056 D2 ~ ~ 0 0 2054 S #2056 Alongside a Wall of Trees~ {DA narrow, hand-made path follows a row of impossibly tall {ytrees{D. The pathway is already almost overgrown with {Ggrass{D and {Gweeds{D once more, despite having been cleared down to {ydirt{D by rough tools. The jagged, uneven tool marks in the {ydirt{D suggest that the pathway is not cleared very often. ~ 0 1 3 D1 ~ ~ 0 0 2057 D2 ~ ~ 0 0 2055 S #2057 Alongside a Wall of Trees~ {DA narrow, hand-made path follows a row of impossibly tall {ytrees{D. The pathway is already almost overgrown with {Ggrass{D and {Gweeds{D once more, despite having been cleared down to {ydirt{D by rough tools. The jagged, uneven tool marks in the {ydirt{D suggest that the pathway is not cleared very often. {DOne of the trees is marked with an ancient symbol, that of a dragon. {x ~ 0 1 3 D1 ~ ~ 0 0 2058 D3 ~ ~ 0 0 2056 D4 ~ ~ 0 0 2108 S #2058 Alongside a Wall of Trees~ {DA narrow, hand-made path follows a row of impossibly tall {ytrees{D. The pathway is already almost overgrown with {Ggrass{D and {Gweeds{D once more, despite having been cleared down to {ydirt{D by rough tools. The jagged, uneven tool marks in the {ydirt{D suggest that the pathway is not cleared very often. ~ 0 1 3 D2 ~ ~ 0 0 2059 D3 ~ ~ 0 0 2057 S #2059 Alongside a Wall of Trees~ {DA narrow, hand-made path follows a row of impossibly tall {ytrees{D. The pathway is already almost overgrown with {Ggrass{D and {Gweeds{D once more, despite having been cleared down to {ydirt{D by rough tools. The jagged, uneven tool marks in the {ydirt{D suggest that the pathway is not cleared very often. ~ 0 1 3 D0 ~ ~ 0 0 2058 D2 ~ ~ 0 0 2040 S #2060 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D1 ~ ~ 0 0 2048 D3 ~ ~ 0 0 2061 S #2061 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2060 D3 ~ ~ 0 0 2062 S #2062 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2063 D1 ~ ~ 0 0 2061 S #2063 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D2 ~ ~ 0 0 2062 D3 ~ ~ 0 0 2064 S #2064 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2073 D1 ~ ~ 0 0 2063 D2 ~ ~ 0 0 2065 S #2065 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2064 D2 ~ ~ 0 0 2066 D3 ~ ~ 0 0 2084 S #2066 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2065 D2 ~ ~ 0 0 2067 S #2067 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D0 ~ ~ 0 0 2066 D1 ~ ~ 0 0 2068 S #2068 A Small Clearing~ {DThis small clearing is devoid of {ytrees{D but not of plant life. The lack of {ytrees{D lets a little more {Wlight{D in to illuminate the {yground{D, revealing the small {Gshrubs{D and {Gbushes{D that have taken over the clearing. There are a few {Rbr{Yi{Bgh{Yt{Rly{D colored flowers spotted throughout the {Ggrass. {x ~ 0 1 3 D1 ~ ~ 0 0 2071 D2 ~ ~ 0 0 2069 D3 ~ ~ 0 0 2067 S #2069 A Small Clearing~ {DThis small clearing is devoid of {ytrees{D but not of plant life. The lack of {ytrees{D lets a little more {Wlight{D in to illuminate the {yground{D, revealing the small {Gshrubs{D and {Gbushes{D that have taken over the clearing. There are a few {Rbr{Yi{Bgh{Yt{Rly{D colored flowers spotted throughout the {Ggrass. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D0 ~ ~ 0 0 2068 D1 ~ ~ 0 0 2070 S #2070 A Small Clearing~ {DThis small clearing is devoid of tall {ytrees{D but not of plant life. The lack of {ytrees{D lets a little more {Wlight{D in to illuminate the {yground{D, revealing the small {Gshrubs{D and {Gbushes{D that have taken over the clearing. There are a few {Rbr{Yi{Bgh{Yt{Rly{D colored flowers spotted throughout the {Ggrass. {x ~ 0 1 3 D0 ~ ~ 0 0 2071 D3 ~ ~ 0 0 2069 S #2071 A Small Clearing~ {DThis small clearing is devoid of {ytrees{D but not of plant life. The lack of {ytrees{D lets a little more {Wlight{D in to illuminate the {yground{D, revealing the small {Gshrubs{D and {Gbushes{D that have taken over the clearing. There are a few {Rbr{Yi{Bgh{Yt{Rly{D colored flowers spotted throughout the {Ggrass. {x ~ 0 1 3 D1 ~ ~ 0 0 2072 D2 ~ ~ 0 0 2070 D3 ~ ~ 0 0 2068 S #2072 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D1 ~ ~ 0 0 2001 D3 ~ ~ 0 0 2071 S #2073 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D2 ~ ~ 0 0 2064 D3 ~ ~ 0 0 2074 S #2074 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D0 ~ ~ 0 0 2075 D1 ~ ~ 0 0 2073 S #2075 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D0 ~ ~ 0 0 2076 D2 ~ ~ 0 0 2074 S #2076 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D0 ~ ~ 0 0 2077 D1 ~ ~ 0 0 2083 D2 ~ ~ 0 0 2075 S #2077 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D0 ~ ~ 0 0 2078 D2 ~ ~ 0 0 2076 S #2078 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D1 ~ ~ 0 0 2079 D2 ~ ~ 0 0 2077 S #2079 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x {DOne of the stumps is marked with an ancient symbol, that of a dragon. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D1 ~ ~ 0 0 2080 D3 ~ ~ 0 0 2078 D4 ~ ~ 0 0 2108 S #2080 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D2 ~ ~ 0 0 2081 D3 ~ ~ 0 0 2079 S #2081 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D0 ~ ~ 0 0 2080 D2 ~ ~ 0 0 2082 S #2082 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D0 ~ ~ 0 0 2081 D3 ~ ~ 0 0 2083 S #2083 Amidst Moss- and Fungus-Covered Stumps~ {DThis is the only part of Sildenar Forest that has been cleared in any way. The tall {ytrees{D were cut down to the stumps. {GMoss{D and {Yfungus{D has started to grow on the stumps as nature worked to clear out the dead trees. The {Ggrass{D is flat and bent, as though people have been walking on it steadily. {x ~ 0 1 3 D1 ~ ~ 0 0 2082 D3 ~ ~ 0 0 2076 S #2084 Past the Wall of Vines~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D, save for the tall wall of trees to the east. {x ~ 0 5 3 D1 ~ ~ 0 0 2065 D3 ~ ~ 0 0 2085 S #2085 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D1 ~ ~ 0 0 2084 D3 ~ ~ 0 0 2086 S #2086 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D0 ~ ~ 0 0 2087 D1 ~ ~ 0 0 2085 S #2087 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D0 ~ ~ 0 0 2088 D2 ~ ~ 0 0 2086 S #2088 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D2 ~ ~ 0 0 2087 D3 ~ ~ 0 0 2089 S #2089 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D1 ~ ~ 0 0 2088 D3 ~ ~ 0 0 2090 S #2090 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D1 ~ ~ 0 0 2089 D2 ~ ~ 0 0 2091 S #2091 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D0 ~ ~ 0 0 2090 D1 ~ ~ 0 0 2092 S #2092 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D2 ~ ~ 0 0 2093 D3 ~ ~ 0 0 2091 S #2093 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D0 ~ ~ 0 0 2092 D3 ~ ~ 0 0 2094 S #2094 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D1 ~ ~ 0 0 2093 D3 ~ ~ 0 0 2095 S #2095 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D0 ~ ~ 0 0 2096 D1 ~ ~ 0 0 2094 S #2096 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D0 ~ ~ 0 0 2097 D2 ~ ~ 0 0 2095 S #2097 A Magical Pathway~ {DA wide path has been cleared through this part of Sildenar Forest. The air fairly tingles with magic and power, and the area is exceptionally bright, despite the thick {Gcanopy{D overhead. The {Ggrass{D is low to the ground, as though something in the air keeps it from growing too tall, and the path is completely devoid of {Gweeds{D and {Gshrubs{D. {x ~ 0 0 3 D0 ~ ~ 0 0 2098 D2 ~ ~ 0 0 2096 S #2098 A Crystal Clear Pond~ {DA deep, {Ccrystal{D clear {Bpond{D takes up almost all of this part of the forest. The water has a faint shimmer to it, looking almost {wethereal{D by torch light. The surface of the {Bpond{D is spotted with small lily pads and other water-dwelling plants, but there is no sign of animal life in the clear waters. {x ~ 0 0 3 D2 ~ ~ 0 0 2097 S #2099 Rannoch's Office~ Building Notes: weapon_dice ac_values item_stats Class Ideas: warrior_index assassin_index wizard_index necromancer_index priest_index misc_ideas signet_rings race_skills new_classes sub_classes //Silence Charts: warrior_skill_levels assassin_skill_levels wizard_skill_levels priest_skill_levels necromancer_skill_levels Code Related: weapon_checks dam_types {x IF RAND # check: # inversely corresponds to success of ifcheck {Rif rand 90{x = low chance to go off {Rif rand 10{x = high chance to go off Area Related: hero_index theme_nor'dul theme_nardonia theme_terra_seldan theme_arkaz theme_blue_dragon new_continent Misc. Stuff: to_do_list ~ 0 2654220 2 E shaman_basilisk_aspect~ {W Basilisk Skills{x {CBasilisk Aspect{x: Lets the caster assume the aspect of the basilisk, allowing the use of basilisk skills and increasing their hp, magic and physical damage, and gives them the ability to deal 500% damage with every basilisk skill {CStone Claw{x: Single hit skill, deals earth damage {CStone Gaze{x: Places a debuff on the target called 'Stone Gaze' that affects several skills {CStoneshatter{x: If target is affected by Stone Gaze, this skill does 500% damage and has a 0.1 - 0.5% chance to kill them outright, but only works on mobs {CReverb{x: If target is affected by Stone Gaze, this skill causes weaken, blindness, and cripple {CShatter{x: Single hit skill, deals extra damage if the target is afflicted by Stone Gaze {CPetrify{x: If target is afflicted by Stone Gaze, this skill has a chance to petrify the target, killing them instantly {CAncient Concealment{x: Lets the shaman hide in any outdoor room (that is, the room does NOT have the indoors flag) {CSerpent's Wrath{x: Requires the shaman be concealed, and this skill does 20% of the target's max hp as damage {CAttune{x: Puts a buff on the shaman that attunes them to that sector, giving them a damage boost as long as they are in it {CBurrow{x: Burrows into the ground, traveling to the specified mob in the same area, the shaman appears in the room concealed {CCall Basilisk{x: This skill summons a miniature basilisk that uses Stone Claw, Reverb, and Shatter {CStone Scales{x: Gives the shaman a large AC and hp boost as long as the Basilisk Aspect is active ~ E shaman_phoenix_aspect~ {W Phoenix Skills{x {CPhoenix Aspect{x: Lets the caster assume the aspect of the phoenix, allowing the use of phoenix skills and increasing their hp, magic damage dealt, and fire resistance {CAshes of Rebirth{x: Removes the Phoenix Aspect and makes the shaman unable to reassume the Phoenix Aspect for 5 ticks, but once the debuff preventing it wears off, the Phoenix Aspect is reapplied at twice the strength {CPhoenix Aura{x: Makes the caster immune to fire damage and fire breath (the blinding effect) and makes all phoenix skills 50% cheaper {CImmortal Flame{x: Single target skill, deals fire damage, restores mana back to the caster equal to 50% of the damage dealt {CCry of the Phoenix{x: Summons a phoenix hatchling to attack the target, and restores health to the shaman when the baby phoenix attacks, it's like a familiar that comes to the aid of the caster for a limited time {CBlazing Wind{x: Single target skill, inflicts burning {CPhoenix Rage{x: Single target skill, if target is burning, this skill hits 400% harder and causes weaken {CUnstoppable Flames{x: Single target skill, if target is afflicted by weaken, they get a debuff that increases fire damage taken by 15% {CFiery Barrage{x: Single target skill, hits the target up to 4 times with fire damage {CQuench{x: Removes the Phoenix Aura buff and deals high fire damage to the entire room, but puts a debuff on the shaman that prevents the reapplication of Phoenix Aura for 2 ticks {CBlazing Down{x: If the shaman dies while this skill is active, the feathers ignore and add a 'burning' room flag that can only be removed with a phoenix skill {CCalm Flames{x: Removes the burning flag from the room {COtherworldly Flames{x: Increases the shaman's fire damage as long as the Phoenix Aspect is active ~ E shaman_dragon_aspect~ {W Dragon Skills{x {CDragon Aspect{x: Lets the caster assume the aspect of the dragon, allowing the use of dragon skills and increasing their hp, physical damage, and magic resistance {CRed Dragonscales{x: Makes the shaman immune to fire damage, vulnerable to cold damage, and gives the ability to breathe fire on a mob, blinding it and damaging any eq it may be using {CGreen Dragonscales{x: Makes the shaman immune to earth damage, vulnerable to lightning damage, and gives the ability to breathe gas on a target, putting a debuff on the target that increases the damage it takes {CBlue Dragonscales{x: Makes the shaman immune to cold and water damage, vulnerable to fire damage, and gives the ability to breathe frost on a target, which has a chance to freeze the target in place for 1 tick, preventing dodging and fleeing {CWhite Dragonscales{x: Makes the shaman immune to lightning damage and vulnerable to earth damage, and gives the ability to breathe lightning on a target, stunning them and inflicting weaken {CBlack Dragonscales{x: Makes the shaman immune to unholy damage and vulnerable to holy damage, and gives the ability to breathe acid on a target, inflicting blindness and plague {CSilver Dragonscales{x: Makes the shaman immune to holy damage and vulnerable to unholy damage, and gives the ability to breathe mist on a friendly target, healing them and removing negative effects {CNeutral Dragonscales{x: Removes the current color, allowing a new color scale to be chosen {CTail Lash{x: Single hit skill, knocks the target down and has a chance to stun them {CBreathe{x: Uses the dragon's breath weapon, which is dependant on the color of the scales, if no color is currently active, fire is breathed instead {CDragon Strength{x: While active, this skill boosts the str, dex, con, hit, and dam of the shaman {CMonstrous Bite{x: Single hit skill, has a chance to deal 300% damage {CBody Slam{x: Single hit skill, has a chance to force the target out of the room {CDraconic Attunement{x Decreases all damage taken by the shaman as long as Dragon Aspect is active ~ E shaman_tiger_aspect~ {W Tiger Skills{x {CTiger Aspect{x: Lets the caster assume the aspect of the tiger, allowing the use of tiger skills and increasing their str, dex, and damroll {CShred{x: Deals 300% damage and hits twice, can only be used outside of combat {CPounce{x: Deals 150% damage and causes bleeding, can only be used outside of combat {CTiger's Fury{x: Increases all physical damage the shaman deals by 50% for 0 ticks {CPoisonous Claw{x: Deals 125% damage and inflicts poison {CRip{x: Single hit skill, inflicts bleeding {CRend Flesh{x: If the target is bleeding, the skill hits 200% harder {CFeral Cry{x: Increases the hit and dam of the shaman by 10% for 0 hours {CAdrenaline Rush{x: While active, the shaman gets +2 attacks per turn, but loses 10% hitroll ~ E shaman_snake_aspect~ {W Snake Skills{x {CSnake Aspect{x: Lets the caster assume the aspect of the snake, allowing the use of snake snake skills, and increasing move, dex, and hitroll {CCoil{x: Gives the caster a fair sized AC boost {CVenomous Bite{x: Single hit skill, inflicts poison {CAcidic Venom{x: Single hit skill, if the target is poisoned, the skill hits 200% harder and causes weaken {CJagged Bite{x: Single hit skill, inflicts bleeding {CPoison Blood{x: Single hit skill, if target is bleeding, they get a debuff that increases physical damage they take by 15% {CLunging Strike{x: Single hit skill, hits for 500% damage, can only be used outside of combat {CCrystal Scales{x: Gives the caster a large saves and AC boost, lasts aslong as the caster is using the Snake Aspect or until Shed Skin is used {CJagged Scales{x: When active, all attacks made against the caster have a chance to deal 25% of the damage back to the attacker and cause bleeding, lasts as long as the caster is using the Snake Aspect or until Shed Skin is used {CCharged Scales{x: Gives the caster a 65% resistance to air/ lightning and fire damage, lasts as long as the caster is using the Snake Aspect or until Shed Skin is used {CDiamond Scales{x: Gives the caster a 65% resistance to earth and water damage, lasts as long as the caster is using the Snake Aspect or until Shed Skin is used {CGlowing Scales{x: Gives the caster a 65% resistance to holy and unholy damage, lasts as long as the caster is using the Snake Aspect or until Shed Skin is used {CShed Skin{x: Removes the current Scale buff, so another can be applied ~ E shaman_eagle_aspect~ {W Eagle Skills{x {CEagle Aspect{x: Lets the caster assume the aspect of the eagle, allowing the use of eagle skills and increasing hit, attacks/turn, and movement {CEagle Eye{x: Gives the shaman detect hidden and detect invis {CShriek{x: Reduces the AC, hitroll, and damroll of the target by 15% for all three {CWing Buffet{x: Single hit skill, when used in combat it has a chance to force the target to flee {CDive{x: Travels to a mob in the same area, then begins combat with the target once the shaman is in the room {CSoar{x: Displays a message about the payer flying into the air, but really it just hides the player, like the HIDE skill {CSonic Dive{x: Single hit skill, must be hidden/soaring to use, hits the target once for a lot of damage, gets bonus damage if the shaman is affected by fly {CRaptor{x: Single hit skill, summons a bird of prey to attack the target, inflicts bleeding {CTalon{x: Single hit skill, no special effects {CSwift Strike{x: Single hit skill, does more damage depending on the shaman's current mv {CSavage Rip{x: Single hit skill, inflicts bleeding and weaken ~ E shaman_bear_aspect~ {W Bear Skills{x {CBear Aspect{x: Lets the caster assume the aspect of the bear, allowing the use of bear skills and increasing hp, armor, and str {CMangle{x: Single hit skill, increases the damage the target takes by 15% {CLacerate{x: Single hit skill, inflicts weaken {CRake{x: Single hit skill, inflicts bleeding {CMaul{x: Single hit skill, deals bonus damage if the target is bleeding {CDemoralizing Roar{x: Lowers the hitroll and damroll of the target {CChallenging Roar{x: Increases the user's hp and armor, at the cost of 10% of their max mana {CSwipe{x: Single hit skill, no special effects {CHibernate{x: Puts the shaman into a deep sleep they cannot wake from, but every tick it restores 30% of their maximum hp, move, and mana, and once they are fully healed, they wake and gain a 10% hitroll and damroll boost {CSharpen Claws{x: Gives the shaman a 15% damage boost as long as the Bear Aspect is active ~ E shaman_wolf_aspect~ {W Wolf Skills{x {CWolf Aspect{x: Lets the caster assume the aspect of the wolf, allowing the use of wolf skills and increasing hp, attacks/turn, and damroll {CSnap{x: Single hit skill, deals 150% damage and inflicts poison on the target {CHowl{x: Puts a buff on the target that increases physical damage dealt by 5%, and puts a debuff on the current target that lowers their physical damage by 5%, both spells last for 1 tick (0 hours) {CClaw{x: Single hit skill, deals level based damage to the target {CRabid Bite{x: Single hit skill, deals level based damage and inflicts them with a disease that has a chance to spread every tick, and it lowers their stats by 3 {CWolf-like Reflexes{x: Increases the shaman's dex and chance to dodge {CFur Coat{x: When active, the shaman becomes resistant to cold and blunt damage, but vulnerable to fire and slashing damage {CRavage{x: Hits the target 3 times for 200% damage each hit, causes bleeding, and can only be used out of combat {CSharpen Fangs{x: Gives the shaman a 15% damage boost as long as the Wolf Aspect is active ~ E theme_arkaz~ Arkaz is a frozen wasteland, home only to a race of half dragon, half human people. They are the guardians of the ancient temple to the dragons. When Kinslayer broke the world and changed everything, Arkaz was abandoned, and the temple buried beneath ice and snow. It is where the Chosen Ones will battle Kinslayer. {x Its areas: Frozen Tundra (southern linking area) The Icy Cliffs (northern linking area) Arkaz Coastline (eastern linking area) Boreal Plains (western linking area) The Icy Channel (links nardonia and arkaz) Icy Caverns (Links to cliffs) Buried Temple Complex (Links to tundra) Temple of the Gods (Links to complex) ~ E alchemist_index~ {WName{x: Alchemist {x {WPrimary Stat{x: Wisdom {x {WSecondary Stat{x: Constitution {x {WDescription{x: The Alchemist is rather like a mad scientist, but with a twist. It harvests different materials from objects and from mobs, and can combine them with vials, bottles, tubes, pieces of stone, and other different materials to form bombs, potions, elixirs, and other such things. {x {WSpecial Information{x: The Alchemist uses a skill to harvest materials from corpses and objects and then mixes them with herbs and such things in bottles to create potions and such. They have three types of skills: support, which makes potions; offensive, which makes bombs; defensive, which makes potions that create shields and give armor, stat, etc boosts. {x The base components that the alchemist needs can be purchased at alchemy shops. That is, the vials, tubes, stone, etc. {x Most of the alchemist skills, since they will not have a real spell to cast, will just be a send_to_room message and then some damage inflicted. The ones that are marked with a yet-to-be-determined indicator, though, will be vials that, when CRACKED, can affect the entire room. Other skills create bombs that can be used with the THROW command. {x {WSkills{x: alchemist_harvest_skills alchemist_offensive_skills alchemist_defensive_skills alchemist_support_skills alchemist_general_skills ~ E rune_warrior_skill_levels~ L1: {DSide Slash{x, {DBackhand Swing{x {x L5: {DCharging Strike{x, {DPommel Smash{x {x L10: {GRune Blade{x, {GEtch{x, {GNullify{x, {GReap{x, {wBone Shield{x, {RFury{x, {WHoly Sight{x, {yLightning{x {yStorm{ {x L15: {DWide Cleave{x, {wBone Greaves{x, {RFocused Anger{x, {CIce and Steel{x, {mBlinding Strike{x, {yBlinding Shock{x {x L20: {DRune Strike{x, {wBone Plate{x, {rBloody Strike{x, {WCleansing Slash{x, {mWeakening Strike{x, {yCharged Blood{x {x L25: {DWeakening Slash{x, {DShockwave{x, {wBone Crown{x, {WPurifying Strike{x, {mCrippling Slash{x, {yCharged Bone{x {x L30: {DDouble Slash{x, {wBone Blade{x, {CFrost Strike{x, {WRenewing Slash{x, {mPlague Slash{x, {yBlessed Ice{x {x L35: {rBlood Frenzy{x, {RRage of Flames{x, {YShocking{x {YStrike{x, {WHoly Strength{x, {mUnholy Flames{x, {yFrozen{x {yDarkness{x {x L40: {rInfect Blood{x, {RAdrenaline{x, {YInfuse Lightning{x, {mPoison Slice{x, {yBone Storm{x, {yIcy Blood{x {x L45: {DHeroic Strike{x, {RBlazing Finale{x, {CShatter{x {CStrike{x, {ySearing Blood{x, {yChill of Death{x {x L50: {wSkeletal Armor{x, {rThin Blood{x, {CBladestorm{x, {YLightning Speed{x, {yMelt{x, {yPurifying Blood{x {x L55: {DAggressive Counter{x, {RDragon's Touch{x, {YCharged{x {YStrike{x, {yPurifying Flames{x, {yBloodstorm{x {x L60: {DKicking with Weapon{x, {rGaping Wound{x, {CChill of{x {CDeath{x, {yIce Bolt{x, {yDecay{x {x L65: {rCorruption{x, {CIcy Touch{x, {yRuin{x {x L70: {RFlaming Touch{x, {yFrozen Flames{x {x L75: {YLightning Touch{x, {yDiamond Bones{x, {gThundering{x {gHymn{x {x L80: {YEnergize{x, {yBlight{x, {gRaging Destruction{x {x L85: {YStrength of Lightning{x, {gLightning Vortex{x {x L90: {rBlood Drinker{x, {mTouch of Darkness{x, {gSoul{x {gCollection{x {x L91: {RUndying Flames{x, {WFlourish{x, {yParadox{x, {gAvatar{x {gof Pain{x {x {wBone {rBlood {RFire {CIce {YLightning {WHoly{x {mUnholy {y2-rune {g3-rune {DSword {GGeneral{x ~ E demonologist_index~ {WName{x: Demonologist {x {WPrimary Stat{x: Constitution {x {WSecondary Stat:{x Intelligence {x {WDescription:{x The Demonologist is like a necromancer, able to summon demons instead of undead, and can use an arsenal of spells to buff the demon and itself. On top of that, they get rituals that don't require a minion, but there are several spells that require preserved hearts (and not the object in the Temple of Depravity). {x {WSpecial Information{x: Most of the Demonologist spells cost hp, rather than mana, and all of their spells have a chance to backfire and damage or apply the effect to the caster. They don't need reagents, for simplicity's sake, but any demon summoned has to be subdued and then bound through two spells. {x {WSkills{x: demonologist_rituals demonologist_summoning_spells demonologist_defense_spells demonologist_offense_spells ~ E summoner_index~ {WName{x: Summoner {x {WPrimary Stat{x: Intelligence {x {WSecondary Stat:{x Constitution {x {WDescription:{x The summoner is a special type of wizard. They have a limited arsenal of elemental, holy, and unholy magics, as their main power comes from the special mobs they can summon in battle. {x {WSpecial Information{x: Before the Summoner can call a mob (which is really just a fancy spell), they have to find it somewhere in the mud and defeat it in combat, or at least get it below 30% without fleeing or dying. {x Once the mob is bested, the summoner can CALL <summon> once they are in battle, and the mob will appear, attack, and then leave the summoner's side. All of which can be done with send_to_room and such. {x Summoners get spells to increase their own stats and survivability. Their int and con both affect the damage and power of the summons. Int increases the damage of the summon and con decreases the cost of calling them in battle. Repeated summoning increases the cost, and if the same mob is called more than 7 times in a row, the next time the mob is called, the damage will be directed at the caster instead. {x {WSkills{x: summoner_defense_spells summoner_enhancement_spells summoner_summons summoner_fire_spells summoner_earth_spells summoner_air_spells summoner_water_spells summoner_holy_spells summoner_unholy_spells ~ E paladin_index~ {WName{x: Paladin {x {WPrimary Stat{x: Wisdom {x {WSecondary Stat:{x Strength {x {WDescription:{x The Paladin is a cross between a warrior and a priest. They can only use maces, but they get an AC boost that either improves as they level up, or they get 133% more AC from every piece of armor they have on (ie a 10 AC piece would give a paladin 13 AC). They get special hammer/mace skills, holy magic, the ability to smite undead, and a few healing skills. {x {WSpecial Information{x: The Paladin can create their own warhammer at level 10, but they cannot upgrade it. As they level, they have to junk it and recreate the warhammer, as it is created at the Paladin's level. {x {WSkills{x: paladin_mace_skills paladin_smiting_skills paladin_prayers paladin_armor_skills ~ E archer_index~ {WName:{x Archer {x {WPrimary Stat{x: Dexterity {x {WSecondary Stat:{x Strength {x {WDescription:{x The Archer is a bow using class. They cannot shoot from room to room, but they get attacks that use bows, crossbows, etc. They can upgrade their bows using special reagents, and get a skill to call a falcon to their aid, and can use it to help improve accuracy and such. Instead of a cloak, they can wear 'a quiver of arrows' to further improve their stats, and the quiver/arrows can be upgraded as well. {x {WSpecial Information{x: We might need a new weapon type for this.. 'ranged' - it can be used to encompass bows of all kinds, crossbows, hand held ballista, etc. The Archer gets a command to randomly upgrade the bow they're using, but each time it gets improved, the minimum level goes up by 2 (or 5). Modifications increase the level of the bow by +10. {x Upgrades: String: +dam Grip: +hit Horn: +str Quality: +dex Feathers: +hit ArrowHeads: +dam Arrow Quality: +10% dmg {x Using feathers from a shaman, bits of wood, gemstones, and scraps of metal from an alchemist, they can also add special improvements, but only one can be added to a bow. The current one has to be destroyed before a new one can be added. {x Modifications: Sights: +++hit, +dam Reinforcements: +hit, +++dam Enchanted String: +++dex, ++str, +dam Enchanted Wood: +++str, ++dex, +hit Marksmanship Rune: +20% damage {x {WSkills{x: archer_bow_skills archer_falconry_skills archer_survival_skills ~ E shaman_index~ {WName:{x Shaman {x {WPrimary Stat{x: Wisdom {x {WSecondary Stat:{x Intelligence {x {WDescription:{x The Shaman is a nature based caster, like a druid, but more ritual oriented and they have a more specific skillset. They can assume the aspect of different animals, but they cannot assume the form of those beasts, like a druid can. {x {WSpecial Information{x: The Shaman's special gear is a headdress, which they can create at level 10 with a command (and some reagents). Every 10 levels, they can upgrade it and gain access to a new aspect. Note that they do NOT gain a new aspect every time the headdress is upgraded. Aspects come at specific levels, and must be practiced like every other spell/skill. {x They have offensive spells, defensive spells, rituals, their aspects, and maybe some other different skills/spells. At level 91, they have the option to strengthen their previous aspects, or learn one additional aspect, a mythical beast (dragon, phoenix, basilisk) {x {WSkills{x: shaman_offensive_spells shaman_defensive_spells shaman_rituals shaman_wolf_aspect shaman_bear_aspect shaman_eagle_aspect shaman_snake_aspect shaman_tiger_aspect shaman_dragon_aspect shaman_phoenix_aspect shaman_basilisk_aspect ~ E rune_warrior_index~ {WName{x: Rune Warrior {x {WPrimary Stat{x: Strength {x {WSecondary Stat{x: Wisdom {x {WDescription{x: The Rune Warrior is a warrior, basically, but their skillset is a little more complicated. They utilize several different runes to be able to use skills and cast spells. They have to etch the runes into a special two handed sword, but they can change the runes at any time, out of combat, and can remove them as well. There are skills that change runes from one type to another, and the runes must be harvested from corpses through a specific skill. {x {WSpecial Information{x: The Rune Warrior has to wield a specific two-handed sword, though there are upgrades to it every 10 levels or so. It is a serrated broadsword with three rune slots etched into the hilt. It starts at level 10, when they get their first skill to create it, then they get a skill to upgrade it every 10 levels. Upgrading the sword gives more hit/dam/str/etc, but it does not affect materia slots or rune slots. (O-O, O and 3 slots, respectively) All damage the Rune Warrior does with skills is level based, modified by their current greatsword. {x There's a couple limitations on the 2-rune and 3-rune combos, to keep new rune warriors from just spamming the 3-rune combos and raping everything. If possible, ETCH and each of the different runes should be skills, all of which learned at level 1. The runes could be set to 50%, and unable to be practiced, only going up as the rune warrior etches them into the sword. Each of the rune skills can be practiced up to 75%, which is the requirement to use the 1 rune skills. The runes have to be at 90% for the 2-rune combos, and 100% for the 3-rune combos. For example, to use Raging Destruction, unholy, bone, and fire all have to be at 100%. {x {WSkills{x: rune_warrior_sword_skills rune_warrior_rune_skills rune_warrior_general_skills rune_warrior_blood_rune_skills rune_warrior_bone_rune_skills rune_warrior_ice_rune_skills rune_warrior_fire_rune_skills rune_warrior_lightning_rune_skills rune_warrior_holy_rune_skills rune_warrior_unholy_rune_skills rune_warrior_2combo_rune_skills rune_warrior_3combo_rune_skills rune_warrior_skill_levels ~ E puppeteer_index~ {WName:{x Puppeteer {x {WPrimary Stat{x: Intelligence {x {WSecondary Stat:{x Constitution {x {WDescription:{x The puppeteer uses a special flute and charming skills to attack and defend. They get no spells that can be cast on other players, just themselves and their "pet." As well as being able to charm mobs, they have five different mob summoning skills, at levels 1, 25, 50, 75, 90. When created, the mob is automatically charmed and influenced by the caster's stats. Say, half of their int/str/dex/etc is added to the mob's. And they get their base hp/mana/move, plus 10% of the caster's upon being summoned/charmed. {x The puppeteer has to wield said flute to be able to use their combat skills and control their puppet. If the flute is removed, no skills will work, save for the one to release them, and the pet will only do autoattacks when assisting their master. {x {WSpecial Information{x: As stated above, the puppeteer has to wield a special weapon, type flute. The flute is what allows them to control their pet, and there are some skills that only work with the respective pet. Most of them are general, though, and can be used with any. {x Mobs higher than the player's level cannot be charmed, and players cannot be charmed at all. Mobs of race Demon and Angel are immune to the powers of the puppeteer. {x {WSkills{x: puppeteer_charm_skills puppeteer_buff_skills puppeteer_attack_skills puppeteer_defense_skills ~ E theme_blue_dragon~ Revunaar, the Blue Dragon, resides below the Eredian Ocean, and has granted his people the ability to breathe underwater. He shields his people with his power, shielding their underwater cities. Its areas: Underwater Cavern (Revunaar's lair) City 1 City 2 City 3 City 4 Deep-Sea Passageways (Linking area for the cities) ~ E theme_nor'dul~ Nor'Dul is the home of the Red Dragon, Protectorate. The climate is mostly desert, though there are three cities along the edge. There are a handful of settlements scattered around Mt. Aror, home of Protectorate. Its areas: St. Alera (Trade City) Cardan (Fishing Port) Zarenth Port (Trade City) Sul'ar Desert (Linking area for southern nor'dul) Renan Plains (Linking area for northern nor'dul) Mt. Aror Crop Settlement Oasis Settlement Fishing Settlement Hidden Dune Settlement Main Settlement Training Settlement ~ E theme_nardonia~ Nardonia is a temperate climate divided in half by a long mountain range running north to south. It is home to the Black Dragon, Kinslayer, and the White Dragon, Grandfather. The terrain ranges from plains to the west and south, snow-capped mountains, and plenty of coastline. It's areas: Verona (Fishing City) Middleland Port (Trade City) Tear (City of the Order) Mt. Grace Seredar Edlelon (Trade City) Bastille Aldemarre Senald (Grandfather's village) Kinslayer's Retreat (Kinslayer's cavern) Dennon Eastern Nardonia (Linking area for Bastille, Aldemarre, etc) Mardain Mountains (Linking area for Eastern Nardonia, Senald, Retreat, etc) Western Nardonia (Linking area for Tear, Dennon, etc) Southern Nardonia (Linking area for Seredar, Edlelon, etc) Western links to the Mountains and to Southern Nardonia. Southern Nardonia links to Western, Eastern, and the Mountains. The Mardain Mountains links to Western, Southern, and Eastern. Eastern links to the Mountains and to Southern. ~ E theme_terra_seldan~ Terra Seldan is the home of the Green Dragon, the Traveler. The terrain is forests and plains, primarily, with fishing and trade ports on the coast. {x It's areas: Sildenar Grove Sildenar Forest Terradrius Plains of Teron Village of Teron Risden (Fishing Village) Plains of Tir Lenalis (Trade Port) Port Galen (Trade Port) ~ E sub_classes~ Wizard: sectist_index clairvoyant_index spellbinder_index Necromancer: lich_index witch_doctor_index vampire_index Warrior: berserker_index dragoon_index weaponmaster_index Assassin: rogue_index klepto_index executioner_index Priest: healer_index templar_index heretic_index ~ E new_classes~ puppeteer_index rune_warrior_index alchemist_index shaman_index archer_index paladin_index demonologist_index summoner_index ~ E to_do_list~ {WAreas{x: 1. Finish the continent of Terra Seldan 2. Build the desert continent of Nor'Dul 3. Build the temperate continent of Nardonia 4. Build the underwater cities of the Blue Dragon 5. Build the frozen continent of Arkaz 6. Build the Subterranean Labyrinth (hero area) 7. Build the Sacred Spire (hero area) 8. Make a map of Zxerexz and surrounding areas 9. Build the DM Arena 10. Build the Fairgrounds {WClasses{x: 1. Design {WPuppeteer{x class 2. Design {WRune Warrior{x class 3. Design {WAlchemist{x class 4. Design {WShaman{x class 5. Design {WArcher{x class 6. Design {WPaladin{x class 7. Design {WDemonologist{x class 8. Design {WSummoner{x class {WSub-Classes{x: 1. Design {DSectist{x sub-class (wizard, unholy/energy) 2. Design {DClairvoyant{x sub-class (wizard, water/air) 3. Design {DSpellbinder{x sub-class (wizard, fire/earth) 4. Design {DLich{x sub-class (necromancer, undead/minions) 5. Design {DWitch Doctor{x sub-class (necromancer, curses) 6. Design {DVampire{x sub-class (necromancer, blood) 7. Design {DBerserker{x sub-class (warrior, axe/sword/mace) 8. Design {DDragoon{x sub-class (warrior, spear/polearm/staff) 9. Design {DWeaponmaster{x sub-class (warrior, whip/flail/exotic) 10. Design {DRogue{x sub-class (assassin, poisons/daggers) 11. Design {DKleptomaniac{x sub-class (assassin, stealing) 12. Design {DExecutioner{x sub-class (assassin, stealth/ambushing) 13. Design {DHealer{x sub-class (priest, healing) 14. Design {DTemplar{x sub-class (priest, holy/lightning) 15. Design {DHeretic{x sub-class (priest, unholy/afflictions) ~ E assassin_skill_levels~ L1: {RBlind Stab{x, {RLow Strike{x, {DSap{x, {cShiv{x {x L5: {RTriple Pierce{x, {RNine Tail Strike{x, {gInstant Poison{x {x L10: {RShattering Assault{x, {RBlack Spider Strike{x, {cSharpen{x {cDaggers{x, {gSensitivity Poison{x {x L15: {RJagged Strike{x, {DBlinding Powder{x, {cKidney{x {cShot{x, {gSlowing Poison{x {x L20: {RPerfect Strike{x, {DShadowstep{x, {cRupture{x, {cCritical{x {cEye{x, {gStandard Poison{x {x L25: {RLotus Strike{x, {SShadow Sight{x, {DShadow Watch{x, {cGarotte{x, {gSusceptibility Poison{x {x L30: {RMuscle Rip{x, {DCaltrops{x, {DSixth Sense{x, {cScorpion{x {cWire{x, {cPinpoint Accuracy{x, {cUnending Assault{x, {gBlinding{x {gPoison{x {x L35: {RGolden Phoenix Strike{x, {DDViper's Nest{x, {cJagged{x {cBlades{x, {gStinging Poison{x {x L40: {ROverpower{x, {DExpose Defenses{x, {cToxicity{x, {cWhirling{x {cDefense{x, {gVulnerability Poison{x, {gInstability Poison{x {x L45: {DExpose Openings{x, {DEntangling Asp{x, {gParalytic Poison{x {x L50: {RDual Ox{x, {DFeigned Neutrality{x, {DMantis Touch{x, {cPreparation{x, {cCheap Shot{x, {cHidden Blade{x, {gMind-Ripping{x {gPoison{x, {gMalicious Poison{x {x L55: {DAssassin's Promise{x, {cSinister Strike{x, {gSlow-Acting Poison{x {x L60: {DBlackout{x, {cHemorrhage{x, {gDisorienting Poison{x {x L65: {RGolden Fox Strike{x, {gDebilitating Poison{x {x L70: {DSiphon Strength{x, {gMind-Numbing Poison{x, {gInfectious Poison{x {x L75: {RHorns of the Ox{x, {cMaster Assassin{x {x L80: {cToxic Shock{x, {cGuided by Fate{x {x L85: {cSmoke Screen{x {x L90: {DBlinding Pain{x, {cShadow Form{x, {gDeadly Poison{x {x L91: {RBlack Lotus Strike{x, {DWay of the Assassin{x, {gAggressive{x {gPoison{x {x {RDagger {DShadow {cDeadly {gPoisons{x ~ E necromancer_death_spells~ {W Death Spells{x {CUnholy Empowerment{x: Graft a body part onto the undead minion, boosting one of their stats, giving them a damage bonus, etc, depending on what part is added to them, only [1-3] different parts can be on a minion {CRip Empowerment{x: Removes a body part from the minion, at the cost of 15% of it's max hp {CJagged Bones{x: Gives the minion a large AC boost, and if the minion dies while affected by Jagged Bones, a same-level jagged horror is summoned in its place {CDeath Nova{x: Does nothing for the minion unless it dies, and then the minion does high damage to the target and inflicts poison/weakness {CBitter Chill{x: Single target damage spell, low damage, if the caster is below 20% health, the spell costs 0 mana {CDeath's Touch{x: When used on an undead minion, it gives them a 10% damage boost at the cost of 10% of their hp {CDeath's Aura{x: When used on an undead minion, it gives them 10% more hp at the cost of -2 str/con/dex {CDeath's Gaze{x: When used on an undead minion, it gives them +2 str/con/dex at the cost of -5% of their hp {CDeath's Sacrifice{x: Empowers your undead with a powerful spellup, at the cost of 50% of the caster's hp/mana/move {CTaste of Death{x: Drain up to a certain amount of hp from your minion and use it to heal the caster {CUnholy Pain{x: Heals the caster for a certain amount if the mob is below 50%, does not do any damage or steal any hp {CSorrow{x: If there is a corpse in the room, the spell does 35% more damage to the target New: {CSeed of Death{x: Places a 0 tick debuff on the target that does nothing until the debuff wears off, when it wears off the seed ruptures, dealing high damage and has a chance to hit 300% harder, but if the spell is cast on an undead, it has a 75% chance to backfire and get placed on the caster instead {x {CRotting Flesh{x: Target's armor gets modified (slash: improve, blunt: reduce, pierce: reduce, exotic: improve), they become immune to bleeding and disease, and all attackers that hit the target have a chance to become afflicted with a disease/plague that lowers stats by -2 {x {CSteal Vitality{x: Single hit spell, does damage and gives the caster +100 hp per cast, stacks up to 5 times, but lasts for 0 hours (until next tick) {x {CSteal Energy{x: Single hit spell, does damage and gives the caster +200 mana per cast, stacks up to 5 times, but lasts for 0 hours (until next tick) {x {CSteal Endurance{x: Single hit spell, does damage and gives the caster +200 move per cast, stacks up to 5 times, but lasts for 0 hours (until next tick) ~ E wizard_skill_levels~ L1: {WLightning Bolt{x, {BIce Spikes{x, {yStone Dagger{x L5: {RFlare{x, {WBlinding Flash{x, {BBlurred Vision{x L10: {RFire Storm{x, {WLightning Javelin{x, {BMaelstrom{x L15: {RFireball{x, {WLightning Storm{x, {yGlowstone{x L20: {WArc Lightning{x, {WArmor of Mist{x, {yDragon's Stomp{x L25: {RFlame Burst{x, {WVapor Blade{x, {WLightning Strike{x, {BIcy Touch{x L30: {WInvoke Lightning{x, {BFrigid Armor{x, {RBlazing Aura{x L35: {RDouble Dragon{x, {yObsidian Flame{x, {RStar Burst{x L40: {RLava Font{x, {WEnervating Charge{x, {BShard Storm{x, {yEruption{x L45: {RLiquid Flame{x, {yEbon Hawk{x, {WToxic Gale{x L50: {RFire Attunement{x, {WAir Attunement{x, {BWater Attunement{x, {yEarth Attunement{x, {BIcy Veins{x, {yAftershock{x {x L55: {WGale{x, {yStoning{x, {WChannel Lightning{x {x L60: {RSearing Flames{x, {RMelt Ground{x, {RSolidify{x, {WElectrify{x, {WDisperse{x, {BFog{x, {BDispel{x, {yLandslide{x, {yHarden Earth{x L65: {WLightning Hammer{x, {RLava Splash{x, {WStatic{x, {yStoneflesh {yAura{x L70: {RConjure Flame{x, {WConjure Lightning{x, {BConjure Water{x, {yConjure Earth{x, {BEntomb{x {x L75: {yEarthen Shackles{x, {RPower Word: Flame{x, {BPower Word: {BFreeze{x, {WPower Word: Shock{x, {yPower Word: Quake{x {x L80: {BMirror of Ice{x, {RFlame Wreath{x, {RCall Flames{x, {WShock{x, {BShatter{x, {BWater Phantom{x, {yMarsh Gases{x L85: {RLava Surge{x, {WIncapacitate{x, {WLightning Surge{x, {BWater {BDragon{x, {yQuicksand{x L90: {RSavannah Heat{x, {BDeep Freeze{x, {RBlack Fire{x, {WRide the {WLightning{x, {BDrown{x, {yMolten Earth{x L91: {RPhoenix{x, {ySandstorm{x, {RDragon's Breath{x, {BMist Form{x, {yObsidian Flesh{x, {yRain Boulders{x {RFire{x {BWater{x {WAir{x {yEarth{x ~ E drow_racial~ {xDrow: {COrb of Shadows{x (skill, darkens the room) {x >Assassin: {CCold Bloo{xd (skill, chance to instantly kill the target) {x >Necromancer: {CUnholy Cleric{x (spell, summons an unholy cleric from a {x corpse, one that heals the caster and smites enemies) {x >Priest: {CShadow of Hope{x (skill, if affected by blindness/fire breath, {x or the room is affected by Orb of Shadows, they take less {x damage with every hit) {x >Wizard: {CPower Surge{x (spell, target takes damage and gets a 0 hour {x debuff, when it wears off they get a debuff that causes {x them to take +25% damage from spells) {x >Warrior: {CBlindfighting{x (skill, boosts hit/dam in combat when the room {x is affected by Orb of Shadows) ~ E pixie_racial~ {xPixie: {CPixie Dust{x (skill, boosts target's stats by +2) {x >Assassin: {CFootloose{x (skill, increases the user's dodge chance) {x >Necromancer: {CGlamour{x (spell, changes the short/long of the undead {x minion to a different mob, player has to choose from {x a list [dragon, black wolf, phoenix], but each minion {x has a specific mob only they can turn into [warrior -> {x drow warrior, mage -> elf wizard, abomination -> minotaur, {x assassin -> pixie assassin]) {x >Priest: {CGlitter{x (skill, target's first spell/skill heals the user, {x but they have to be affected by Pixie Dust) {x >Wizard: {CTransfigure{x (spell, change the target into a mob from a set {x list, stats and damage are modified depending on what the mob {x is transformed into) {x >Warrior: {CKnee Gouge{x (skill, deals damage and causes cripple) ~ E black_orc_racial~ {xBlack Orc: {CBlood Frenzy{x (skill, boosts hp/armor/damroll) {x >Assassin: {CCarnage{x (skill, black orc assassion version of unsuspecting {x strike) {x >Necromancer: {CLife in Death{x (skill, if a group member dies and the {x caster does not not have a minion, one is created) {x >Priest: {CPower of Blood{x (skill, if affected by bleeding, boosts the {x caster's spell damage) {x >Wizard: {CWay of Blood{x (spell, deals 2-3x damage if user is affected {x by Blood Frenzy, otherwise costs 10% of the user's current {x hp to deal 110% damage) {x >Warrior: {CMortal Wound{x (skill, if user is affected by Blood Frenzy, {x the skill is a guaranteed crit, useable in combat) ~ E zergling_racial~ {xZergling: {CCannibalize{x (skill, consume a corpse to heal) {x >Assassin: {CLightning Reflexes{x (skill, gives +1-2 attacks per turn) {x >Necromancer: {CRip Enchantment{x (spell, removes one beneficial spell from {x the target and deals damage) {x >Priest: {CMirror of Pain{x (spell, reflects so much damage back to the {x attacker, goes up with level) {x >Wizard: {CTremors{x (spell, deals earth damage to the target, removes {x flying) {x >Warrior: {CBrutal Mauling{x (skill, hits 1-4 times (4 times at level 91), {x inflicts bleeding and causes target to take extra damage from {x physical attacks, before combat only) ~ E shadow_racial~ {xShadow: {CSkulk{x (skill, hide, next attack deals 50% extra damage) {x >Assassin: {CShadow Strike{x (skill, player must be skulking, hits twice) {x{x >Necromancer: {CBorn of Shadows{x (skill, passive, if minion dies there is {x a chance the minion is created again and rebound to the {x necromancer) {x >Priest: {CSummon Shadows{x (spell, summons a shadow fiend for level / 10 {x ticks that assists the caster) {x >Wizard: {CPoison Mist{x (spell, deals damage, causes poison) {x >Warrior: {CBypass Armor{x (skill, gives all attacks a small chance to deal {x full, unmitigated damage) ~ E demon_racial~ {xDemon: {CUnholy Touch{x (skill, target deals 50% less damage) {x >Assassin: {CTouch of Woe{x (skill, deals damage for every negative {x effect on the target) {x >Necromancer: {CSummon Imp{x (spell, summons an imp that lasts for half {x the player's level, damage/stats scale with the caster's {x level) {x >Priest: {CShadow Word: Death{x (spell, if target is below 10% health, {x the spell instantly kills them, otherwise the caster takes {x 25% of their max hp in damage) {x >Wizard: {CIllusion of Strength{x (spell, gives the mob a temporary hit {x point boost for a few turns, but when it wears off, it takes {x large damage) {x >Warrior: {CBlood Bath{x (skill, passive, user gets healed whenever they {x cut a body part off of a mob) ~ E angel_racial~ {xAngel: {CShielding Hands{x (spell, 1/2 damage taken) {x >Assassin: {CZealous Strike{x (skill, if target is below 15%, it has a {x great chance to finish them off, otherwise it's normal {x damage) {x >Necromancer: {CHoly Nova{x (spell, castable on minion, when they die {x they deal area holy damage and inflict blindness) {x >Priest: {CDivine Wisdom{x (skill, gives a large mana pool boost) {x >Wizard: {CHeavenly Flames{x (spell, deals holy damage and makes target {x take extra holy damage) {x >Warrior: {CHeavenly Zeal{x (skill, conditional, makes all attacks deal {x less damage if victim's align < 250, no damage difference {x if victim's align > -250 and < 250, and extra damage if {x victim's align < -250) ~ E giant_racial~ Giant: {CGiant Stomp{x (skill, single target damage and stun) {x >Assassin: {CMutilate{x (skill, hits 2-3 hits, has an increased chance {x to crit) {x >Necromancer: {CAshes to Ashes{x (spell, sac the minion to fully heal the {x necromancer) {x >Priest: {CRaincaller{x (spell, removes negative spells from group) {x >Wizard: {CLightning Storm{x (spell, deals area lightning damage and {x causes blindness) {x >Warrior: {CThor's Hammer{x (spell, makes the warrior's mace attacks and {x regular attacks deal extra damage, but only works with a {x mace) ~ E dwarf_racial~ {xDwarf: {CStoneform{x (skill, heals the user and removes debuffs) {x >Assassin: {CBackhand{x (skill, does damage and lags the target for 1-2 {x turns) {x >Necromancer: {CBlood of the Master{x (spell, gives the undead minion a {x boost to their hp) {x >Priest: {CEarthen Protector{x (spell, summons a stone golem, can only be {x used in a mountain/underground sector) {x >Wizard: {CEbon Hawk{x (spell, if used outside of combat it deals double {x damage, but if in combat, it lags the target for 1 round) {x >Warrior: {CDrunken Brawl{x (skill, normal damage while sober, but if drunk, {x it deals 2-3x damage) ~ E elf_racial~ Elf: {CCamouflage{x (skill, guaranteed flee and heals the user) {x >Assassin: {CConcealed Weapon{x (skill, damage bonus for the skill, {x causes bleeding, can only be used out of combat) {x >Necromancer: {CStrength{x of the Master (spell, gives the undead minion {x a boost to their damage) {x >Priest: {CEnergy Bloom{x (skill, restores mana if they are outside) {x >Wizard: {CEntangling Roots{x (spell, keeps target from moving, lowers {x their chance to dodge, outdoors only) {x >Warrior: {CAmbush{x (skill, surprise attack that lags the target for {x x seconds, before combat only) ~ E human_racial~ Human: {CTest of Courage{x (skill, for every group member, all members gain {x stats, hp, ac, and damroll, small amounts) {x >Assassin: {CCruelty{x (skill, gives all assassin skills a chance to give {x +1 attack) {x >Necromancer: {CThirst for Power{x (passive skill, gives undead minions {x a boost to hp, damroll, armor) {x >Priest: {CMatryrdom{x (skill, chance to revive player where they were {x with a low percentage of hp and mana) {x >Wizard: {CArcane Mastery{x (skill, restores 5-15% of the caster's {x mana every tick) {x >Warrior: {CZealot's Cry{x (skill, boosts hp and damroll at the cost of {x armor) ~ E assassin_deadly_arts~ {W Deadly Arts{x {CToxicity{x: If target is poisoned, they take a medium amount of damage {CToxic Shock{x: If target is poisoned, they are stunned and combat ends {CTendon Rip{x: If target is affected by cripple, they get their move reduced to 0, cannot leave the room, and cannot dodge {CHemorrhage{x: If target is bleeding, they take double damage from Hemorrage, and all extra attacks deal 10% extra damage {CPreparation{x: Gives the player a large dexterity bonus and gives them +1 attack per turn {CRupture{x: Deals low damage and inflicts bleeding, can be used in combat {CGarotte{x: Deals high damage and causes bleeding, can only be used out of combat {CSinister Strike{x: Deals medium damage, useable in combat, has a large chance to crit if the target is affected by poison, weaken, cripple, or chill touch {CShiv{x: Does the player's level as damage and automatically applies poison {CCheap Shot{x: Stuns the target, but combat doesn't end, and the target takes 25% extra damage for the first round, only useable out of combat {CKidney Shot{x: Stuns the target, but combat doesn't end, and the target takes 10% extra damage for the first round, can only be used if the target is poisoned {CScorpion Wire{x: Places a debuff on the mob that lasts until combat ends or they flee, when they flee, it stuns them and deals low damage, can only be used before combat New: {CPinpoint Accuracy{x: Gives the user a large hitroll/dex boost {CSharpen Daggers{x: Gives the user's attacks the ability to cause bleeding, roughly a 10% chance per attack **{CCritical Eye{x: While Critical Eye is active, all attack skills heal the user by a small amount (ch->level * 1.10 at most) **{CUnending Assault{x: While Unending Assault is active, all attack skills cost 0 movement **{CJagged Blades{x: While Jagged Blades is active, all attack skills do 115% more damage but cost cost a static 50 move per skill **{CShadow Form{x: While Shadow Form is active, all damage taken is reduced by 75%, but all buffs are stripped upon using it, the user deals 45% of normal damage, and when Shadow Form wears off, they lose all but 25% of their max hp **{CMaster Assassin{x: While Master Assassin is active, regular attacks cannot miss or be dodged (parry/block still applies) and have an increased chance to crit **{CHidden Blade{x: While Hidden Blade is active, the assassin gets +1 attack/turn and attack skills deal 110-125% more damage **{CWhirling Defense{x: While Whirling Defense is active, the assassin has a greatly increased chance to parry/dodge, but only gets 1 attack per turn per weapon and attack skills cannot be used **{CGuided by Fate{x: While Guided by Fate is active, all dagger skills never miss, but do 10% less damage {CSmoke Screen{x: Ends combat, allowing the assassin to use directional commands to flee rather than the 'flee' command, no exp penalty unless the skill fails or the assassion tries to go a direction that isn't linked ** Only one of these skills can be active at any given time ~ E assassin_poisons~ {W Poisons{x >Damage Increasing Poisons {CSensitivity Poison{x: Target takes 2.5% more damage in combat, stacks up to 5 times (for +12.5%) {CSusceptibility Poison{x: Target takes 5% more damage in combat, stacks up to 5 times (for +25%) {CVulnerability Poison{x: Target takes 10% more damage in combat, stacks up to 5 times (for +50%) {CDeadly Poison{x: Target takes 20% more damage in combat, stacks up to 5 times (up to +100%) {x >Skill Affecting Poisons {CInstability Poison{x: Target has a 20% chance to stumble when using attack skills (stumble = failed attack, lag for 2 turns) {CMind-Ripping Poison{x: Target has a 25% chance to fail spells, and successful spells cost double mana {CDisorienting Poison{x: Target has a 50% chance to target themselves with attack skills {CMind-Numbing Poison{x: Target has a 30% chance to backfire with all spells, casting it on themselves instead >Damage Dealing Poisons {CInstant Poison{x: Deals damage on application, nothing fancy {CStandard Poison{x: Deals damage on application, upgrade to Instant Poison {CStinging Poison{x: Deals damage on application, upgrade to Standard Poison {CMalicious Poison{x: Deals damage on application, upgrade to Stinging Poison {CInfectious Poison{x: Deals damage on application, upgrade to Malicious Poison {CAggressive Poison{x: Deals low damage upon application, but damage doubles every application, capping at somewhere between 250-500 per application, upgrade to Infectious Poison {x >Affect Causing Poisons {CSlowing Poison{x: Drains 5% of the target's move every time they move or every turn in combat, makes fleeing 50% harder, can only be applied once {CBlinding Poison{x: Upon application, reduces target's hitroll to 0 and prevents them from parrying/dodging/blocking {CParalytic Poison{x: Chance to stun the target and end combat {CSlow-Acting Poison{x: Applies the poison for 0 ticks, but does nothing until the very end, once it wears off, the player is affected by weaken and loses 2 attacks per turn {CDebilitating Poison{x: Greatly lowers target's strength, and makes them unable to wield weapons or hold items ~ E warrior_staff_skills~ {W Staff Skills{x {CBlock{x: Lasts for 0 ticks, gives the player a 50% chance to block all incoming attacks, useable in combat {CStrike{x: Single hit, high damage, has a chance to instantly kill the target, useable in combat {CKnockout{x: Stuns the target and ends combat, does low damage, useable in combat {CBlur{x: Randomly hit the target with 1-5 attacks, useable in combat {CHaft Strike{x: Single hit, low lag, useable in combat {CRampage{x: Three high damage hits, high mv cost, only useable before combat {CCripple{x: Single hit, medium damage, inflicts cripple on the target or reduces target's move New: {CSpinebreaker{x: Single hit skill, has a chance to deal 300% damage, useable in combat {CBone Cracker{x: Single hit skill, high damage, but causes no special conditions or effects {CThrash{x: Single target skill, has a chance to hit up to three times ~ E warrior_polearm_skills~ {CFrenzied Blade{x: Single hit skill, has a chance to deal 300% damage, useable in combat {CTri-Attack{x: Hits the target up to 3 times, each hit dealing normal weapon damage, cases no special effects or conditions {CPierce Armor{x: Single hit skill, lowers the AC of the target {CPierce Muscle{x: Single hit skill, lowers the strength and physical damage of the target {CWide Cleave{x: Single hit skill, lags the target for 3 seconds if it hits ~ E weapon_checks~ /*** 0 {"exotic", WEAPON_EXOTIC, TRUE}, 1 {"sword", WEAPON_SWORD, TRUE}, 2 {"dagger", WEAPON_DAGGER, TRUE}, 3 {"spear", WEAPON_SPEAR, TRUE}, 4 {"mace", WEAPON_MACE, TRUE}, 5 {"axe", WEAPON_AXE, TRUE}, 6 {"flail", WEAPON_FLAIL, TRUE}, 7 {"whip", WEAPON_WHIP, TRUE}, 8 {"polearm", WEAPON_POLEARM, TRUE}, 9 {"staff", WEAPON_STAVES, TRUE}, 10 {NULL, 0, 0} ***/ ~ E dam_types~ NONE, BASH, PIERCE, SLASH, FIRE, COLD, LIGHT, ACID, POISON, NEGATIVE, HOLY, ENERGY, MENTAL, DISEASE, DROWNING, LIGHTNING, OTHER, HARM, CHARM, AND SOUND ~ E necromancer_buff_spells~ {W Buff Spells{x {CUnholy Strength{x: Gives level-based str and damroll bonuses to target, at the cost of 5% of the player's max health {CAura of Unholy Might{x: Gives target a 15% damage boost {CBlood Renewal{x: Player sacrifices 25% of max hp to give target the Blood Renewal effect, healing 5% of their max hp every tick and then at the end, healing them for caster's level * 3. {CFlesh of the Undead{x: Target gains a large amount of hp added to their max, player sacrifices 20% of their maximum hp to cast {CVampiric Strength{x: Target's melee attacks steal 5% of the damage dealt per attack ~ E necromancer_corpse_spells~ {W Necromancer Corpse Spells{x {CConsume Corpse{x: Requires a corpse, heals player's hp/mana, destroys the corpse afterwards {CPutrid Explosion{x: Requires a corpse, high area damage, destroys the corpse afterwards {CRitual Eviscerate{x: Eviscerates a corpse, giving the caster a 50% damage boost to their spells for 1 hour (2 ticks) {CRitual Sacrifice{x: Sacrifices a corpse, giving the caster 10% more mana, hp, move for 1 hour (2 ticks) {CBody Harvest{x: Sacrifices a corpse, but harvests a few different body parts from it (arms, legs, fangs, etc) for use in a few different spells {x New: {CBlack Wind{x: Sacrifices a corpse to create a black wind that plagues the entire room, the plague makes all affected mobs/players take extra damage from necromancer spells but boosts their damage by a fair amount {x {CBlack Plague{x: Sacrifices a corpse to plague a single target, decreasing their hp/mana/move by a fair amount {x {CImmunity{x: Sacrifices a corpse to make the caster (or target?) immune to all plague and poison effects {x {CBone Shards{x: Sacrifice a corpse to spray the target with bone shards, blinding and weakening them and causing damage based on the corpse's level {x {CBleed Corpse{x: Bleeds a corpse, prior to embalming it, to create a "jar of blood" that is a potion, heals the user's hp, mana, and move (heal, restore mana, refresh?) ~ E priest_index~ priest_holy_spells priest_unholy_spells priest_healing_spells ~ E necromancer_index~ necromancer_corpse_spells necromancer_curse necromancer_blood_spells necromancer_buff_spells necromancer_death_spells ~ E wizard_index~ wizard_fire_spells wizard_air_spells wizard_water_spells wizard_earth_spells wizard_buff_spells wizard_glyphs ~ E assassin_index~ assassin_dagger_skills assassin_shadow_arts assassin_poisons assassin_deadly_arts ~ E warrior_whip_skills~ {W Whip Attacks{x {CWhip Lash{x: Single hit, normal damage, useable in combat {CStumble{x: Single hit, normal damage, chance to lag opponent for 1 turn {CStinging Snap{x: Single hit, low damage, low lag, useable in combat {CWound{x: Single hit, high damage, only useable before combat, has a chance to deal double damage {CWeapon Snatch{x: Single hit, low damage, chance to snatch the enemy's weapon and put it in user's inv, only useable with small weapons (daggers and such) {CEntangle{x: Single hit, normal damage, prevents use of multi-hit attack skills New: {CPrecision Strike{x: Single hit skill, has a chance to deal 300% damage, useable in combat {CCrack Armor{x: Single hit skill, lowers the AC of the target {CDisrupt{x: Single hit skill, lowers the saves of the target {CDraining Snap{x: Single hit skill, lowers the move of the target {CBlinding Snap{x: Single hit skill, lowers the hitroll of the target ~ E warrior_flail_skills~ {W Flail Attacks{x {CSmash{x: Single hit, normal damage, useable in combat {CUnderhand Swing{x: Single hit, normal damage, useable in combat, chance to lag the enemy for 1 turn, useable in combat {CRending Sweep{x: Single hit, normal damage, causes bleeding and lowers AC of enemy by 100, useable in combat {CWearying Strike{x: Single hit, normal damage, causes weaken, useable in combat {CChest Thumper{x: Single hit, normal damage, has a chance to stun target, useable in combat {CMaim{x: Three hits, high damage, has a chance to disarm weapons and shield, causes bleeding and weaken, only useable before combat New: {CMaul{x: Single hit skill, has a chance to deal 300% damage, useable in combat {CFrenzied Mauling{x: Single target skill, hits up to 3 times, gets an extra attack and a damage boost at 100% (note: hard to improve) ~ E warrior_general_skills~ {W General Skills{x {CRiposte{x: Any weapon required, block the next attack and deal full weapon damage {CDeadly Riposte{x: Any weapon required, like riposte but has a chance to deal 4x damage {CThrill of Victory{x: Single hit, bonus damage if enemy is below 50% health, lower damage compared to Final Thrust and Executioner's Strike {CLion's Comfort{x: Not an attack skill, but it heals the warrior, useable in combat {CPower Attack{x: Single hit, bonus damage with any weapon, useable in combat {CLeviathan's Sweep{x: Single hit, bonus damage if user size > target size, useable in combat New: {CFury{x: Hits the target 3 times, accuracy is dependant on weapon skill, gets a damage boost and an extra hit once it is at 100% (note: hard to improve) {CBloodlust{x: If target is bleeding, deal 300% weapon damage to the target, otherwise no effect {CInspiration{x: Reduces the movement cost of all warrior skills {CHeroic Valor{x: Boosts the user's movement and hp {CDefend{x: Gives the user an improved dodge, parry, and shield block chance {CCry of Haste{x: Gives the warrior +2 attacks per turn {CCry of Power{x: Gives the warrior +25% damage with skills ~ E warrior_flail_skills~ {W Flail Attacks{x {CSmash{x: Single hit, normal damage, useable in combat {CUnderhand Swing{x: Single hit, normal damage, useable in combat, chance to lag the enemy for 1 turn, useable in combat {CRending Sweep{x: Single hit, normal damage, causes bleeding and lowers AC of enemy by 100, useable in combat {CWearying Strike{x: Single hit, normal damage, causes weaken, useable in combat {CChest Thumper{x: Single hit, normal damage, has a chance to stun target, useable in combat {CMaim{x: Three hits, high damage, has a chance to disarm weapons and shield, causes bleeding and weaken, only useable before combat ~ E warrior_mace_skills~ {W Mace Attacks{x {CStaggering Blow{x: Single hit, high damage, high mv cost, causes weaken to enemy, useable in combat {CEarth Shaker{x: Area hit, medium damage, costs both mana and mv, useable in combat {COverbearing Smash{x: Single hit, high damage, high mv cost, if target has weaken, it cannot be dodged/parried/blocked, useable in combat {CMace Bash{x: Single hit, normal damage, medium mv cost, low lag, useable in combat {CDevastating Blow{x: Single hit, high damage, high mv cost, chance to instant kill, only useable before combat {CCrushing Blow{x: Single hit, high damage, high mv cost, chance to disarm target and keep them from wielding anything for 3 turns, useable in combat New: {CAimed Blow{x: Single hit skill, has a chance to deal 300% damage, can be used in combat {CBrutal Swing{x: Single hit skill, if it misses, the user gets disarmed (drops their weapon) {CWild Blow{x: Single target skill, has a chance to hit up to three times {CBone Crush{x: Single hit skill, no special effects {CFurious Hammer{x: Single hit skill, causes weaken to target ~ E warrior_dagger_skills~ {W Dagger Attacks{x {CDeath Blossom{x: Area dagger attack, medium damage, useable in combat {CSpider's Kiss{x: Single hit, low damage, inflicts poison on target {CBlack Mantis Thrust{x: Single hit, low damage, inflicts cripple if target is poisoned {CUnsuspecting Strike{x: Single hit, high damage if target is above 90%, otherwise low damage, only useable before combat {CDesperate Strike{x: Single hit, damage inversely corresponds to user's hp (high hp -> low dmg, low hp -> high dmg), useable in combat {C{CFox Fangs{x: Two hits, low damage, low lag, useable in combat {CRepeating Strike{x: Single hit, low damage, high chance to trigger another Repeating Strike, but chance to scale drops dramatically with each successful strike {CWild Strike{x: Weapon damage, no modifiers, chance to hit up to 3 times New: {CSwordbreak{x: If target is wielding a sword, this skill has a low chance to break the sword (qeq not included) {CHeartstab{x: Single hit skill, has a chance to deal 300% damage, useable in combat {CTwin Wounds{x: Single target skill, hits twice, causes two bleeding effects {COverwhelming Blades{x: Single target skill, hits twice, and both hits are critical hits {CPoisoned Wounds{x: Single target skill, hits twice, causes two poison effects {CValorous Strike{x: Single hit skill, never misses once at 80% or higher, but does less damage {CSneak Attack{x: Single target skill, always a critical hit, and hits up to 3 times, can only be used out of combat ~ E warrior_sword_skills~ {W Sword Attacks{x {CDragon Slash{x: Two hits, large damage, one physical and one fire, only useable before combat {CSun and Moon Slash{x: Two hits, -15% damage on each hit, useable in combat {CHundred Blades{x: The next 5 attacks strike twice, only useable before combat {CPure Strike{x: Single hit, normal damage, never misses and cannot be blocked/parried/dodged, useable in combat {CSteelfang Slash{x: Single hit, normal damage, has a chance to knock down enemy (lag for x turns) {CHamstring{x: Single hit, normal damage, inflicts Cripple (300% movement costs for everything, -50% chance to flee) {CStanding Slash{x: Single hit, normal damage, low lag {CFinal Thrust{x: Single hit, conditional damage - if it hits, opponent loses 25% health, if it misses, user is lagged and drops mainhand weapon New: {CSever Artery{x: Single hit skill, has a chance to deal 300% damage, can be used in combat {CTendon Slash{x: If target is affected by cripple, this skill knocks the target down and lags them for 6 seconds, as well as preventing them from dodging and fleeing {CCrosslash{x: Two hit skill, similar to Sun and Moon Slash, but has a chance to stun the target {CWild Slash{x: Single target skill, has a chance to hit up to three times {CGuardian Strike{x: Single hit skill, no special effects {CShattering Strike{x: Single hit skill, reduces AC of the target {CTargeted Slash{x: Single target skill, has a chance to hit twice {CStunning Strike{x: Single hit skill, has a chance to stun the target ~ E warrior_axe_skills~ {W Axe Attacks{x {CAxe Rake{x: Single hit, normal damage, keeps enemy from dodging for 3 turns, useable in combat {CCleave{x: Single hit, medium damage, useable in combat {CAxe Twist{x: Single hit, normal damage, chance to disarm, useable in combat {CSwift Chop{x: Single hit, low damage, low lag, useable in combat {CFrost Edge{x: Single hit, cold based damage, useable in combat {CKeen Chop{x: Single hit, guaranteed critical hit, only useable before combat {CExecutioner's Strike{x: Single hit, bonus damage if enemy is below 20% health {CDismember{x: Single hit, normal damage, keeps enemy from parrying for 3 turns, useable in combat New: {CEviscerate{x: Single hit skill, has a chance to deal 300% damage, useable in combat {COverhead Cleave{x: Single hit skill, has a chance to disarm the target, but can also backfire and disarm the user as well {CWild Cleave{x: Single target skill, has a chance to hit up to three times {CCrippling Cleave{x: Single target skill, causes cripple {CHew Armor{x: Single target skill, lowers the AC of the target {CAxe Rampage{x: Single target skill, hits up to 3 times, gets an extra attack and a damage boost at 100% (note: hard to improve) {CAggression{x: Gives the warrior +1 attack per turn while wielding an axe, but reduces AC by 15% {COverwhelming Axe{x: Single hit skill, always a critical hit if it lands ~ E warrior_spear_skills~ {W Spear Attacks{x {CImpale{x: Single hit, large attack, only useable before combat {CSkewer{x: Single hit, medium attack, useable in combat {CSpear Swipe{x: Single hit, useable in combat, gives some kind of neg. effect {CSwift Strike{x: Single hit, useable in combat, large chance to crit {CVicious Thrust{x: Single hit, chance to disembowel enemy (lots of damage + bleeding), only useable out of combat {CMighty Spear{x: Single hit, low damage, low lag {CSpear of Lightning{x: Single hit, lightning based damage, useable in combat {CWild Strike{x: Weapon damage, no modifiers, chance to hit up to 3 times New: {CCritical Thrust{x: Single hit skill, has a chance to deal 300% damage, useable in combat {CFluid Strike{x: Single hit skill, no special effects {CWeakening Strike{x: Single hit skill, has a chance to cause weaken {CWounding Strike{x: Single hit skill, causes bleeding {CDestined Spear{x: Always hits at 80% or higher, but does lower damage compared to other spear skills ~ E warrior_stances~ {W Warrior Stances{x {CFlashing Blades{x: Block the next 2 attacks and return player level * 2 damage to the enemy on each block, useable in combat {CBerserker Stance{x: Gives +1 attack per turn, player takes 25% more damage from weapons, useable in combat {CBurst of Aggression{x: Gives +2 attacks per turn for 2 turns, then inflicts weakness and slow on player, useable in combat {CFrenzy{x: Gives +1 attack per turn, but player deals 25% less damage with weapons, useable in combat {CShield Stance{x: Gives a large AC boost, but gives -1 attack per turn, useable in combat {CEnraging Charge{x: Gives +2 attacks on the "kill" command, or doubles damage of the next skill used, only useable before combat ~ E warrior_index~ warrior_axe_skills warrior_dagger_skills warrior_flail_skills warrior_general_skills warrior_mace_skills warrior_polearm_skills warrior_spear_skills warrior_staff_skills warrior_sword_skills warrior_whip_skills warrior_shield_skills warrior_shouts warrior_stances ~ E warrior_shouts~ {W Warrior Shouts{x {C"Time to Die!"{x: Bonuses to hit and dam for party, reduces hit and dam of opponent, only works if enemy is below 50% {C"Watch Yourself!"{x: Gives a large AC bonus to the party, but has a short duration. {C"Watch the Casters!"{x: Gives a large saves bonus to the party, but has a short duration {C"Go for the Eyes!"{x: Gives the party extra chance to crit with their next skill (war/assassins only) {C"We Shall Succeed!"{x: Gives the entire party a 15% damage boost for their next x attacks {C"Regroup!"{x: Heals the party for a low amount and gives a small AC/saves boost {C"Victory is Ours!"{x: Restores hp/mana/mv to the party if target is below 15% {C"Never Give Up!"{x: Restores mana to the party, a small amount {C"Never Retreat!"{x: Restores move to the party, a small amount {C"Never Surrender!"{x: Restores hp to the party, a small amount ~ E ac_values~ Max AC for armor should be: {WMin: Item Level / 3 Max: Item Level / 2{x Example: Level 60 piece of armor: 30-45 AC ~ E item_stats~ Item stats should be: {WHit/Dam: +15{x {WAC: -50 or above{x {WStats: +/- 2{x {WHP max: +50{x {WMana/Move max: +100{x {WSaves: -5{x ~ E weapon_dice~ Weapon dice should be (see chart below): {WAvg damage: Weapon Level - 5{x {W[level] d 1{x ~ E wizard_spells~ List of wizard spell ideas: ~ E necromancer_spells~ List of necromancer spell ideas: ~ E priest_spells~ List of priest spell ideas: ~ E misc_ideas~ Signet rings Clan ideas Race skills Divide skills for every class into subcategories and then change practice to reflect the changes (prac blood, prac all) Smother command: removes burning ~ E necromancer_curse~ {W Necromancer Curses{x {CAtrophy{x: Target deals 25% less damage with weapons and physical attacks {CMind Decay{x: Target deals 25% less damage with spells and magical attacks {CBarbs{x: Target takes 25% more damage from physical attacks {CSoul Barbs{x: Target takes 25% more damage from magical attacks and spells {CDesecrate Enchantments{x: Deals damage for every buff spell on the target {CFaintheartedness{x: Target gets -2 attacks per turn {CInsidious Parasite{x: Every turn, you steal 15-20 hp from the target {CParasitic Bond{x: Does nothing for 10 turns, but when it wears off, you steal life from the target and heal yourself {CPrice of Failure{x: Target loses -50% hitroll and takes damage every time an attack misses {CReckless Haste{x: Target gets +2 attacks per turn, but loses 50% of its accuracy {CTargetted Decay{x: Target cannot block {CGrasp of the Dead{x: Target cannot dodge {CShadow of Fear{x: Target cannot parry {CUlcerous Lungs{x: Target takes damage every time it uses a shout New: {CWeaken Knees{x: Fleeing is 50% harder, attack skills cost 300% more movement, and if the target is hit with anything that inflicts cripple, they are lagged for 6 seconds {x {CMarked by Death{x: Target takes 10% more damage from necromancer spells only {x {CShadow of Death{x: The spell gives all necromancer spells that hit the target a chance to go off twice (like a necro version of doublecast, only dependant on this spell to work) {x {CCurse of Death{x: Death Spells (Sorrow, Death Nova, Bitter Chill, Seed of Death, Steal Vit/End/Ene) hit the target 10% harder and steal 10% more hp/move/mana ~ E necromancer_blood_spells~ {W Blood Magic{x {CVampiric Gaze{x: Single hit spell, heals player for damage dealt {CTouch of Decay{x: Single hit spell, heals player for 50% of damage dealt {CUnholy Feast{x: Steals life from every enemy player is fighting {CSoul Leech{x: Steals life from target whenever they cast a spell {CRavenous Gaze{x: Steal life from target; if player's hp is below 50%, the spell hits 50% harder {CDark Bond{x: Transfer 75% of all damage taken to the player's undead minion {CTransferrence{x: Transfer 2 negative spells to the player's undead minion {CBlood is Power{x: Sacrifice 25% of the player's max hp to restore 20% of someone else's mapa, player to player only {CCultist's Fervor{x: Spells cost 5 less energy, but player takes 2% of their max hp in damage every time they cast a spell, lasts for 5 spells {CRain of Blood{x: Sacrifices 10% of the caster's hp to deal area damage and inflict poison to the targets {CBlood Offering{x: Sacrifice 10% of the caster's hp to do one thing (randomly) out of a list: fully heal the caster, fully restore the caster's mana, boost stats by +2, boost hp/mana/move by +500, cause blood poisoning in the caster (takes 25% of current hp as damage every tick), lower their stats by -2, cause weakness/blindness, lower their hp/mana/move by -500 {CAcidic Blood{x: Sacrifice 5% of the caster's hp to deal high damage to a single target and put a debuff on them that increases physical damage taken {CSteal Blood{x: Steals blood from the target, reducing their hp by a certain amount and boosting the caster's by the same amount (-500 from the target, +500 to the caster, for example) {CVampiric Shield{x: Places a buff on the caster that has a chance to lower the damage from an incoming attack by 10% and heal the caster for that amount {CAgony{x: Sacrifice 5% of the caster's hp to deal high damage to a single target and cause them to take 5% of their max hp as damage every tick {CBlood Bond{x: Transfers any negative stat-reducing effect from the caster to the target, at the cost of 2% of the caster's hp per effect (poison, weakness, etc) {CDark Pact{x: Sacrifice 10% of the caster's hp to deal damage to the target, no special effects ~ E wizard_fire_spells~ {W Fire Spells{x {CFlare{x: Single hit spell, fire damage, usable in combat {CFlame Burst{x: Single hit fire spell, upgrade to Flare {CLava Font{x: Single hit fire spell, upgrade to Flame Burst {CPhoenix{x: Damages the caster and the target, though the target takes more fire damage {CConjure Flame{x: Caster's physical hits turn to fire damage {CFire Attunement{x: Heals the caster every time a fire spell is cast, and restores 25% of the mana cost back to the caster {CFireball{x: Single fire hit to the target, but everyone else in the room gets dealt 50% of the damage due to the explosion {CFire Storm{x: Fire area damage, like Blizzard, hits the entire room {CDouble Dragon{x: Two large hits, one fire and one earth, only useable before combat {CLiquid Flame{x: Single hit fire damage spell, but if followed with a water magic spell, the fire spreads and amplifies the spell's damage or duration by 50% {CSearing Flames{x: Area fire damage, sets everyone in the room on fire (burning: deals heavy fire damage every turn, or 3 secs) {CSavannah Heat{x: Single hit fire spell, but can be chained together; each consecutive cast deals 20% more damage, capping at +100%, but once another spell is cast, the chain is broken; mana cost goes up by 20% with every chain as well New: {CPower Word: Flame{x: Single hit fire spell, sets the target on fire for 0 ticks {CBlazing Aura{x: Places a buff on the target that gives a small chance to set attackers on fire for 0 ticks {CStar Burst{x: Single target fire damage spell, causes weaken and blindness {CFlame Wreath{x: Area fire damage, places a debuff on the targets that increase fire damage they take by 25%, can only be used out of combat {CBlack Fire{x: Single target fire spell that puts a debuff on the target, if they die with the debuff on them, no corpse is left behind and any gold/items are dropped in the room instead {CDragon's Breath{x: Single target fire spell, has a small chance to instantly kill and has a chance to destroy pouches and act like the Heat Metal spell {CMelt Ground{x: Adds a 'lava' flag to the room, which damages everyone entering or leaving it, and damages all mobs/players in the room every tick {CLava Splash{x: Single target fire spell, high damage, can only be cast when the 'lava' flag is active {CCall Flames{x: Single target fire spell, high damage, can only be cast when the 'lava' flag is active, if the caster is below 50% health, the spell gets a 25% damage boost {CLava Surge{x: Single target fire spell, high damage, can only be case when the 'lava' flag is active, upgrade to Lava Splash {CSolidify{x: Removes the 'lava' flag, does no damage and has no other effects ~ E wizard_air_spells~ {W Air Spells{x {CBlinding Flash{x: Does no damage, but reduces hitroll of target by a large amount {CLightning Bolt{x: Single hit air damage spell, useable in combat {CArc Lightning{x: Single hit air damage spell, upgrade to Lightning Bolt {CInvoke Lightning{x: Single hit air damage spell, upgrade to Arc Lightning {CAir Attunement{x: Heals the caster every time an air spell is cast, and restores 25% of the mana cost back to the caster {CLightning Javeline{x: Single hit air damage spell, low lag, usable in combat {CLightning Hammer{x: Single hit air damage spell, high dmg, chance to stun target {CConjure Lightning{x: Caster's physical attacks do air dmg {CEnervating Charge{x: Single hit air damage, medium damage, causes weaken to target {CLightning Storm{x: Area air damage, like Fire Storm {CGale{x: Does no damage, but has a chance to stun the target New: {CPower Word: Shock{x: Single hit air spell, does low damage, has a chance to disarm both weapons or stun the target for 1 turn if the target is unarmed {CRide the Lightning{x: Acts like a gate spell when you cast it on a mob, you get transported there and start combat with a high damage attack, can only be used outside of combat {CLightning Strike{x: Single target damage, if weather is cloudy, storming, etc, it deals 200% damage, otherwise it deals normal damage {CChannel Lightning{x: Puts a debuff on the target that increases the lightning damage they take by 25% {CIncapacitate{x: Stuns the target and deals heavy damage {CToxic Gale{x: Deals damage and poisons the target, plus has a chance to stun the target {CElectrify{x: Adds a 'shock' flag to the room, which damages all players/mobs in the room every tick {CStatic{x: Single target spell, deals medium damage, can only be cast if the 'shock' flag is active {CLightning Surge{x: Single target spell, deals high damage, can only be cast if the 'shock' flag is active, upgrade to Static {CShock{x: Single target spell, high damage, can only be cast if the 'shock' flag is active, if the caster is below 50% mana, the spell deals 25% more damage {CDisperse{x: Removes the 'shock' flag, does no damage and has no other effects ~ E wizard_water_spells~ {W Water Spells{x {CIce Spikes{x: Single hit water damage spell, useable in combat {CVapor Blade{x: Single hit water damage spell, upgrade to Ice Spikes {CShard Storm{x: Single hit water damage spell, upgrade to Vapor Blade {CConjure Frost{x: Caster's physical attacks do water damage {CWater Attunement{x: Heals the caster every time a water spell is cast, and restores 25% of the mana cost back to the caster {CArmor of Mist{x: Gives a large AC bonus to the caster {CFrigid Armor{x: Gives a large AC bonus and gives immunity to burning {CMirror of Ice{x: Reflects the next spell cast at the caster {CMaelstrom{x: Area water damage, like Fire Storm {CBlurred Vision{x: Target loses a large amount of hitroll {CDeep Freeze{x: Single hit water damage spell, but if the spell is followed by an earth damage spell, the target will take an additional 25% damage from the earth spell New: {CPower Word: Freeze{x: Single hit water spell, does low damage and places a 0 tick debuff on the target called 'Freeze' {CShatter{x: If target is affected by Freeze, this spell does 300% damage, otherwise it does 50% {CIcy Veins{x: Places a debuff on the target that makes the mob explode when they die, dealing area water damage to all mobs/players in the room {CIcy Touch{x: Single target spell, has a chance to stun the target {CEntomb{x: Puts a debuff on the target that prevents them from fleeing and deals 5% of their max health in damage every tick {CMist Form{x: Caster becomes immune to physical damage for 0 ticks, but cannot attack and takes 50% more damage from magic attacks {CFog{x: Adds a 'fog' flag to the room, which reduces the hitroll of everyone in the room by 35% and makes fleeing harder {CWater Phantom{x: Single target water spell, has a chance to lag the target for 3 seconds, can only be cast if the 'fog' flag is active {CWater Dragon{x: Hits the target 1-3 times with water damage, can only be cast if the 'fog' flag is active {CDrown{x: Single target spell, has a chance to deal 300% damage, can only be cast if the 'fog' flag is active {CDispel{x: Removes the 'fog' flag, does no damage and has no other effects ~ E wizard_earth_spells~ {W Earth Spells{x {CStone Dagger{x: Single hit earth damage spell, useable in combat {CGlowstone{x: Single hit earth damage spell, upgrade to Stone Dagger {CObsidian Flame{x: Single hit earth damage spell, upgrade to Glowstone {CEarth Attunement{x: Heals the caster every time an earth spell is cast, and restores 25% of the mana cost back to the caster {CConjure Earth{x: Caster's physical attacks do earth damage {CEbon Hawk{x: Single hit earth damage spell, causes weaken {CDragon's Stomp{x: Area earth damage, like Fire Storm {CSandstorm{x: Single hit earth spell, but can be chained together; each consecutive cast deals 20% more damage, capping at 100%, but once another spell is cast, the chain is broken; the mana cost goes up by 20% with every chain as well {CEarthen Shackles{x: If burning, target gets no attacks per turn in combat and cannot flee {CStoning{x: Single hit earth damage, stuns target if they are affected by weaken New: {CPower Word: Quake{x: Multi-hit earth spell, strikes the target up to 3 times, but each extra hit does -30% damage (100% for the first, 70% for the second, 40% for the third) {CEruption{x: Area earth damage, causes blindness to targets {CAftershock{x: Deals heavy earth damage to a single target, has a chance to lag them for 3 seconds {CRain Boulders{x: Single target earth damage, has a chance to deal 300% damage {CObsidian Flesh{x: Makes target immune to all negative spells and magic attacks for 0 ticks {CStoneflesh Aura{x: Reduces all damage taken by up to 30 per hit and makes the target immune to critical hits {CLandslide{x: Adds a 'muddy' flag to the room, which prevents fleeing and drains move from all players every tick {CMarsh Gases{x: Area earth damage, causes poison and blindness, can only be cast if the 'muddy' flag is active {CQuicksand{x: Target gets -2 attacks per turn and adds 3 seconds of lag to each skill used, can only be cast while 'muddy' is active and the debuff only has an effect while 'muddy' is active {CMolten Earth{x: Does no damage, but puts a debuff on the target that increases all fire damage they take by 25%, can only be cast while 'muddy' flag is active {CHarden Earth{x: Removes the 'muddy' flag, does no damage and has no other effects ~ E wizard_glyphs~ {W Glyphs{x {CGlyph of Energy{x: Reduces the mana cost of the next 2 spells by 25%, only useable before combat {CGlyph of Weakness{x: The next spell causes weaken for 5 ticks, only useable before combat {CGlyph of Burning{x: The next spell causes burning for 1 tick, only useable before combat {CGlyph of Restoration{x: The next 2 spells heal the caster for their level plus 400% of the mana cost, only useable before combat {CGlyph of Sacrifice{x: The next spell costs 5% of the caster's max hp instead of mana, can only be used before combat {CGlyph of Power{x: The next spell deals double damage, but has twice the mana cost ~ E assassin_dagger_skills~ {W Dagger Skills{x {CBlack Mantis Thrust{x: Single hit, low damage, inflicts cripple if target has a negative spell on them {CBlack Spider Strike{x: Single hit, low damage, inflicts poison if target has a negative spell on them {CGolden Fox Strike{x: Single hit, low damage, cannot be blocked, dodged, or parried {CGolden Phoenix Strike{x: Misses if you are not affected by haste {CHorns of the Ox{x: Two hits, low damage, large chance to stun target {CJagged Strike{x: Single hit, low damage, inflicts bleeding {CLotus Strike{x: Single hit, low damage, restores move equal to 2% of the damage dealt {CNine Tail Strike{x: Two hits, low damage, cannot be blocked, dodged, or parried {CDual Ox{x: Two hits, low damage, stuns target if they are affected by cripple {CShattering Assault{x: Two hits, low damage, removes one buff from target {CBlack Lotus Strike{x: One hit, low damage, removes up to 5 buffs from the target New: {CMuscle Rip{x: Single hit skill, low damage, inflicts weaken on the target {COverpower{x: Two hits, low damage, if target is affected by weaken, the skill does 150% damage with both hits {CTriple Pierce{x: Three hits, low damage, no special effects {CBlind Stab{x: Single hit, low damage, always hits if the assassin is blinded {CLow Strike{x: Single hit, low damage, inflicts cripple {CPerfect Strike{x: Single hit, low damage, never misses above 80% ~ E assassin_shadow_arts~ {W Shadow Arts{x {CBlinding Powder{x: Reduces hitroll of target by 50% for 5 turns, no damage {CCaltrops{x: Inflicts crippled on target, no damage {CFeigned Neutrality{x: Gives a large AC boost and heals the player, AC boost ends if they attack or use a skill {CWay of the Assassin{x: While wielding daggers, the player gets +2 attacks per turn {CAssassin's Promise{x: Spell, fully restores players mv if target dies within 3 turns of casting {CExpose Defenses{x: Target cannot block {CExpose Openings{x: Target cannot parry {CMantis Touch{x: Target cannot dodge {CSiphon Strength{x: Target deals 25% less damage, you deal +25% more damage to that target New: {CViper's Nest{x: Poisons the target, and then uses the Shadowstep skill {CEntangling Asp{x: If target is poisoned, this skill does double damage and prevents them from fleeing {CSap{x: Can only be used while sneaking, it forces the target to sleep, can only be used out of combat (would be useful if the 'aggressive' act flag worked) {CShadow Sight{x: A skill version of detect hidden {CShadow Watch{x: A skill version of detect invis {CBlinding Pain{x: Deals high damage, inflicts bleeding and blindness, then uses the Shadowstep skill, can only be used before combat {CShadowstep{x: Ends combat and forces the assassin to flee a random direction, if the victim is higher level than the assassin, the user is healed for a small amount {CBlackout{x: Inflicts blindness on both the target and the assassin for 1 tick {CSixth Sense{x: Allows the assassin to see even while blinded (note: blind stab will still miss if the assassin is blinded and has this skill active) ~ E warrior_skill_levels~ L1: {RStanding Slash{x, {WSmash{x, {CMace Bash{x, {GStinging Snap{x, {DSpider's Kiss{x, {yPower Attack{x L5: {RPure Strike{x, {BCleave{x, {YMighty Spear{x, {cHaft Strike{x L10: {BSwift Chop{x, {WUnderhand Swing{x, {GStumble{x, {GWhip Lash{x, {DBlack Mantis Thrust{x L15: {RSteelfang Slash{x, {YSwift Strike{x, {YSkewer{x, {cCripple{x L20: {RSun and Moon Slash{x, {BDismember{x, {YImpale{x, {DFox Fangs{x, {cBlock{x L25: {RHamstring{x, {YWild Thrust{x, {WRending Sweep{x, {DWild Stab{x L30: {BFrost Edge{x, {YSpear Swipe{x, {COverbearing Smash{x, {GEntangle{x, {cKnockout{x L35: {BAxe Rake{x, {YSpear of Lightning{x L40: {RDragon Slash{x, {BKeen Chop{x, {WWearying Strike{x, {DDesperate{x {DStrike{x, {yLion's Comfort{x L45: {BAxe Twist{x, {WChest Thumper{x, {CStaggering Blow{x, {cRampage{x L50: {RFinal Thrust{x, {BExecutioner's Strike{x, {YVicious Thrust{x, {CCrushing Blow{x, {GWound{x, {DUnsuspecting Strike{x, {yRiposte{x, {cBlur{x L55: {yThrill of Victory{x {x L60: {GWeapon Snatch{x, {yLeviathan's Sweep{x {x L65: {DDeath Blossom{x {x L70: {CEarth Shaker{x L75: L80: L85: L90: {RHundred Blades{x, {WMaim{x L91: {CDevastating Blow{x, {DRepeating Strike{x, {yDeadly Riposte{x, {cStrike{x {RSword {BAxe {WFlail {CMace{x {GWhip {wPolearm {YSpear {DDagger {yGeneral {cStaff{x ~ E priest_holy_spells~ {W Holy Spells{x {CCleanse{x: Removes curse, poison, disease, weaken, etc from the target {CTurn Undead{x: Force a targetted undead minion to break from their master and flee the room, or jsut flee if it has no master {CDeny{x: Prevent the target from being able to target itself with beneficial spells (haste, sanc, etc) {CDivine Vision{x: Determine the location of your target, if that's possible - ie: c 'divine vision' rannoch - Rannoch is in Sildenar Forest. {CWhirlwind{x: Summons a large whirlwind to protect the player, sort of like an undead minion. {CSoothe{x: Stop combat for the target, and if it's a mob, clear the mob's hate {CHand of God{x: Shield the target from all damage, but target cannot attack or use spells {CHoly Power{x: Boosts the str/int/wis/con/dex of the target by +2, +3 if it's at 100% {CWatchful Intervention{x: Prevents the next attack that would kill the target, and heals them for 15% of their hp {CRadiance{x: Brightens the room, temporarily removing the 'dark' flag from the room {CRelease{x: Dispels 'Hand of God' prematurely {CSmite{x: Offensive holy damage spell, single hit {CBanish{x: Instantly kill a summoned undead if it is not charmed, and if it is, it breaks the charm and deals high damage to the undead mob {CSpear of Light{x: Offensive holy damage spell, single hit Ray of Judgement: Area holy damage spell {CHoly Shield{x: Gives the target a large AC bonus {CPious Hammer{x: Creates a hammer that's the user's level, boosts magic-using stats and gives them a 15% damage boost for all holy based spells; works the same as Unholy Scythe for the restrictions, but is restricted to good align (500 to 1000) New: {CLightning{x: Single target lightning damage, can be used in combat {CHoly Wrath{x: Area holy damage, no special effects {CReflective Shield{x: Reflects 35% damage of every attack back to the attacker {CParalyze{x: Target cannot flee, dodge, or move for 0 ticks {CPrismatic Light{x: Single target holy damage spell, has a chance to cause blindness {CDivine Wrath{x: Single target holy damage spell, hits for 2-4 times, doing 15% less damage each hit {CHoly Word: Vengeance{x: If the caster is affected by weaken, poison, blind, chill touch, bleeding, or burning, the spell does 300% damage and stuns the target, otherwise it deals 100% damage {CGuidance{x: Gives the target a hitroll, damroll, and dex boost {CShield of Protection{x: If the caster is wearing a shield, it gives them a large AC, hp, and saves boost, otherwise it does nothing {CHammer of Justice{x: Stuns the target and ends combat ~ E priest_unholy_spells~ {W Unholy Spells{x {CAcid Rain{x: Places an 'acid rain' debuff on the target, and every tick they take damage and have a chance for gear to get damaged (similar to pouches burning up) {CBlind{x: Target's attacks miss, if they're not dodged, blocked, or parried {CDarkness{x: Add the 'dark' flag to a room {CDark Flame{x: Negative/unholy damage offensive spell, single hit {CUnholy Power{x: Boosts the str/int/wis/con/dex of the target by +2, +3 if it's at 100% {CTornado{x: Summons a large tornado to protect the caster, like Whirlwind {CEarthen Swallow{x: Basically a fancy, spell version of 'sac all' but it lowers your alignment {CForgetfulness{x: Target has a 25% chance to lose concentration on their spells {CPanic{x: Forces the target to flee {CMindfire{x: Unholy damage offensive spell, one high hit, has a chance to stun the target {CWander{x: Every 5 or so seconds, the target randomly tries to use a direction {CStonegrab{x: Summons an earth elemental to grab the target, preventing them from leaving the room {CHand of God{x: Shield the target from all damage, but target cannot attack or use spells {CRelease{x: Dispels 'Hand of God' prematurely {CUnholy Shield{x: Gives the target a large AC bonus {CSilence{x: Silences a target for 0 ticks, preventing the casting of spells {CBlade of Darkness{x: Unholy damage offensive spell, single hit, has a chance to strike up to three times {CUnholy Scythe{x: Creates a scythe that's the user's level, boosts magic-using stats and gives them a 15% damage boost for all unholy spells, but the weapon disappears after so many ticks or when they die, it cannot be given to mobs or other players, and if the player goes good or neutral aligned while wielding it, they take damage and drop the weapon, and then it vanishes {CTake Essence{x: Lowers target's str/dex/con by 4, raises caster's str/dex/con by 4 {CMind Leech{x: Lowers target's int/wis by 4, raises caster's int/wis by 4 New: {CShrink{x: Target deals and takes -50% less damage, but can be affected by skills/spells that are dependant on size (ie Leviathan's Sweep for warriors) {CSouldrinker{x: Single target unholy spell, heals the caster for 100% of the damage caused {CUnholy Word: Rot{x: Deals unholy damage to the target and applies weaken, poison, blindness, and bleeding, and if the target is below 40% hp, it deals extra damage according to the difference between the caster's and the victim's alignment {CMiasma{x: Adds a 'poison' flag to the room that damages all mobs/players in the room every tick for 20% of their maximum hp, caster included, but it has a high chance to backfire, doing anything from stunning to killing the caster {CSpear of Darkness{x: Single target unholy spell, no special effects {CTendrils of Oblivion{x: Prevents the target from dodging and makes the target have a chance on every hit to drop their weapon {CCurse{x: Lowers all target's stats by 5, reduces armor, hit, and dam by 20%, and makes them unable to recall {CImpish Curse{x: Target has a 50% chance to fail all spells, regardless of spell percentage {CDefiance{x: Caster takes 20% less damage from holy/negative attacks/spells {CBloodfire{x: Sacrifice 2% of the caster's hp to deal unholy damage and set the target on fire ~ E priest_healing_spells~ {W Healing Spells{x {CCure Light Wounds{x: Heals a low amount of hp {CCure Serious Wounds{x: Heals twice what Cure Light does {CCure Critical Wounds{x: Heals 55% of a player's max hp {CHeal{x: Fully heals the target {CHoly Power{x: Boosts the str/int/wis/dex/con of the target by +2, +3 if it's at 100% {CDivine Intervention{x: Prevents the next attack that would kill the target, and heals up to 50% of their max hp {CHurricane{x: Creates a large hurricane that follows the caster around, like Tornado/Whirlwind {CMend{x: Removes poison, weaken, cripple, bleeding, etc, one affect at a time {CDivine Shield{x: Gives the target a large AC boost {CDivine Boon{x: Gives all healing spells a 15% boost to the amount they heal {CHealer's Touch{x: Removes a negative spell effect from the target {CWord of Healing{x: Heals twice what Cure Serious does, plus an additional 25% if the target is below half health {CSerpent Staff{x: Creates a staff that's the user's level, boosts magic-using stats and gives them a 15% boost to all healing spells; functions the same as the other two weapons, but can be used from 0 to +1000. {CThird Eye{x: Automatically displays a player's condition (few scratches, seriously wounded, etc) when they enter the room with the caster New: {CHoly Word: Restoration{x: Fully heals the target's hp and move, removes all negative effects, and boosts their max mana by 1000 for 3 ticks {CEmpower (skill){x: Boosts the target's hp, mana, and move by a fair amount ~ E race_skills~ angel_racial demon_racial elf_racial giant_racial human_racial drow_racial black_orc_racial zergling_racial pixie_racial dwarf_racial human_racial ~ E signet_rings~ Signet Rings are actual ring the player can wear, but they have a second purpose: they allow the usage of a skill. But, obviously, they wouldn't be available anywhere, perhaps only for quest rewards (immortal run quests and from the quest master). Some examples: Signet Ring of Stamina allows usage of the skill 'Signet of Stamina,' which boosts the warrior's hp by 25% for a few ticks. Signet Ring of Malice allows usage of the skill 'Signet of Malice,' which restores up to so much move for every negative spell on the target to the assassin. Signet of Devotion allows usage of the skill 'Signet of Devotion,' which allows the priest to get a free healing spell, which heals for more if the target is in combat. They wouldn't be anywhere near the quest rings, as far as stats go, mainly since they will give access to another skill. But there wouldn't be a limitation on how many different rings that they could have, only that they can only wear 2 (because of 2 ring slots). ~ E necromancer_skill_levels~ L1: {CFaintheartedness{x, {RTouch of Decay{x, {DBitter Chill{x {x L3: {RBlood Ritual{x, {GConsume Corpse{x, {CMarked by Death{x {x L5: {CDesecrate Enchantments{x, {CInsidious Parasite{x {x L10: {RDark Bond{x, {RVampiric Gaze{x, {RTransferrence{x {x L11: {WUnholy Strength{x {x L15: {RSoul Leech{x, {RDark Pact{x {x L16: {GRitual Sacrifice{x {x L20: {RUnholy Feast{x, {RRavenous Gaze{x, {GBlack Plague{x {x L21: {WReckless Haste{x, {GBleed Corpse{x {x L22: {CMind Decay{x, {CAtrophy{x {x L25: {GRitual Eviscerate{x, {DJagged Bones{x, {CTargetted Decay{x {x L30: {GBody Harvest{x, {RCultist's Fervor{x, {DUnholy Empowerment{x, {DRip{x {DEmpowerment{x, {GImmunity{x {x L35: {CBarbs{x, {CSoul Barbs{x, {WAura of Unholy Might{x {x L40: {RBlood Bond{x, {DTaste of Death{x, {WBlood Renewal{x, {GBone Shards{x {x L45: {DDeath Nova{x, {CGrasp of the Dead{x, {DRotting Flesh{x {x L50: {CPrice of Failure{x, {RBlood Offering{x, {GPutrid Explosion{x, {DSteal Vitality{x {x L55: {DUnholy Pain{x, {WVampiric Strength{x, {CShadow of Death{x, {DSteal Energy{x {x L60: {DDeath's Touch{x, {DDeath's Aura{x, {DDeath's Gaze{x, {DDeath's{x {DSacrifice{x, {DSteal Endurance{x {x L65: {RBlood is Power{x, {CCurse of Death{x {x L70: {RAgony{x, {CShadow of Fear{x {x L75: {DSorrow{x, {WFlesh of the Undead{x {x L80: {RAcidic Blood{x, {CWeaken Knees{x {x L85: {RRain of Blood{x {x L90: {RSteal Blood{x, {GBlack Wind{x {x L91: {RVampiric Shield{x, {DSeed of Death{x {x {DDeath {RBlood {CCurses {GCorpse{x {WBuff{x ~ E priest_skill_levels~ L1: {DDarkness{x, {DDefiance{x, {WSoothe{x, {WSmite{x, {YCure{x {YLight Wounds{x {x L5: {DDark Flame{x, {DCurse{x, {WRadiance{x, {WLightning{x, {YHealer's{x {YTouch{x {x L10: {DBlind{x, {DEarthen Swallow{x, {WCleanse{x, {YCure Serious{x {YWounds{x {x L15: {CHoly Power{x, {DShrink{x, {WTurn Undead{x, {YMend{x {x L20: {DAcid Rain{x, {DUnholy Shield{x, {WHoly Shield{x, {YCure{x {YCritical Wounds{x. {YDivine Shield{x {x L25: {DForgetfulness{x, {DBloodfire{x, {WReflective Shield{x, {YThird{x {YEye{x {x L30: {DPanic{x, {DSpear of Darkness{x, {WBanish{x, {YWord of{x {YHealing{x {x L35: {DTornado{x, {YHurricane{x, {WWhirlwind{x {x L40: {DWander{x, {WDivine Vision{x, {WWatchful Intervention{x, {YHeal{x, {YDivine Boon{x {x L45: {DMind Leech{x, {DTake Essence{x, {WSpear of Light{x {x L50: {DMindfire{x, {DBlade of Darkness{x, {WHoly Wrath{x, {YEmpower{x {x L55: {DTendrils of Oblivion{x {x L60: {CHand of God{x, {CRelease{x {x L65: {DImpish Curse{x, {WGuidance{x {x L70: {DStonegrab{x {x L75: {DUnholy Word: Rot{x, {DMiasma{x, {WHoly Word: Vengeance{x, {YHoly{x {YWord: Restoration{x {x L80: {DSilence{x, {WHammer of Justice{x, {WParalyze{x {x L85: {WRay of Judgement{x, {WShield of Protection{x {x L90: {DSouldrinker{x, {WDivine Wrath{x, {YDivine Intervention{x {x L91: {DUnholy Scythe{x, {WPious Hammer{x, {YSerpent Staff{x {x {DUnholy {WHoly {YHealing {CAll{x ~ E warrior_shield_skills~ {W Shield Skills {CShield Bash{x: Bashes the target with a shield, does that daze thing you talked about, can replace/upgrade bash {CSkull Cracker{x: Overhead shield attack that has a chance to deal 300% damage {CSpell Reflect{x: Reflects the next hostile spell cast at the warrior, lasts for 0 ticks and ends once a spell is cast or combat ends {CShove{x: Deals damage and lags the target for 3 seconds {CTowering Shield{x: Improves the chance the warrior will block with a shield, rather than dodge/parry {CShield Throw{x: Does damage based on the level of the shield and makes it harder for the target to use attack skills, drops the shield into the room once it's thrown {CShield Mastery{x: When Shield Mastery is active, the AC given by the shield is doubled and the warrior has a chance to automatically retaliate after blocking an attack ~ E hero_index~ temple_of_depravity subterranean_labyrinth sacred_spire ~ E temple_of_depravity~ The Temple of Depravity is an evil aligned area with plenty of clerics, necromancers, demonologists, demonic minions, undead minions, etc. The center of the temple links to an underground hero area, the Subterranean Labyrinth. The Hall of Horrors links to another area, the Sacred Spire. {x The mobs are divided into three categories: low level, medium level, and high level. {x Low level mobs have 10,000 hp and roughly 150 damage per {x hit, as well as using "low level" spells and skills from {x Rannoch's skill/spell list. These mobs also have a KILL, {x FIGHT, and sometimes a DEATH prog, to make battles harder, {x but the damage is scaled down. {x {x Medium level mobs have 15,000 hp and roughly 250 damage {x per hit, as well as using "medium level" spells and skills {x from Rannoch's list. These mobs also have a KILL, FIGHT, {x and sometimes a DEATH prog, to make battles harder, and {x the damage dealt reflects their "level." {x {x High Level mobs have 20,000 hp, roughly 400 damage per {x hit, and use the "high level" spells from Rannoch's List. {x High level spells include the tier 3 wizard spells (Lava {x Font, Obsidian Flame, etc), the Power/Unholy/Holy words, {x and some of the spells that require a room flag. They, {x like the others, have KILL/DEATH/FIGHT progs, and their {x damage is the highest, to reflect their "high level." {x {x Note: All of these spells are done via mprog, since most {x of them are not added, and none of them can be used with {x MOB CAST. {x The mobs within the temple have 400% more gold, to reflect their increased difficulty. They also have a 15% to drop three potions to heal mana, hp, and movement. They have a 1% chance to drop a chunk of rare gold that sells for a few thousand gold OR a 500 qp token. ~ E rune_warrior_sword_skills~ {W Sword Skills{x {CSunder{x: No rune required, single hit, lowers the AC of the target by a fair amount {CSide Slash{x: No rune required, single hit, no special effects {CDouble Slash{x: No rune required, two hits, no special effects {CCharging Strike{x: No rune required, single hit, does bonus damage and can only be used out of combat {CWide Cleave{x: No rune required, single hit, causes bleeding {CWeakening Slash{x: No rune required, single hit, causes weaken {CPommel Smash{x: No rune required, single hit, has a chance to stun the victim {CBackhand Swing{x: No rune required, single hit, causes blindness {CShockwave{x: No rune required, area attack (like whirlwind/death blossom) {CAggressive Counter{x: No rune required, for 5 ticks, the rune warrior has an increased chance to counter all physical attacks as long as the rune blade is wielded {CHeroic Strike{x: No rune required, single hit, gets a substantial damage bonus if the rune warrior's str is above 35 {CKicking with Weapon{x: No rune required, gives the rune warrior a chance to get a free, low damage attack with every rune skill or sword skill {CRune Strike{x: No rune required, has two different effects; if no rune is in place, it deals 125% damage, but if there are runes on the sword, each rune adds an effect to the attack, and once the attack has landed, all runes are removed from the sword (if it misses, the runes are kept in place) Fire: +10% damage Ice: Gives a second attack Lightning: Boosts the war's hit/dam Holy: Restores 10% of the war's hp Unholy: Curses the target Blood: Lowers the AC of the target by -250 Bone: Restores 10% of the war's movement ~ E rune_warrior_general_skills~ {W General Skills{x {CRune Blade{x: Creates the Rune Blade at level 10 for the warrior, and if used at levels 20/30/40/50.../90, it upgrades the sword with additional hitroll, damroll, strength, and dexterity {CEtch{x: Etches a rune onto the hilt of their Rune Blade, allowing them to use different skills/spells, depending on the combination of runes {CNullify{x: Erases a rune, removing it from the hilt of the Rune Blade {CReap{x: Reaps the energies from a corpse, creating 1-3 runes; alignment is set randomly upon creation of the corpse, -1000 to -249 is an unholy rune, -250 to 250 is bone, 251 to 1000 is a holy rune; then it randomly chooses 1-3 runes, if a second rune is chosen, it is either fire, air, or lightning, and if a third rune is chosen, it is blood or chaos ~ E rune_warrior_blood_rune_skills~ {W Blood Rune Skills{x {rBlood Drinker{x: Requires a Blood rune, deals damage and heals the warrior for 50% of the damage dealt {rBlood Frenzy{x: Requires a Blood rune, gives the warrior +1 attack/turn, but causes them to take 15% more damage from physical attacks {rBloody Strike{x: Requires a Blood rune, deals half damage, but inflicts bleeding on the target {rCorruption{x: Requires a Blood rune, lowers the saves of the target by a large amount {rInfect Blood{x: Requires a Blood rune, lowers the hp of the target by 15% {rThin Blood{x: Requires a Blood rune, lowers the mana of the target by 15% {rGaping Wound{x: Requires a Blood rune, lowers the move of the target by 15% ~ E rune_warrior_bone_rune_skills~ {W Bone Rune Skills{x {wBone Shield{x: Requires a Bone rune, increases the warrior's total AC by 150% {wBone Plate{x: Requires a Bone rune, increases the warrior's hp by 15% {wBone Crown{x: Requires a Bone rune, increases the warrior's mana by 15% {wBone Greaves{x: Requires a Bone rune, increases the warrior's move by 15% {wSkeletal Armor{x: Requires a Bone rune, If Bone Plate/Crown/Greaves are all active, the warrior takes 50% less damage, but it does not stack with sanctuary {wBone Blade{x: Requires a Bone rune, takes 1 attack per turn from the warrior, but reduces the damage they take by 20% ~ E rune_warrior_fire_rune_skills~ {W Fire Rune Skills{x {RRage of Flames{x: Requires a Fire rune, deals fire damage to the target and boosts the rune warrior's str by 5 {RBlazing Finale{x: Requires a Fire rune, whenever the rune warrior kills a mob that is their level or higher, they gain have a chance to get a buff that increases their damroll, hp, and give them +2 attacks/turn at the cost of -10% move {RFocused Anger{x: Requires a Fire rune, gives the warrior a 20% damage boost with all rune and sword skills {RUndying Flames{x: Requires a Fire rune, gives the warrior a buff that increases strength by 5, hp by 500, damroll by 100, and can be used while a Fire rune is NOT active, but it has a short duration {RAdrenaline{x: Requires a Fire rune, deals 200% damage and restores 15% of the warrior's movement {RFury{x: Requires a Fire rune, deals 150% damage, no special effects {RDragon's Touch{x: Requires a Fire rune, while active, the rune warrior has a chance to get an extra attack with every fire rune spell {RFlaming Touch{x: Requires a Fire rune, converts the warrior's sword skills to fire damage ~ E rune_warrior_ice_rune_skills~ {W Ice Rune Skills{x {CIce and Steel{x: Requires an Ice rune, hits the target 2 times {CFrost Strike{x: Requires an Ice rune, hits the target 3 times {CShatter Strike{x: Requires an Ice rune, hits the target 4 times {CChill of Death{x: Requires an Ice rune, hits the target 5 times {CIcy Chill{x: Requires an Ice rune, bypasses the target's armor and deals full damage {CBladestorm{x: Requires an Ice rune, area based ice damage, hits every mob twice {CIcy Touch{x: Requires an Ice rune, converts the warrior's sword skills to ice/cold damage ~ E rune_warrior_lightning_rune_skills~ {W Lightning Rune Skills{x {YEnergize{x: Requires a Lightning rune, restores some move to the warrior {YInfuse Lightning{x: Requires a Lightning rune, infuses the warrior with lightning, increasing their parry chance {YLightning Speed{x: Requires a Lightning rune, increases the warrior's chance to dodge and hitroll {YStrength of Lightning{x: Requires a Lightning rune, increases the warrior's str and dex {YLightning Touch{x: Requires a Lightning rune, converts the warrior's sword skills to lightning damage {YShocking Strike{x: Requires a Lightning rune, deals normal damage and increases the warrior's damroll {YCharged Strike{x: Requires a Lightning rune, deals normal damage and increases the warrior's AC ~ E rune_warrior_holy_rune_skills~ {W Holy Rune Skills{x {WFlourish{x: Requires a Holy rune, converts 20% of the rune warrior's mana into hp and movement (note: if it takes 2500 mana, it returns 1250 hp and 1250 movement, unless it would just be easier to do the original idea, which is 10% hp and 10% move at the cost of 20% mana) {WCleansing Slash{x: Requires a Holy rune, removes poison from the warrior and deals 125% damage to the target {WPurifying Strike{x: Requires a Holy rune, removes plague from the warrior and deals 125% damage to the target {WRenewing Slash{x: Requires a Holy rune, removes cripple from the warrior and deals 125% damage to the target {WHoly Strength{x: Requires a Holy rune, removes weaken from the warrior and deals 125% damage to the target {WHoly Sight{x: Requires a Holy rune, removes blindness from the warrior, not useable in combat ~ E rune_warrior_unholy_rune_skills~ {W Unholy Rune Skills{x {mBlinding Strike{x: Requires an Unholy rune, deals 125% damage and inflicts blindness {mWeakening Strike{x: Requires an Unholy rune, deals 125% damage and inflicts weaken {mCrippling Slash{x: Requires an Unholy rune, deals 125% damage and inflicts cripple {mPlague Slash{x: Requires an Unholy rune, deals 125% damage and inflicts plague {mUnholy Flames{x: Requires an Unholy rune, deals 125% damage and inflicts burning {mPoison Slice{x: Requires an Unholy rune, deals 125% damage and inflicts poison {mTouch of Darkness{x: Requires an unholy rune, has a chance to deal 500% damage ~ E rune_warrior_2combo_rune_skills~ {W 2-Rune Skills{x {yRuin{x: Requires Fire & Unholy runes, hits for 200% damage and lowers the AC/saves of the target {yMelt{x: Requires Fire & Lightning runes, deals 300% damage, no other special effects {yPurifying Flames{x: Requires Fire & Holy runes, removes all negative effects from the rune warrior, cannot be used in combat {yFrozen Flame{x: Requires Fire & Ice runes, hits the target twice and inflicts burning {ySearing Blood{x: Requires Fire & Blood runes, creates a shield around the warrior that has a chance to fully reflect an attack, as well as set the attacker on fire {yBone Storm{x: Requires Fire & Bone runes, hits the target anywhere from 1-9 times for anywhere from 50-250% damage per hit {yIce Bolt{x: Requires Lightning & Ice runes, launches a single bolt of ice at the target that hits for 200% damage {yLightning Storm{x: Requires Lightning & Holy runes, deals area lightning damage {yBlinding Shock{x: Requires Lightning & Unholy runes, deals 125% damage and inflicts blindness to the target {yCharged Blood{x: Requires Lightning & Blood runes, sacs 5% of the warrior's current hp to deal damage based on how much hp is sacrificed (ie: if 200 hp is sacrificed, 600 damage is dealt) {yCharged Bone{x: Requires Lightning & Bone runes, deals high damage and inflicts weaken on the target {yBlessed Ice{x: Requires Ice & Holy runes, hits the target one time, and does greater damage if the target is < -250 alignment {yFrozen Darkness{x: Requires Ice & Unholy runes, blinds and disarms the target, but does half damage {yIcy Blood{x: Requires Ice & Blood runes, freezes the blood of the target, increasing all ice and fire damage they take by 15% {yChill of Death{x: Requires Ice & Bone runes, does normal damage and stuns the target, ending combat {yParadox{x: Requires Holy & Unholy runes, has a chance to do one of three things: remove all negative and positive effects from both the warrior and the target, fully heal both the target and the warrior, or deal damage according to 50% of the warrior's max hp (but it doesn't do damage to the warrior) {yPurifying Blood{x: Requires Holy & Blood runes, deals damage plus additional damage for every negative effect on the target, then removes the spell effects from the target {yDiamond Bones{x: Requires Holy & Bone runes, deals 200% damage and inflicts bleeding and weaken {yBlight{x: Requires Unholy & Blood runes, deals 150% damage and inflicts a special plague on the target that increases all unholy damage taken by 15% {yDecay{x: Requires Unholy & Bone runes, deals 125% damage and lowers the str/con of the target by 10 {yBloodstorm{x: Requires Blood & Bone runes, area unholy damage and inflicts poison to the room ~ E rune_warrior_3combo_rune_skills~ {W 3-Rune Skills{x {gRaging Destruction{x: Requires Unholy, Bone, & Fire runes, deals 500% damage to a single target {gAvatar of Pain{x: Requires Holy, Unholy, & Blood runes, turns the rune warrior into an Avatar of Pain, giving them boosts to their stats, hp, hit, damroll, and damage, but it makes them vulnerable to magic as well as whatever their base vulnerability is {gLightning Vortex{x: Requires Lightning, Holy, & Blood runes, hits the target up to 5 times at 300% per hit {gSoul Collection{x: Requires Ice, Holy, & Fire runes, deals 500% damage and, if the target is killed by the skill, 3 runes are automatically reaped from the corpse {gThundering Hymn{x: Requires Blood, Bone, & Lightning runes, deals 500% damage and stuns the target ~ E new_continent~ ~ E shaman_offensive_spells~ {W Offensive Spells{x {CExplosive Vine{x: Single hit spell, has a chance to explode and deal an additional attack equal to 50% of the original damage dealt {CVine Strike{x: Single hit spell, earth damage, no special effects {CShroud of Mist{x: Puts a buff on the caster that gives them a slight hp boost, but is used for several spells, both defensive and offensive {CCharged Mist{x: Single hit spell, deals lightning damage, but if Shroud of Mist is active, this spell causes weakness {CChannel Lightning{x: Single target spell, deals lightning damage, no special effects {CThunderclap{x: Single hit spell, deals sound (or lightning) damage to the target and has a chance to stun {CStone Spikes{x: Single target spell, hits the target up to 3 times {CBludgeon{x: Single hit skill, deals 200% damage to the target, requires a staff type weapon {CThrash{x: Skill, single target skill, has a chance to hit up to 3 times, requires a staff type weapon {CStaff Strike{x: Single hit skill, no special effects ~ E shaman_defensive_spells~ {W Defensive Spells{x {CBark Skin{x: Gives the caster a large AC boost {CMirror of Mist{x: Puts a buff on the caster that has a chance to reflect incoming spells and skills {CShimmer{x: Puts a buff on the caster that makes all physical attacks have a chance to miss, but Shroud of Mist is required {CArmor of Thorns{x: Puts a buff on the caster that reflects up to 50 damage per hit back to the attacker {CEthereal{x: Puts a buff on the caster that gives all hostile spells a chance to fail {CHealing Seed{x: Puts a buff on the caster that heals the caster for 2% of their maximum hp if they drop below 0 hp, but the buff only lasts 1 tick ~ E shaman_rituals~ {W Rituals{x {CCall Wolf{x: Summons a grey wolf to the shaman, charming it and using it like a pet, but the wolf has negative hp regen and takes damage every turn in combat, when it dies it can be resummoned, but only one animal can be active, the wolf uses the Wolf Aspect skills in combat {CCall Snake{x: Summons a cobra to the shaman, charming it and using it like a pet, but the snake has negative hp regen and takes damage every turn in combat, when it dies it can be resummoned, but only one animal can be active, the snake uses the Snake Aspect skills in combat {CCall Bear{x: Summons a brown bear to the shaman, charming it and using it like a pet, but the wolf has negative hp regen and takes damage every turn in combat, when it dies it can be resummoned, but only one animal can be active, the bear uses special skills to reduce the damage it and the caster takes in combat {CCall Eagle{x: Summons an eagle to the shaman, charming it and using it like a pet, but the eagle has negative hp regen and takes damage every turn in combat, when it dies it can be resummoned, but only one animal can be active, the eagle uses skills to increase the shaman's hitroll, damroll, dex, etc {CCall Tiger{x: Summons a tiger to the shaman, charming it and using it like a pet, but the tiger has negative hp regen and takes damage every turn in combat, when it dies it can be resummoned, but only one animal can be active, the tiger uses the Tiger Aspect skills in combat {CVine Gate{x: Summons a one-way gate that the shaman and their group can use, like the gate spell, and it requires a special focus stone ~ E puppeteer_charm_skills~ {W Charm Skills{x {CSummon Sprite{x: Summons a level 1 sprite to the puppeteer and instantly charms it, modifying it's stats and hp/mana/move by the caster's stats as per the note in puppeteer_index, the sprite can use a skill to heal the puppeteer's hp and mana {CSummon Minotaur{x: Summons a level 25 minotaur to the puppeteer and instantly charms it, modifying it's stats and hp/mana/move by the caster's stats as per the note in puppeteer_index, the minotaur can hurl mobs and other players from the room {CSummon Hydra{x: Summons a level 50 hydra to the puppeteer and instantly charms it, modifying its stats and hp/mana/move by the caster's stats as per the note in puppeteer_index, the hydra gains hitroll and damroll for every thing it kills {CSummon Behemoth{x: Summons a level 75 behemoth to the puppeteer and instantly charms it, modifying its stats and hp/mana/move by the caster's stats as per the note in puppeteer_index, the behemoth can dismember mobs and players, causing 15% of their max hp as damage for every limb removed {CSummon Colossus{x: Summons a level 90 colossus to the puppeteer and intantly charms it, modifying its stats and hp/mana/move by the caster's stats as per the note in puppeteer_index, the colossus can eat armor and weapons to heal itself {CMarionette{x: Charms the player or mob with a special string, allowing the puppeteer to force them to use the skills and spells of their class to damage themselves ~ D1 ~ ~ 0 0 4699 S #2000 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D0 ~ ~ 0 0 2001 D1 ~ ~ 0 0 1713 S #2001 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D0 ~ ~ 0 0 2047 D1 ~ ~ 0 0 2002 D2 ~ ~ 0 0 2000 D3 ~ ~ 0 0 2072 S #2002 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D1 ~ ~ 0 0 2003 D3 ~ ~ 0 0 2001 S #2003 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D1 ~ ~ 0 0 2004 D3 ~ ~ 0 0 2002 S #2004 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D1 ~ ~ 0 0 2005 D3 ~ ~ 0 0 2003 S #2005 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D0 ~ ~ 0 0 2046 D1 ~ ~ 0 0 2006 D3 ~ ~ 0 0 2004 S #2006 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D1 ~ ~ 0 0 2007 D3 ~ ~ 0 0 2005 S #2007 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D1 ~ ~ 0 0 2008 D3 ~ ~ 0 0 2006 S #2008 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D0 ~ ~ 0 0 2010 D2 ~ ~ 0 0 2009 D3 ~ ~ 0 0 2007 S #2009 Southern Edge of the Forest~ {DThe massive expanse of Sildenar Forest stretches out to the north. Sildenar Grove is just to the south, the ancient {ytrees{D growing together, undisturbed by mankind. The branches of the old {ytrees{D grow together, creating a thick canopy overhead that blocks out all {Wlight{D, casting the forest floor in sh{xad{Dow. {x ~ 0 1 3 D0 ~ ~ 0 0 2008 D3 ~ ~ 0 0 1719 S #2010 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2011 D2 ~ ~ 0 0 2008 S #2011 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2012 D3 ~ ~ 0 0 2010 S #2012 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D0 ~ ~ 0 0 2013 D3 ~ ~ 0 0 2011 S #2013 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2028 D1 ~ ~ 0 0 2014 D2 ~ ~ 0 0 2012 S #2014 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2015 D3 ~ ~ 0 0 2013 S #2015 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2016 D3 ~ ~ 0 0 2014 S #2016 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2020 D2 ~ ~ 0 0 2017 D3 ~ ~ 0 0 2015 S #2017 Before a Hill~ {DThe {yground{D leading south slopes upward a bit, leading to a tall hill in the southeast part of the forest. The {ytrees{D are a bit thinner, having grown around the hill rather than up the gentle slope. The break in the trees allows for a small amount of {Wlight{D to get past the thick canopy. {x ~ 0 1 3 D0 ~ ~ 0 0 2016 D2 ~ ~ 0 0 2018 S #2018 Before a Hill~ {DThe {yground{D leading south slopes upward a bit, leading to a tall hill in the southeast part of the forest. The {ytrees{D are a bit thinner, having grown around the hill rather than up the gentle slope. The break in the trees allows for a small amount of {Wlight{D to get past the thick canopy. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D0 ~ ~ 0 0 2017 D4 ~ ~ 0 0 2019 S #2019 A Hilltop Clearing~ {DThe hilltop doesn't break the tops of the {ytrees{D, but with as thin as the {ytrees{D are around the hill, it does allow for a nice view of the {gforest{D itself. The hilltop clearing is free of {ytrees{D, only a few small bushes grow in the soft {ggrass{D. {x ~ 0 1 3 D5 ~ ~ 0 0 2018 S #2020 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2021 D2 ~ ~ 0 0 2016 S #2021 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2022 D2 ~ ~ 0 0 2020 S #2022 Bubbling Stream~ {DThe most obvious landmark in this part of Sildenar Forest is the shallow but wide {Cstream{D bubbling quietly. The {Bwater{D is only a handful of inches deep, at best, but even that depth is enough to support small fish. There are also small, vibrantly {Ggreen{D plants clinging to the bank, their roots moving with the light current, from where the {Bwater{D has eroded the {ydirt{D away. {x ~ 0 1 3 D0 ~ ~ 0 0 2026 D1 ~ ~ 0 0 2023 D3 ~ ~ 0 0 2021 S #2023 Bubbling Stream~ {DThe most obvious landmark in this part of Sildenar Forest is the shallow but wide {Cstream{D bubbling quietly. The {Bwater{D is only a handful of inches deep, at best, but even that depth is enough to support small fish. There are also small, vibrantly {Ggreen{D plants clinging to the bank, their roots moving with the light current, from where the {Bwater{D has eroded the {ydirt{D away. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D2 ~ ~ 0 0 2024 D3 ~ ~ 0 0 2022 S #2024 Bubbling Stream~ {DThe most obvious landmark in this part of Sildenar Forest is the shallow but wide {Cstream{D bubbling quietly. The {Bwater{D is only a handful of inches deep, at best, but even that depth is enough to support small fish. There are also small, vibrantly {Ggreen{D plants clinging to the bank, their roots moving with the light current, from where the {Bwater{D has eroded the {ydirt{D away. {x ~ 0 1 3 D0 ~ ~ 0 0 2023 D1 ~ ~ 0 0 2025 S #2025 Bubbling Stream~ {DThe most obvious landmark in this part of Sildenar Forest is the shallow but wide {Cstream{D bubbling quietly. The {Bwater{D is only a handful of inches deep, at best, but even that depth is enough to support small fish. There are also small, vibrantly {Ggreen{D plants clinging to the bank, their roots moving with the light current, from where the {Bwater{D has eroded the {ydirt{D away. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D3 ~ ~ 0 0 2024 S #2026 Bubbling Stream~ {DThe most obvious landmark in this part of Sildenar Forest is the shallow but wide {Cstream{D bubbling quietly. The {Bwater{D is only a handful of inches deep, at best, but even that depth is enough to support small fish. There are also small, vibrantly {Ggreen{D plants clinging to the bank, their roots moving with the light current, from where the {Bwater{D has eroded the {ydirt{D away. {x ~ 0 1 3 D0 ~ ~ 0 0 2027 D2 ~ ~ 0 0 2022 S #2027 Bubbling Stream~ {DThe most obvious landmark in this part of Sildenar Forest is the shallow but wide {Cstream{D bubbling quietly. The {Bwater{D is only a handful of inches deep, at best, but even that depth is enough to support small fish. There are also small, vibrantly {Ggreen{D plants clinging to the bank, their roots moving with the light current, from where the {Bwater{D has eroded the {ydirt{D away. {x {DOne of the trees is marked with an ancient symbol, that of a dragon. {x ~ 0 1 3 D2 ~ ~ 0 0 2026 D4 ~ ~ 0 0 2108 S #2028 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2029 D2 ~ ~ 0 0 2013 S #2029 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2030 D2 ~ ~ 0 0 2028 S #2030 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D2 ~ ~ 0 0 2029 D3 ~ ~ 0 0 2031 S #2031 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2044 D1 ~ ~ 0 0 2030 D2 ~ ~ 0 0 2032 S #2032 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D0 ~ ~ 0 0 2031 D3 ~ ~ 0 0 2033 S #2033 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2032 D2 ~ ~ 0 0 2034 S #2034 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2033 D3 ~ ~ 0 0 2035 S #2035 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2034 D3 ~ ~ 0 0 2036 S #2036 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D1 ~ ~ 0 0 2035 D3 ~ ~ 0 0 2037 S #2037 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D0 ~ ~ 0 0 2038 D1 ~ ~ 0 0 2036 D2 ~ ~ 0 0 2045 S #2038 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2039 D2 ~ ~ 0 0 2037 S #2039 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2040 D2 ~ ~ 0 0 2038 S #2040 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E grass~ The grass here looks like it has been placed there by someone, rather than having grown that way naturally. ~ D0 ~ ~ 0 0 2059 D1 ~ ~ 0 0 2041 D2 ~ ~ 0 0 2039 S #2041 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2042 D3 ~ ~ 0 0 2040 S #2042 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D1 ~ ~ 0 0 2043 D3 ~ ~ 0 0 2041 S #2043 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 E rope~ This rope is mostly covered by the tall grasses and leaves from the tall trees of Sildenar Forest. ~ D1 ~ ~ 0 0 2044 D3 ~ ~ 0 0 2042 S #2044 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D2 ~ ~ 0 0 2031 D3 ~ ~ 0 0 2043 S #2045 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2037 D2 ~ ~ 0 0 2046 S #2046 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. There are sounds of animal life everywhere, from deer to birds to insects. {x ~ 0 1 3 D0 ~ ~ 0 0 2045 D2 ~ ~ 0 0 2005 S #2047 Sildenar Forest~ {DSildenar Forest is an old forest; the {ytrees{D have been allowed to grow for centuries, undisturbed by loggers or others that would seek to cut the {ytrees{D down. The trunks of the almost impossibly tall {ytrees{D are wide and healthy, some covered in {gmoss{D, others in {Givy{D. 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of an {Wherbalist{x E 0 2024 0 9 A pair of supple {yleather{x gloves is loaded on the hands of an {Wherbalist{x E 0 2025 0 16 A carved {yoak{x staff is loaded wielded of an {Wherbalist{x O 0 2035 0 2027 A {cbubbling stream{x loaded to Bubbling Stream M 0 2012 7 2028 7 Load a trapper E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a trapper E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a trapper E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a trapper E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a trapper G 0 2026 0 A length of {yrope{x is given to a trapper E 0 2027 0 16 A {gpoisoned{x rapier is loaded wielded of a trapper E 0 2028 0 17 A pouch of {gpoison{x is loaded held in the hands of a trapper M 0 2014 9 2030 9 Load {x M 0 2005 9 2030 9 Load a {yf{Rir{yefly{x M 0 2007 9 2030 9 Load a hawk M 0 2008 1 2030 1 Load a {ydeer{x M 0 2011 7 2030 7 Load an {Wherbalist{x E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of an {Wherbalist{x E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of an {Wherbalist{x E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of an {Wherbalist{x E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of an {Wherbalist{x E 0 2023 0 13 A small {yleather{x belt pouch is loaded around the waist of an {Wherbalist{x E 0 2024 0 9 A pair of supple {yleather{x gloves is loaded on the hands of an {Wherbalist{x E 0 2025 0 16 A carved {yoak{x staff is loaded wielded of an {Wherbalist{x M 0 2013 9 2032 9 Load {X M 0 2007 9 2035 9 Load a hawk M 0 2011 7 2035 7 Load an {Wherbalist{x E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of an {Wherbalist{x E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of an {Wherbalist{x E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of an {Wherbalist{x E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of an {Wherbalist{x E 0 2023 0 13 A small {yleather{x belt pouch is loaded around the waist of an {Wherbalist{x E 0 2024 0 9 A pair of supple {yleather{x gloves is loaded on the hands of an {Wherbalist{x E 0 2025 0 16 A carved {yoak{x staff is loaded wielded of an {Wherbalist{x M 0 2014 9 2036 9 Load {x M 0 2013 9 2037 9 Load {X M 0 2013 9 2037 9 Load {X M 0 2012 7 2037 7 Load a trapper E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a trapper E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a trapper E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a trapper E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a trapper G 0 2026 0 A length of {yrope{x is given to a trapper E 0 2027 0 16 A {gpoisoned{x rapier is loaded wielded of a trapper E 0 2028 0 17 A pouch of {gpoison{x is loaded held in the hands of a trapper M 0 2014 9 2040 9 Load {x M 0 2007 9 2040 9 Load a hawk M 0 2008 1 2040 1 Load a {ydeer{x O 0 2004 0 2040 A mound of {ydirt{x loaded to Sildenar Forest P 0 2005 1 2004 1 A crude talisman put inside a crude talisman M 0 2005 9 2041 9 Load a {yf{Rir{yefly{x M 0 2013 9 2043 9 Load {X M 0 2012 7 2044 7 Load a trapper E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a trapper E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a trapper E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a trapper E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a trapper G 0 2026 0 A length of {yrope{x is given to a trapper E 0 2027 0 16 A {gpoisoned{x rapier is loaded wielded of a trapper E 0 2028 0 17 A pouch of {gpoison{x is loaded held in the hands of a trapper M 0 2007 9 2045 9 Load a hawk M 0 2011 7 2046 7 Load an {Wherbalist{x E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of an {Wherbalist{x E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of an {Wherbalist{x E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of an {Wherbalist{x E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of an {Wherbalist{x E 0 2023 0 13 A small {yleather{x belt pouch is loaded around the waist of an {Wherbalist{x E 0 2024 0 9 A pair of supple {yleather{x gloves is loaded on the hands of an {Wherbalist{x E 0 2025 0 16 A carved {yoak{x staff is loaded wielded of an {Wherbalist{x S #SHOPS 0 #MOBPROGS #2000 if isgood $n mob echoat $n When you step toward the {gvines{x, they open on their own, granting mob echoat $n you passage to the west. You carefully step past them and onto mob echoat $n the path. mob echoaround $n $n steps through the {gvines{x as they open. mob transfer $n 2084 else mob echoat $n When you step toward the {gvines{x, you put a hand on them and push, mob echoat $n but they're too strongly woven together for you to get past. endif ~ #2001 mob echoat $n $I lunges at you and sinks its teeth into you! mob damage $n 100 100 ~ #2002 if carries $n rope else endif if isevil $n mob echoat $n A black orc scout watches you from near one of the mighty trees. mob echoat $n After a few moments, he beckons to you. mob echoat $n The orc says, "{W$n, I've been looking for a way to get up{x mob echoat $n {Wto Terradrius. If you're willing to help us out.. you could{x mob echoat $n {Wget quite a handsome reward. What do you say? Yes or no?{x" mob echoaround $n $I and $n talk something over briefly. mob oload 2028 else if isgood $n mob echoat $n $I charges at you from his hiding spot! mob kill $n else mob echoat $n glances at you, but otherwise ignores you. endif endif ~ #2003 if carries $i pouch if isevil $n mob echoat $n The orc grins at you rather suddenly, pleased by your answer. mob echoat $n He says, "{WGood. There's a talisman buried not far from here.{x mob echoat $n {WWhen you get into Terradrius, the talisman will react and open{x mob echoat $n {Wa gate to where the rest of my warband is waiting. Then we'll{x mob echoat $n {Wcharge in and plunder the city! The Warmarshall will see you{x mob echoat $n {Wabout your reward.{x" mob junk pouch mob oload 2026 else mob echoat $n $I growls at you dangerously. "{WRun along, little one, before{x mob echoat $n {Wyou end up losing your head.{x" endif else mob echoat $n $I shakes his head at you. "{WYou don't know what you're even{x mob echoat $n {Wsaying yes to. Run along.{x" endif ~ #2004 if carries $i pouch if isevil $n mob echoat $n The orc frowns at you and just shakes his head. mob echoat $n He says, "{WSo be it. But I cannot let you leave, knowing{x mob echoat $n {Wwhere I am.{x" mob junk pouch mob oload 2026 mob echoat $n He readies his dirk and charges you immediately, sinking the mob echoat $n blade deep into your flesh! mob damage $n 150 200 mob echoat $n Then he twists the blade savagely and wrenches it free! mob damage $n 100 150 else mob echoat $n $I chuckles wickedly. "{WNo? You don't even know what you're{x mob echoat $n {Wsaying, little mouse. Run along.{x" endif else mob echoat $n $I chuckles wickedly. "{WNo? You don't even know what you're{x mob echoat $n {Wsaying, little mouse. Run along.{x" endif ~ #2005 if carries $i pouch mob echoat $n The {Dorc{x blocks your path. "{WI don't think so, little mouse,{x mob echoat $n {Wnot until I get an answer.{x" else mob transfer $n 2057 endif ~ #2006 if carries $i pouch mob echoat $n The {Dorc{x blocks your path. "{WI don't think so, little mouse,{x mob echoat $n {Wnot until I get an answer.{x" else mob transfer $n 2059 endif ~ #2007 if affected $n fly mob echoat $n As you glide over the forest floor, you notice a sturdy mob echoat $n rope half-buried beneath a cover of leaves. else mob echoat $n As you walk through the forest, your foot gets snagged in mob echoat $n a snare. Something snaps, and you're suddenly airborne, mob echoat $n hanging by a length of sturdy rope. There's a brief moment mob echoat $n of silence, and then three razor sharp arrows arc through mob echoat $n the air and embed themselves into your flesh! mob damage $n 100 150 mob damage $n 100 150 mob damage $n 100 150 mob echoat $n The rope loosens after a moment, and you fall gracelessly mob echoat $n to the ground. endif ~ #2008 if affected $n fly mob echoat $n As you glide over the forest floor, you notice the grass mob echoat $n looks a little off somehow. else mob echoat $n As you walk through the forest, you find a patch of loose mob echoat $n grass and twigs. It gives the moment you're standing on it, mob echoat $n sending you tumbling forward into a pit of sharp spikes! mob damage $n 400 750 mob echoat You manage to find a foothold and climb out of the pit, but mob echoat in worse condition than when you fell in. endif ~ #2009 mob echoat $n It takes a few moments for your words to drift upwards, into mob echoat $n the thick canopy of trees. But once it has, a male voice mob echoat $n from above you calls out something in a rough, accented mob echoat $n voice. A moment later, a long rope ladder comes falling out mob echoat $n of the trees to land in front of you. mob echoat $n {x mob echoat $n You grip the ladder carefully, and start to climb up it. Once mob echoat $n you're a few feet off of the ground, the men above you haul mob echoat $n the ladder up fifteen feet or so, then leave you there. mob echoat $n {x mob echoat $n It takes a bit of effort, but you manage to climb up the rope mob echoat $n ladder and onto a large wooden platform. mob transfer $n 2108 mob at $n mob echoaround $n $n climbs up onto the platform, looking exhausted. mob at $n mob echoat $n mob at $n mob echoat $n One of the rangers on the platform gives you a grin, then mob at $n mob echoat $n comes over and claps you on the shoulder. "{WNothin' like{x mob at $n mob echoat $n {Wa good climb, eh? Welcome to Terradrius, friend. You'll{x mob at $n mob echoat $n {Wfind the rope ladders here aren't nearly as horrendous{x mob at $n mob echoat $n {Was that one, but we're a good three hundred feet off of{x mob at $n mob echoat $n {Wthe ground, more in some parts. You best follow our{x mob at $n mob echoat $n {Wrules, though, or the marshal will just throw you off{x mob at $n mob echoat $n {Wthe walkways.{x" ~ #2010 mob echoat $n Once the {ywaterskin{x is full, a strange {Wglow{x erupts mob echoat $n around it. You drop the waterskin in your surprise. mob remove $n 2031 mob oload 2032 1 room mob echoat $n {x mob echoat $n When you look down, the {ywaterskin{x seems to have changed mob echoat $n a bit, and you reach into the stream to pick it up. mob force $n get gskin ~ #2011 if isevil $n mob echoat $n The nymph frowns deeply at you and sits up a bit straighter. mob echoat $n You notice a slight ripple in the water as the feeling of magic in mob echoat $n the air grows. She says, in a voice like honey, "{WYou are not{x mob echoat $n {Wwelcome at this sacred pool, $n. Those that would give themselves{x mob echoat $n {Wover to chaos and evil are of no use to me.{x" else mob echoat $n As you move to the bank by the deep pool, the nymph gives you a light, mob echoat $n almost playful smile. She says nothing, just lifts a hand and gestures mob echoat $n to the lily pad she's lounging on. endif ~ #2012 if isgood $n mob echoat $n The nymph gives you another of those light smiles as you sit down. mob echoat $n She says, "{WI was hoping you would sit for a bit. I am Tenanye. And{x mob echoat $n {WI am in need a favor from one such as yourself. Would you be willing{x mob echoat $n {Wto humor me?{x" else mob echoat $n The nymph shakes her head adamantly as she listens to you. "{WYou cannot{x mob echoat $n {Whelp me, $n. Only those that follow the Light can. Please leave this{x mob echoat $n {Wsacred pool.{x" endif ~ #2013 if isgood $n mob echoat $n Tenanye smiles brightly at you when she hears that. "{WExcellent!{x mob echoat $n {WThere's a stream in the eastern part of the forest. The animals{x mob echoat $n {Wsay there is an orc that has poisoned it's waters by bathing in{x mob echoat $n {Wit. I'll give you a small waterskin. I need a sample from the{x mob echoat $n {Wstream, but I am bound to this sacred pool. I cannot leave it.{x" mob echoat $n {x mob echoat $n "{WHere, take this skin and fill it at the easternmost part of{x mob echoat $n {Wthe stream, where it turns north. Then bring the skin back to{x mob echoat $n {Wme and give it to me.{x" mob echoat $n {x mob oload 2031 give sskin $n else endif ~ #2014 if isgood $n mob echoat $n Tenanye frowns lightly as you give her your answer. She sighs and mob echoat $n shakes her head lightly, then stretches her small form out on the mob echoat $n lily pad. She dips a hand into the clear water, and there is a mob echoat $n surge of power. mob echoat $n {x mob echoat $n You are lifted into the air and moved by a strong current of air. mob echoat $n When you finally land, you're somewhere deeper in the forest. mob echoat $n {x mob transfer $n 2046 else endif ~ #2015 if isgood $n mob echoat $n When you hand her the {Wglowing{y waterskin{x, Tenanye smiles mob echoat $n brightly. She uncaps the skin and leans her lithe form over, mob echoat $n dipping the skin into the pool, allowing the water from the mob echoat $n stream to mix with the water in her pond. mob echoat $n {x mob echoat $n The water that rises out of the waterskin turns an almost sickly mob echoat $n {bblue{x in color. It stays that way for several moments before the mob echoat $n magic of the pond purifies the water, turning it as clear as the mob echoat $n pond. She lifts the skin and caps it, giving a satisfied little mob echoat $n nod. mob echoat $n {x mob echoat $n She turns to you and holds out the {ywaterskin{x. It looks different, mob echoat $n having been cleansed. Instead of glowing, it's covered in numerous mob echoat $n {Rred{x and {Dblack{x runes. She says, "{WHere. One of the humans that tends{x mob echoat $n {Wto the forest will recognize the runes and will be able to show{x mob echoat $n {Wyou something not many know about. Ask her about {yherbs{x." mob junk gskin mob oload 2033 give rdskin $n else give gskin $n mob echoat $n She shakes her head lightly at you. "{WI didn't ask you for this.{x" endif ~ #2016 if carries $n bundle else endif if carries $n rdskin mob echoat $n The herbalist looks up from the cluster of weeds she'd found. mob echoat $n When she notices the runed waterskin, she smiles warmly at mob echoat $n you and beckons you over to her. "{WSo you found Tenanye? I{x mob echoat $n {Wsuspect you'll be wanting what was promised to you, then?{x mob echoat $n {WCome along, darling.{x" mob echoat $n {x mob echoat $n She leads you through a side path in the forest until you mob echoat $n come to the base of a hill. She carefully moves some low mob echoat $n growing branches aside and kneels by the wide trunk of a mob echoat $n tree. She carefully reveals a small cluster of brightly mob echoat $n colored flowers, then gathers up a few of the flowers. mob echoat $n She reaches up and unties her hair, taking down the ivory mob echoat $n ribbon. She then ties it around the bundle of flowers. mob echoat $n {x mob echoat $n She smiles warmly at you and stands, brushing some stray mob echoat $n leaves and dirt from her leather greaves. mob echoat $n {x mob oload 2034 give bundle $n mob echoat $n {x mob echoat $n She says, "{WHere you go, $n. They're the rarest herbs and{x mob echoat $n {Wflowers here in the forest. I think Tenanye said she can{x mob echoat $n {Wdo something with them.. I don't remember. If you want,{x mob echoat $n {Wgo back there and give them to her and see what she says?{x" else endif ~ #2017 mob echoat $n When you hand her the herbs, Tenanye looks a little surprised. mob echoat $n However, she just smiles warmly at you and shakes her head. mob echoat $n She says, "{WI believe she told you to bring these to me, hm?{x mob echoat $n {WSince they are not water plants, I cannot do anything with{x mob echoat $n {Wthem, but I believe I do owe you something. Find the areas{x mob echoat $n {Wwithin the forest that are marked with the symbol of an ancient{x mob echoat $n {Wdragon, then say: {Clet the entrance to terradrius be revealed{W.{x mob echoat $n {WThat will get you up into the city the humans have made for{x mob echoat $n {Wthemselves.{x" mob junk herbs ~ #2018 if carries $n ctal mob echoat $n When you get closer to the trees, the ancient, dragon shaped mob echoat $n symbol flares to life. The talisman you're holding reacts, mob echoat $n and you're flooded with a vision. mob echoat $n {x mob echoat $n A tall man, in silks and leathers, is standing in the same mob echoat $n spot you are. He lifts his head and calmly says: mob echoat $n "{Clet the will of the dragon grant me passage{x." else endif ~ #2019 mob echoat $n A vine sprouts from the ground near you, growing and coiling mob echoat $n in on itself, fueled by some unknown magic. When it's big mob echoat $n enough, the thin, flexible end wraps around you and the entire mob echoat $n vine uncoils, launching you upwards. mob echoat $n {x mob echoat $n You sail upwards, further and further, toward the tree tops... mob echoat $n {x mob echoat $n When you finally land on the wooden platform, it's a hard mob echoat $n landing. mob damage $n 500 500 mob transfer $n 2108 ~ #0 #$