#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.  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 2048
D2
~
~
0 0 2001
S
#0



#SPECIALS
S



#RESETS
M 0 2008 1 2050 1 Load a {ydeer{x
M 0 2010 7 2050 7 Load a {yhunter{x
E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a {yhunter{x
E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a {yhunter{x
E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a {yhunter{x
E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a {yhunter{x
E 0 2020 0 16 A {ylongbow{x is loaded wielded of a {yhunter{x
E 0 2021 0 13 A sturdy {yleather{x quiver is loaded around the waist of a {yhunter{x
E 0 2022 0 17 A captured {rf{ri{yr{we{yf{rl{ry{x is loaded held in the hands of a {yhunter{x
M 0 2005 9 2052 9 Load a {yf{Rir{yefly{x
M 0 2011 7 2053 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 3 2057 3 Load {X
M 0 2009 1 2058 1 Load a {Dblack orc{x scout
E 0 2011 0 7 A set of {dblack iron{x greaves is loaded on the legs of a {Dblack orc{x scout
E 0 2012 0 12 A {dblack iron{x and {yleather{x harness is loaded about the shoulders of a {Dblack orc{x scout
E 0 2013 0 5 A {dblack iron{x breastplate is loaded on the body of a {Dblack orc{x scout
E 0 2015 0 16 A curved {dblack iron{x dirk is loaded wielded of a {Dblack orc{x scout
M 0 2014 9 2060 9 Load {x
M 0 2008 1 2060 1 Load a {ydeer{x
M 0 2005 9 2063 9 Load a {yf{Rir{yefly{x
M 0 2017 1 2065 1 Load {x
M 0 2012 7 2065 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
O 0 2029 0 2065 A wall of {gvines{x loaded to Sildenar Forest
M 0 2014 9 2067 9 Load {x
M 0 2012 7 2067 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 2013 9 2069 9 Load {X
M 0 2008 1 2070 1 Load a {ydeer{x
M 0 2014 9 2072 9 Load {x
M 0 2013 9 2074 9 Load {X
M 0 2005 9 2074 9 Load a {yf{Rir{yefly{x
M 0 2010 7 2076 7 Load a {yhunter{x
E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a {yhunter{x
E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a {yhunter{x
E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a {yhunter{x
E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a {yhunter{x
E 0 2020 0 16 A {ylongbow{x is loaded wielded of a {yhunter{x
E 0 2021 0 13 A sturdy {yleather{x quiver is loaded around the waist of a {yhunter{x
E 0 2022 0 17 A captured {rf{ri{yr{we{yf{rl{ry{x is loaded held in the hands of a {yhunter{x
M 0 2010 7 2078 7 Load a {yhunter{x
E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a {yhunter{x
E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a {yhunter{x
E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a {yhunter{x
E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a {yhunter{x
E 0 2020 0 16 A {ylongbow{x is loaded wielded of a {yhunter{x
E 0 2021 0 13 A sturdy {yleather{x quiver is loaded around the waist of a {yhunter{x
E 0 2022 0 17 A captured {rf{ri{yr{we{yf{rl{ry{x is loaded held in the hands of a {yhunter{x
M 0 2013 3 2079 3 Load {X
M 0 2013 9 2079 9 Load {X
M 0 2008 1 2080 1 Load a {ydeer{x
M 0 2006 9 2090 9 Load a {Wdragonfly{x
M 0 2008 1 2090 1 Load a {ydeer{x
M 0 2006 9 2091 9 Load a {Wdragonfly{x
M 0 2006 9 2092 9 Load a {Wdragonfly{x
M 0 2006 9 2093 9 Load a {Wdragonfly{x
M 0 2006 9 2094 9 Load a {Wdragonfly{x
M 0 2006 9 2095 9 Load a {Wdragonfly{x
M 0 2006 9 2096 9 Load a {Wdragonfly{x
M 0 2006 9 2097 9 Load a {Wdragonfly{x
M 0 2006 9 2098 9 Load a {Wdragonfly{x
M 0 2016 1 2098 1 Load a {Cw{ba{Bt{be{Cr {Wnymph{x
O 0 2030 0 2098 A large {glily pad{x loaded to A Crystal Clear Pond
M 0 2000 4 2000 4 Load a {Dblack{x wolf
M 0 2010 7 2000 7 Load a {yhunter{x
E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a {yhunter{x
E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a {yhunter{x
E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a {yhunter{x
E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a {yhunter{x
E 0 2020 0 16 A {ylongbow{x is loaded wielded of a {yhunter{x
E 0 2021 0 13 A sturdy {yleather{x quiver is loaded around the waist of a {yhunter{x
E 0 2022 0 17 A captured {rf{ri{yr{we{yf{rl{ry{x is loaded held in the hands of a {yhunter{x
M 0 2012 7 2003 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 2005 9 Load {x
M 0 2000 4 2005 4 Load a {Dblack{x wolf
M 0 2007 9 2005 9 Load a hawk
M 0 2001 4 2006 4 Load a {ybrown{x wolf
M 0 2003 4 2008 4 Load a {ybrown{x bear
M 0 2002 4 2009 4 Load a grey wolf
M 0 2010 7 2009 7 Load a {yhunter{x
E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a {yhunter{x
E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a {yhunter{x
E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a {yhunter{x
E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a {yhunter{x
E 0 2020 0 16 A {ylongbow{x is loaded wielded of a {yhunter{x
E 0 2021 0 13 A sturdy {yleather{x quiver is loaded around the waist of a {yhunter{x
E 0 2022 0 17 A captured {rf{ri{yr{we{yf{rl{ry{x is loaded held in the hands of a {yhunter{x
M 0 2000 4 2010 4 Load a {Dblack{x wolf
M 0 2007 9 2010 9 Load a hawk
M 0 2008 1 2010 1 Load a {ydeer{x
M 0 2019 1 2010 1 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 2001 4 2011 4 Load a {ybrown{x wolf
M 0 2013 9 2012 9 Load {X
M 0 2003 4 2013 4 Load a {ybrown{x bear
M 0 2002 4 2014 4 Load a grey wolf
M 0 2007 9 2015 9 Load a hawk
M 0 2012 7 2015 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 2001 4 2016 4 Load a {ybrown{x wolf
M 0 2014 9 2018 9 Load {x
M 0 2003 4 2018 4 Load a {ybrown{x bear
M 0 2010 7 2018 7 Load a {yhunter{x
E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a {yhunter{x
E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a {yhunter{x
E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a {yhunter{x
E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a {yhunter{x
E 0 2020 0 16 A {ylongbow{x is loaded wielded of a {yhunter{x
E 0 2021 0 13 A sturdy {yleather{x quiver is loaded around the waist of a {yhunter{x
E 0 2022 0 17 A captured {rf{ri{yr{we{yf{rl{ry{x is loaded held in the hands of a {yhunter{x
M 0 2002 4 2019 4 Load a grey wolf
M 0 2005 9 2020 9 Load a {yf{Rir{yefly{x
M 0 2007 9 2020 9 Load a hawk
M 0 2008 1 2020 1 Load a {ydeer{x
M 0 2001 4 2021 4 Load a {ybrown{x wolf
M 0 2005 9 2021 9 Load a {yf{Rir{yefly{x
M 0 2005 9 2022 9 Load a {yf{Rir{yefly{x
M 0 2011 7 2022 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
O 0 2037 0 2022 A {cbubbling stream{x loaded to Bubbling Stream
M 0 2013 9 2023 9 Load {X
M 0 2003 4 2023 4 Load a {ybrown{x bear
M 0 2005 9 2023 9 Load a {yf{Rir{yefly{x
O 0 2038 0 2023 A {cbubbling stream{x loaded to Bubbling Stream
M 0 2002 4 2024 4 Load a grey wolf
O 0 2039 0 2024 A {cbubbling stream{x loaded to Bubbling Stream
M 0 2014 9 2025 9 Load {x
M 0 2000 4 2025 4 Load a {Dblack{x wolf
M 0 2007 9 2025 9 Load a hawk
M 0 2011 7 2025 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
O 0 2040 0 2025 A {cbubbling stream{x loaded to Bubbling Stream
M 0 2018 1 2025 1 Load {x
M 0 2010 7 2026 7 Load a {yhunter{x
E 0 2016 0 7 A set of {ggreen {yleather{x greaves is loaded on the legs of a {yhunter{x
E 0 2017 0 8 A pair of {ybrown leather{x boots is loaded on the feet of a {yhunter{x
E 0 2018 0 5 A {ggreen{x and {ybrown leather{x tunic is loaded on the body of a {yhunter{x
E 0 2019 0 12 A {wshimmery{x cloak is loaded about the shoulders of a {yhunter{x
E 0 2020 0 16 A {ylongbow{x is loaded wielded of a {yhunter{x
E 0 2021 0 13 A sturdy {yleather{x quiver is loaded around the waist of a {yhunter{x
E 0 2022 0 17 A captured {rf{ri{yr{we{yf{rl{ry{x is loaded held in the hands of a {yhunter{x
O 0 2036 0 2026 A {cbubbling stream{x loaded to Bubbling Stream
M 0 2013 3 2027 3 Load {X
M 0 2011 7 2027 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
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

#$