dawn/notes/
dawn/src/
dawn/src/docs/
#DAWNAREADATA
Version     11
FromMUD     Dawn 1.69r Development Site~
*parent_codebase 1.69r-ReleaseCandiate1+4
Name        Mud school~
ShortName   ~
Builders    none~
Credits     Cadoren Kalahn Tibault~
VNUMs       7300 7499
AFlags  noteleport noscry nogateinto nosummoninto noportalinto~
LRange      0 0
Security    9
Colour      ~
colourcode  `
MapScale    4
MapLevel    1
Vnum_offset 0
Continent   none~
*LastSaved  Sun Feb  1 20:22:11 2004~
End



#MOBILES
#7300
Name kalahn ball light sphere teacher being~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg ACT 7419 gets a bronze key from a wooden chest~
MProg LOGOUTROOM 7404 100~
MProg ACT 7333 is now learned at~
MProg ACT 7328 puts a~
MProg ACT 7327 drops a~
MProg ACT 7321 beckons for you to follow~
MProg ACT 7320 follows you~
MProg ACT 7318 walks like a duck~
MProg ACT 7316 smiles at you~
MProg ACT 7307 opens a wooden chest~
MProg ENTRY 7302 100~
MProg SPEECH 7312 hello~
MProg SPEECH 7312 greetings~
MProg ACT 7314 opens the door.~
MProg SPEECH 7301 no~
MProg SPEECH 7355 yes~
MProg PREKILL 7396 100~
MProg SPEECH 7400 west~
MProg SPEECH 7401 east~
END

#7301
Name unseen_resume_beginner_school_kal_on_login~
ShortD unseen_kal_loader~
LongD Unseen_kal_loader~
Desc ~
Race human~
Align 0 0
Level 101
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg LOGINAREA 7403 100~
END

#7302
Name young woman~
ShortD a young woman~
LongD A young woman is here, looking a little sad.~
Desc This woman is young, perhaps in her early twenties.  She has soft, mousy 
brown hair which falls to her shoulders.  She seems a little sad, as there 
is a slight frown on her face.  
~
Race human~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+0
DamDice 1d4+0
DamType slap
AC 90 90 90 90
Wealth 0
Act    npc dont_wander stay_area~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP sitting~
DefPos sitting~
Size   medium~
Sex    female~
Material flesh
MProg REPOP 7420 100~
MProg GIVE 7310 flower~
MProg PREKILL 7396 100~
END

#7303
Name citizen lance~
ShortD a citizen~
LongD A citizen is walking past here.~
Desc A young man is here, walking along the streets.  He is tall with a good 
posture.  His hair is short and neatly cut.  He has a slim build, and a 
slight tan.  
~
Race human~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+0
DamDice 1d4+0
DamType slap
AC 90 90 90 90
Wealth 0
Act    npc dont_wander stay_area~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP sitting~
DefPos sitting~
Size   medium~
Sex    female~
Material flesh
MProg REPOP 7420 100~
MProg SPEECH 7313 name~
MProg PREKILL 7396 100~
END

#7304
Name shopkeeper short man~
ShortD a short man~
LongD A short man is tending to the customers here.~
Desc This man is short and stout.  He is balding and looks to be middle-aged.  He 
has a cheerful voice and enjoys his work.  
~
Race human~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+0
DamDice 1d4+0
DamType slap
AC 90 90 90 90
Wealth 10
Act    npc dont_wander stay_area~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP sitting~
DefPos sitting~
Size   medium~
Sex    female~
Material flesh
MProg REPOP 7420 100~
MProg PREKILL 7396 100~
END

#7305
Name shopkeeper young man~
ShortD a young man~
LongD A young man is polishing the blade of a sword here.~
Desc A young man sits here polishing a sword to a fine gleam.  His hair is swept 
off his face, and he is clean-shaven.  His clothes are neatly pressed, and 
he has a helpful manner.  
~
Race human~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+0
DamDice 1d4+0
DamType slap
AC 90 90 90 90
Wealth 10
Act    npc dont_wander stay_area~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP sitting~
DefPos sitting~
Size   medium~
Sex    female~
Material flesh
MProg REPOP 7420 100~
MProg PREKILL 7396 100~
END

#7306
Name pudgy middle-aged lady~
ShortD a rather pudgy middle-aged lady~
LongD A rather pudgy middle-aged lady stands here, restocking the shelves.~
Desc This middle-aged woman has a warm, friendly face.  She seems a little on the 
pudgy side, with little dimples showing on her cheeks, and arms.  She is 
short, and has dull brown hair.  
~
Race human~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+0
DamDice 1d4+0
DamType slap
AC 90 90 90 90
Wealth 10
Act    npc dont_wander stay_area~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP sitting~
DefPos sitting~
Size   medium~
Sex    female~
Material flesh
MProg REPOP 7420 100~
MProg PREKILL 7396 100~
END

#7307
Name wise looking old man~
ShortD a wise looking old man~
LongD A wise looking old man stands here, with a thick book in his hands.~
Desc The tell-tale signs of old-age are present on this silver-white haired old 
man.  His body is slightly hunched and though it is now frail-looking he 
still carries himself as if he were in his prime.  His eyes sparkle with 
wisdom and understanding.  The book he carries is always open, whether he is 
teaching from it or has fallen asleep with it in his lap.  
~
Race human~
Align 3 3
XPMod 110
Level 100
Hitroll 1
HitDice 5d10+999
ManaDice 5d10+999
DamDice 8d6+100
DamType pierce
AC -500 -500 -500 -500
Wealth 1000
Act    npc dont_wander no_tame stay_area train practice warrior nopurge gain~
AffBy  detect_evil detect_invis detect_hidden detect_good sanctuary haste~
AffBy2 possession~
Off    disarm dodge dirt_kick parry~
Imm    summon charm~
Res    magic weapon~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material flesh
MProg REPOP 7420 100~
MProg PREKILL 7396 100~
END

#7308
Name pesky mosquito~
ShortD a pesky mosquito~
LongD A pesky mosquito buzzes in your ear.~
Desc This mosquito is small and black, but it sure is annoying.  It flies around 
looking for a nice piece of flesh to sink its proboscis into, and buzzes 
loudly.  
~
Race centipede~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+0
ManaDice 1d4+0
DamDice 1d1+0
DamType bite
AC 90 90 90 110
Wealth 0
Act    npc dont_wander stay_area noalign~
AffBy  dark_vision~
AffBy2 possession~
Off    dodge fast~
Res    cold~
Form   edible poison animal sentient biped insect mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   tiny~
Sex    neutral~
Material flesh
MProg DEATH 7338 100~
END

#7309
Name leather plant~
ShortD a leather plant~
LongD A leather plant has taken root here.~
Desc The leaves on this plant are made of a leathery texture, and probably used 
to make leather items from.  It stands tall for a shrub, and looks fairly 
sturdy.  
~
Race centipede~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+0
ManaDice 1d4+0
DamDice 1d1+0
DamType bite
AC 90 90 90 110
Wealth 0
Act    npc dont_wander stay_area noalign~
AffBy  dark_vision~
AffBy2 possession~
Off    dodge fast~
Res    cold~
Form   edible poison animal sentient biped insect mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   tiny~
Sex    neutral~
Material flesh
MProg REPOP 7417 100~
END

#7310
Name little gnomish gnome inventor man~
ShortD a little gnomish man~
LongD A little gnomish man is here tinkering away on some invention.~
Desc Fuzzy white hair sticks up all over this little gnomish man's head.  He 
stands about 3 feet tall and has a round, ruddy red nose.  His cheeks seem a 
little flushed as he busies himself with his latest invention.  
~
Race gnome~
Align 1 1
Level 100
Hitroll 1
HitDice 10d14+500
ManaDice 10d10+200
DamDice 11d12+60
DamType punch
AC 0 0 0 0
Wealth 1000
Act    npc dont_wander stay_area~
AffBy  infrared~
AffBy2 possession~
Imm    magic weapon~
Res    magic poison disease~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   small~
Sex    male~
Material unknown
MProg REPOP 7420 100~
MProg GRALL 7356 100~
MProg GIVE 7357 7353~
MProg GIVE 7358 7352~
MProg GIVE 7359 7341~
MProg GIVE 7360 7340~
MProg GIVE 7361 7344~
MProg GIVE 7362 7342~
MProg GIVE 7363 7343~
MProg GIVE 7364 7345~
MProg PREKILL 7396 100~
END

#7311
Name little gnomish gnome woman~
ShortD a little gnomish woman~
LongD A little gnomish woman is here running a little shop.~
Desc A bright, big smile adorns the face of this smallish female gnome.  Her hair 
is fluffy and brown and she has a round nose and rosy cheeks.  She is 
fussing over the fruit she's trying to sell, polishing them up nice and 
shiny.  
~
Race gnome~
Align 1 1
Level 100
Hitroll 1
HitDice 10d14+500
ManaDice 10d10+200
DamDice 11d12+60
DamType punch
AC 0 0 0 0
Wealth 1000
Act    npc dont_wander stay_area~
AffBy  infrared~
AffBy2 possession~
Imm    magic weapon~
Res    magic poison disease~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   small~
Sex    female~
Material unknown
MProg REPOP 7420 100~
MProg PREKILL 7396 100~
END

#7312
Name bee~
ShortD a bee~
LongD A bee buzzes about, feasting on nectar.~
Desc This bee is black and yellow striped, with buzzing wings.  Its having the 
time of its life feeding on all the pollen in this garden.  
~
Race centipede~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+0
ManaDice 1d4+0
DamDice 1d1+0
DamType bite
AC 90 90 90 110
Wealth 0
Act    npc dont_wander stay_area noalign~
AffBy  dark_vision~
AffBy2 possession~
Off    dodge fast~
Res    cold~
Form   edible poison animal sentient biped insect mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   tiny~
Sex    neutral~
Material flesh
END

#7313
Name butterfly~
ShortD a butterfly~
LongD A butterfly flits from flower to flower.~
Desc The wings on this butterfly are white, and delicately soft.  Its black 
antennae twitch constantly as it flits from flower to flower.  
~
Race centipede~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+0
ManaDice 1d4+0
DamDice 1d1+0
DamType bite
AC 90 90 90 110
Wealth 0
Act    npc dont_wander stay_area noalign~
AffBy  dark_vision~
AffBy2 possession~
Off    dodge fast~
Res    cold~
Form   edible poison animal sentient biped insect mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   tiny~
Sex    neutral~
Material flesh
END

#7314
Name sparrow~
ShortD a sparrow~
LongD A sparrow chirps happily from high in the branches.~
Desc This sparrow is a dull brown, and hops about in the branches, chirping and 
singing.  
~
Race water fowl~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+1
DamDice 1d4+0
DamType bite
AC 90 90 90 100
Wealth 0
Act    npc dont_wander no_tame stay_area noalign~
AffBy  flying~
AffBy2 possession~
Off    fast~
Imm    drowning~
Res    bash disease~
Vuln   cold~
Form   edible animal sentient biped mammal fish~
Part   head heart brains guts eye tail scales~
StartP standing~
DefPos standing~
Size   tiny~
Sex    neutral~
Material flesh
END

#7315
Name kalahn ball light sphere being teacher 7315~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg ENTRY 7302 100~
MProg PREKILL 7396 100~
MProg SPEECH 7407 continue~
END

#7316
Name shopkeeper tall man~
ShortD a tall shopkeeper~
LongD A tall man stocks the shelves in the shop here.~
Desc This man is tall and lean, with a clean-shaven face and neatly combed hair.  
He has strong-looking hands, which seem handy for lifting things.  He runs 
the stall here, serving the odd customer that comes in.  
~
Race human~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+0
DamDice 1d4+0
DamType slap
AC 90 90 90 90
Wealth 10
Act    npc dont_wander stay_area~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP sitting~
DefPos sitting~
Size   medium~
Sex    female~
Material flesh
MProg REPOP 7420 100~
MProg PREKILL 7396 100~
END

#7317
Name unseen_question_channels~
ShortD unseen_question_channels~
LongD Unseen_question_channels~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg SPEECH 7378 c~
MProg SPEECH 7377 b~
MProg SPEECH 7376 a~
END

#7318
Name unseen_question_swearing~
ShortD unseen_question_swearing~
LongD Unseen_question_swearing~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg SPEECH 7382 c~
MProg SPEECH 7381 b~
MProg SPEECH 7380 a~
END

#7319
Name unseen_question_multilogging~
ShortD unseen_question_multilogging~
LongD Unseen_question_multilogging~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg SPEECH 7386 c~
MProg SPEECH 7385 b~
MProg SPEECH 7384 a~
END

#7320
Name unseen_question_roleplay~
ShortD unseen_question_roleplay~
LongD Unseen_question_roleplay~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg SPEECH 7390 c~
MProg SPEECH 7389 b~
MProg SPEECH 7388 a~
END

#7321
Name unseen_question_setting~
ShortD unseen_question_setting~
LongD Unseen_question_setting~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg SPEECH 7395 c~
MProg SPEECH 7394 b~
MProg SPEECH 7393 a~
END

#7322
Name unseen_check_for_weapon~
ShortD unseen_check_for_weapon~
LongD Unseen_check_for_weapon~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg EXALL 7397 100~
END

#7323
Name unseen_check_has_trained~
ShortD unseen_check_has_trained~
LongD Unseen_check_has_trained~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg EXALL 7398 100~
END

#7324
Name unseen_new_flower_grows~
ShortD unseen_new_flower_grows~
LongD Unseen_new_flower_grows~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg ACT 7399 gets~
END

#7325
Name unseen_close_door~
ShortD unseen_close_door~
LongD Unseen_close_door~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg EXALL 7402 east~
END

#7326
Name unseen_grow_new_leather_plant~
ShortD unseen_grow_new_leather_plant~
LongD Unseen_grow_new_leather_plant~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg ROOMDEATH 7415 100~
END

#7327
Name kalahn ball light sphere being teacher 7327~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg PREKILL 7396 100~
END

#7328
Name kalahn ball light sphere being teacher 7328~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg PREKILL 7396 100~
END

#7329
Name kalahn ball light sphere being teacher 7329~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg PREKILL 7396 100~
END

#7330
Name kalahn ball light sphere being teacher 7330~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg PREKILL 7396 100~
END

#7331
Name kalahn being all light sphere teacher 7331~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg ENTRY 7302 100~
MProg PREKILL 7396 100~
MProg SPEECH 7407 continue~
END

#7332
Name kalahn being all light sphere teacher 7332~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg PREKILL 7396 100~
MProg EXALL 7426 north~
MProg EXALL 7426 east~
MProg EXALL 7426 south~
MProg EXALL 7426 west~
MProg EXALL 7431 up~
END

#7333
Name kalahn being all light sphere teacher 7333~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg ENTRY 7302 100~
MProg PREKILL 7396 100~
MProg LOGOUTROOM 7404 100~
END

#7334
Name kalahn being all light sphere teacher 7333~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg PREKILL 7396 100~
END

#7335
Name unseen_close_door~
ShortD unseen_close_door~
LongD Unseen_close_door~
Desc ~
Race human~
Align 0 0
Level 100
Hitroll 0
HitDice 0d0+1
ManaDice 0d0+1
DamDice 0d0+1
DamType none
AC 0 0 0 0
Wealth 0
Act    npc dont_wander stay_area unseen~
AffBy  detect_invis detect_hidden infrared dark_vision~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    neutral~
Material unknown
MProg EXALL 7402 south~
END

#7370
Name kalahn ball light sphere teacher being~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg SPEECH 7410 no~
MProg SPEECH 7409 yes~
MProg LOGINROOM 7408 100~
MProg GRALL 7408 100~
MProg PREKILL 7396 100~
END

#7371
Name kalahn ball light sphere teacher being~
ShortD a being of light~
LongD A being of light beams radiantly here.~
Desc Before you is some kind of creature of light...  You have not seen anything 
like it before, and it radiates light in a very unique way.  You feel as if 
you should kneel for the radiance that comes from this being is very 
overwhelming.  The colour of light radiated changes from white to dark 
purple through dark red, the whole spectrum of the rainbow.  Every now and 
then, you think you get a glimpse of a form, almost human.  
~
Race unique~
Align 3 3
Level 101
Hitroll 0
HitDice 10d13+475
ManaDice 10d13+100
DamDice 10d11+46
DamType none
AC -670 -670 -670 -670
Wealth 0
Act    npc dont_wander no_tame stay_area noautosocial~
AffBy2 possession~
Imm    summon charm sleep~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP standing~
DefPos standing~
Size   medium~
Sex    male~
Material unknown
MProg SPEECH 7412 beginner~
MProg LOGINROOM 7411 100~
MProg GRALL 7411 100~
MProg PREKILL 7396 100~
MProg SPEECH 7416 advanced~
MProg SPEECH 7433 quest~
END

#7372
Name friendly shopkeeper~
ShortD a friendly shopkeeper~
LongD A friendly shopkeeper is here to help you.~
Desc Thick, dark hair is brushed neatly, and looks as if its been recently 
trimmed, on this friendly middle-aged shopkeeper.  His complexion is fair, 
and his build slight.  He has a friendly way about him, and seems more than 
helpful.  
~
Race human~
Align 0 0
Level 1
Hitroll 0
HitDice 1d4+1
ManaDice 1d4+0
DamDice 1d4+0
DamType slap
AC 90 90 90 90
Wealth 10
Act    npc dont_wander stay_area~
AffBy2 possession~
Form   edible sentient biped mammal~
Part   head arms legs heart brains guts hands feet fingers ear eye~
StartP sitting~
DefPos sitting~
Size   medium~
Sex    female~
Material flesh
MProg SPEECH 7425 weapon~
MProg SPEECH 7424 armor~
MProg SPEECH 7424 armour~
MProg SPEECH 7423 yes~
MProg SPEECH 7422 no~
MProg GRALL 7421 100~
MProg REPOP 7420 100~
MProg PREKILL 7396 100~
END

#0



#OBJECTS
#7300
Name token I-Have-A-Kal_Token~
Short `#`WI-Have-A-Kal-Token`Y~
Desc `#`WI-Have-A-Kal-Token`Y~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7301
Name wooden chest~
Short a wooden chest~
Desc A wooden chest lies at the side of the path.~
Level 1
ItemType container~
Cost 200
Asize 0
Rsize 50
Values 20 AC 0 20 0
Weight 20
Material wood~
Extra    nodegrade~
ExtraDesc chest ~
This small wooden chest looks a little weather-beaten, as if it had been 
here for some time.  The lid is shut, though not locked as there is no sign 
of a keyhole.  
~
End

#7302
Name small onyx key~
Short a small onyx key~
Desc A small key lies here.~
Level 1
ItemType key~
Cost 15
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material onyx~
Extra    nodegrade~
Wear     take~
End

#7303
Name bronze key~
Short a bronze key~
Desc A bronze key lies here~
Level 1
ItemType key~
Cost 15
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material onyx~
Extra    nodegrade~
Wear     take~
End

#7304
Name red flower~
Short a `#`Rred`^ flower~
Desc A `#`Rred`^ flower grows here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 1
Material plant~
Extra    nonmetal nodegrade~
Wear     take hold~
End

#7305
Name yellow tall flower~
Short a tall, `#`Yyellow`^ flower~
Desc A tall, `#`Yyellow`^ flower grows here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 1
Material plant~
Extra    nonmetal nodegrade~
Wear     take hold~
End

#7306
Name purple iris flower~
Short a `#`mpurple`^ iris~
Desc A `#`mpurple`^ iris grows here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 1
Material plant~
Extra    nonmetal nodegrade~
Wear     take hold~
End

#7307
Name nice little bench~
Short a nice little bench~
Desc A nice little bench.~
Level 0
ItemType furniture~
Cost 0
Asize 0
Rsize 50
Values 4 99999 BEHKN 105 105
Weight 300
Material wood~
Extra    nodegrade~
ExtraDesc nice little bench~
A comfortable little bench sits along the path here.
~
End

#7308
Name plain dress~
Short a plain dress~
Desc a plain dress is here.~
Level 0
ItemType clothing~
Cost 18
Asize 1
Rsize 50
Values 0 0 0 0 0
Weight 1
Material cotton~
Extra    nonmetal nodegrade~
Wear     take about~
ExtraDesc plain dress~
This is a very plain looking dress, it isn't very revealing.
~
End

#7309
Name token I_know_how_to_talk~
Short `#`WI_know_how_to_talk`^~
Desc `#`WI_know_how_to_talk`^~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7310
Name token I_know_how_to_follow_you~
Short `#`WI_know_how_to_follow_you`^~
Desc `#`WI_know_how_to_follow_you`^~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7311
Name well tailored pants~
Short well tailored pants~
Desc A pair of well tailored pants lie here, folded neatly.~
Level 1
ItemType clothing~
Cost 50
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 10
Material cloth~
Extra    nodegrade~
Wear     take legs~
End

#7312
Name plain white shirt~
Short a plain white shirt~
Desc A plain white shirt lies here.~
Level 1
ItemType clothing~
Cost 50
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 10
Material cloth~
Extra    nodegrade~
Wear     take torso~
End

#7313
Name small wooden shield~
Short a small wooden shield~
Desc A small wooden shield is lying here.~
Level 1
ItemType armor~
Cost 50
Asize 20
Rsize 50
Values 3 3 3 2 0
Weight 10
Material wood~
Extra    inventory nonmetal nodegrade~
Wear     take shield~
ExtraDesc A small wooden shield.~
A standard wooden shield.  Nothing special about it.
~
End

#7314
Name leather belt~
Short a leather belt~
Desc A leather belt is lying here.~
Level 1
ItemType armor~
Cost 28
Asize 5
Rsize 50
Values 1 2 1 0 0
Weight 5
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take waist~
ExtraDesc leather belt~
A standard leather belt.  Nothing special about it.
~
End

#7315
Name leather boots~
Short leather boots~
Desc Leather boots are lying here.~
Level 1
ItemType armor~
Cost 28
Asize 0
Rsize 50
Values 2 1 2 1 0
Weight 5
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take feet~
ExtraDesc leather boots~
Standard leather boots.  Nothing special about them.
~
End

#7316
Name leather leggings~
Short leather leggings~
Desc Leather leggings are lying here.~
Level 1
ItemType armor~
Cost 48
Asize 5
Rsize 50
Values 2 2 2 2 0
Weight 5
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take legs~
ExtraDesc leather leggings~
Standard leather leggings.  Nothing special about them.
~
End

#7317
Name leather vest~
Short a leather vest~
Desc A leather vest is lying here.~
Level 1
ItemType armor~
Cost 56
Asize 5
Rsize 50
Values 3 3 3 1 0
Weight 10
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take about~
ExtraDesc leather vest~
A standard leather vest.  Nothing special about it.
~
End

#7318
Name leather gloves~
Short leather gloves~
Desc Leather gloves are lying here.~
Level 1
ItemType armor~
Cost 35
Asize 5
Rsize 50
Values 2 2 2 1 0
Weight 5
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take hands~
ExtraDesc leather gloves~
Standard leather gloves. Nothing special about them.
~
End

#7319
Name leather cap~
Short a leather cap~
Desc A leather cap is lying here.~
Level 1
ItemType armor~
Cost 36
Asize 5
Rsize 50
Values 2 2 2 1 0
Weight 5
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take head~
ExtraDesc leather cap~
A standard leather cap.  Nothing special about it.
~
End

#7320
Name leather sleeves~
Short leather sleeves~
Desc Leather sleeves are lying here.~
Level 1
ItemType armor~
Cost 62
Asize 5
Rsize 50
Values 2 2 2 2 0
Weight 10
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take arms~
ExtraDesc leather sleeves~
Standard leather sleeves.  Nothing special about them.
~
End

#7321
Name small hand axe~
Short a small hand axe~
Desc A small hand axe is lying here.~
Level 1
ItemType weapon~
Cost 62
Asize 30
Rsize 50
Values axe 1 6 slice 0
Weight 40
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ClassAllowances warrior druid paladin ranger barbarian~
ExtraDesc small hand axe~
A small light axe.  Pretty standard as far as materials and crafstmanship.  
~
End

#7322
Name halberd polearm~
Short a halberd~
Desc A halberd is lying here.~
Level 1
ItemType weapon~
Cost 76
Asize 75
Rsize 50
Values polearm 1 14 thrust F
Weight 50
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ClassAllowances warrior paladin ranger barbarian~
ExtraDesc halberd~
A standard halberd.  Nothing special about it.
~
End

#7323
Name battlaxe axe~
Short a battleaxe~
Desc A battleaxe is lying here~
Level 1
ItemType weapon~
Cost 71
Asize 40
Rsize 50
Values axe 1 9 slice F
Weight 45
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ClassAllowances warrior paladin ranger barbarian~
ExtraDesc battleaxe~
A standard battleaxe.  Nothing special about it.  Looks like you'd need two 
hands to wield this properly.  
~
End

#7324
Name whip~
Short a whip~
Desc A whip is lying here.~
Level 1
ItemType weapon~
Cost 51
Asize 5
Rsize 50
Values whip 1 5 sting 0
Weight 10
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ExtraDesc whip~
A standard whip.  Nothing special about it.
~
End

#7325
Name spear~
Short a spear~
Desc A spear is lying here.~
Level 1
ItemType weapon~
Cost 68
Asize 60
Rsize 50
Values polearm 1 9 pierce F
Weight 25
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ClassAllowances warrior paladin ranger barbarian~
ExtraDesc spear~
A standard spear.  Nothing special about it.
~
End

#7326
Name mace~
Short a mace~
Desc A mace is lying here.~
Level 1
ItemType weapon~
Cost 62
Asize 30
Rsize 50
Values mace 1 6 smash 0
Weight 40
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ExtraDesc mace~
A standard mace.  Nothing special about it.
~
End

#7327
Name longsword sword~
Short a longsword~
Desc A longsword is lying here.~
Level 1
ItemType weapon~
Cost 57
Asize 40
Rsize 50
Values sword 1 7 slash 0
Weight 40
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ClassAllowances warrior paladin ranger barbarian~
ExtraDesc longsword~
A standard longsword.  Nothing special about it.
~
End

#7328
Name shortsword sword~
Short a shortsword~
Desc A shortsword is lying here.~
Level 1
ItemType weapon~
Cost 65
Asize 20
Rsize 50
Values sword 1 6 slash 0
Weight 20
Material steel~
Extra    inventory nodegrade burnproof~
Wear     take wield~
ClassAllowances thief warrior paladin ranger barbarian~
ExtraDesc shortsword sword~
A standard shortsword.  Nothing special about it.
~
End

#7329
Name dagger~
Short a dagger~
Desc A dagger is lying here.~
Level 1
ItemType weapon~
Cost 45
Asize 20
Rsize 50
Values dagger 1 4 pierce 0
Weight 25
Material steel~
Extra    inventory nodegrade~
Wear     take wield~
ClassAllowances mage thief warrior paladin ranger barbarian spellfilcher~
ExtraDesc dagger~
A standard dagger.  Nothing special about it.
~
End

#7330
Name trash can~
Short a trash can~
Desc A trash can.~
Level 1
ItemType container~
Cost 10
Asize 25
Rsize 50
Values 99999 0 0 100 100
Weight 150
Material wood~
Extra    noremove nonmetal nodegrade~
ExtraDesc trash can~
A wooden trash can, full of empty bottles.
~
End

#7331
Name oil lamp~
Short an oil lamp~
Desc An oil lamp is lying here.~
Level 1
ItemType light~
Cost 26
Asize 12
Rsize 50
Values 0 0 160 0 0
Weight 10
Material copper~
Extra    inventory~
Wear     take hold~
End

#7332
Name waterskin water skin~
Short a waterskin~
Desc A waterskin is lying here.~
Level 1
ItemType drinkcontainer~
Cost 32
Asize 5
Rsize 50
Values 70 70 water 0 0
Weight 10
Material leather~
Extra    inventory nonmetal nodegrade~
Wear     take hold~
End

#7333
Name loaf bread~
Short a loaf of bread~
Desc A loaf of bread is lying here.~
Level 1
ItemType food~
Cost 13
Asize 5
Rsize 50
Values 15 20 0 0 0
Weight 5
Material flesh~
Extra    inventory nonmetal~
Wear     take hold~
End

#7334
Name roast chicken~
Short a roast chicken~
Desc A roast chicken is lying here.~
Level 1
ItemType food~
Cost 23
Asize 5
Rsize 50
Values 20 30 0 0 0
Weight 5
Material flesh~
Extra    inventory nonmetal~
Wear     take hold~
End

#7335
Name small backpack pack~
Short a small backpack~
Desc A small backpack has been left here.~
Level 1
ItemType container~
Cost 63
Asize 5
Rsize 50
Values 175 A 0 35 95
Weight 10
Material leather~
Extra    nonmetal~
Wear     take back~
ExtraDesc small backpack pack~
A small leather backpack.
~
End

#7336
Name bedroll~
Short a bedroll~
Desc A bedroll has been left here.~
Level 1
ItemType furniture~
Cost 106
Asize 30
Rsize 50
Values 1 9999 BEHKN 115 115
Weight 20
Material leather~
Extra    nonmetal nodegrade~
Wear     take~
ExtraDesc bedroll~
This comfortable bedroll is made from thick cloth and is filled 
with feathers or some soft material.  It would be great for
those times when it's necessary to sleep in the wilderness.
~
End

#7337
Name bowl stew~
Short a bowl of stew~
Desc A bowl of stew is lying here.~
Level 1
ItemType food~
Cost 17
Asize 5
Rsize 50
Values 20 15 0 0 0
Weight 5
Material flesh~
Extra    inventory nonmetal~
Wear     take hold~
End

#7338
Name fresh spring water~
Short a spring of fresh water~
Desc A spring of fresh water flows from the ground here.~
Level 1
ItemType fountain~
Cost 1
Asize 30000
Rsize 50
Values 30000 30000 water 0 0
Weight 30000
Material earthen~
Extra    nodegrade burnproof~
End

#7339
Name long white robe ~
Short a long white robe~
Desc A long white robe lies here.~
Level 1
ItemType clothing~
Cost 14
Asize 10
Rsize 50
Values 0 0 0 0 0
Weight 10
Material cotton~
Extra    nonmetal nodegrade~
Wear     take about~
End

#7340
Name gold shoelaces~
Short some `#`ygold`^ shoelaces~
Desc Some `#`ygold`^ shoelaces lie curled up here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material shoelace~
Extra    nodegrade~
Wear     take~
End

#7341
Name silver shoelaces~
Short some `#`Ssilver`^ shoelaces~
Desc Some `#`Ssilver`^ shoelaces lie curled up here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material shoelace~
Extra    nodegrade~
Wear     take~
End

#7342
Name cherry-red shoelaces~
Short some `#`rcherry`R-red`^ shoelaces~
Desc Some `#`rcherry`R-red`^ shoelaces lie curled up here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material shoelace~
Extra    nodegrade~
Wear     take~
End

#7343
Name blueberry-blue shoelaces~
Short some `#`Bblueberry-blue`^ shoelaces~
Desc Some `#`Bblueberry-blue`^ shoelaces lie curled up here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material shoelace~
Extra    nodegrade~
Wear     take~
End

#7344
Name hot-pink shoelaces~
Short some `#`Mhot-pink`^ shoelaces~
Desc Some `#`Mhot-pink`^ shoelaces lie curled up here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material shoelace~
Extra    nodegrade~
Wear     take~
End

#7345
Name peppermint-green shoelaces~
Short some `#`Cpeppermint`G-green`^ shoelaces~
Desc Some `#`Cpeppermint`G-green`^ shoelaces lie curled up here.~
Level 1
ItemType trash~
Cost 5
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 5
Material shoelace~
Extra    nodegrade~
Wear     take~
End

#7346
Name beatafeet boots gold laces~
Short some `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`Ygold`^ laces~
Desc Some `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`Ygold`^ laces have been left here.~
Level 1
ItemType armor~
Cost 30
Asize 0
Rsize 50
Values 2 1 2 1 0
Weight 5
Material leather~
Extra    nonmetal nodegrade~
Wear     take feet~
Affect modifier -1 1 -1 hp 2 0
Affect modifier -1 1 -1 move 80 0
ExtraDesc beatafeet boots gold laces~
By the look of these boots, you can just tell they're some crazy gnomish 
invention.  The leather seems to be made up of the strangest swirls of 
colour.  They seem very light, and have fantastic bright laces.  
~
End

#7347
Name beatafeet boots silver laces~
Short some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Ssilver`^ laces~
Desc Some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Ssilver`^ laces have been left here.~
Level 1
ItemType armor~
Cost 30
Asize 0
Rsize 50
Values 2 1 2 1 0
Weight 5
Material leather~
Extra    nonmetal nodegrade~
Wear     take feet~
Affect modifier -1 1 -1 move 45 0
ExtraDesc beatafeet boots gold laces~
By the look of these boots, you can just tell they're some crazy gnomish 
invention.  The leather seems to be made up of the strangest swirls of 
colour.  They seem very light, and have fantastic bright laces.  
~
End

#7348
Name beatafeet boots cherry-red laces~
Short some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`rcherry`R-red`^ laces~
Desc Some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`rcherry`R-red`^ laces have been left here.~
Level 1
ItemType armor~
Cost 30
Asize 0
Rsize 50
Values 2 1 2 1 0
Weight 5
Material leather~
Extra    nonmetal nodegrade~
Wear     take feet~
Affect modifier -1 1 -1 move 40 0
ExtraDesc beatafeet boots gold laces~
By the look of these boots, you can just tell they're some crazy gnomish 
invention.  The leather seems to be made up of the strangest swirls of 
colour.  They seem very light, and have fantastic bright laces.  
~
End

#7349
Name beatafeet boots blueberry-blue laces~
Short some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Bblueberry-blue`^ laces~
Desc Some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Bblueberry-blue`^ laces have been left here.~
Level 1
ItemType armor~
Cost 30
Asize 0
Rsize 50
Values 2 1 2 1 0
Weight 5
Material leather~
Extra    nonmetal nodegrade~
Wear     take feet~
Affect modifier -1 1 -1 move 40 0
ExtraDesc beatafeet boots gold laces~
By the look of these boots, you can just tell they're some crazy gnomish 
invention.  The leather seems to be made up of the strangest swirls of 
colour.  They seem very light, and have fantastic bright laces.  
~
End

#7350
Name beatafeet boots hot-pink laces~
Short some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Mhot-pink`^ laces~
Desc Some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Mhot-pink`^ laces have been left here.~
Level 1
ItemType armor~
Cost 30
Asize 0
Rsize 50
Values 2 1 2 1 0
Weight 5
Material leather~
Extra    nonmetal nodegrade~
Wear     take feet~
Affect modifier -1 1 -1 move 40 0
ExtraDesc beatafeet boots gold laces~
By the look of these boots, you can just tell they're some crazy gnomish 
invention.  The leather seems to be made up of the strangest swirls of 
colour.  They seem very light, and have fantastic bright laces.  
~
End

#7351
Name beatafeet boots peppermint-green laces~
Short some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Cpeppermint`G-green`^ laces~
Desc Some `#`Rb`Be`Ya`Rt`Ba`Yf`Re`Be`Yt`^ boots with `#`Cpeppermint`G-green`^ laces have been left here.~
Level 1
ItemType armor~
Cost 30
Asize 0
Rsize 50
Values 2 1 2 1 0
Weight 5
Material leather~
Extra    nonmetal nodegrade~
Wear     take feet~
Affect modifier -1 1 -1 move 40 0
ExtraDesc beatafeet boots gold laces~
By the look of these boots, you can just tell they're some crazy gnomish 
invention.  The leather seems to be made up of the strangest swirls of 
colour.  They seem very light, and have fantastic bright laces.  
~
End

#7352
Name ripe pomegranate~
Short a ripe pomegranate~
Desc A ripe pomegranate lies here.~
Level 1
ItemType food~
Cost 25
Asize 0
Rsize 50
Values 5 5 0 0 0
Weight 5
Material pomegranate~
Wear     take~
End

#7353
Name leaf leather plant~
Short the `#`Gleaf`^ of a `#`Gleather plant`^~
Desc A leaf from a leather plant lies here.~
Level 1
ItemType trash~
Cost 0
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 10
Material unknown~
Wear     take about~
End

#7354
Name beatafeet gnomish half-finished contraption~
Short a half-finished, gnomish contraption~
Desc A half-finished contraption stands here, constructed with odds'n'ends.~
Level 1
ItemType trash~
Cost 450
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 200
Material odds'n'ends~
Extra    nodegrade~
ExtraDesc half-finished gnomish beatafeet contraption~
This odd looking contraption definitely comes from the imaginings of a 
creative, perhaps even borderline insane, mind.  It appears to be only 
half-finished, but what you can make of it is a hole on top of the thing, to 
the left, a few odd buttons and wheels in the middle, and a sloping tray to 
the other end.  One thing's for sure, if you get this thing cranked up, it 
sure could make a lot of noise!  
~
End

#7355
Name bunch bananas~
Short a bunch of `#`Ybananas`^~
Desc A bunch of `#`Ybananas`^ lie here, rotting.~
Level 1
ItemType food~
Cost 13
Asize 0
Rsize 50
Values 5 5 0 0 0
Weight 5
Material unknown~
Wear     take~
End

#7356
Name watermelon~
Short a watermelon~
Desc A watermelon has been left here.~
Level 1
ItemType food~
Cost 13
Asize 0
Rsize 50
Values 5 5 0 0 0
Weight 5
Material unknown~
Wear     take~
End

#7357
Name bunch grapes~
Short a bunch of `#`mgrapes`^~
Desc A bunch of `#`mgrapes`^ lie here.~
Level 1
ItemType food~
Cost 13
Asize 0
Rsize 50
Values 5 5 0 0 0
Weight 5
Material unknown~
Wear     take~
End

#7358
Name black cast-iron key~
Short a black cast-iron key~
Desc A black cast-iron key lies here.~
Level 0
ItemType key~
Cost 30
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 10
Material cast iron~
Extra    nodegrade~
Wear     take~
End

#7359
Name pile junk~
Short a pile of junk~
Desc A pile of junk is heaped here.~
Level 1
ItemType container~
Cost 10
Asize 0
Rsize 50
Values 50 0 0 50 0
Weight 1000
Material junk~
Extra    nodegrade~
ExtraDesc pile junk~
A large pile of junk stands here.  Made up of old wooden wheels, mishapen 
pieces of tin, pieces of wire, lengths of tangled rope, this collection is a 
landmine for inventors..  And to others, just a pile of junk!  
~
End

#7360
Name flowerbeds of sweetpeas~
Short flowerbeds of `#`rs`mw`Me`Re`Yt`rp`Me`ra`Rs`^~
Desc Flowerbeds of `#`rs`mw`Me`Re`Yt`rp`Me`ra`Rs`^ fill the air with sweet scents.~
Level 1
ItemType container~
Cost 50
Asize 0
Rsize 50
Values 10 0 0 2 0
Weight 1000
Material flowers~
Extra    nodegrade~
End

#7361
Name fruit stall~
Short a fruit stall~
Desc A fruit stall stands here.~
Level 1
ItemType furniture~
Cost 50
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 200
Material unknown~
Extra    nodegrade~
End

#7362
Name tin bucket~
Short a tin bucket filled with an opaque liquid~
Desc A tin bucket filled with an opaque liquid is to the side of the stall.~
Level 1
ItemType container~
Cost 50
Asize 0
Rsize 50
Values 10 0 0 1 0
Weight 200
Material unknown~
Extra    nodegrade~
End

#7363
Name lemon juice drink~
Short a cup of home-made lemonade~
Desc A cup of home-made lemonade has been left here.~
Level 1
ItemType drinkcontainer~
Cost 24
Asize 0
Rsize 50
Values 5 5 lemonade 0 0
Weight 5
Material lemonade~
Wear     take~
End

#7364
Name flowerbed snow-white flowers~
Short a flowerbed of `#`Wsnow-white`^ flowers~
Desc A flowerbed of `#`Wsnow-white`^ flowers attracts the bees and butterflies.~
Level 1
ItemType container~
Cost 50
Asize 0
Rsize 50
Values 10 0 0 2 0
Weight 1000
Material flowers~
Extra    nodegrade~
End

#7365
Name shelves shelf~
Short some shelves~
Desc Rows of shelves line the shed wall.~
Level 1
ItemType container~
Cost 350
Asize 0
Rsize 50
Values 50 0 0 50 0
Weight 50
Material wood~
Extra    nodegrade~
End

#7366
Name broken watering can~
Short a broken watering can~
Desc A broken watering can has been left here.~
Level 1
ItemType container~
Cost 10
Asize 0
Rsize 50
Values 10 0 0 10 0
Weight 12
Material tin~
Extra    nodegrade~
Wear     take~
End

#7367
Name old spade~
Short an old spade~
Desc An old spade has been left here.~
Level 1
ItemType container~
Cost 20
Asize 0
Rsize 50
Values 10 0 0 10 0
Weight 15
Material cast-iron~
Extra    nodegrade~
Wear     take~
ExtraDesc old spade~
This old spade is made of cast-iron and is quite heavy.  There seems to be 
something gold tied to the top of the handle.  
~
End

#7368
Name flowerbed tulips daisies poppies lobelias~
Short `#`Rred tulips`^, `#`Yyellow daisies`^, `#`gtall poppies`^ and `#`Bblue lobelias`^~
Desc A flowerbed of `#`Rred tulips`^, `#`Yyellow daisies`^, `#`gtall poppies`^ and `#`Bblue lobelias`^ grows here.~
Level 1
ItemType container~
Cost 50
Asize 0
Rsize 50
Values 10 0 0 2 0
Weight 1000
Material flowers~
Extra    nodegrade~
End

#7369
Name garden of tangled wildflowers~
Short a garden of tangled `#`mw`Mi`Yl`Md`mf`Yl`mo`Yw`Me`mr`Ys`^~
Desc A garden of tangled `#`mw`Mi`Yl`Md`mf`Yl`mo`Yw`Me`mr`Ys`^ covers the path.~
Level 1
ItemType container~
Cost 50
Asize 0
Rsize 50
Values 10 0 0 2 0
Weight 1000
Material flowers~
Extra    nodegrade~
ExtraDesc garden wildflowers~
These wildflowers bloom with the colours of vivid crimsons and purples, and 
vibrant yellows.  In the tangle of flowers, you notice something red caught 
up in the stems.  
~
End

#7370
Name willow tree~
Short a willow tree~
Desc A willow tree sways in the gentle breeze here.~
Level 1
ItemType container~
Cost 50
Asize 0
Rsize 50
Values 10 0 0 2 0
Weight 1000
Material flowers~
Extra    nodegrade~
End

#7371
Name large grey boulder~
Short a large `#`Sgrey`^ boulder~
Desc A large `#`Sgrey`^ boulder sits in the middle of the garden.~
Level 1
ItemType furniture~
Cost 0
Asize 0
Rsize 50
Values 2 500 BEHK 0 0
Weight 500
Material stone~
Extra    nodegrade~
End

#7372
Name narrow stream~
Short a narrow stream~
Desc A narrow stream trickles over the river stones here.~
Level 1
ItemType fountain~
Cost 0
Asize 0
Rsize 50
Values 300000 300000 water 0 0
Weight 100
Material water~
End

#7373
Name bright yellow dress~
Short a `#`Ybright yellow`^ dress~
Desc A `#`Ybright yellow`^ dress is here.~
Level 0
ItemType clothing~
Cost 18
Asize 1
Rsize 50
Values 0 0 0 0 0
Weight 1
Material cotton~
Extra    nonmetal nodegrade~
Wear     take about~
End

#7374
Name bright green overalls~
Short some `#`Gbright green`^ overalls~
Desc Some `#`Gbright green`^ overalls lie here.~
Level 0
ItemType clothing~
Cost 18
Asize 1
Rsize 50
Values 0 0 0 0 0
Weight 1
Material cotton~
Extra    nonmetal nodegrade~
Wear     take about~
End

#7375
Name narrow stream river~
Short a stream~
Desc ~
Level 1
ItemType container~
Cost 0
Asize 0
Rsize 50
Values 10 0 0 10 0
Weight 100
Material water~
End

#7376
Name upturned flowerpot pot~
Short an upturned flowerpot~
Desc An upturned flowerpot has been abandoned here.~
Level 1
ItemType container~
Cost 5
Asize 0
Rsize 50
Values 10 0 0 10 0
Weight 10
Material pottery~
Extra    nodegrade~
Wear     take~
End

#7377
Name large parchment map world~
Short a large world map~
Desc A large world map lies here.~
Level 1
ItemType map~
Cost 25
Condition 75
Asize 3
Rsize 50
Values A 0 0 0 0
Weight 1
Material paper~
Wear     take~
ExtraDesc reverse ~
`RRed Areas    `Xmeans to avoid these areas, if not experienced.
`YYellow Areas `Xmeans these are good hunting grounds, but 
                 before you enter these hunting grounds type
                 '`CArea [Areas's name]`X' An example of this
                 is typing area goblin. this will show the area
                 statistics on goblin warrens, and its level 
                 range. make sure to check the level range before
                 seeking it out.
`WWhite Area `Xmeans these are the starting cities, and great places
                 to find Roleplay or someone to help you.
 
~
ExtraDesc map parchment world large~
This map is not even close to scale. but general directions are accurate.
On it you will find the large population centers, and a few new areas
players might be interested in. There are also a few areas for new
players right in Mekali and Dzagari.
 
`#`CPLEASE TYPE 'AREAS' TO SEE A COMPLETE LIST OF EXISTING AREAS`^
 
 
     `RADVANCED     `y^^^^^^^^ `RFire       `RObsidian   `RCity of `B%%%%%%%%%%%%%%%
     `RPLAYER AREAS `y^^^^^^^ `RGiants `y^^^^^ `RTower `y^^^^ `RThieves`B%%%%%%%%%%%%%%%
     `y^^ ^^^^^^^^^^^ ^ ^^^^^       ^^     ^^^^^^^`g@@@@@@@`S|`g@@@`B%%%%%%%%%%%%%
      `y^  ^^^^^^^^^^^ ^   ^^^^^^  `YKnir Valley `y^^ `g@@@@@@@`S|`g@@@@`B%%%%%%%%%%%%  
       `s|-----X  `y^^^^^^^ ^ ^^^       ^^  ^^    `y^^ `g@@@@@@`s|`g@@@@@@`B%%%%%%%%%%   
       `s|`y^^^^^^^^^^^^^^`s|`y^^^^^^^^^ ^^  ^^ ^`YHalflings `g@@@@`s|`g@@@@@@`B%%%%%%%%%%
       `s---------------|--------------------------------|`g@@ `YFishing `B%%%%%
       `s|`g@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@`s|`g@@ `YVillage `B%%%%%
       `s|`g@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@`s|`S------`c-----`g@@@@@
       `s| `RDandenong `g@@@`s|`g@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@`s|`g@@@`c---`g@@@@@@@@@@ 
       `s|____`RTown `g@@@@@`s|`g@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@`s|`g@@`c-`g@@@@@ `RLight @
`g@@@@@@@@@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@`s|`g@`c-`g@@@@@@ `RHouse `g@
`RBlack  `g@@@@@@@@@@@@@@@`s|`g@`s__ `g@@@@@@@@@`c------------------ `GTroll `g@@@@@@@@@@@    
`REagle  `g@@@@@@@@@@@@@@@`s|`g@`s| `YSlime `g@@ `YIn the `g@@@@@@@@@@@ `GBridge `g@@@@@@@@@@@
`RCastle `g@@@ `YGoblin`s-----|-- `YKingdom `c- `YTrees `g@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@@ 
 `s|     `g@@@ `YWarrens `g@@@`s|`g@@@@@@@@`c---`g@@@@@@@@@@@@@@@@@@@@@`s|`g@@@@@@ `YMonastery
 `s|     `g@@@@@@@@@@@@@@@`s|`g@@@@@@@`c-`g@@@@@@@@@@@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@`s|`g@@@@
 `s| `YGrave `g@  `YLost `g@@@@@`s|`g@@@@@@`c-`g@@@@@ `RMrem `g@@@ `YBrigand `g@@`s| `YEastern `g@@`s|`g@@@@  
 `s|-`YYard @`g `YKingdom `g@@@@`s|`g@@@@@`c-`g@@@@@`R Village `g@@@ `YCamp `g@@@`s| `YStar Inn `g@`s|`g@@@@
 `s|   `g@@@@@@@`s|`g@@@@@@@@@`s|`g@@@@`c-`g@@@@@@@@@@@@@@@@@@@@@@@@@@@`s| `g@@@@@@@@@@`s|`g@@@@ 
 `s|   ---------------`WMekali`s---------------------|-------`s+-----------|----
 `s|   |`g@@@@@@@@@@@@@@@@`s|`g@@`c-`g@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@@
 `s|----`g@@@@@@@@`c--------`s|`c----------`g@@@ `RSilver `g@@@@@@@@@@@`s|`g@@@@`c------`g@@@@@@
`c--------------`g@@@@@@@@`S|-`YTraining `c-`g@@ `RTemple `g@@@@@@@@@@@`s|`g@@@`c-`g@@@@@@`c-`g@@@@@
 `RGnoll `g@@@@@@@@@@@@@@@`s| `YGrounds  `g@`c------------ `YReeking`c-`s|`c---`g@@@@@@@@`c-`g@@@@
 `REncampment `g@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@ `YSwamps  `YVillage `s|`g@@@@@@@@@@@@`c-`g@@@
 `g@@@@@@@@@@`s| `XChurch `g@@`s| `YTakers `g@@@@@@@@@@@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@`c-`g@@
 `g@@@@@@@@@@`s|`g@@@@@@@@@@`s| `YPlace `g@ `YWarlocks `g@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@`c-`g@   
 `g@@@@@@@@@@`s|`g@@@@@@@@@@`s|`g@@@@@@@@@@ `YKeep `g@@@@@@@@@@@@@@@@`s|`g@@@@@@@@@@@@@@@`c-
 `s|---------------------------------------------------`WDzagari `g@@@@@@@@@@@
 `RDefiled         `s|
 `RSanctuary    `YDarkhate Castle
 
 
`XThis is far from the world of Mythrin, this map shows the most general
areas within a distance of the main lands. It lists area's to hunt
as well as one's to avoid. There is a list on the back of the map 
that gives you a diagram of what the colours in this map mean.
Type '`#`Clook reverse`X' to the the charts on the colours.
~
End

#7378
Name token gnome-has-greeted~
Short gnome-has-greeted-token~
Desc Gnome-has-greeted~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7379
Name token has-given-leaf~
Short token has-given-leaf~
Desc Token has-given-leaf~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7380
Name token has-given-pomegranate~
Short token has-given-pomegranate~
Desc Token has-given-pomegranate~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7381
Name token has-beatafeet-boots~
Short token has-beatafeet-boots~
Desc Token has-beatafeet-boots~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7382
Name small map mekali~
Short a small map of Mekali~
Desc A small map has been left here.~
Level 1
ItemType map~
Cost 25
Condition 75
Asize 3
Rsize 50
Values A 0 0 0 0
Weight 1
Material paper~
Wear     take~
ExtraDesc map small mekali~
`C                           (Mekali)                       `mLEGEND`+
                `sIronmaul                                  `gGreen: Necessity`+
                `sEstates <<                                `yTan: Travel`+
           `CToys           `yNorth Gate                      `CCyan: Sight`+
`x            |                 |                           `RRed: Guild`+
`x +----------+-----------------+--------+--------+----------+ `+
 |          |                 |        |        |          | `+
 |         `CPets     Bed &   `x--+      `gPrison  Guard HQ      `x| `+
 |           `CBakery Breakfast `x|  `CAuctions Tanner           `x| `+
 | `CSilver`x       |      |      |      |      |              | `+
 | `CPlatter`x------+------+------+------+------+-----`CJeweller `x| `+
 |              |      |      |      |      |              | `+
 |          `CFarmer's Arena    `x|    `gBath   `CMagic            `x| `+
 |          `CMarket            `x|           `CShop             `x| `+
 |                    `RTemple`x--+--`CPark                Maps`x--| `+
 |                            |                            | `+
 |                            |  `CDancing`x                   | `+
 |                    `gHealer`x--+--`CDragon              `yJobs`x--| `+
 |                            |  `CBar`x                       | `+
 |       `gClothier  Supplies`x   |`C   Apothecary `gWeaponry`x      |`s >> Crossroads `+
`yWest`x        |        |        |        |        |        `yEast `+
Gate`x--------+--------+------`CPlaza`x------+--------+--------`yGate `+
`x            |        |        |        |        |          | `+
         `RArcanum   `gArmoury`x    |    `CJewellery `RFighters   `CMerchant `+
                              `x|`C                          Office `+
                        `RCove`x--+--`yStable `+
`x                              |                         `YN `+
`C                  Sunken      `x|                       `s..`B^`s.. `+
`C                  Ship  `gBank`x--+--`CLocksmith            `s.`b\|/`s. `+
`C                  Tavern`x      |                     `YW`B<`b-=`BO`b=-`B>`YE `+
`x                     |        |                       `s'`b/|\`s' `+
`y               Port`x--+--------+--`yBoats                `s''`Bv`s'' `+
`x                              |                         `YS `+
`y                        River Crossing `+
`xAs of: Winter 1219 `+
`+
~
End

#7383
Name small map dzagari~
Short a small map of Dzagari~
Desc A small map has been left here.~
Level 1
ItemType map~
Cost 25
Condition 75
Asize 3
Rsize 50
Values A 0 0 0 0
Weight 1
Material paper~
Wear     take~
ExtraDesc map small dzagari~
`C                               (Dzagari)`m                  LEGEND `+
         `YN                                                `gGreen: Necessity `+
       `s..`B^`s..            Crossroads                        `yTan: Travel `+
       `s.`b\|/`s.                ^                             `CCyan: Sight `+
     `YW`B<`b-=`BO`b=-`B>`YE              `s^                             `RRed: Guild `+
       `s'`b/|\`s'                  `x.-`yBoats `+
       `s''`Bv`s''            `yNorth Gate `+
         `YS                  `x| `+
                            | `+
                 `CBeastiary`x--+--`CCourier                `x+--`CTorture `+
                            `x|  `CService                `x|  `CShack `+
                    `CGems &  `x|                         | `+
                     `CMisc.`x--+--`gBank         `RBuilding`x--+ `+
                            |                         | `+
`yCarriage Stable   `gButcher   `x|    `gWeaponry `RArcanum     `x|    `RNecromicon `+
`x   |       |        |       |       |        |        |        | 
`y  West`x-----+--------+-----`CSquare`x----+--------+--------+--------+--`sFortress `+
`y  Gate`x     |        |       |       |        |        |        | `+
               `x,-`gSupplies   `x|    `gArmoury  `RFighters`x    |     `RThieves `+
`g        Clothing `x           |                         |    `R  Union `+
`g                  Chaotica`x--+--`CPestilence      `RWagon`x--+ `+
`x                            |  `CPit                 `x   | `+
`x                            |                         | `+
`x                 ,-`CTrellis`x--+--`CMetalworks`x             +  `s>> Lapis `+
`C             Merchant`x       |                               `sCaves `+
`C              Office`x        | `+
                        `ySouth Gate`x `+
As of: Winter 1219 `+
`+
 
~
End

#7384
Name token_has_completed_advanced_test~
Short `#`Wtoken_has_completed_advanced_test`^~
Desc `#`Wtoken_has_completed_advanced_test`^~
Level 0
ItemType token~
Cost 0
Asize 0
Rsize 50
Values A 0 0 0 0
Weight 0
Material unknown~
Extra    rotdeath visdeath~
End

#7385
Name pair reading glasses~
Short a pair of reading glasses~
Desc A pair of glasses lie here.~
Level 1
ItemType jewelry~
Cost 111
Asize 0
Rsize 50
Values 0 0 0 0 0
Weight 1
Material glass~
Extra    nodegrade burnproof~
Wear     take eyes~
Affect modifier -1 1 -1 memory 1 0
End

#0



#ROOMS
#7300
Name Lesson 1 - How to Move~
Desc The first lesson in the basics of mudding - movement.
~
RoomFlags light~
Sector city~
Exit east 7301
EFlags oneway~
End


#7301
Name Lesson 2 - How to Look~
Desc Lets create a typical scene of what its like in the ic (in character) world 
of Dawn..  `1`1You walk down a quiet street, which has a `#`Sgate`^ leading to the north.  
Colourful `#`Sflowers`^ grow along the street, and there is a `#`Ssignpost`^ up ahead.  
~
RoomFlags light~
Sector city~
ExtraDesc gate ~
You set eyes upon a solid wooden gate.  There are intricate designs carved 
in the wood and the hinges are rusting slightly.  It reaches the waist of an 
average human, in height, and is left open.  
~
ExtraDesc flowers ~
Brightly coloured flowers of every shade, from deep red, to crimson to 
vibrant pinks and yellows grow in abundance here.  They add a sweet scent to 
the air, attracting butterflies and other small critters.  
~
ExtraDesc signpost ~
The signpost points to the north, and reads:`1`1 `#`RThis way to lesson 3`^ 
~
Exit north 7302
EFlags door oneway~
EKeywords gate~
End


#7302
Name Lesson 3 - How to Open~
Desc As you walk along this street, you come to what at first, seems like a dead 
end.  Looking around though, you notice a door to the east.  However, unlike 
the gate in the previous room, this door is closed.  
~
RoomFlags light~
Sector city~
Exit east 7303
EFlags door closed oneway~
End


#7303
Name Lesson 4 - How to Unlock~
Desc You continue along this street and see another closed `#`Sdoor`^ which heads to 
the south.  
~
RoomFlags light~
Sector city~
ExtraDesc door ~
The door which is firmly shut has a small keyhole near the handle.  There is 
no key in the lock though.  
~
Exit south 7304
EFlags door closed locked oneway~
EKeyvnum 7302
EKeywords door~
End


#7304
Name Lesson 5 - How to Get~
Desc Heading along the street to the south, you come to a closed gate.  There is 
a padlock with a small keyhole attached to the gate.  A weather-beaten chest 
lies at the side of the path.  
~
RoomFlags light~
Sector city~
Exit south 7305
EFlags door closed locked oneway~
EKeyvnum 7303
EKeywords gate~
End


#7305
Name A summary of Lessons 1-5~
Desc Keywords to revise about the topics you've covered so far:
 
- How to Move -   `#`Sexit / direction (east or e for short)`^
 
- How to Look -   `#`Slook / look <keyword> / look in <container>
                  examine <keyword>`^
 
- How to Open -   `#`Sopen <direction>`^
 
- How to Unlock - `#`Sunlock <direction> / open <direction>`^
 
- How to Get -    `#`Sget <keyword> / get <object> <container>
                  get all / get all.<keyword>`^ 
~
RoomFlags light~
Sector city~
Exit east 7306
EFlags oneway~
End


#7306
Name Lesson 6 - How to Give~
Desc Lets imagine for a moment that you are in the ic (in character) world..  `1`1 You are in a central plaza with people coming and going.  The path is 
cobbled with grey stones and there is a wooden bench here.  A street heads 
off to the southeast.  
~
RoomFlags light~
Sector city~
Exit southeast 7307
EFlags oneway~
End


#7307
Name Lesson 7 - How to Talk~
Desc Lets create a typical scene where there are other people to interact with..  
`1`1 You are on a side street, which comes off the plaza.  Citizens wander 
about happily, and laborers walk past quickly getting on with their work.  
~
RoomFlags light~
Sector city~
Exit south 7308
EFlags oneway~
End


#7308
Name Lesson 8 - Socials~
Desc You head south, continuing along this small street.  The road turns a 
corner, heading southeast up ahead.  
~
RoomFlags light~
Sector city~
Exit southeast 7309
EFlags oneway~
End


#7309
Name Lesson 9 - Emotes~
Desc The street you are on turns another corner here, heading to the east.  It's 
a rather quiet little street, with not many travellers passing by.  
~
RoomFlags light~
Sector city~
Exit east 7310
EFlags oneway~
End


#7310
Name Lesson 10 - How to follow~
Desc The quiet little street you on, turns a sharp bend and heads to the 
northeast.  The road is narrow, with scarcely another person in sight.  
~
RoomFlags light~
Sector city~
Exit northeast 7311
EFlags oneway~
End


#7311
Name A summary of lessons 6-10~
Desc Keywords to revise about the topics you've covered so far:
 
 - How to Give -        `#`Sgive <item> <keyword of player>
                        give <item> <name of player>
                        give all <player> / give all.<item> <player>`^
 
 - How to Talk -        `#`Ssay <message> / 'message 
                        sayto <player> <message> / '>player message`^
 
 - How to use Socials - `#`Stype socials for a list available`^
 
 - How to do Emotes -   `#`Semote <action> / ,action
                        type help emote for more info`^  
 
 - How to Follow -      `#`Sfollow <player> / beckon <player>
                        follow self / nofollow`^ 
                   
~
RoomFlags light~
Sector city~
Exit east 7312
EFlags oneway~
End


#7312
Name Lesson 11 - How to Buy~
Desc Lets create the sort of shop setting you'll find in the ic (in character) 
world..  `1`1 You walk into a small shop.  Shelves line the walls and from them you can 
see a range of clothing and armor garments.  A counter stands at the front 
of the shop, and there is a short man standing behind it, tending to the 
customers.  
~
RoomFlags light~
Sector inside~
Exit east 7313
End


#7313
Name Lesson 11 - How to Buy Part 2~
Desc This is another typical shop setting..  `1`1You walk into a narrow shop.  Weapons of all kinds are displayed on the 
walls.  There are sparkling swords and daggers, solid axes and polearms, and 
a special display case of exotic weapons.  A young man serves from behind 
the counter at the side of the room.  
~
RoomFlags light~
Sector inside~
Exit north 7314
Exit west 7312
End


#7314
Name Lesson 12 - How to Wear and Wield~
Desc Let's imagine you've just come out of the shop, and you're back on a small 
street.  `1`1The road here is neatly cobbled, and wide enough to fit two carriages 
widthways.  There is a small building to the south with display cases of 
weapons, and to the east, the road continues to weave its way along.  
~
RoomFlags light~
Sector city~
Exit east 7315
EFlags oneway~
Exit south 7313
End


#7315
Name Lesson 13 - How to Hold~
Desc Lets imagine you are in one of the main towns and you walk into one of the 
shops..  `1`1You are inside what looks to be, a general store.  There are shelves lined 
with packaged goods, and at the front of the room is a counter with loaves 
of fresh bread sitting on top.  
~
RoomFlags light~
Sector inside~
Exit northeast 7316
EFlags oneway~
End


#7316
Name Lesson 14 - How to Eat and Drink~
Desc Lets create a typical park scene, that you might see in the ic world..  `1`1A path heads off the main street to a small park filled with large, shady 
trees and flowerbeds blooming with radiant colours.  Butterflies and 
sparrows fly about in the cool air, it seems like the perfect place for a 
picnic.  
~
RoomFlags light~
Sector field~
Exit northwest 7317
EFlags oneway~
End


#7317
Name Lesson 15 - How to Rest and Sleep~
Desc You are still in a typical park setting, that you might see in the ic world. 
 `1`1Green grass grows lushly here, covering the ground in a carpet of soft 
green.  Tall trees cast shade on the park, and their leaves wave gently in 
the breeze.  Sparrows fly about in the sky above you, landing every so often 
to hop about looking for worms.  
~
RoomFlags light~
Sector field~
Exit north 7318
EFlags oneway~
End


#7318
Name A summary of lessons 11-15~
Desc Keywords from the topics you've covered so far:
 
- How to buy - `#`Slist / buy <item> / 
               buy 5.item (buy the fifth item on the list)
               buy 5.leather (buy the fifth leather item on the list)
               buy 5*item (buy 5 items of the same, ie. 5 chickens)
               sell <item> / sell all`^
 
- How to wear/wield - `#`Swear <item> / wear all / remove <item>
               wield <weapon> / second <weapon>`^
 
- How to hold/drop/put - `#`Shold <item> / drop <item>
               drop all / put <item> <container>`^
 
- How to eat/drink - `#`Seat <item> / fill <container>
               drink <container>`^
 
- How to rest/sleep - `#`Srest / sleep / sleep <furniture>`^
 
                
~
RoomFlags light~
Sector city~
Exit northwest 7319
EFlags oneway~
End


#7319
Name Lesson 16 - How to Train and Practise~
Desc Lets create the atmosphere of a guild, your place of training.  `1`1 You are inside a large dusty room.  An old oak bookshelf stands against 
one wall filled with dusty novels and manuscripts.  On the adjacent wall 
hang a display of weapons in all shapes and sizes.  Judging by the lack of 
sheen on the weapons you can tell that they are well used.  
~
RoomFlags light~
Sector inside~
Exit northwest 7321
EFlags oneway~
End


#7320
Name Lesson 18 - How to Consider and Flee~
Desc You are somewhere deep in the middle of mudschool.  There is a murky pool of 
mosquito infested water before you.  The stench of the stagnant water hangs 
heavily in the air and you hear the endless drone of mosquitos buzzing in 
the air.  
~
RoomFlags light~
Sector field~
Exit west 7322
EFlags oneway~
End


#7321
Name Lesson 17 - Prompt and Score~
Desc This room in the mudschool is a plain, white-washed square room.  It seems 
rather dull, the carpet is dirt-tan in colour and there is only a single 
window shedding light on the room.  There is an exit to the southwest and 
another to the southeast.  
~
RoomFlags light~
Sector city~
Exit southwest 7320
EFlags oneway~
End


#7322
Name Lesson 19 - Wimpy and Recovery~
Desc You head along a road in the mud school.  The path is covered in tiny 
pebbles and seems well-trodden.  Small clumps of flowers grow wildly at the 
edge of the path on either side.  The path heads southwest up ahead.  
~
RoomFlags light~
Sector city~
Exit southwest 7323
EFlags oneway~
End


#7323
Name Lesson 20 - How to Group~
Desc You stand in a small classroom somewhere in the mudschool.  The wallpaper is 
a mellow cream colour and several windows let rays of light inside.  
~
RoomFlags light~
Sector inside~
Exit northwest 7324
EFlags oneway~
End


#7324
Name A summary of lessons 16-20~
Desc Keywords from the topics you've covered so far:
 
- How to train and practice - `#`Spractice (prac) <skill/realm> eg. dagger, summer
                              train (tr) <statistic> eg. me, hp
                              gain <skill/realm>`^
 
- How to consider -    `#`Scon <creature>`^
 
- Prompt and Score -   `#`Shelp prompt
                       help score`^
 
- Wimpy and Recovery - `#`Srest / rest bed
                       wimpy <number>`^                      
 
- How to group -       `#`Sfollow <player>
                       group <player>`^
 
 
NOTE: You can be transported straight to the junkyard (one north from here) 
by saying the word "quest" to the being who asks if you are a beginner or 
advanced.
~
RoomFlags light~
Sector city~
Exit north 7348
EFlags oneway~
End


#7325
Name Advanced School, Lesson 1 - Who's Who?~
Desc You walk into a large, well-lit room inside the mudschool.  A lush red 
carpet is spread out on the polished wooden floor.  In the corner stands an 
oak end table, adorned with a small lamp.  There is an open door to the 
northwest leading into another room.  
~
RoomFlags light~
Sector inside~
Exit northwest 7326
EFlags oneway~
End


#7326
Name Adv. School, Lesson 2 - Rules~
Desc You enter yet another room in the mudschool.  There is an open entrance way 
on the western wall leading to what looks to be another class.  Plain walls 
surround you, with polished wood covering the floor.  An open window lets in 
a soft breeze which greets you as you enter.  
~
RoomFlags light~
Sector inside~
Exit west 7327
EFlags oneway~
End


#7327
Name Adv. School, Lesson 3 - IC/OOC~
Desc Four solid, white-washed walls surround you.  A polished wooden floor gleams 
from one wall to the other, and immediately opposite the door you just came 
through, is another exit to the southwest.  
~
RoomFlags light~
Sector inside~
Exit southwest 7328
EFlags oneway~
End


#7328
Name Adv. School, Lesson 4 - Channels~
Desc You enter a long, tidy room in the mud school which seems a little bare.  
Apart from the rug on the floor, there are no other furnishings.  A panel of 
windows along one wall sheds light into the room and there is an open 
doorway to the east.  
~
RoomFlags light~
Sector inside~
Exit east 7329
EFlags oneway~
End


#7329
Name Adv. School, Lesson 5 - Responding to Tells~
Desc Yet another room within the mudschool.  This room looks pretty much like the 
last one, with a doorway to the east leading into another room.  
~
RoomFlags light~
Sector inside~
Exit east 7330
EFlags oneway~
End


#7330
Name Adv. School, Summary of Lessons 1-5~
Desc Helpfiles from the topics you've covered so far:
 
- Who's Who? - `#`SWho (to see who's currently on)
               help who / help who-levels
               wizlist / help council
               help noble 
               help area-building`^
 
- Rules -      `#`Shelp rules
               helplist policy`^
 
- IC/OOC -     `#`Shelp in character / help out of character
               help newbie`^ 
 
- Channels -   `#`Shelp -channels`^
 
- Sending/Receiving Tells - `#`Shelp tell`^
~
RoomFlags light~
Sector inside~
Exit southeast 7373
EFlags oneway~
End


#7331
Name Adv. School, Lesson 6 - Roleplay~
Desc A seeming dull room, with four walls, wooden floorboards and a ceiling 
surrounds you.  Three tall windows, almost the entire height of the room, 
are positioned along the eastern wall.  To the northeast, is an open 
entranceway.  
~
RoomFlags light~
Sector inside~
Exit northeast 7332
EFlags oneway~
End


#7332
Name Adv. School, Lesson 7 - Alignment~
Desc This room seems a little lavish for a classroom in the mudschool.  Or 
perhaps it is just the soft, maroon velvet curtains that give it the 
impression of lavishness.  Other than the striking curtains, the floor is 
made of the same wooden floorboards as every other room you've entered so 
far.  A doorway leads off to the north.  
~
RoomFlags light~
Sector inside~
Exit north 7333
EFlags oneway~
End


#7333
Name Adv. School, Lesson 8 - Letgains~
Desc This room has been covered in a soft, cream wallpaper which goes nicely with 
the polished wood floors and skirting boards.  A four-panelled window sheds 
light into the room, and you notice an exit to the southwest.  
~
RoomFlags light~
Sector inside~
Exit southwest 7334
EFlags oneway~
End


#7334
Name Adv. School, Lesson 9 - Short and Long Descriptions~
Desc Pale walls, broken only by the bay windows, surround you on all four sides.  
An open doorway leads off the southwest, presumably into another classroom 
within the mudschool.  
~
RoomFlags light~
Sector inside~
Exit southwest 7335
EFlags oneway~
End


#7335
Name Adv. School, Summary of Lessons 6-9~
Desc Helpfiles from the topics you've covered so far:
 
- Roleplay -  `#`Shelp role-playing
              help ic / help ooc
              help examplegood / help examplebad`^
 
- Alignment - `#`Shelp alignment / help alignment definition`^
 
- Letgains -  `#`Shelp letgain
              help history / help history-requirements
              help history-example
              help rpsheet
              help race / help mythos`^
 
- Short/Long Descriptions - `#`Shelp long / help short
              help description-editor
              help race`^                
 
~
RoomFlags imm_only light~
Sector inside~
Exit southwest 7373
EFlags oneway~
End


#7336
Name Adv. School, Lesson 10 - Leveling~
Desc You enter a smallish room within the mudschool.  Polished wooden floors 
glisten silently and rays of light shine in from the windows along the 
western wall.  A doorway opens into another room to the southeast.  
~
RoomFlags light~
Sector inside~
Exit southeast 7337
EFlags oneway~
End


#7337
Name Adv. School, Lesson 11 - Guilds~
Desc Peachy-cream wallpaper decorates the walls in this mudschool classroom.  A 
matching peach-cream lampshade hangs from a light in the ceiling.  Panels of 
polished wood glisten on the floor, and there is an exit to the east of this 
room.  
~
RoomFlags light~
Sector inside~
Exit east 7338
EFlags oneway~
End


#7338
Name Adv. School, Lesson 12 - Races and Classes~
Desc The classroom you enter is brightly lit.  Four windows along the wall 
stretch from the floor to the ceiling, and fill the room with light.  A door 
heads out of the room to the north.  
~
RoomFlags light~
Sector inside~
Exit north 7339
EFlags oneway~
End


#7339
Name Adv. School, Lesson 13 - Mythos~
Desc A striped peppermint green wallpaper decorates the walls in this room.  The 
ceiling is tall with banisters of solid wood stretching across it.  Polished 
wooden floorboards shine beneath your feet.  There is a door to the west, 
leading into another classroom.  
~
RoomFlags light~
Sector inside~
Exit west 7340
EFlags oneway~
End


#7340
Name Adv. School, Summary of Lessons 10-13~
Desc Helpfiles and keywords from the topics you've covered so far:
 
- Leveling - `#`Sgain experience (xp) through:
              roleplay / moot rewards / killing monsters
              part of a group killing monsters /
              increase skills through use`^
 
- Guilds -   `#`SMekali / Dzagari / Crossroads / Silver temple
             train <st qu pr em in co ag sd me re hp mana>
             practice <skill>
             gain <skill>`^
 
- Races & Classes - `#`Shelp race-list / help racial-skills
             help race-overview / help race-<race_name>
             help race-myths
             help class_name`^
 
- Mythos and Setting - `#`Shelp mythos / help god-pantheon`^
~
RoomFlags light~
Sector inside~
Exit northwest 7373
EFlags oneway~
End


#7341
Name Adv. School, Lesson 14 - Areas~
Desc This is a relatively small classroom, with four adjacent windows.  A dullish 
cream paint covers the walls, and skirting boards.  To the southwest, a door 
leads out of the classroom.  
~
RoomFlags light~
Sector inside~
Exit southwest 7342
EFlags oneway~
End


#7342
Name Adv. School, Lesson 15 - Maps~
Desc Cream wallpaper with tiny swirls of light grey has been slathered on the 
walls in this room within the mudschool.  The room is large but mostly 
empty.  On the southern wall, a solid wood door stands, and probably leads 
into another room much like this one.  
~
RoomFlags light~
Sector inside~
Exit south 7343
EFlags oneway~
End


#7343
Name Adv. School, Lesson 16 - Things to get involved in~
Desc This room is narrow and long, and dimly lit.  Small windows high up on the 
walls let in very little light, and the curtains are half-shut.  The 
polished wooden floors seem dull in this light.  There is an exit to the 
east.  
~
RoomFlags light~
Sector inside~
Exit east 7344
EFlags oneway~
End


#7344
Name Adv. School, Lesson 17 - Helpfiles~
Desc You enter a large room, with fine, polished wood floors.  The frames on the 
windows are also fine, polished wood with little gold latches.  The walls 
are barren, and painted a mildew green colour, though the paint seems to be 
a little faded now.  A door leads out of the room to the north.  
~
RoomFlags light~
Sector inside~
Exit north 7345
EFlags oneway~
End


#7345
Name Adv. School, Summary of Lessons 14-17~
Desc Helpfiles and keywords from the topics you've covered so far:
 
- Areas -  `#`Sareas`^
 
- Maps -   `#`Slook map`^
 
- Things to get involved in - `#`Shelp clan / help politic
           help ic-houses / help jobs
           help pkill
           help autoquest`^        
 
- Helpfiles - `#`Shelplist <keyword>`^     
~
RoomFlags light~
Sector inside~
Exit northeast 7373
EFlags oneway~
End


#7346
Name Adv. School, The Big Test: Question 1~
Desc The keywords you'll need:
 
   - `#`Shelp rules`^
~
RoomFlags light~
Sector inside~
End


#7347
Name A shop of all-sorts~
Desc This is the last shop before entering the ic world.  It is stocked with a 
hodge-podge of goods, from armor, to weapons, to food, and other useful 
items.  A door leads south back out of the shop, into the classrooms.  
~
RoomFlags imm_only light~
Sector inside~
End


#7348
Name A junkyard~
Desc You stumble across a junkyard, filled with every odd bit of scrap metal and 
wood and old wheels that you could find.  Its piled high and almost entirely 
surrounds you.  In front of you stands a strange looking contraption which 
looks to be only half finished.  Oddly enough, leading out of this curious 
little spot, you notice a path heading into a garden of flowers and trees to 
the north, and another smaller path pushes its way through the piles of junk 
to the east.  
~
RoomFlags light~
Sector city~
Exit north 7349
Exit east 7350
End


#7349
Name A delightful garden~
Desc The sweet scent of sweatpeas in bloom wafts through the air.  This garden is 
divided into small flower beds filled with rambling sweetpeas and colourful 
stocks.  The garden has been recently weeded and each flower bed has been 
carefully edged with small grey stones.  The grassy path heads off in 
several directions, to the west it looks like some sort of stall, and to the 
east and north, more delightful flower gardens.  
~
RoomFlags light~
Sector field~
Exit north 7353
Exit east 7352
Exit south 7348
Exit west 7351
End


#7350
Name A tranquil garden~
Desc This garden is serene and tranquil garden with only the quiet, and 
infrequent sounds of a bird twittering in the willow trees above.  A piece 
of string seems to be tangled in the branches of one of the trees.  The 
grass is soft and lush, a perfect place to take an afternoon nap in the sun. 
 To the west, you see a pile of odds'n'ends which contrasts strongly with 
this delightful garden, and the other gardens to the east and north.  
~
RoomFlags light~
Sector field~
Exit north 7352
Exit east 7357
Exit west 7348
End


#7351
Name A fruit stall~
Desc Set in the corner of the garden is a small stall, stocked with bunches of 
fruit.  The stall barely comes to the height of a human knee, and would suit 
being run by someone small such as a gnome.  On the wooden stall, which is 
decorated with red and orange flags, are plates of grapes, pomegranates, 
bananas and watermelons.  There is a container made of tin to the side of 
the stall and is filled with an opaque, lemony liquid.  
~
RoomFlags light~
Sector inside~
Exit east 7349
End


#7352
Name A garden brimming with flowers~
Desc The path seems hard to find as flowers of every colour imaginable spread 
across the garden in no logical pattern.  Bright red tulips, soft yellow 
daisies, tall poppies, crimson and blue lobelias, blue string, the garden is 
full of them.  The mingling scents fill the air with a fruit salad of 
aromas.  Grassy paths head off to the north, south and east to more gardens. 
 
~
RoomFlags light~
Sector field~
Exit north 7355
Exit east 7356
Exit south 7350
Exit west 7349
End


#7353
Name A quiet garden ~
Desc Flowerbeds brimming with flowers in bloom line the path through this garden. 
 The flowerbeds are home to many small bedding plants, with delicate blooms. 
 The predominant colour is snow-white, with the occasional deep blue and 
crimson red.  Butterflies and bees flit about in the breeze stopping to soak 
up the nectar of these little flowers.  A small shed stands to the north of 
the garden, and the garden continues to the east and south.  
~
RoomFlags light~
Sector field~
Exit north 7354
EFlags door closed locked~
EKeyvnum 7358
EKeywords shed door~
Exit east 7355
Exit south 7349
End


#7354
Name A small shed~
Desc A small tin shed stands here, filled with shelves of gardening tools and old 
spades and broken watering cans.  A tiny glass window on the eastern wall 
sheds pale light into the room, enabling you to at least get your bearings.  
The shelves are covered in dust, and looking a little closer, you notice 
cobwebs starting to take over the corners of the ceiling.  The door to the 
south opens into the garden.  
~
RoomFlags light~
Sector inside~
Exit south 7353
EFlags door closed locked~
EKeyvnum 7358
EKeywords door~
End


#7355
Name A garden of native plants~
Desc The garden here is filled with shrubs and trees, the myriad of greens and 
olives blending together to create a native and natural setting.  Grasses 
and mosses grow along the ground, and at the edge of the paths, while 
taller, sturdier bushes and shrubs grow at the edge of the garden.  To the 
southeast you see a garden of wildflowers and to the west and south, more 
gardens filled with flowers.  
~
RoomFlags light~
Sector field~
Exit south 7352
Exit west 7353
Exit southeast 7356
End


#7356
Name A romantic garden of wildflowers~
Desc The path almost disappears beneath a garden of tangled wildflowers.  The 
sweet scent of the rainbow of flowers attracts bees and butterflies, which 
bob about on the flowerheads, feasting on the nectar.  You can barely make 
out a path through the flowers to the south and another to the northwest.  
~
RoomFlags light~
Sector field~
Exit south 7357
Exit west 7352
Exit northwest 7355
End


#7357
Name A quiet, secluded garden~
Desc This quiet, secluded garden is set in amongst several trees and in the 
middle is a large, comfortable looking boulder, perfect for lazing on.  
Birds flit about in the branches, enjoying the cool, gentle breeze which 
blows through the leaves.  To the east you hear the sound of a trickling 
stream, and to the west and north the garden continues.  
~
RoomFlags light~
Sector field~
Exit north 7356
Exit east 7358
Exit west 7350
End


#7358
Name A garden by the river~
Desc At the edge of the garden a narrow stream trickles past at a sleepy pace.  
The bank is covered in long lush grass and clumps of wildflowers.  The only 
sound you hear is of the water bumbling over small river stones, and a 
straggling piece of string, as it flows along.  Heading west leads back to 
the central garden.  
~
RoomFlags light~
Sector field~
Exit west 7357
End


#7359
Name New Player Recall Point~
Desc As a new player you `Yrecall`W to this room`x till level six.  After that point in 
time, you will recall to the standard recall location for your class & race 
combination.  `1`1There are exits from this room in the four cardinal directions, of which 
three lead to various recall locations:`1`1 North - Takes you to the mud school`1 South - Takes you to the Forest Recall Point`1 West  - Takes you to the Mekali Recall Point`1 East  - Takes you to the Dzagari Recall Point`1 Up    - Takes you to the Newbie Shop`1
~
RoomFlags light~
Sector inside~
Exit north 7371
Exit east 27003
EFlags oneway~
Exit south 33002
EFlags oneway~
Exit west 3000
EFlags oneway~
Exit up 7372
End


#7360
Name Adv. School, The Big Test: Question 2~
Desc The keywords you'll need:
 
`#`S   - help rules`^
~
Sector inside~
End


#7361
Name Adv. School, The Big Test: Question 3~
Desc The keywords you'll need:
 
   `#`S- help rules`^
~
Sector inside~
End


#7362
Name Adv. School, The Big Test: Question 4~
Desc The keywords you'll need:
 
   `#`S- help rules`^
~
Sector inside~
End


#7363
Name Adv. School, The Big Test: Question 5~
Desc The keywords you'll need:
 
`#`S   - help rules`^
~
Sector inside~
End


#7370
Name Welcome to the Dawn of Time!~
Desc ~
RoomFlags safe imm_only noscry light noautomap noautoexits~
Sector inside~
End


#7371
Name Welcome to the Dawn of Time Mud School~
Desc This school is set up to teach you the basics of mudding, and about topics 
which are unique to Dawn.  
~
Sector inside~
Exit south 7359
End


#7372
Name Newbies-R-Us Trading Inc.~
Desc This spacious shop seems to sell a collection of plain, yet practical items, 
such as basic armour and weaponry.  A friendly shopkeeper runs the place, 
and seems more than willing to help you find the right item to suit you.  
~
Sector inside~
Exit down 7359
End


#7373
Name Welcome to Advanced School~
Desc Advanced school is organised into four series, based on similar topics. Choose a direction to get started.
 
North - Advanced Lessons 1-5
East  - Advanced Lessons 6-10
South - Advanced Lessons 11-13
West  - Advanced Lessons 14-17
Up    - Advanced Test 
~
Sector inside~
Exit north 7325
EFlags oneway~
Exit east 7331
EFlags oneway~
Exit south 7336
EFlags oneway~
Exit west 7341
EFlags oneway~
Exit up 7346
EFlags oneway~
End


#0



#SPECIALS
S



#RESETS2
M 0 7301 1 7300 1
M 0 7325 10 7302 1
M 0 7335 10 7303 1
O 0 7301 -1 7304
P 0 7303 10 7301 1
O 0 7304 -1 7304
O 0 7305 -1 7304
O 0 7306 -1 7304
M 0 7324 1 7304 1
M 0 7335 10 7304 1
O 0 7307 -1 7306
M 0 7302 1 7306 1
E 0 7308 -1 about~
M 0 7303 1 7307 1
M 0 7304 1 7312 1
E 0 7311 -1 legs~
E 0 7312 -1 torso~
G 0 7313 -1
G 0 7314 -1
G 0 7315 -1
G 0 7316 -1
G 0 7317 -1
G 0 7318 -1
G 0 7319 -1
G 0 7320 -1
M 0 7305 1 7313 1
E 0 7311 -1 legs~
E 0 7312 -1 torso~
G 0 7326 -1
G 0 7327 -1
G 0 7328 -1
G 0 7329 -1
G 0 7321 -1
M 0 7322 1 7313 1
O 0 7330 -1 7315
M 0 7306 1 7315 1
E 0 7308 -1 torso~
G 0 7331 -1
G 0 7332 -1
G 0 7333 -1
G 0 7334 -1
G 0 7335 -1
G 0 7336 -1
G 0 7337 -1
O 0 7330 -1 7315
O 0 7338 -1 7316
M 0 7307 1 7319 1
E 0 7339 -1 about~
M 0 7323 1 7319 1
M 0 7308 1 7320 1
M 0 7317 1 7346 1
M 0 7316 1 7347 1
E 0 7311 -1 legs~
E 0 7312 -1 torso~
G 0 7313 -1
G 0 7314 -1
G 0 7315 -1
G 0 7316 -1
G 0 7317 -1
G 0 7318 -1
G 0 7319 -1
G 0 7320 -1
G 0 7321 -1
G 0 7322 -1
G 0 7323 -1
G 0 7324 -1
G 0 7325 -1
G 0 7326 -1
G 0 7327 -1
G 0 7328 -1
G 0 7329 -1
G 0 7331 -1
G 0 7332 -1
G 0 7333 -1
G 0 7334 -1
G 0 7335 -1
G 0 7336 -1
G 0 7337 -1
O 0 7354 -1 7348
O 0 7359 -1 7348
P 0 7341 20 7359 1
M 0 7310 1 7348 1
E 0 7374 -1 about~
O 0 7360 -1 7349
P 0 7376 10 7360 1
P 0 7358 10 7376 1
O 0 7370 -1 7350
P 0 7345 10 7370 1
M 0 7314 10 7350 1
O 0 7361 -1 7351
O 0 7362 -1 7351
M 0 7311 1 7351 1
G 0 7355 -1
G 0 7356 -1
G 0 7357 -1
G 0 7352 -1
G 0 7363 -1
E 0 7373 -1 about~
O 0 7368 -1 7352
P 0 7343 10 7368 1
O 0 7364 -1 7353
M 0 7312 10 7353 1
M 0 7313 10 7353 1
O 0 7365 -1 7354
P 0 7366 10 7365 1
P 0 7377 50 7365 1
P 0 7331 10 7365 1
O 0 7367 -1 7354
P 0 7340 10 7367 1
M 0 7309 10 7355 1
M 0 7326 1 7355 1
O 0 7369 -1 7356
P 0 7342 10 7369 1
M 0 7312 10 7356 1
M 0 7313 10 7356 1
O 0 7371 -1 7357
M 0 7314 10 7357 1
O 0 7372 -1 7358
O 0 7375 -1 7358
P 0 7344 10 7375 1
M 0 7318 1 7360 1
M 0 7327 1 7360 1
M 0 7319 1 7361 1
M 0 7328 1 7361 1
M 0 7320 1 7362 1
M 0 7329 1 7362 1
M 0 7321 1 7363 1
M 0 7330 1 7363 1
M 0 7370 1 7370 1
M 0 7371 1 7371 1
M 0 7372 1 7372 1
E 0 7312 -1 torso~
E 0 7311 -1 legs~
G 0 7313 -1
G 0 7314 -1
G 0 7315 -1
G 0 7316 -1
G 0 7317 -1
G 0 7318 -1
G 0 7319 -1
G 0 7320 -1
G 0 7326 -1
G 0 7321 -1
G 0 7323 -1
G 0 7327 -1
G 0 7329 -1
G 0 7328 -1
M 0 7332 10 7373 1
S



#SHOPS
#7304
buy_type armor~
profit_buy 100
profit_sell 100
close_hour 23
END

#7305
buy_type weapon~
profit_buy 100
profit_sell 100
close_hour 23
END

#7306
profit_buy 100
profit_sell 100
close_hour 23
END

#7311
profit_buy 100
profit_sell 100
close_hour 23
END

#7316
profit_buy 100
profit_sell 100
close_hour 23
END

#7372
profit_buy 100
profit_sell 100
close_hour 23
END

#0


#MOBPROGS
#7433
title transfer to the start of the mudschool quest~
code ** load a mob and trans a player there
mq1 '>$n Been here before haven't you.  Off you go then.
mq4 mob transfer $n 7348
~
disabled false
END

#7432
title advanced school greeting~
code mq1 rsay Welcome to Advanced School!
mq4 rsay This school covers topics which might be helpful to someone who has mudded before, but is new to Dawn. 
mq7 rsay Advanced school is organised into four series, so that you can do as much or as little at a time, as you like, until you're level 6.
mq9 rsay When you have completed all four series, you can go upstairs to test yourself on the rules of Dawn.
mq13 rsay Just recall whenever you're ready to play in the game, and you'll be taken back to the recall point.
mq13 smile
~
disabled false
END

#7431
title exall trigger for advanced test~
code ** load a kalahn when the player enters an advanced lesson
mob at 7346 mob mload 7333
mob at 7346 mob vforce 7333 mob call 7414 $n
mob at 7346 mob vforce 7333 mob call 7375 $n
mob letpass
 
~
disabled false
END

#7430
title reward for completing test~
code lang native
if hastoken $n 7384
mq3 mob force being say Good luck, and have fun!
 
mq5 mob transfer $n 7373
 
else
mob force being say These reading glasses will help you with your future studies.
mob force being mob oload 7385
mob force being give glasses $n
mob force being mob oload 7384
mob force being mob tgive 7384 $n
mq3 mob force being say Good luck, and have fun!
 
mq5 mob transfer $n 7373
 
endif
~
disabled false
END

#7429
title exall trigger for advanced lessons 14-17~
code ** load a kalahn when the player enters an advanced lesson 14-17
mob at 7341 mob mload 7333
mob at 7341 mob force being mob call 7414 $n
mob at 7341 mob force being mob call 7302 $n
mob letpass
~
disabled false
END

#7428
title exall trigger for advanced lessons 11-13~
code ** load a kalahn when the player enters an advanced lesson 11-13
mob at 7336 mob mload 7333
mob at 7336 mob force being mob call 7414 $n
mob at 7336 mob force being mob call 7302 $n
mob letpass
~
disabled false
END

#7427
title exall trigger for advanced lessons 6-10~
code ** load a kalahn when the player enters an advanced lesson 6-10
mob at 7331 mob mload 7333
mob at 7331 mob force being mob call 7414 $n
mob at 7331 mob force being mob call 7302 $n
mob letpass
~
disabled false
END

#7426
title exall trigger for advanced school~
code ** load a kalahn when the player enters an advanced lesson
mob mload 7333
mob inroom mob vforce 7333 mob call 7414 $n
mob inroom mob vforce 7333 mob call 7302 $n
mob letpass
~
disabled false
END

#7425
title weapon assistance needed~
code if class $n mage
or class $n thief
or class $n spellfilcher
 
sayto $n Well, let me see..
pmote $n takes a step back as he looks @ over.
mq3 sayto $n I think one of these daggers [as he holds one up for show] would suit you best.
mq3 smile $n
  end
endif
 
if class $n ranger
or class $n paladin
or class $n warrior
sayto $n Hmm... you look like you'd be a natural with a sword.
mq2 sayto $n I've got a selection of shortswords and longswords in stock.. take your pick.
mq2 smile $n
  end
endif
 
if class $n cleric
or class $n druid
sayto $n A weapon.. hmm.. 
pmote $n looks at @ for a moment.
mq3 sayto $n One of these maces [as he holds one up] would do just the job, I think.
mq3 smile $n
  end
endif
 
if class $n barbarian
sayto $n You look like you'd be talented with any weapon..
chuckle
mq3 sayto $n But how about this hand axe for starters, or if you prefer a two-handed weapon, you could take the battleaxe.
mq3 smile $n
  end
endif
 
sayto $n Why don't you have a look over the range, and see if there's one you'd like to buy.
~
disabled false
END

#7424
title armour assistance~
code nod
sayto $n A suit of armour.. well, I have just the thing.
mq2 sayto $n It's all the trend these days, [as he takes several pieces of armour down from the shelf.]
mq5 sayto $n It's made of quality leather, so it will endure well, and has been designed with the amateur hunter or warrior in mind.
mq8 sayto $n I've got everything from the leather cap, down to the leather boots.
mq12 sayto $n It comes to 343 silver for the full suit, including the shield, or 293 silver without.
mq12 smile $n
~
disabled false
END

#7423
title yes.. assistance is needed~
code beam
sayto $n Excellent, you've come to the right place.
mq2 sayto $n Now, is it a weapon you're after, or a suit of armour?
~
disabled false
END

#7422
title no help needed~
code nod
sayto $n Alright then, I'll just be over here if you need anything [and motions towards the counter.]
~
disabled false
END

#7421
title what a friendly salesman~
code language native
sayto $n Well, hello there.. can I be of assistance?
~
disabled false
END

#7420
title speak the native language~
code language native
~
disabled false
END

#7419
title close chest after key is taken~
code mob silent close chest
~
disabled false
END

#7418
title load a key to put in the chest~
code if !objhere 7303
  mob oload 7303 
  mob silent put key chest
endif
~
disabled false
END

#7417
title load a leaf~
code mob sil mob oload 7353 0 about
~
disabled false
END

#7416
title start of advanced school~
code mq1 '>$n Excellent! Off to Advanced School then ...
 
mq3 mob transfer $n 7373
mq4 mob at 7373 mob force being mob call 7414 $n
mq5 mob at 7373 mob force being mob call 7432 $n
~
disabled false
END

#7415
title delay prog 7406 by 1 second~
code ** unseen mob grows new leather plant in 1 second time
mq1 mob call 7406
~
disabled false
END

#7414
title 7300 kal mob starting basic training~
code ** This program is run when mob 7300 is forced to, upon being loaded
mob mpfollow $n
mob remember $n
language native
autoself on
~
disabled false
END

#7412
title mud school enterance - say beginner~
code ** load a mob and trans a player there
mq1 '>$n Wanting some basic training aye?  then basic training it is.
mq4 mob at 7300 mob mload 7300
mq4 mob transfer $n 7300
mq4 mob at 7300 mob force being mob call 7414 $n
mq5 mob at 7300 mob force being mob call 7302 $n
~
disabled false
END

#7411
title welcome to the mud school~
code ** This prog is run by the 'mudschool greeting Kalahn' when ever someone enters 
** the room, trans into the room or if they login to the room.
lang native
autoself on
mob dequeueall
mq 1 '>$n Welcome to the `N Mud School, here you can learn the basics of how to mud, and about more advanced mudding topics related to the `N.
mq 4 '>$n If you are a beginner, `Ssay beginner`x and we can get started with some basic mud training.
mq 4 '>$n If you are a veteran mudder, perhaps new to particular mud you will be wanting to visit the advanced school, if this is you `Ssay advanced`x.
mq 4 '>$n If you have played here before and have no interest in futher lessons, walk `Ssouth`x to leave the mud school.
mob loginprocessed
 
~
disabled false
END

#7410
title Answer no - Haven't played here before~
code mq1 '>$n [while grinning from ear to ear]Great a new player!!!
mq1 '>$n Lets go to the mud school and get started right away!
mq2 mob transfer $n 7371
mq3 mob vforce 7371 mob call 7411 $n
~
disabled false
END

#7409
title Answer yes - Have played here before~
code mq1 '>$n Excellent, Welcome back.
mq3 mob echoat $n `SA being of light continues `x'You can start off at the new player recall point. `1If you want to have any lessons on mudding, feel free to goto the mudschool `1which is to the north of the new player recall point (where you recall to`1till level 6).`1
mq3 smile $n
mq7 tip $n
mq8 mob transfer $n 7359
~
disabled false
END

#7408
title Newbie Greeting~
code ** This prog is run by the greeting Kalahn when ever someone has just finished 
** creating a character, or if they login to the room.
lang native
mob seeall
mq2 '>$n Welcome to the `N!
mq4 '>$n Have you played on `N before?
mq4 "$n type `Ysay yes`x or `Ysay no`x to answer.
mob loginprocessed
~
disabled false
END

#7407
title call transfer for different rooms in advanced school~
code ** End of Adv. Series One
if room $i == 7330
 mob transfer $n 7331
 mob at 7331 mob force 7331 mob mpfollow $n
 mob at 7331 mob force 7331 remember $n
 
 mob at 7331 mob force 7331 mob call 7302 $n
 
endif
 
** End of Adv. Series Two
if room $i == 7335
 mob transfer $n 7336
 mob force mob force 7331 mpfollow $n
 mob force mob force 7331 remember $n
 
 mob at 7336 mob force 7332 mob call 7302 $n
endif
 
** End of Adv. Series Three
if room $i == 7340
 mob transfer $n 7341
 mob force mob force 7331 mpfollow $n
 mob force mob force 7331 remember $n
 
 mob at 7341 mob force 7333 mob call 7302 $n
endif
~
disabled false
END

#7406
title unseen mob grows new leather plant~
code ** replenish leather plant so next newbie has some
if !mobhere 7309
  mob echo A new leather plant begins to grow.
  mob mload 7309
  mob oload 7353
  mob silent give leaf plant
  mob force plant sil wear plant
endif
 
 
~
disabled false
END

#7405
title purge self if dont have a target~
code if !hastarget $i
  say Oh well, I guess I'm not needed here any more, for now [and shrugs to himself.]
  emote fades out of existance.
  mob purge self
endif
~
disabled false
END

#7404
title being of light gets rid of self when player logs out~
code ** run this prog only on the player we currently remember ($q)
if !istarget $n
  end
endif
 
tip $n
* queue calling the purge of self prog 7405 if they dont have a target
mq3 mob call 7405
~
disabled false
END

#7403
title load a kalahn for players that login after a logout~
code ** a player has logged in to the mudschool area 
 
** this prog only handles if they logged into the beginner area
if room $n < 7300
or room $n > 7324
  end
endif
 
mob at $n mob mload 7300
mob at $n mob force being mob mpfollow $n
mob at $n mob force being mob remember $n
mob at $n mob force being emote fades into existence.
mob at $n mob force being language native
mob at $n mob force being rsay Back again?  Lets continue...
mob at $n mob force being mob call 7302 $n
 
 
~
disabled false
END

#7402
title unseen mob closes door ~
code mob letpass
if isnpc $n
 close door
endif
~
disabled false
END

#7401
title has been through the school before, heads east~
code if istarget $n 
  mob call 7301 $n
endif
~
disabled false
END

#7400
title has been through the school before, heads west~
code if istarget $n
  mob call 7355 $n
endif
~
disabled false
END

#7399
title unseen mob grows new flowers~
code ** replenish flowers so next newbie has some
if objhere 7306
else
mob echo A new iris begins to grow.
mob oload 7306
mob silent drop iris
endif
 
if objhere 7305
else
mob echo A new yellow flower begins to grow.
mob oload 7305
mob silent drop yellow
endif
 
if objhere 7304
else
mob echo A new red flower begins to grow.
mob oload 7304
mob silent drop red
endif
 
 
~
disabled false
END

#7398
title exall check has trained~
code if hastrains $n >4
 say You need to train before we go on.
end
endif
 
mob letpass
~
disabled false
END

#7397
title exall check for weapon~
code if hasskill $n sword > 0
  if carries $n sword
    mob letpass
    end
  endif
endif 
 
if hasskill $n dagger > 0
  if carries $n dagger
    mob letpass
    end
  endif
endif 
 
if hasskill $n mace> 0
  if carries $n mace
    mob letpass
    end
  endif
endif 
 
sayto $n You need to purchase a weapon that is listed in your skills list before you can go on.
~
disabled false
END

#7396
title prekill prevention~
code mob preventattack
pmote $n blocks @.
language native
say Save your energy for later!
chuckle
~
disabled false
END

#7395
title test - question 5 - c~
code lang native
mob force being say Firstly, "rp" is an ooc term, and second "sucks" is a slang word in this century, not the century dawn is set in.
mob force being say Please try again.
~
disabled false
END

#7394
title test - question 5 - b~
code lang native
mob force being say Correct! You passed the mudschool and are ready to start playing.
mob force being say Remember, look at your map to get your bearings, and use the `#`Snewbie channel`^ if you get stuck.
mq3 mob force being say Well, you've been a great student.. the rest is up to you!
mq5 mob call 7430 $n
 
 
 
 
~
disabled false
END

#7393
title test - question 5 - a~
code lang native
mob force being say Sure, if the mud was set in the year 2000.. but its not.
mob force being say Please try again.
~
disabled false
END

#7392
title delete me~
code mob mpfollow $n
mob remember $n
language native
sayto $n Great, lets head off to the `#`Swest`^ and get started.
smile $n
 
 
 
~
disabled false
END

#7391
title test - question 5 - setting~
code lang native
mq1 say Please `#`Ssay`^ `#`Sa`^, `#`Sb`^, or `#`Sc`^ according to which you think is correct.
mq3 say 5. Which of these terms best fits with the setting of dawn?
mq5 say `#`Sa)`^ Hey dude, you got your ass kicked by that goblin!
mq5 say `#`Sb)`^ Greetings stranger, might you know where I could acquire the Immense Blade of Koboldmashing?
mq5 say `#`Sc)`^ Your RP like SUCKS man!
~
disabled false
END

#7390
title test - question 4 - c~
code lang native
mob force 7329 say Dawn of Time is a roleplay mud, this means roleplay is encouraged and required.
mob force 7329 say Please try again.
~
disabled false
END

#7389
title test - question 4 - b~
code lang native
mob force 7329 say Dawn of Time is a roleplay mud, this means roleplay is required.
mob force 7329 say Please try again.
~
disabled false
END

#7388
title test - question 4 - a~
code lang native
mob force 7329 say Correct, this is a roleplay mud, which means roleplay is required.
mob force 7329 smile
mob force 7329 say On to the next question..
 
 
 
mq2 mob transfer $n 7363
 
mq3 mob at 7363 mob force 7330 mob call 7391
~
disabled false
END

#7387
title test - question 4 - roleplay~
code lang native
mq1 say Please `#`Ssay`^ `#`Sa`^, `#`Sb`^, or `#`Sc`^ according to which you think is correct.
mq3 say 4. Roleplay is:
mq5 say `#`Sa)`^ required
mq5 say `#`Sb)`^ optional
mq5 say `#`Sc)`^ discouraged
~
disabled false
END

#7386
title test - question 3 - c~
code lang native
mob force 7328 say Correct, multilogging is unacceptable, and could result in a siteban.
mob force 7328 smile
mob force 7328 say On to the next question..
 
 
mq2 mob transfer $n 7362
 
mq3 mob at 7362 mob force 7329 mob call 7387
~
disabled false
END

#7385
title test - question 3 - b~
code lang native
mob force 7328 say Multilogging is against the rules, and if you are seen to be multilogging, this could result in a siteban.
mob force 7328 say Please try again.
~
disabled false
END

#7384
title test - question 3 - a~
code lang native
mob force 7328 say Multilogging is against the rules and will be dealt to severly.
mob force 7328 say Please try again.
~
disabled false
END

#7383
title test - question 3 - multilogging~
code lang native
mq1 say Please `#`Ssay`^ `#`Sa`^, `#`Sb`^, or `#`Sc`^ according to which answer you think is correct.
mq3 say 3. Multilogging is:
mq5 say `#`Sa)`^ encouraged
mq5 say `#`Sb)`^ fine if you don't get caught
mq5 say `#`Sc)`^ unacceptable and could result in sitebanning
~
disabled false
END

#7382
title test - question 2 - c~
code lang native
mob force 7327 say Correct, swearing is not acceptable on the Dawn of Time.
mob force 7327 smile
mob force 7327 say On to the next question..
 
 
mq2 mob transfer $n 7361
 
mq3 mob at 7361 mob force 7328 mob call 7383
~
disabled false
END

#7381
title test - question 2 - b~
code lang native
mob force 7327 say Swearing is not acceptable, no matter where you are in the game.
mob force 7327 say Please try again.
~
disabled false
END

#7380
title test - question 2 - a~
code lang native
mob force 7327 say Swearing is not acceptable on the dawn of time.
mob force 7327 say Please try again.
~
disabled false
END

#7379
title test - question 2 - swearing~
code lang native
mq1 say Please `#`Ssay`^ `#`Sa`^, `#`Sb`^, or `#`Sc`^ according to the correct answer.
mq3 say 2. Swearing is:
mq5 say `#`Sa)`^ acceptable
mq5 say `#`Sb)`^ acceptable in ooc rooms only
mq5 say `#`Sc)`^ not acceptable
~
disabled false
END

#7378
title test - question 1 - c~
code lang native
mob force 7333 say The question/answer channel is for questions about game mechanics, not ic questions.
mob force 7333 say Please try again.
~
disabled false
END

#7377
title test - question 1 - b~
code lang native
mob force 7333 say Correct, ic questions can only be asked icly, in the game.
mob force 7333 smile
mob force 7333 say On to the next question..
mq2 mob transfer $n 7360
mq2 mob force 7333 mob purge self
mq3 mob at 7360 mob force 7327 mob call 7379
 
 
 
~
disabled false
END

#7376
title test - question 1 - a~
code mob force 7333 say The ooc channel is for out of character discussions only.
mob force 7333 say Please try again.
~
disabled false
END

#7375
title test - question 1 - ic/ooc~
code mq2 say This is an `#`Sopen helpfile`^ test, which means you can look up any helpfiles you need.
mq2 smile
mq4 say There are five questions to be answered.
mq7 say Please `#`Ssay`^ `#`Sa`^, `#`Sb`^, or `#`Sc`^ according to which you think is correct.
mq9 say 1. In character questions, such as "where is the armor shop" can be asked:
mq11 say `#`Sa)`^ on the ooc channel
mq11 say `#`Sb)`^ icly, in the game
mq11 say `#`Sc)`^ on the question/answer channel
~
disabled false
END

#7374
title adv. summary of lessons 14-17~
code mq1 rsay >$n Well, we've covered a lot.
 
mq4 rsay >$n This is your last chance to revise the rules, before heading to the `#`Sthe big test`^!
mq4 emote grins with a twinkle in his eye.
mq7 rsay You can either recall now, or head back to the central room to go upstairs to the advanced test.
 
~
disabled false
END

#7373
title adv. lesson 17 - helpfiles~
code mq1 chuckle
mq2 rsay >$n In case you hadn't noticed by now, Dawn of Time has plenty of `#`Shelpfiles`^.
mq6 rsay In fact, there's probably a helpfile for almost every topic you can think of.
mq9 rsay So whenever you get stuck, this is the first place to turn to.
mq12 rsay You can search for a topic by using `#`Shelplist`^ with the keyword of the topic.
mq16 emote motions towards the door.
~
disabled false
END

#7372
title adv. lesson 16 - things to get involved in~
code mq1 rsay There are many exciting things to get involved in, once you start playing here.
mq4 rsay You could join a `#`Sclan`^ (help clan) or the world of `#`Spolitics`^ (help politic).
mq7 rsay Maybe you could buy a `#`Shouse`^ (help ic-house-price) or set up business and buy a `#`Sshop`^ (help jobs).
mq11 rsay Of course, you could be involved in `#`Spkills`^ (playerkills) but there are strict rules on this and pkilling is `#`Srestricted`^ (help pkill).
mq14 rsay And there are `#`Squests`^ to be part of, and `#`Sautoquests`^ to solve (help autoquest).
mq17 rsay Lastly, there's always plenty of opportunities to get involved with roleplay situations.
mq17 smile
mq21 rsay Shall we go on?
~
disabled false
END

#7371
title adv. lesson 15 - maps~
code mq1 smile $n
mq2 rsay >$n I mentioned briefly in the last lesson about maps.
mq6 rsay >$n Here are a few maps to help you get around when you start playing.
mq6 mob oload 7382
mq7 give map $n
mq7 mob oload 7383
mq8 give map $n
mq9 mob oload 7377
mq9 give map $n
mq12 rsay >$n That's a basic map of Valarin, and its two main cities, Mekali and Dzagari.
mq12 rsay You can `#`Slook`^ at the `#`Smap`^ to get orientated.
mq16 rsay Of course, [with a chuckle] exploring is always fun too.
~
disabled false
END

#7370
title adv. lesson 14 - areas~
code mq1 rsay There are many areas in the land of mythrin, all of which are original to Dawn.
mq4 rsay You can see a list of the `#`Sarea`^s which have the recommended level range next to them, using the `#`Sarealist`^ command.
mq7 rsay Some areas are designed for specific purposes such as roleplay areas (which has [[all] beside it), and others are designed for killing monsters (these have the level range beside it).
mq12 rsay When you get started, you'll arrive at a place which is your `#`Srecall`^ point.
mq13 rsay This means, that whenever you `#`Srecall`^, you'll come back to this place.
mq16 rsay Forest-type classes, such as rangers, druids and barbarians, recall to a forest spot near the crossroads.
mq18 rsay Good races, such as humans and elves, recall to Mekali.
mq17 rsay Evil races, such as gnolls and kobolds, recall to Dzagari.
mq22 rsay Each area has its own hunting area for low level places.
mq25 rsay In Mekali - the park, Dzagari - the post office, Crossroads - forsaken gardens.
mq27 rsay A word of advice.. its generally frowned upon to kill citizens in Mekali, find the park instead.
mq30 rsay You can use a map for directions or ask someone you meet to help you.
mq31 rsay >$n We can go when you're ready.
~
disabled false
END

#7369
title adv. summary of lessons 10-13~
code mq1 rsay You can either recall to begin playing, or head back to the central advanced room, to choose the next series of lessons.
mq3 smile
 
~
disabled false
END

#7368
title adv. lesson 13 - Mythos and Setting~
code mq1 rsay Dawn of Time has its own mythos, stories about how things came into existence.
mq3 rsay Its useful to read `#`Shelp`^ on the `#`Smythos`^ because it can add to your character's roleplay and history.
mq7 rsay The setting of dawn is medieval fantasy.
mq10 rsay The world of Mythrin also has its own gods and goddesses.
mq14 rsay When playing your character, you may wish to choose one from the `#`Shelp`^ on `#`Sgod-pantheon`^.
mq17 rsay After you... 
~
disabled false
END

#7367
title adv. lesson 12 - races and classes~
code mq1 rsay >$n There are many races available to choose from, each with their own strengths and weaknesses.
mq4 rsay There is `#`Shelp`^ about the `#`Srace-list`^ and `#`Shelp`^ to view `#`Sracial-skills`^.
mq7 rsay When you create a character, you choose both a race and a class.
mq10 rsay Depending on your combination, this will decide how much experience you will need to level.
mq14 rsay To see which races are best suited to which classes, have a look at the `#`Shelp`^ on the `#`Srace-overview`^.
mq18 rsay If you want further information on a race, you can look at the `#`Shelp`^file on your `#`Srace-<race_name>`^ and `#`Shelp`^ on `#`Srace-myths`^.
mq22 rsay To find out more about classes, have a look at the `#`Shelp`^ available for that `#`Sclass_name`^.
mq25 rsay We'll continue when you're ready.
mq25 smile
~
disabled false
END

#7366
title start adv. school after completing beginners school~
code mob mpfollow $n
mob remember $n
mq1 rsay Right.. to the `#`Swest`^ this time then.
mq2 smile
~
disabled false
END

#7365
title load kal at the end of beginner's school~
code language native
mob remember $n
mq2 beam $n
mq2 rsay >$n Congratulations! You made it through!
mq4 rsay >$n [with a twinkle in his eye] You must have had a great teacher!
mq10 rsay >$n Lets head back to the main mud school entrance, you can then take some more advanced classes if interested.
mq12 mob transfer $n 7371
mq12 mob vforce 7371 mob call 7411 $n
mq12 mob purge self
~
disabled false
END

#7364
title beginner's test - trigger green shoelace~
code *** Peppermint-Green BOOTS
mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
  rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
  give laces $n
  end
endif
** check to see if they're doing it in order
if !hastoken $n 7380
  rsay >$n You'll need to bring me a pomegranate first.
  give laces $n
  end
endif
 
mq1 clap $n
mq3 rsay >$n Splendid! Just splendid!
mq6 rsay Now, I'll just thread this through here [as he slots the shoelace into the device.]
mq10 emote begins to turn a wheel, cranking up the beatafeet contraption.
mq13 mob echo A slow `#`Ywhirring`^ sound begins.. followed by a `#`Bwhizz`^, then a `#`Mwheeeee`^, then a `#`Cbee-bop bee-bop`^ and finally.. a `#`Rkerplunk`^!
mq18 mob echo Out pop a pair of `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`Cpeppermint`G-green`^ laces!
mq20 beam
mq21 rsay It works!  A pair of beatafeet boots!!!
mq24 rsay >$n And I couldn't have done it without you!
mq24 mob oload 7351
mq27 rsay >$n [picking up the boots] Here! I'd like you to have this pair.
** Give them the boots and a token 
mq27 give boot $n
mq27 beam $n
mq27 mob oload 7381
mq27 mob tgive 7381 $n
 
mq30 mob mload 7300
mq31 mob echo A being of light appears.
mq32 mob force being mob call 7365 $n
~
disabled false
END

#7363
title beginner's test - trigger blue shoelace~
code *** Blueberry BOOTS
mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
  rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
  give laces $n
  end
endif
** check to see if they're doing it in order
if !hastoken $n 7380
  rsay >$n You'll need to bring me a pomegranate first.
  give laces $n
  end
endif
 
mq1 clap $n
mq3 rsay >$n Splendid! Just splendid!
mq6 rsay Now, I'll just thread this through here [as he slots the shoelace into the device.]
mq10 emote begins to turn a wheel, cranking up the beatafeet contraption.
mq13 mob echo A slow `#`Ywhirring`^ sound begins.. followed by a `#`Bwhizz`^, then a `#`Mwheeeee`^, then a `#`Cbee-bop bee-bop`^ and finally.. a `#`Rkerplunk`^!
mq18 mob echo Out pop a pair of `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`Bblueberry-blue`^ laces!
mq20 beam
mq21 rsay It works!  A pair of beatafeet boots!!!
mq24 rsay >$n And I couldn't have done it without you!
mq24 mob oload 7349
mq27 rsay >$n [picking up the boots] Here! I'd like you to have this pair.
** Give them the boots and a token 
mq27 give boot $n
mq27 beam $n
mq27 mob oload 7381
mq27 mob tgive 7381 $n
 
mq30 mob mload 7300
mq31 mob echo A being of light appears.
mq32 mob force being mob call 7365 $n
~
disabled false
END

#7362
title beginner's test - trigger red shoelace~
code *** CHERRY BOOTS
mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
  rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
  give laces $n
  end
endif
** check to see if they're doing it in order
if !hastoken $n 7380
  rsay >$n You'll need to bring me a pomegranate first.
  give laces $n
  end
endif
 
mq1 clap $n
mq3 rsay >$n Splendid! Just splendid!
mq6 rsay Now, I'll just thread this through here [as he slots the shoelace into the device.]
mq10 emote begins to turn a wheel, cranking up the beatafeet contraption.
mq13 mob echo A slow `#`Ywhirring`^ sound begins.. followed by a `#`Bwhizz`^, then a `#`Mwheeeee`^, then a `#`Cbee-bop bee-bop`^ and finally.. a `#`Rkerplunk`^!
mq18 mob echo Out pop a pair of `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`rcherry`R-red`^ laces!
mq20 beam
mq21 rsay It works!  A pair of beatafeet boots!!!
mq24 rsay >$n And I couldn't have done it without you!
mq24 mob oload 7348
mq27 rsay >$n [picking up the boots] Here! I'd like you to have this pair.
** Give them the boots and a token 
mq27 give boot $n
mq27 beam $n
mq27 mob oload 7381
mq27 mob tgive 7381 $n
 
mq30 mob mload 7300
mq31 mob echo A being of light appears.
mq32 mob force being mob call 7365 $n
~
disabled false
END

#7361
title beginner's test - trigger pink shoelace~
code *** HOTPINK BOOTS
mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
  rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
  give laces $n
  end
endif
** check to see if they're doing it in order
if !hastoken $n 7380
  rsay >$n You'll need to bring me a pomegranate first.
  give laces $n
  end
endif
 
mq1 clap $n
mq3 rsay >$n Splendid! Just splendid!
mq6 rsay Now, I'll just thread this through here [as he slots the shoelace into the device.]
mq10 emote begins to turn a wheel, cranking up the beatafeet contraption.
mq13 mob echo A slow `#`Ywhirring`^ sound begins.. followed by a `#`Bwhizz`^, then a `#`Mwheeeee`^, then a `#`Cbee-bop bee-bop`^ and finally.. a `#`Rkerplunk`^!
mq18 mob echo Out pop a pair of `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`Mhot-pink`^ laces!
mq20 beam
mq21 rsay It works!  A pair of beatafeet boots!!!
mq24 rsay >$n And I couldn't have done it without you!
mq24 mob oload 7350
mq27 rsay >$n [picking up the boots] Here! I'd like you to have this pair.
** Give them the boots and a token 
mq27 give boot $n
mq27 beam $n
mq27 mob oload 7381
mq27 mob tgive 7381 $n
 
mq30 mob mload 7300
mq31 mob echo A being of light appears.
mq32 mob force being mob call 7365 $n
~
disabled false
END

#7360
title beginner's test - trigger gold shoelace~
code *** GOLD BOOTS
mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
  rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
  give laces $n
  end
endif
** check to see if they're doing it in order
if !hastoken $n 7380
  rsay >$n You'll need to bring me a pomegranate first.
  give laces $n
  end
endif
 
mq1 clap $n
mq3 rsay >$n Splendid! Just splendid!
mq6 rsay Now, I'll just thread this through here [as he slots the shoelace into the device.]
mq10 emote begins to turn a wheel, cranking up the beatafeet contraption.
mq13 mob echo A slow `#`Ywhirring`^ sound begins.. followed by a `#`Bwhizz`^, then a `#`Mwheeeee`^, then a `#`Cbee-bop bee-bop`^ and finally.. a `#`Rkerplunk`^!
mq18 mob echo Out pop a pair of `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`Ygold`^ laces!
mq20 beam
mq21 rsay It works!  A pair of beatafeet boots!!!
mq24 rsay >$n And I couldn't have done it without you!
mq24 mob oload 7346
mq27 rsay >$n [picking up the boots] Here! I'd like you to have this pair.
** Give them the boots and a token 
mq27 give boot $n
mq27 beam $n
mq27 mob oload 7381
mq27 mob tgive 7381 $n
 
mq30 mob mload 7300
mq31 mob echo A being of light appears.
mq32 mob force being mob call 7365 $n
~
disabled false
END

#7359
title beginner's test - trigger silver shoelace~
code *** SILVER BOOTS
mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
  rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
  give laces $n
  end
endif
** check to see if they're doing it in order
if !hastoken $n 7380
  rsay >$n You'll need to bring me a pomegranate first.
  give laces $n
  end
endif
 
mq1 clap $n
mq3 rsay >$n Splendid! Just splendid!
mq6 rsay Now, I'll just thread this through here [as he slots the shoelace into the device.]
mq10 emote begins to turn a wheel, cranking up the beatafeet contraption.
mq13 mob echo A slow `#`Ywhirring`^ sound begins.. followed by a `#`Bwhizz`^, then a `#`Mwheeeee`^, then a `#`Cbee-bop bee-bop`^ and finally.. a `#`Rkerplunk`^!
mq18 mob echo Out pop a pair of `#`Rb`Ye`Ba`Rt`Ya`Bf`Re`Ye`Bt`^ boots with `#`Ssilver`^ laces!
mq20 beam
mq21 rsay It works!  A pair of beatafeet boots!!!
mq24 rsay >$n And I couldn't have done it without you!
mq24 mob oload 7347
mq27 rsay >$n [picking up the boots] Here! I'd like you to have this pair.
** Give them the boots and a token 
mq27 give boot $n
mq27 beam $n
mq27 mob oload 7381
mq27 mob tgive 7381 $n
 
mq30 mob mload 7300
mq31 mob echo A being of light appears.
mq32 mob force being mob call 7365 $n
~
disabled false
END

#7358
title beginner's quest - trigger pomegranate~
code mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
 rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
 end
endif
** check to see if they've started at the beginning
if hastoken $n 7379
** if they bring the same of something
if hastoken $n 7380
 rsay >$n Does this look like shoelace?
 rsay >$n I'll save this for a snack.. now, go and find a shoelace!
 end
endif
 
mq1 rsay >$n Oh, you're a genius!
mq3 beam $n
mq5 rsay Now, I'll just squeeze this in here [and he squashes the juice out of the fruit and into a hole in the machine.]
mq8 emote pauses for a moment.
mq9 rsay Hmm.. I know I've forgotten something..
mq12 rsay Just one more thing, and it'll be ready.. what was it?
mq13 emote scratches his head.
mq16 rsay >$n Ah yes! A shoelace!
mq19 rsay >$n I need a shoelace.. just one.. could you find me one?
mq20 pmote $n grins at @ with a crazy, inventor's sort of grin.
mq21 emote starts polishing the contraption, for its big moment.
mob oload 7380
mob tgive 7380 $n
else
rsay >$n I need a leaf from a leather plant first.
endif
~
disabled false
END

#7357
title beginner's quest - trigger leaf~
code mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
 rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
 end
endif
 
if hastoken $n 7379
 rsay >$n Another one? I only wanted one.
 give leaf $n
 chuckle
 rsay >$n Now, will you go and find me a pomegranate?
 end
endif
 
mq1 beam $n
mq4 rsay [with a wide grin] Oh fantastic! Super! Just fantastic!
mq7 rsay This'll do me splendid [and he starts hammering the leathery leaf to his contraption.]
mq10 emote pauses for a moment, and then suddenly remembers something.
mq14 rsay I know what I need!
mq17 rsay >$n Every good invention needs a good pomegranate to get it cranking away!
mq17 emote laughs to himself.
mq20 rsay >$n Could you find me a pomegranate.. a nice ripe one, they've got the most juice.
mq21 rsay >$n You're a good sort.
mq21 smile $n
mq23 emote continues to tinker away.
mob oload 7379
mob tgive 7379 $n
~
disabled false
END

#7356
title beginners quest - gnome greets~
code language native
mob remember $n
** check to see if they have a pair of boots
if hastoken $n 7381
 rsay >$n You already have a pair of boots, I'm keeping the rest for myself!
 end
endif
** check to see if they've been greeted
if hastoken $n 7378
  end
endif
 
mob oload 7378
mob tgive 7378 $n 
mq1 rsay Goodness me! Goodness me!
mq1 rsay What good is a beatafeet contraption which doesn't work!
mq4 rsay I must find the leaf of a leather plant!
mq7 pmote $n notices @ and a grin begins to form on his face.
mq10 rsay >$n Well, hello there!
mq12 pmote $n puts an arm about @'s shoulders.
mq15 rsay >$n You look like an intelligent sort, would you mind `Yfinding me a the leaf of a leather plant`x?
mq18 rsay Because, my beatafeet invention is almost done.. I just need a few more things.
mq20 rsay >$n Could you find me one?
mq21 beam $n
mq24 emote goes back to tinkering away.
~
disabled false
END

#7355
title starting dialog for adv. school~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
** Starting dialog for people who know how to mud, but are new to dawn
if room $i == 7300
mob mload 7315
mob vforce 7315 mob call 7392 $q
mob purge self
endif
~
disabled false
END

#7354
title question to separate newbies from oldies~
code rsay >$n First of all, have you played on a mud before? (type `#`Ssay yes`^ or `#`Ssay no`^)
~
disabled false
END

#7353
title adv. lesson 11 - guilds~
code mq1 rsay When you gain levels, the place to practise and train is at your `#`Sguild`^.
mq4 rsay There is a separate guild for each `#`Sclass`^, and this is a good place to meet people who are on a similar path in life.
mq8 rsay All characters who are forest types, such as barbarians, druids and rangers have a guild at the crossroads, between Mekali and Dzagari (the two main towns of Valarin, the main continent in Mythrin).
mq10 rsay All other classes have guilds in both Mekali and Dzagari.
mq14 rsay At your guild, you'll see someone who resembles a teacher.
mq14 rsay This is your guildmaster, the one who helps you with your learning.
mq18 rsay We'll continue when you're ready.
mq18 emote grins widely.
~
disabled false
END

#7352
title adv. lesson 10 - leveling~
code mq1 rsay Part of the fun of playing, is going up levels.
mq4 rsay There are 101 levels on D.o.T, and up to 91 levels are available to mortals.
mq8 rsay You go up levels by gaining experience.
mq10 rsay This can be done by roleplaying, moot rewards, killing monsters, being part of a group which kills monsters, or when your skills increase through use.
mq14 rsay The amount of experience needed before you reach the next level is determined by your creation points.
mq16 rsay Creation points are based on your class and race combination, and by the amount of skills you gain during creation.
mq18 rsay To get the minimum number of experience (xp) to level, use up to 40 creation points.
mq20 rsay When you raise a level, you are given 2 trains and 3 pracs which you can use to gain new skills or increase your skills and statistics.
mq25 rsay We'll move on when you're ready [and smiles warmly.]
~
disabled false
END

#7351
title adv. summary of lessons 6-9~
code mq1 rsay Well, we've covered a little about making your character unique.
mq3 rsay Such as a history, a description of how they look, and the alignment they will be.
mq6 rsay When you're ready for the next lesson, we'll move on.
mq6 smile
~
disabled false
END

#7350
title adv. lesson 9 - short/long descs~
code mq1 smile
mq2 rsay When you see other players in the game, what you see is similar to a real life situation in that you would see "a tall woman" or "a stout, bearded man".
mq5 rsay We call these `#`Sshort descriptions`^.
mq8 rsay A short description is what you see at first glance, and describes in one statement, your race, gender and any distinctive features.
mq12 rsay Having a short description helps you to be recognised by other players, and is also necessary before being letgained.
mq14 rsay To get a short description, you'll need to write a `#`Slong description`^ and then ask an immortal to set your short description.
mq18 rsay A `#`Slong description`^ is a paragraph (of at least 5 lines) detailing your appearance, and describes everything you would see by looking at you.
mq21 rsay However, it cannot describe aspects such as the things you wear, as these change from day to day.
mq25 rsay When you are writing your long description, imagine you are describing a still photo of yourself.
mq29 rsay If you are a race other than human, having a look at the `#`Shelp`^ available on `#`Srace`^s may help you to describe your appearance.
mq23 rsay You can look at the `#`Shelp`^file on `#`Slong`^ descriptions to learn more about this, and how to use the editor to write your description.
mq35 rsay [with a smile] When you're ready..
~
disabled false
END

#7349
title adv. lesson 8 - letgains~
code mq1 rsay As this is a roleplaying mud, we have a system called `#`Sletgain`^ing to encourage players to put a little thought into their characters.
mq4 rsay All players need to be letgained before level 25 or you will not get any more experience until you are.
mq7 rsay To `#`Srequestletgain`^ you need to write a character `#`Shistory`^, fill out your character's `#`Srpsheet`^ and have a `#`Sshort`^ and `#`Slong description`^.
mq12 rsay A `#`Shistory`^ is the life story of your character up to this point, and gives insight as to what type of person they are and what their goals are.
mq16 rsay You can find out more `#`Shelp`^ about `#`Shistory`^ requirements and `#`Shelp`^ on `#`Smythos`^ to help you with your character's history.
mq20 rsay Each character has an `#`Srpsheet`^ which needs to be filled out in order to be letgained.
mq24 rsay Rpsheets record details about your characters personality and physical traits, and you can find out more `#`Shelp`^ about `#`Srpsheets`^ also.
mq27 rsay We'll cover short and long descriptions in the next lesson.
mq28 emote waits by the door patiently.
~
disabled false
END

#7348
title adv. lesson 7 - alignment~
code mq1 rsay When you create a character, you choose what alignment your character will roleplay.
mq4 rsay Your character's alignment is based on their values and beliefs, and determines how they will behave and respond to certain situations.
mq7 rsay You must roleplay your character according to their alignment at all times, and good roleplay of your alignment can result in moots (xp bonuses).
mq10 rsay There is more `#`Shelp`^ available on `#`Salignment`^ if you need it.
mq11 smile
~
disabled false
END

#7347
title adv. summary of lessons 1-5~
code mq1 rsay >$n We've covered some pretty important topics so far, such as rules and ic/ooc.
mq4 rsay >$n If you're not clear on something, take some time now to go over the helpfiles before we go on.
mq5 emote waits patiently, with a quiet smile on his face.
mq6 rsay You can either recall now, and begin playing, or head southeast to go to the central advanced room to choose the next series in the advanced school.
~
disabled false
END

#7346
title adv. lesson 5 - tells~
code mq1 rsay Occasionally you will receive or want to send a message to an immortal or newbie helper, if you are a newbie (under level 10).
mq4 rsay When an imm or newbie helper sends you a tell, you can respond by sending a `#`Stell`^ to the `#`Sname`^ of that person.
mq8 rsay If you were sent an anonymous message, you can respond by `#`Sreply`^ing with your message.
mq12 rsay To send a tell to an immortal, or newbie helper, you can send a `#`Stell`^ to the `#`Sname`^ of that person with your message.
mq16 rsay You can `#`Sreplay`^ to see if you've been sent any tells.
mq19 rsay There is more `#`Shelp`^ on sending and receiving `#`Stells`^ if you need it.
mq21 rsay Using tells is for ooc communication only.
mq22 rsay >$n When you're ready, we'll continue.
mq22 smile
~
disabled false
END

#7345
title adv. lesson 4 - channels~
code mq1 rsay There are four channels used to communicate with other players anywhere in the game.
mq4 rsay The channel most relevant to you at this stage is the `#`Snewbie`^ channel.
mq6 rsay This is the channel especially for players that are not yet letgained, to get their questions about the game answered in a helpful friendly way.
mq6 rsay Immortals and newbie helpers will be able to help you on this channel.
mq9 rsay Type `#`Snewbie`^ before your message to use this channel.
mq13 rsay The `#`Sooc`^ channel (out-of-character), which looks like this `#`c<name ooc>`^ is for discussing real life issues only.
mq16 rsay You can use this channel by typing `#`Sooc`^ before your message.
mq19 rsay If you have a specific question regarding MUD game mechanics, you can type `#`Squestion`^ before your message, to use the `#`gquestion and answer`^ channel.
mq22 rsay This channel is also an `#`Sooc`^ channel.
mq26 rsay To go to a designated ooc room, type `#`Sgoooc`^.
mq30 rsay We'll move on when you're ready.
mq30 smile
~
disabled false
END

#7344
title adv. lesson 2 - rules~
code mq1 rsay Dawn of Time, just like any game, has rules.
mq4 rsay Have a read of the `#`Shelp`^ on `#`Srules`^ so you know how to play the game.
mq4 smile
mq10 rsay Oh, and by the way.. there'll be a test on the rules at the end of this school.
mq10 chuckle
mq15 rsay We'll get going when you're done reading.
mq15 emote waits patiently.
~
disabled false
END

#7343
title adv. lesson 1 - who's who?~
code mq1 rsay There are many people who make up the Dawn of Time.
mq2 rsay >$n Firstly there's you, one of the players, also called `#`Smortal`^s because you can die in the game.
mq2 emote chuckles mischieviously.
mq7 rsay Then there are `#`Simmortal`^s (because they cannot die), who are the people in charge of making the game run smoothly.
mq7 rsay Immortals do everything from `#`Scoding`^ to `#`Squests`^ to `#`Sroleplaying`^ with mortals.
mq12 rsay You can find out more about immortals by looking at the `#`Swizlist`^.
mq17 rsay If you type `#`Swho`^ you'll see a list of everyone on at the current time.
mq21 rsay Names above the pink line are mortals, below are immortals.
mq26 rsay If a player has `#`S[[+++]]`^ next to their name, this means they are a newbie helper and will be able to help you with any questions you may have.
mq30 rsay Another group of players are the `#`Snobles`^. 
mq35 rsay These players have been recognised for their outstanding roleplay and have the ability to reward other players who are doing well at roleplay, with experience points or `#`Smoots`^.
mq40 rsay Another important group of people are the `#`Sbuilders`^, made up of both mortals and immortals.
mq45 chuckle
mq45 rsay That's quite a team, you can find out more `#`Shelp`^ about `#`Swho`^ is on D.o.T if you need to.
mq47 rsay Let's head northwest, when you're ready.
~
disabled false
END

#7342
title adv. lesson 3 - ic/ooc~
code mq1 rsay There are two aspects to the Dawn of Time.
mq4 rsay The `#`Sic`^ (in-character) aspect is where you play the game, talk to other characters, roleplay and lead the life of your character.
mq8 rsay When you are playing the game, all actions and words must be `#`Sin character`^, for example, staying at the inn, going by horse and carriage, wearing a suit of armor.
mq12 rsay The opposite is the `#`Sooc`^ (out-of-character) aspect.
mq16 rsay `#`SOOC`^ means topics you would talk about to someone in real life, or actions you would do in real life, for example surfing, watching movies, wearing a pair of jeans.
mq20 rsay The only times you can talk or act `#`Sout of character`^ is when you are talking over the `#`Sooc channel`^ or in a designated `#`Sooc room`^.
mq24 rsay This is one of the rules of D.o.T and both players and admin will pull you up on it if you are having trouble following this rule.
mq24 emote grins with a twinkle in his eye.
mq28 rsay >$n [pointing to the west] After you...
~
disabled false
END

#7341
title adv. lesson 6 - roleplay~
code mq1 rsay >$n Dawn of Time is a roleplaying mud, which means roleplaying is required, not optional.
mq4 rsay >$n Roleplaying, or rp, means to act and talk like the character you have made.
mq7 rsay When you are roleplaying, this is called `#`Sin character`^ or `#`Sic`^.
mq10 rsay Doing a great job at roleplaying can result in `#`Smoots`^ which are xp bonuses to encourage your good roleplay skills.
mq14 rsay You can get more `#`Shelp`^ about `#`Sgoodexample`^s or `#`Shelp`^ on `#`Sbadexample`^s of roleplay to really get the hang of this.
mq18 smile
mq18 rsay We'll continue when you're ready.
~
disabled false
END

#7340
title summary of lesson 16-20~
code ** first junk the tokens so they can resume the bettafeet quest
mob tjunk all.7378 $n
** now tell them guide mob will meet them on the other side
mq1 rsay >$n Well, you've covered the basics of playing on a mud.
mq4 rsay >$n Coming up next is a test to see how well you use the new skills you've been learning.
mq8 rsay >$n Here's some extra coins, in case you need them.
mq8 give 500 silver $n
mq12 rsay If you get through it okay, you can head on to the advanced school.. 
mq15 rsay But if you don't make it out, you might have to do a refresher course.
mq20 rsay >$n Good luck, I'll be waiting for you at the other end.
mq21 cheer $n
mq24 emote starts to radiate light so bright you are forced to close your eyes, finding yourself able to open your eyes seconds later he is gone.
mq25 mob purge self
~
disabled false
END

#7339
title lesson 20 - how to group~
code mq1 rsay >$n Remember earlier when you learnt how to follow a friend.
mq3 rsay >$n If you want to go on an adventure with a friend, you can join a `#`Sgroup`^.
mq6 rsay You need to `#`Sfollow`^ your friend, so that they can add you to their group.
mq9 rsay If you're feeling brave and want to lead a group of friends, make sure your friends are following you.
mq12 rsay Then, if your friends name is Sam, you can `#`Sgroup Sam`^.
mq15 rsay When you are part of a group, you will share each e`#`Sxp`^erience.
mq19 rsay >$n You can only be part of a group of players, not creatures such as myself, so you'll have to wait until you get to the ic world to practise this.
mq19 smile
~
disabled false
END

#7338
title mosquito dead call 7336~
code mob vforce 7300 mob call 7336 $n
~
disabled false
END

#7337
title lesson 19 - wimpy and recovery~
code mq1 smile $n
mq3 rsay That seemed to go well, but sometimes an adventure might not go so well.
mq6 rsay Its important to rest so you can regenerate, or resting on a comfortable bedroll will help you to heal faster.
mq10 rsay If you're feeling a little `#`Swimpy`^ you can set your `#`Swimpy`^ to a minimum number such as `#`S5`^ if your maximum hitpoints is 10 so you will automatically try to flee when your hitpoints get down to this number.
mq14 rsay Let's continue when you're ready.
~
disabled false
END

#7336
title congrats for killing mosquito~
code mq1 clap $n
mq3 rsay >$n Nice work!
mq6 rsay >$n I'll make sure to take you with me next time I come across a mosquito-infested swamp.
mq6 chuckle
mq7 smile $n
mq7 rsay >$n We'll go when you've finished celebrating your triumph.
mq9 wink $n
~
disabled false
END

#7335
title lesson 17 - prompt and score~
code mq1 rsay >$n You may have noticed there is a line of information on the screen looking like a string of numbers and letters.
mq3 rsay This is your `#`Sprompt`^.
mq3 rsay It tells you the directions available, the time in the game, your current and maximum hitpoints and movements, and how much experience you need to gain before you reach the next level.
mq6 rsay >$n You can find out more `#`Shelp`^ about your `#`Sprompt`^ if you need to.
mq10 rsay Your `#`Sscore`^ also tells you this kind of information.
mq14 rsay Its important to know how you're holding up because you may need to rest at times to regenerate your health (hp) or ability to move (mv).
mq17 rsay >$n We'll continue when you're ready.
~
disabled false
END

#7334
title lesson 18 - how to consider and flee~
code mq1 rsay [while swatting at the pest] What an annoying mosquito!
mq3 rsay >$n Perhaps you could `#`Sconsider`^ getting rid of the `#`Smosquito`^.
mq5 rsay If it seems like an easy fight, you could `#`Skill`^ the `#`Smosquito`^.
mq5 rsay >$n But first, take a look at your prompt to make sure you're in good health (maximum hp).
mq9 rsay >$n If you notice your hitpoints going down fast or getting close to zero, you can `#`Sflee`^ from the fight before you die.
mq12 rsay There's a chance you might not be able to escape on the first attempt so just try to `#`Sflee`^ again until you leave the room.
mq15 rsay Its also important to know that there is a loss of 10xp if you flee from a fight.. but surely that's not worth dying for right?
mq15 chuckle
mq19 c 'armour' $n
mq19 rsay >$n Well you're the one with the weapon, see if you can't get rid of this pest!
mq20 cheer $n
~
disabled false
END

#7333
title lesson 16 - how to train and practice Part 2~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
mq1 rsay >$n Excellent, now if you run into any nasty creatures you'll at least be able to defend yourself with a weapon.
mq4 rsay But its also a good idea to `#`Strain`^ some of your attributes, which you'll see in your `#`Sscore`^.
mq6 rsay >$n Its a good idea to `#`Strain`^ your endurance, or `#`Sh`^it`#`Sp`^oints `#`S(hp)`^ and depending on what you intend to become, you can train some other attributes.
mq6 rsay For example, `#`Strain`^ your `#`Sst`^rength if you intend on becoming a brave hunter, or `#`Strain`^ your `#`Sme`^mory if you want to learn fast.
mq10 rsay You can also save up your trains to `#`Sgain`^ new skills or realms, which you didn't gain during creation.
mq12 rsay >$n We'll move on when you finished your training.
~
disabled false
END

#7332
title lesson 16 - how to train and practice~
code mq1 rsay >$n Looks like we've come across a guild, a place where you can train and practice your skills.
mq4 rsay Before you start any adventures its wise to `#`Spractice`^ using your `#`Sdagger`^ or chosen weapon.
mq7 rsay While we're here this fellow, your guild master [pointing to the wise-looking man] will be more than happy to help you practise until you are `#`Slearned`^ with your weapons.
~
disabled false
END

#7331
title summary of lessons 11-15~
code mq2 smile $n
mq2 rsay >$n You're covered quite a bit about looking after yourself.
mq5 rsay We'll put that nice suit of armor to use, in the following lessons.
mq7 rsay >$n When you're ready, we'll move on.
mq7 smile
~
disabled false
END

#7330
title lesson 15 - how to rest and sleep~
code mq1 rsay >$n Well, now that you're full and happy, lets stop for a `#`Srest`^.
mq2 rest
mq6 rsay >$n You've learnt a lot today, if you're feeling a little tired, you could `#`Ssleep`^ here, under the trees.
mq7 rsay Or if you have a bedroll, you could `#`Ssleep`^ on your `#`Sbedroll`^.
mq7 stand
mq10 rsay Rest, and sleep are very important.. if you're feeling like you can barely move, or have ended up with a few bumps and bruises, there's nothing like a good sleep to replenish the body.
mq14 rsay Its important to listen to your body too, if you are `#`Sfeeling tired`^, perhaps you should rest a little, but if you're `#`Sfeeling very tired`^ its best to get a good sleep.. it could be a little embarrassing to collapse in the middle of the street (hopefully someone will be kind enough to `#`Swake`^ you if this happens).
mq14 chuckle
mq17 stretch
mq17 rsay >$n When you've rested long enough.. `#`Sstand`^ and we'll move on.
mq17 smile $n
~
disabled false
END

#7329
title lesson 14 - how to eat and drink~
code mq1 emote looks around and smiles.
mq3 rsay This seems like a nice place to stop and have a picnic.
mq5 rsay >$n If you're hungry, now might be a good time to `#`Seat`^ a roast `#`Schicken`^ or some other food.
mq7 emote pulls out an apple from his pocket and begins to `#`Seat`^ the `#`Sapple`^.
mq7 rsay mmm.. delicious.
mq11 rsay >$n Feel like a drink?
mq11 rsay >$n You could `#`Sfill`^ your `#`Swaterskin`^ from that spring there, and `#`Sdrink`^ from your `#`Swater`^skin.
mq12 emote points to the small spring.
~
disabled false
END

#7328
title tidy person puts a chicken in the trash~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
beam $n
mq2 rsay >$n You're a prize pupil!
mq4 rsay >$n [with a smile] shall we move on?
~
disabled false
END

#7327
title messy person drops a chicken~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
frown $n
mq1 rsay >$n I'm guessing you were aiming for the trash can, but missed.
mq3 nudge $n
mq4 rsay >$n Go on, try to get it in the trash this time..
mq4 chuckle 
~
disabled false
END

#7326
title lesson 13 - how to hold/drop/put~
code mq1 rsay This looks like a general store, you could `#`Sbuy`^ a `#`Schicken`^ to eat, and `#`Sbuy`^ a `#`Swaterskin`^ to drink from.
mq3 rsay It might get dark later, so `#`Sbuy`^ing an `#`Soil lamp`^ might be a good idea too.
mq7 rsay >$n And if you don't care much for a hard floor, you could `#`Sbuy`^ a `#`Sbedroll`^.
mq11 rsay You can `#`Shold`^ the `#`Slamp`^ in your hand.
mq11 give 500 silver $n
mq12 rsay [with a smile] There's some money, if you need it.
mq15 rsay >$n If you're carrying something you don't want, you could be lazy and `#`Sdrop`^ the `#`Schicken`^ on the ground..
mq17 rsay [noticing the trash can] or you could `#`Sput`^ the `#`Schicken`^ in the `#`Strash`^ can there.
mq17 smile $n
~
disabled false
END

#7325
title lesson 12 - how to wear~
code mq1 rsay >$n Great, you've brought all this nice equipment, how about you `#`Swear`^ some of it now.
mq4 rsay You can check what's in your `#`Sinventory`^ (or `#`Si`^ for short) to see what you want to wear.
mq4 rsay If its clothing or armor, you can `#`Swear`^ the `#`Ssleeves`^ or `#`Swear`^ the `#`Sleggings`^ until you're all suited up.
mq8 rsay If you want to wear everything you're carrying, you can `#`Swear`^ it `#`Sall`^.
mq8 chuckle
mq12 rsay You can see what you're wearing either by `#`Slook`^ing at your`#`Sself`^, or by checking your `#`Sequipment`^ (or eq for short).
mq15 rsay >$n If you decide you don't like the cap you just put on, you can `#`Sremove`^ the `#`Scap`^, or if you have another cap in your inventory, you can `#`Swear`^ that `#`Scap`^ and will take the other one off automatically.
mq20 rsay >$n You can `#`Swield`^ the `#`Sdagger`^ or whichever weapon you bought.
mq24 rsay If you brought two daggers, you can use your `#`Ssecond`^ hand to hold the `#`Sdagger`^.
mq24 smile
~
disabled false
END

#7324
title lesson 11 - how to buy PART 2~
code mq1 smile
mq2 rsay >$n If you intend to attack creatures in the game, you'll need some weapons.
mq6 rsay >$n You can see a `#`Slist`^ of what's available, and then buy the weapon you are skilled with.
mq10 rsay You can type `#`Sskill`^ to see which weapon your class can use.
mq14 rsay If you are skilled with a dagger, you can `#`Sbuy`^ the `#`Sdagger`^, if you are skilled with a mace, you can `#`Sbuy`^ the `#`Smace`^.
mq18 rsay You can choose to either use two weapons, or one weapon and a shield. Buy two weapons at this stage, you can decide later which you prefer.
mq22 rsay >$n So if you are skilled with a sword, you can `#`Sbuy 2*sword`^s.
mq26 rsay Remember to buy the weapons which are at your level.
~
disabled false
END

#7323
title lesson 11 - how to buy~
code mq1 rsay >$n There are many different types of shops, this one here seems to be an armor shop.
mq4 rsay >$n Have a look at the `#`Slist`^ of things for sale.
mq7 rsay >$n You'll need to `#`Sbuy`^ a full suit of armor.
mq12 rsay Its important to buy equipment which is at, or below your level so that you can get the full benefit of it.
mq12 rsay At the moment, you can buy equipment which is level one, the level you are on.
mq16 rsay First `#`Sbuy`^ the `#`Ssleeves`^ then `#`Sbuy`^ the `#`Scap`^ and so on.
mq20 rsay You can get more `#`Shelp`^ with `#`Sbuy`^ing to learn other tips.
mq25 rsay >$n You can `#`Ssell`^ the `#`Sshield`^ if you don't want it, and you can `#`Ssell all`^ of your things at once.
mq25 rsay But the shopkeepers like to make a profit, so don't be surprised if you sell something for less than you bought it.
mq25 chuckle
~
disabled false
END

#7322
title summary of lessons 6-10~
code mq1 rsay >$n Great, you now know how to interact with others.
mq3 pmote $n looks at @ and chuckles slightly.
mq3 rsay >$n We better get you dressed first.. before you head out into the ic (in character) world.
mq5 smirk
mq5 rsay We'll cover that in the next few lessons.
mq9 rsay When you're ready.. we'll move on.
mq9 smile
~
disabled false
END

#7321
title lesson 10 - how to follow PART 3~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
follow $n
mob mpfollow $n
rsay >$n Excellent.. now I'm following you..
mq3 chuckle
mq3 rsay >$n Lets move on..
~
disabled false
END

#7320
title lesson 10 - how to follow PART 2~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
rsay >$n Great!
mq1 rsay >$n Now I can lead you around.
mq4 rsay >$n If I didn't want you to follow me anymore, I'd just `#`Sfollow`^ my`#`Sself`^.
mq4 rsay Or if I wanted no one to follow me, I'd type `#`Snofollow`^.
mq7 rsay >$n Your turn to `#`Sbeckon`^ me to follow you.
mq7 smile $n
~
disabled false
END

#7319
title lesson 10 - how to follow~
code if hastoken $n 7310
else
mq1 rsay >$n Lets suppose, that when you get to the ic (in character) world, that you make a friend, and want to go somewhere together.
mq1 smile
mq4 rsay If I wanted you to follow me, I'd `#`Sbeckon you`^ to follow, like this..
mq7 beckon $n
mq7 rsay >$n You can `#`Sfollow`^ me, `#`SKalahn`^ now.
mob oload 7310
mob tgive 7310 $n
~
disabled false
END

#7318
title lesson 9 - emotes PART 2~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
mq2 emote bursts out laughing.
mq3 rsay >$n You have no idea how silly you look!
mq3 chuckle
mq6 rsay >$n But at least you've got the idea..
mq9 rsay You can find out more about emotes, smotes and pmotes by typing `#`Shelp emote`^.
mq12 rsay >$n We'll carry on when you're ready..
mq13 emote smiles cheerfully.
~
disabled false
END

#7317
title lesson 9 - emotes~
code mq1 rsay >$n You're a very social young mudder now..
mq1 rsay >$n Let's teach you how to be an impressive young mudder.
mq1 chuckle
mq5 rsay >$n Sometimes, there just isn't a `#`Ssocial`^ which describes what you do when you flop down onto the bench exhausted, rather than just rest on the bench.
mq5 smirk
mq9 rsay >$n What you can use, is an `#`Semote`^ or `#`S,`^ (comma) for short.
mq9 rsay For example, if I wanted to skip for joy down this street, I would type `#`Semote`^ skips for joy down the street.
mq9 rsay It would look like this..
mq10 emote skips for joy down the street.
mq14 rsay >$n See if you can copy me..
mq15 emote walks like a duck.
mq16 rsay >$n To copy me, type `#`Semote walks like a duck`^.
~
disabled false
END

#7316
title lesson 8 - socials PART 2~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
chuckle
rsay >$n You're a friendly one, aren't you?
smile $n
rsay >$n Let's move on then..
~
disabled false
END

#7315
title lesson 8 - socials~
code mq1 rsay >$n It's great that you know talk to others now..
mq4 rsay But at times, you'd like to be a little more `#`Ssocial`^, to show the way you are feeling.
mq4 rsay Like when you're happy, and want to `#`Ssmile`^ or `#`Slaugh`^.
mq7 rsay There is a whole world of possible ways to be `#`Ssocial`^..
mq7 rsay You can find out more by typing `#`Ssocial`^ to see the list.
mq9 chuckle
mq12 rsay >$n You can smile at others too.. for example, you can `#`Ssmile`^ at me, `#`SKalahn`^..
~
disabled false
END

#7314
title congrats.. the door is open~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
if room $I == 7302
rsay >$q Well done. Now let's move on to the east.
endif
~
disabled false
END

#7313
title lesson 7 - how to talk PART 3~
code language native
emote stops for a moment.
say Greetings, my name is Lance.
smile
emote waves and continues walking down the street.
mq2 mob vforce 7300 rsay Well, shall we move on?
~
disabled false
END

#7312
title lesson 7 - how to talk PART 2~
code ** run this prog only on the player we currently remember ($q)
if istarget $n
else
  end
endif
 
if room $i == 7307
 if hastoken $n 7309
 else
mob dequeueall
 rsay >$n Greetings!
 mq5 rsay >$n There, you know how to talk now..
 mq6 rsay But what if you were talking to me, and that citizen thought you were talking to him?
 mq7 rsay >$n You can make sure that doesn't happen by using `#`Ssayto citizen`^ or, `#`S'>citizen`^ (with the apostrophe in front).
 mq7 rsay If you knew their name, for example, my name is Kalahn, you could `#`Ssayto kalahn`^ hello, or `#`S'>kalahn`^ greetings.
 mq9 rsay >$n Lets ask that citizen what his name is.
 mob oload 7309
 mob tgive 7309 $n
 endif
else
smile $n
endif
~
disabled false
END

#7311
title lesson 7 - how to talk~
code mq3 rsay >$n It must be pretty frustrating being mute..
mq3 rsay >$n So lets get you talking..
mq5 rsay When you want to talk, you can either `#`Ssay hello`^, or you can use an apostrophe in front, like this.. `#`S'hello`^
mq7 rsay Of course, you don't always have to say hello..
mq7 chuckle
~
disabled false
END

#7310
title give flowers to woman~
code ,*'s face brightens and a smile begins to form.
language native
rsay >$n oh, thank you.. you've made my day!
beam $n
mq2 mob vforce 7300 rsay Shall we continue?
~
disabled false
END

#7309
title summary of lesson 1-5~
code mq2 rsay >$n [with a smile] Well, so far you've learnt how to find your way around.
mq4 rsay Next we'll cover how to interact with others.
mq6 rsay >$n When you're ready for the next lesson, we'll move on.
mq6 smile
~
disabled false
END

#7308
title lesson 6 - how to give~
code mq2 smile
mq2 rsay >$n `#`SLook`^ at that `#`Swoman`^. She seems awfully sad.
mq6 rsay >$n Maybe you could cheer her up, with those flowers you picked.
mq6 rsay >$n Why don't you `#`Sgive`^ a `#`Sflower`^ to the `#`Swoman`^?
mq7 rsay That would really make her day!
mq9 chuckle
 
if carries $n flower
mq10 rsay >$n You didn't pick one up did you?
mq11 chuckle
mq13 rsay >$n Here, give her this one.
mq13 mob oload 7304
mq13 give flower $n
endif
~
disabled false
END

#7307
title lesson 5 - how to get PART 2~
code ** run this prog only on the player we currently remember ($q)
if !istarget $n
  end
endif
 
** load  a replacement key if necessary
mob call 7418 
 
mq11 rsay >$n A key, `#`Sget`^ the `#`Skey`^ from the `#`Schest`^, it might be just the key to unlock the door.
mq16 rsay Have a look around and see if there's anything else you can `#`Sget`^.
mq19 rsay If its lying on the ground you can `#`Sget`^ the `#`Sobject`^, but if its inside something, like the key was, you'll need to `#`Sget`^ the `#`Sobject`^ from the `#`Scontainer`^.
mq21 rsay See those flowers there, you can `#`Sget`^ a `#`Sflower`^ if you're not fussy, or if you can `#`Sget`^ the `#`Sred`^ one, if you like red, or you can `#`Sget`^ the `#`Siris`^ if you prefer.
mq24 rsay If you like flowers that much, you can `#`Sget all`^ of the things lying on the ground.
mq24 chuckle
mq30 rsay Lets open that door, and move on.
~
disabled false
END

#7306
title lesson 5 - how to get~
code mq2 chuckle
mq2 rsay Looks like another room with no way out.
mq4 pmote $n looks at @ expectantly.
mq9 emote searches his pockets.
mq9 rsay Nope, no keys.. 
mq10 emote looks around, and notices the chest on the ground.
mq12 rsay >$n Maybe you could `#`Sopen`^ the `#`Schest`^ and `#`Sexamine`^ the `#`Schest`^.
~
disabled false
END

#7305
title lesson 4 - how to unlock~
code mq2 rsay >$n [with a grin] Great, you got us out of that room.
mq2 rsay But it looks like we've walked straight into another room with no way out.
mq5 rsay >$n Can you try `#`Slook`^ing around, to see if you can get us out of here?
mq12 rsay Looks as if we're locked in!
mq12 emote searches his pockets and pulls out a key.
mob oload 7302
mq14 chuckle
mq14 rsay I was wondering what that jangling noise was.
mq16 rsay >$n Here, use this to `#`Sunlock`^ the door to the `#`Ssouth`^.
mq16 give key $n
mq19 rsay After you `#`Sunlock`^ the `#`Ssouth`^ern door, you'll have to `#`Sopen`^ it..
mq19 rsay [with a chuckle] unless you plan on walking into it.
mq24 rsay Lets head south then.
~
disabled false
END

#7304
title lesson 3 - how to open~
code mq2 rsay >$n Sometimes you'll come across a room where there seems to be no obvious exit.
mq4 rsay You can `#`Slook`^ for clues in the room description.
mq6 rsay Or you can try to `#`Sopen`^ a door in the direction you want to go.
mq8 rsay For example `#`Sopen north`^ or `#`Sopen east`^ until you find a door which opens for you.
mq12 rsay Can you get us out of here?
mq12 chuckle
~
disabled false
END

#7303
title lesson 2 - how to look~
code mq1 rsay >$n Looking around a room or a street is very important!
mq1 rsay It will allow you to spot hidden exits and doors that you won't necessarily see when looking for `#`sexits`^
mq5 rsay Have a good `#`slook`^ at this street. Do you see the gate?
mq5 rsay `#`sLook`^ at the `sgate`^. Do you see the fine woodwork on it?
mq9 smile
mq10 rsay >$n See if you can spot anything else around here by `#`slook`^ing.
mq13 rsay Lets head north when you're ready.
~
disabled false
END

#7302
title call dialog for differnt rooms~
code ** Dequeue previous programmes to prevent complications
** when someone runs through the school.
mob dequeueall
 
** Begin room
if room $i == 7300
 mob call 7301 $q
endif
 
** Second room - how to look
if room $i == 7301
 mob call 7303 $q
endif
 
** Third room - how to open
if room $i == 7302
 mob call 7304 $q
endif
 
** Fourth room - how to unlock
if room $i == 7303
 mob call 7305 $q
endif
 
** Fifth room - how to get
if room $i == 7304
 mob call 7306 $q
endif
 
** Sixth room - summary of lessons 1-5
if room $i == 7305
 mob call 7309 $q
endif
 
** Seventh room - how to give
if room $i == 7306
 mob call 7308 $q
endif
 
** Eighth room - how to talk
if room $i == 7307
 mob call 7311 $q
endif
 
** Nineth room - socials
if room $i == 7308
 mob call 7315 $q
endif
 
** Tenth room - emotes
if room $i == 7309
 mob call 7317 $q
endif
 
** 11th room - how to follow
if room $i == 7310
 mob call 7319 $q
endif
 
** 12th room - summary of lessons 6-10
if room $i == 7311
 mob call 7322 $q
endif
 
** 13th room - how to buy
if room $i == 7312
 mob call 7323 $q
endif
 
** 14th room - how to buy PART 2
if room $i == 7313
 mob call 7324 $q
endif
 
** 15th room - how to wear/wield
if room $i == 7314
 mob call 7325 $q
endif
 
** 16th room - how to hold/drop/put
if room $i == 7315
 mob call 7326 $q
endif
 
** 17th room - how to eat/drink
if room $i == 7316
 mob call 7329 $q
endif
 
** 18th room - how to rest/sleep
if room $i == 7317
 mob call 7330 $q
endif
 
** 19th room - summary of lessons 11-15
if room $i == 7318
 mob call 7331 $q
endif
 
** 20th room - how to train and practice
if room $i == 7319
 mob call 7332 $q
endif
 
** 21st room - prompt and score
if room $i == 7321
 mob call 7335 $q
endif
 
** 22nd room - how to consider and flee
if room $i == 7320
 mob call 7334 $q
endif
 
** 23rd room - wimpy and recovery
if room $i == 7322
 mob call 7337 $q
endif
 
** 24th room - how to group
if room $i == 7323
 mob call 7339 $q
endif
 
** 25th room - summary of lessons 16-20
if room $i == 7324
 mob call 7340 $q
endif
 
** Advanced School
** 1st room - who's who?
if room $i == 7325
 mob call 7343 $q
endif
 
** 2nd room - rules
if room $i == 7326
 mob call 7344 $q
endif
 
** 3rd room - ic/ooc
if room $i == 7327
 mob call 7342 $q
endif
 
** 4th room - channels
if room $i == 7328
 mob call 7345 $q
endif
 
** 5th room - tells
if room $i == 7329
 mob call 7346 $q
endif
 
** 6th room - summary of lessons 1-5
if room $i == 7330
 mob call 7347 $q
endif
 
** 7th room - roleplay
if room $i == 7331
 mob call 7341 $q
endif
 
** 8th room - alignment
if room $i == 7332
 mob call 7348 $q
endif
 
** 9th room - letgain
if room $i == 7333
 mob call 7349 $q
endif
 
** 10th room - short/long descs
if room $i == 7334
 mob call 7350 $q
endif
 
** 11th room - summary of lessons 6-9
if room $i == 7335
 mob call 7351 $q
endif
 
** 12th room - leveling
if room $i == 7336
 mob call 7352 $q
endif
 
** 13th room - guilds
if room $i == 7337
 mob call 7353 $q
endif
 
** 14th room - races and classes
if room $i == 7338
 mob call 7367 $q
endif
 
** 15th room - mythos and setting
if room $i == 7339
 mob call 7368 $q
endif
 
** 16th room - summary of lesson 10-13
if room $i == 7340
 mob call 7369 $q
endif
 
** 17th room - areas
if room $i == 7341
 mob call 7370 $q
endif
 
** 18th room - maps
if room $i == 7342
 mob call 7371 $q
endif
 
** 19th room - things to get involved in
if room $i == 7343
 mob call 7372 $q
endif
 
** 20th room - helpfiles
if room $i == 7344
 mob call 7373 $q
endif
 
** 21st room - summary of lessons 14-17
if room $i == 7345
 mob call 7374 $q
endif
 
** 22nd room - test - question 1 - ic questions
if room $i == 7346
 mob call 7375 $q
endif
 
** get rid of a heap of cloned mobs
if players == 1 
  if clones == 1
    mob purge self 
  endif 
endif
~
disabled false
END

#7301
title starting dialog for beg. school~
code ** run this prog only on the player we currently remember ($q)
if !istarget $n
  end
endif
 
** Starting dialog for the buddy mob
if room $i == 7300 
mob dequeueall
mq1 rsay The first thing you will need to learn is how to move around.
mq1 rsay [with some amusement in it's voice]And you will need to know where to move to.
mq5 rsay Have a good look at the `#`sexits`^ around you.
mq9 rsay Then head off in any direction you choose.
mq9 rsay For example `#`snorthwest`^, `ssouth`^, `sup `^or `seast`^.
mq11 rsay >$n Heading `#`seast`^ is the path to take to get started.
endif
~
disabled false
END

#7300
title Load a Kal~
code ** load a kal and force it to follow the newbie
 
if hastoken $n 7300
mob mload 7300
mob force being mob mpfollow $n
mob force being mob remember $n
mob force being emote fades into existence.
mob force being language native
mob force being rsay Which way would you like to go this time?
 end
endif
 
** Nothing
 
 
 
 
mob mload 7300
mob force being mob mpfollow $n
mob force being mob remember $n
mob force being emote fades into existence.
mob force being language native
mob force being rsay >$n Greetings and welcome to our school.
mob oload 7300
mob tgive 7300 $n
mob force being mob call 7354 $n
 
~
disabled false
END

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