Raycaster

planesofexistence.txt

Mar 6th, 2021
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  1. # Planes of Existence
  2. # (C) 2000-2021 Bo Zimmerman
  3. # The Format: One plane per line, line must begin with quote ", then the
  4. # name of the plane, then ending quote, a space, and one or more arguments,
  5. # separated by spaces. Argument values can also be in quotes. Argument
  6. # keys include:
  7. # CATEGORY: comma delimited list of descriptive categories.
  8. # OPPOSED: comma delimited list of opposing planes.
  9. # TRANSITIONAL: set to "true" to designate the plane as transitional
  10. # ALIGNMENT: numeric value for the alignment of mobs on the plane
  11. # PREFIX: comma delimited list of strings to prefix mob names with
  12. # LEVELADJ: either a number, or a formula to adjust mob/item levels:
  13. # @x1 = base areas median level, @x2 = specific mob/item level
  14. # @x2 = the plane traveling players level
  15. # MOBRESIST: planar mob resistance arguments, see Prop_Resistance
  16. # SETSTAT: planar mob stat settings, see Prop_StatTrainer
  17. # BEHAVAFFID: space delimited list of behavior id = replacement behavior id
  18. # ADJSTAT: planar mob stat changes, see Prop_StatAdjuster
  19. # ADJSIZE: mob size multipliers, use height=x and/or weight=y to multiply
  20. # ADJUST: mob adjuster arguments, see Prop_Adjuster
  21. # MOBCOPY: number of times to copy each mob in an area
  22. # BEHAVE: space delimited list of behavior ids with optional args in ()
  23. # ENABLE: space delimited list of ability-granting code entries.
  24. # Each entry is either AbilityID(arg) or AbilityDomain(arg),
  25. # or AbilityFlag(arg) or AbilityType(arg) or number(x/y) where
  26. # x is the number of skills per y levels of the mob
  27. # WEAPONMAXRANGE: max range number that any weapon on the plane can work at
  28. # BONUSDAMAGESTAT: name of mob charstat (strength, etc) to add (STAT-10)*2 dmg
  29. # REQWEAPONS: types of weapons that do damage: wep type or class or word MAGICAL
  30. # ATMOSPHERE: raw material type that makes up plane atmosphere
  31. # AREABLURBS: space delimited key=\"blurb\" values to show planar lore users
  32. # ABSORB: planar mob damage absorptions, see Prop_AbsorbDamage
  33. # HOURS: multiplier by which to change the # hours in planar day
  34. # RECOVERRATE: number of extra player stat recovers
  35. # FATIGUERATE: multiplier to extra hunger/thirst
  36. # REFFECT: space delimited AbilityID/BehaviorID(arg) list for rooms
  37. # AEFFECT: space delimited AbilityID/BehaviorID(arg) list for planar area
  38. # SPECFLAGS: space delim flags: NOINFRAVISION, BADMUNDANEARMOR, ALLBREATHE
  39. # MIXRACE: RaceID of race to make every planar mob a mix of
  40. # ELITE: elite level 1+, increases hit points, attack, damage, saves
  41. # ROOMCOLOR: A color code (^r) or "UP " followed by color, for room title
  42. # ROOMADJS: Comma delimited list of adjectives to sprinkle in room
  43. # descriptions. List may be prefixed with a number for % chance.
  44. # List may also begin with "UP " to make description uppercase.
  45. # FACTIONS: Space delimited list of FactionIDs(AMOUNT) to give mobs faction.
  46. # Use a FactionID of "*" to activate coffeemud.ini reaction faction
  47. # LIKE: Name/ID of another plane to make this one like (exceptions optional)
  48. # DESCRIPTION: arbitrary description shown to players with planar lore
  49. # PROMOTIONS: Comma delimited List of promotion names with % chance in ()
  50. #
  51. # * In normal areas, add tattoo NOPLANE <plane name> to prevent a mob from
  52. # spawning in a plane.
  53.  
  54. "Earth" category="Inner,Elite" opposed="Air" promotions="Stout(20),Solid(5),Dense(1)" elite=1 prefix="stony,earthy,rocky" leveladj=2 mobresist="always blunt 50% acid 50% electricity -100%" enable="acidizing number(1/10)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="stone" absorb="enhanced 100% +electrocuting +electricity -100% acidizing acid" hours="3" recoverrate=1 fatiguerate=1 aeffect="ResourceOverride(GRANITE OBSIDIAN MARBLE STONE ALABASTER IRON LEAD GOLD WHITE_GOLD \"WHITE GOLD\" CHROMIUM SILVER ZINC COPPER TIN MITHRIL MUSHROOMS GEM PERIDOT DIAMOND LAPIS BLOODSTONE MOONSTONE ALEXANDRITE GEM SCALES CRYSTAL RUBY EMERALD SAPPHIRE AGATE CITRINE PLATINUM) Emoter(min=2 max=4 chance=25;sound You hear a landslide off in the distance.;sound The sound of crumbling rocks comes from somewhere.;smell You smell the earthiness around you.) Prop_Weather(DROUGHT CLIMATE_DRY)" mixrace="EarthElemental" roomcolor="UP ^Y" roomadjs="30 earthy,stone"
  55. "Air" category="Inner,Elite" opposed="Earth" promotions="Swift(20),Forceful(5),Powerful(1)" elite=1 prefix="wispy,cloudy,breezy,airey" leveladj=2 mobresist="always pierce 100% electricity 50% slash 50% acid -100%" enable="electrocuting number(1/10)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="air" absorb="enhanced 100% acidizing acid -100% electrocuting electricity" hours="3" recoverrate=1 fatiguerate=1 mixrace="AirElemental" roomcolor="UP ^c" roomadjs="30 airy,windy" aeffect="Emoter(min=2 max=4 chance=25;sound The winds howl past your ears.;visual The strong-moving winds buffet you from side to side.;visual You are blown off course by the strong winds.;visual You are spun around by the quick winds.) Prop_Weather(WINDY CLIMATE_WINDY)"
  56. "Fire" category="Inner,Elite" opposed="Water" promotions="^rRed-hot^?(20),^wWhite-hot^?(5),^bBlue-hot^?(1)" elite=1 prefix="firey,burning" leveladj=2 mobresist="always pierce 100% fire 50% slash 50% water -100%" enable="burning number(1/10)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="air" absorb="enhanced 100% freezing cold -100% burning fire" hours="3" recoverrate=1 fatiguerate=1 reffect="FieryRoom(NOSTOP NONPC)" mixrace="FireElemental" roomcolor="UP ^r" roomadjs="30 fiery,burning" aeffect="Emoter(min=2 max=4 chance=25;sound The crackling of some burning debris catches your attention.;visual You feel the flames licking your body.;visual You sweat relentlessly in the heat.;visual The bright flames momentarily blind you.;visual You are mesmerized by the dancing flames.;smell You smell your flesh burning!;smell The strong aroma of brimstone catches your attention.) Prop_Weather(HEAT CLIMATE_HOT)"
  57. "Water" category="Inner,Elite" opposed="Fire" promotions="^gGreen^?(20),^bBlue^?(5),^cAqua^?(1)" elite=1 prefix="flowing,watery,liquidy" leveladj=2 mobresist="always pierce 100% water 50% slash 50% fire -100%" enable="freezing number(1/10)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="water" absorb="enhanced 100% burning fire -100% freezing cold" hours="3" recoverrate=1 fatiguerate=1 mixrace="WaterElemental" roomcolor="UP ^b" roomadjs="30 watery,wet" aeffect="Emoter(min=2 max=4 chance=25;sound Sounds from a far away battle are carried by the waves.;sound You hear water currents speeding past you.;visual Your body is tossed and turned by the constantly changing tides.;visual You are completely drenched.;visual The water soaks your gear.) Prop_Weather(CLEAR CLIMATE_WET)"
  58. "Positive" category="Inner,Elite" opposed="Negative" roomadjs="30 energetic,empowered" mixrace="ElectricityElemental" prefix="bright,energy,light" weaponmaxrange=0 reffect="Prop_RoomLit Prop_HereSpellCast(Prayer_CureLight;Prayer_ProtUndead)" leveladj=2 hours=3 elite=1 roomcolor="UP ^y" id="Positive" promotions="Strong(20),Intense(5),Super(1)" behave="CombatAbilities" recoverrate=1 enable="healing number(1/10)" alignment=10000 absorb="enhanced 100% corruption vexing -100% blessing holy" atmosphere="energy" areablurbs="Skill_TurnUndead=\"Turn undead at +4 levels\" Skill_ControlUndead=\"Control undead at -4 levels\"" fatiguerate=1 aeffect="Emoter(min=2 max=4 chance=25;sound A burst of energy resounds in your ears!;sound You hear the crackling of unbriddled energy.;visual You are momentarily blinded by a spontaneous burst of energy.;visual You are filled with life force.) Prop_Weather(CLEAR CLIMATE_NORMAL)" mobresist="undead 100% unholy 100%"
  59. "Negative" category="(Inner),Elite" opposed="Positive" promotions="Deep(20),Extreme(5),Vanta(1)" elite=1 alignment=-10000 prefix="dark,negative,shadowy" leveladj=2 mobresist="holy 100% healing 100%" enable="vexing number(1/10)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="energy" areablurbs="Skill_TurnUndead=\"Turn undead at -4 levels\" Skill_ControlUndead=\"Control undead at +4 levels\" " absorb="enhanced 100% blessing healing -100% unholy" hours="3" recoverrate=1 fatiguerate=1 reffect="Prop_RoomDark Prop_HereSpellCast(Undead_WeakEnergyDrain;Prayer_HealUndead)" mixrace="Shadow" roomcolor="UP ^W" roomadjs="30 dark,shadowy" aeffect="Emoter(min=2 max=4 chance=25;sound You hear the sound of shifting shadows.;visual You feel your soul slipping away.;visual The dread shadows sap the life force from your body.) Prop_Weather(CLEAR CLIMATE_NORMAL)"
  60. "Magma" category="Inner,(Quasi)" opposed="Ice" promotions="Medium(20),Large(5),Huge(1)" prefix="magma,molten" leveladj=2 mobresist="always blunt 50% acid 50% electricity -50% water -50%" enable="Spell_Fireball Spell_HeatMetal" behave="CombatAbilities" weaponmaxrange=0 atmosphere="stone" absorb="enhanced 50% electrocuting electricity -50% acidizing acid 50% burning fire -50% freezing cold" hours="3" recoverrate=1 fatiguerate=1 reffect="FieryRoom(NOSTOP NONPC)" mixrace="MagmaMephit" roomcolor="UP ^R" roomadjs="30 molten,magma" aeffect="Emoter(min=2 max=4 chance=25;sound The bubbling magma pops loudly behind you.;sound You hear the churning lava all around you.;visual You feel like you are burning up.;smell You smell something burning!) Prop_Weather(HEAT CLIMATE_HOT)"
  61. "Ooze" category="Inner,(Quasi)" opposed="Smoke" promotions="Medium(20),Large(5),Huge(1)" prefix="oozing,slimey,sludgey" leveladj=2 mobresist="always blunt 50% pierce 50% acid 100% electricity -50% fire -50%" enable="Prayer_EarthMud Prayer_Absorption" behave="CombatAbilities" weaponmaxrange=0 atmosphere="tar" absorb="enhanced 50% electrocuting electricity -50% acidizing acid -50% burning fire 50% freezing cold" hours="3" recoverrate=1 fatiguerate=1 aeffect="Prop_ImproveGather(amt=4 skills=Drilling) Emoter(min=2 max=4 chance=25;sound You hear a slurping noise from above.;visual A slick substance slides through your clothing.;visual You feel something squirming around inside your cloths.;visual You are covered in slime.) Prop_Weather(CLEAR CLIMATE_WET)" mixrace="OozeMephit" roomcolor="UP ^B" roomadjs="30 oozing,slimey"
  62. "Minerals" category="Inner,(Quasi)" opposed="Vacuum" promotions="Medium(20),Large(5),Huge(1)" alignment=2500 prefix="metallic,crystal,ruby" leveladj=2 mobresist="always blunt 50% acid 50% song -50% electricity -50%" behave="CombatAbilities NeutralAbilities" enable="Chant_CrystalGrowth" weaponmaxrange=0 atmosphere="stone" absorb="enhanced 50% electrocuting electricity -50% acidizing acid 50% vexing -50% deep_magic" hours="3" recoverrate=1 fatiguerate=1 aeffect="Prop_ImproveGather(amt=4 skills=Mining,MasterMining,Digging,MasterDigging) Emoter(min=2 max=4 chance=25;sound A grating noise comes from somewhere around you.;visual Sharp crystals impede your travels.;visual You spot a precious metal node nearby.;visual So many metals, so little time!) Prop_Weather(CLEAR CLIMATE_DRY)" mixrace="MineralMephit" roomcolor="UP ^Y" roomadjs="30 crystalline,metallic"
  63. "Dust" category="Inner,(Quasi)" opposed="Lightning" promotions="Medium(20),Large(5),Huge(1)" alignment=-2500 prefix="dusty,dusting" leveladj=2 mobresist="always pierce 50% healing 50%" enable="Skill_Dirt" behave="CombatAbilities" weaponmaxrange=0 atmosphere="sand" absorb="enhanced 50% electrocuting electricity -50% acidizing acid 50% healing -50% vexing" hours="3" recoverrate=1 fatiguerate=1 aeffect="ResourceOverride(SAND) Prop_ImproveGather(amt=4 skills=Digging) Emoter(min=2 max=4 chance=25;sound The constant sound of sand and dust scouring the area grates on your nerves.;visual You sneeze out a cloud of dust.;visual A swirl of dust whisks by you.;visual You see something ahead obscurred by strong gusts of dust.) Prop_Weather(DUST CLIMATE_DRY CLIMATE_WINDY)" mixrace="DustMephit" roomcolor="UP ^y" roomadjs="30 dusty,dirty"
  64. "Smoke" category="Inner,(Quasi)" opposed="Ooze" promotions="Medium(20),Large(5),Huge(1)" prefix="smokey,smoking" leveladj=2 mobresist="always pierce 50% slash 50% fire 50%" enable="Fighter_SmokeSignals" behave="CombatAbilities NeutralAbilities" weaponmaxrange=0 atmosphere="air" absorb="enhanced -50% electrocuting electricity 50% acidizing acid -50% burning fire 50% freezing cold" hours="3" recoverrate=1 fatiguerate=1 aeffect="ResourceOverride(NOTHING) Emoter(min=2 max=4 chance=25;visual Wisps of smoke obscure your vision.;visual You see smoke, but no fire!;visual The smoke is so thick you can barely see in front of you.;smell You smell the strong aroma of freshly charged ozone.) Prop_Weather(CLEAR CLIMATE_DRY CLIMATE_WINDY)" mixrace="SmokeMephit"" roomcolor="UP ^Y" roomadjs="30 smokey"
  65. "Ice" category="Inner,(Quasi)" opposed="Magma" promotions="Medium(20),Large(5),Huge(1)" prefix="slick,icey,frozen" leveladj=2 mobresist="always slash 50% water 100% fire -50%" enable="Spell_IceSheet freezing number(1/20)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="water" absorb="enhanced -50% electrocuting electricity 50% acidizing acid 50% burning fire -50% freezing cold" hours="3" recoverrate=1 fatiguerate=1 reffect="Spell_IceSheet" mixrace="IceMephit" roomcolor="UP ^C" roomadjs="30 icy,frigid,frozen" aeffect="Emoter(min=2 max=4 chance=25;visual You hear the ice cracking beneath your feet.;visual Icicles protrude from every surface, making a jagged winter wonderland.;visual The floor is covered in a sheen of ice.) Prop_Weather(COLD CLIMATE_COLD CLIMATE_WET)"
  66. "Lightning" category="Inner,(Quasi)" opposed="Dust" promotions="Medium(20),Large(5),Huge(1)" alignment=2500 prefix="electric,sparky" leveladj=2 mobresist="always slash 50% electricity 100%" enable="Spell_Lightning electrocuting number(1/10)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="energy" absorb="enhanced 50% freezing cold -100% electrocuting electricity 50% unholy vexing" hours="3" recoverrate=1 fatiguerate=1 mixrace="LightningMephit" roomcolor="UP ^w" roomadjs="30 electric,sparking" aeffect="Emoter(min=2 max=4 chance=25;sound You hear thunder in the distance.;sound You hear thunder nearby.;sound You hear thunder.;sound Thunder booms all around you.;sound You cower from the sounds of thunder.;visual A flash of lightning appears in the distance.;visual A flash of lightning appears ahead of you.;visual A flash of lightning appears behind you.;visual Lightning flashes all around you.;visual A streak of lightning lights up the area.;small You smell the strong aroma of freshly charged ozone.) Prop_Weather(THUNDERSTORM CLIMATE_DRY)"
  67. "Vacuum" category="Inner,(Quasi)" opposed="Minerals" promotions="Medium(20),Large(5),Huge(1)" alignment=-2500 prefix="void" leveladj=2 mobresist="always slash 95% pierce 95% blunt 95%" enable="Spell_DestroyObject Spell_Disenchant Spell_DispelMagic Spell_PurgeInvisibility stealthy number(1/10)" behave="CombatAbilities" weaponmaxrange=0 atmosphere="nothing" absorb="enhanced 50% freezing cold -50% electrocuting electricity 50% healing -50% vexing" hours="3" recoverrate=1 fatiguerate=1 aeffect="ResourceOverride(NOTHING) Prop_Weather(CLEAR CLIMATE_NORMAL)" mixrace="VoidMephit" roomcolor="UP ^W" roomadjs="30 empty"
  68. "Radiance" category="Inner,(Quasi)" opposed="Salt" promotions="Medium(20),Large(5),Huge(1)" alignment=2500 prefix="bright,luminous" leveladj=2 mobresist="always slash 50% fire 50% undead 50% unholy 50%" enable="Spell_Light Spell_PurgeInvisibility Spell_ContinualLight" behave="CombatAbilities" weaponmaxrange=0 atmosphere="air" absorb="enhanced 50% freezing cold -50% burning fire 50% vexing -50% holy" hours="3" recoverrate=1 fatiguerate=1 reffect="Prop_RoomLit Prop_HereSpellCast(Prayer_Blindness)" mixrace="LightMephit" roomcolor="UP ^y" roomadjs="30 bright,shining" aeffect="Emoter(min=2 max=4 chance=25;visual You see the shimmering of the atmosphere due to the constant bright light heating everything.;visual A bright flash appears in front of you.;visual You see a bright light ahead.;visual A bright flash of light startles you.) Prop_Weather(CLEAR CLIMATE_NORMAL)"
  69. "Ash" category="Inner,(Quasi)" opposed="Steam" promotions="Medium(20),Large(5),Huge(1)" alignment=-2500 prefix="ashen,burned" leveladj=2 mobresist="always pierce 50% fire 50% blunt -100%" enable="Skill_Dirt FireBuilding" behave="NeutralAbilities CombatAbilities" weaponmaxrange=0 atmosphere="ash" absorb="enhanced 50% freezing cold -50% burning fire 50% healing -50% vexing" hours="3" recoverrate=1 fatiguerate=1 mixrace="AshMephit" roomcolor="UP ^W" roomadjs="30 ashen,soot-filled,soot-covered" aeffect="Emoter(min=2 max=4 chance=25;sound You hear something moving through the chalky ash.;visual A cloud of ash obscures your vision.;visual Everything is covered in ash.;visual A thick coat of ash covers everything.) Prop_Weather(CLEAR CLIMATE_DRY CLIMATE_HOT)"
  70. "Steam" category="Inner,(Quasi)" opposed="Ash" promotions="Medium(20),Large(5),Huge(1)" alignment=2500 prefix="steaming,steamy,vapor" leveladj=2 mobresist="always slash 50% water 50% pierce 100% gas -100%" behave="CombatAbilities" weaponmaxrange=0 atmosphere="water" absorb="enhanced 50% burning fire -50% freezing cold 50% vexing -50% holy" hours="3" recoverrate=1 fatiguerate=1 mixrace="SteamMephit" roomcolor="UP ^W" roomadjs="30 steamy" aeffect="Emoter(min=2 max=4 chance=25;sound You hear a high pitch screech of steam escaping the surrounding terrain.;visual A blast of steam nearly blinds you.;visual A steam spout momentarily blocks your path.;visual You duck beneath a spontaneous cloud of steam.) Prop_Weather(CLOUDY CLIMATE_HOT CLIMATE_WET)"
  71. "Salt" category="Inner,(Quasi)" opposed="Radiance" promotions="Medium(20),Large(5),Huge(1)" alignment=-2500 prefix="salty,briney" leveladj=2 mobresist="water 50% undead 50% unholy 50%" behave="CombatAbilities" weaponmaxrange=0 atmosphere="salt" absorb="enhanced 50% burning fire -50% freezing cold 50% healing -50% vexing" hours="3" recoverrate=1 fatiguerate=1 aeffect="ResourceOverride(SALT) Prop_ImproveGather(amt=4 skills=Foraging) Emoter(min=2 max=4 chance=25;sound The crunch of salt beneath your feet grates on your nerves.;visual Salt covers everything.;visual A thick rim of salt covers the world.;visual Salt gets in your eyes!;smell You smell the strong aroma of the sea.) Prop_Weather(CLOUDY CLIMATE_NORMAL)" mixrace="SaltMephit" roomcolor="UP ^w" roomadjs="30 salty,briney"
  72. "Astral" category="Transitional" opposed="Ethereal" transitional=true promotions="Shimmering(20),Shining(5),Glowing(1)" prefix="astral,gith" leveladj=2 bonusdamagestat="wisdom" reqweapons="magical natural karate" absorb="enhanced 100% alteration 100% creation" hours="3000" fatiguerate=1000 reffect="Spell_MagicalAura" specflags="BADMUNDANEARMOR ALLBREATHE" mixrace="Githyanki" roomcolor="UP ^p" roomadjs="30 silvery" aeffect="Emoter(min=2 max=4 chance=25;visual You see the silver shimmer of an adjacent plane.;visual You duck beneath a silver cord of another astral traveller.;visual You zip past the astral terrain in the blink of an eye.)"
  73. "Ethereal" category="Transitional" opposed="Astral" transitional=true promotions="Faded(20),Transparent(5),Translucent(1)" prefix="ethereal,ghostly" leveladj=2 bonusdamagestat="dexterity" reqweapons="magical natural karate" absorb="50% conjuration 50% abjuration 50% divination -100% illusion 100% poison 100% charming" hours="60" fatiguerate=1000 specflags="NOINFRAVISION BADMUNDANEARMOR ALLBREATHE" roomcolor="UP ^P" roomadjs="30 ghostly"
  74. "Nirvana" category="Outer,Central" opposed="Limbo" promotions="Prototype(20),Improved(5),Advanced(1)" alignment=0 factions="* inclination(10000)" prefix="clockwork,modron" leveladj=2 mobresist="vexing 100% healing 100% enchantment/charm 100% animal_affinity 100%" enable="creation number(1/10)" behave="CombatAbilities" absorb="enhanced -100% legal -100% building -100% creation 50% deceptive 100% charming" mixrace="MetalGolem" roomcolor="UP ^g" roomadjs="30 ordered,structured" aeffect="Emoter(min=2 max=4 chance=25;sound You hear a constant rhythmic ticking.;sound The sound of a billion ants marching in unison resounds in your ears.;sound Tic-toc-tic-toc-tic-toc-tic-toc.;visual Everything seems made of varying sizes of interlocking gears.;visual You almost lose your footing on the gears of the ground below you.;visual There are gears EVERYWHERE!)"
  75. "Arcadia" category="Outer,Higher" opposed="Pandemonium" promotions="Very(20),Truly(5),Incredibly(1)" alignment=5000 factions="* inclination(10000)" prefix="natural,pure" leveladj=1 mobresist="cold electricity paralysis poison gas spell_magicmissile 100% fire 50% always non-magical-weapons 50%" enable="plant_growth number(1/10) plant_control number(1/10)" behave="CombatAbilities" areablurbs="Skill_TurnUndead=\"Turn undead at +1 levels\" Skill_ControlUndead=\"Control undead at -1 levels\" " absorb="enhanced -100% plant_growth -100% plant_control 100% charming" roomcolor="UP ^g" roomadjs="30 natural" aeffect="Emoter(min=2 max=4 chance=25;sound You hear birds singing in the distance.;sound A gentle breeze rustles some nearby trees.;visual The raw beauty of this area is astounding.;visual You feel calm in this place.;smell You smell the scent of fresh flowers.;smell The rich aroma of ripe fruit graces your nose.)"
  76. "Seven Heavens" category="Outer,Higher,Elite" opposed="Abyss" promotions="Ishim(20),Malakim(5),Seraphim(1)" elite=1 alignment=10000 factions="* inclination(10000)" behave="GoodGuardian" prefix="just,solar,angelic" leveladj=0 mobresist="cold electricity paralysis poison gas spell_magicmissile 100% fire 50% always non-magical-weapons 50%" enable="evangelism number(1/10)" behave="CombatAbilities" areablurbs="Skill_TurnUndead=\"Turn undead at +2 levels\" Skill_ControlUndead=\"Control undead at -2 levels\" " absorb="enhanced -100% warding -100% fitness -100% evangelism -100% holy_protection 100% charming" mixrace="Solar" roomcolor="UP ^w" roomadjs="30 heavenly" aeffect="Emoter(min=2 max=4 chance=25;sound You hear the sounds of angels playing their heavenly harps.;sound A bell chimes in the distance, followed by a chorus of GRATZes.;visual Soft pillowy clouds gently cover the ground beneath you.;visual Everything is a little whiter here.)"
  77. "Twin Paradises" category="Outer,Higher" opposed="Tarterus" promotions="Great(20),Powerful(5),Superior(1)" alignment=10000 factions="* inclination(5000)" prefix="deva,honorable,elated" leveladj=1 mobresist="cold electricity paralysis poison gas spell_magicmissile 100% fire 50% always non-magical-weapons 50%" enable="preserving number(1/10) restoration number(1/10)" behave="CombatAbilities" areablurbs="Skill_TurnUndead=\"Turn undead at +3 levels\" Skill_ControlUndead=\"Control undead at -3 levels\" " absorb="enhanced -100% preserving -100% crafting -100% restoration -100% artistic 100% charming" mixrace="Deva" roomcolor="UP ^c" roomadjs="30 serene,calming" aeffect="Emoter(min=2 max=4 chance=25;sound The sweet melodies of love birds ring throughout the area.;sound You hear the gentle breeze swaying nearby trees.;visual It's a beautiful time.;visual You feel very comfortable here.)"
  78. "Elysium" category="Outer,Higher" opposed="Hades" promotions="Large(20),Huge(5),Collosal(1)" alignment=10000 factions="* inclination(0)" prefix="planetar" leveladj=1 behave="Aggressive(-GOOD -NEUTRAL)" mobresist="cold electricity paralysis poison gas spell_magicmissile 100% fire 50% always non-magical-weapons 50%" enable="abjuration number(1/5)" behave="CombatAbilities" areablurbs="Skill_TurnUndead=\"Turn undead at +4 levels\" Skill_ControlUndead=\"Control undead at -4 levels\" " absorb="enhanced -100% abjuration -100% dancing -100% enduring 100% charming" mixrace="Planetar" roomcolor="UP ^b" roomadjs="30 heroic,majestic" aeffect="Emoter(min=2 max=4 chance=25;visual The world seems aglow with power.;visual You are awe-struck by the surrounding environment.)"
  79. "Happy Hunting Grounds" category="Outer,Higher" opposed="Gehenna" promotions="Extra(20),Supra(5),Ultra(1)" alignment=10000 factions="* inclination(-5000)" prefix="beastial,dire" leveladj=4 setstat="basevalue=-1 int=1" enable="trapping number(1/10) nature_lore number(1/10)" behave="CombatAbilities" behavaffid="mageness=fighterness clericness=thiefness" areablurbs="Skill_TurnUndead=\"Turn undead at +3 levels\" Skill_ControlUndead=\"Control undead at -3 levels\" " absorb="enhanced -100% nature_lore -100% trapping 100% charming" mixrace="GiantAnimal" roomcolor="UP ^b" roomadjs="30 primal" aeffect="Emoter(min=2 max=4 chance=25;sound Sounds of animals come from all directions.;sound You hear rustling nearby.;sound The primal roar of some great beast echos around you.;visual The world around you seems lush with life.;visual Nearby plants grow visibly as you watch them.;smell You smell the freshest air you have ever smelled!;smell The air is pure and clean.)"
  80. "Olympus" category="Outer,Higher,[Elite]" opposed="Nine Hells" promotions="Very(20),Truly(5),Incredibly(1)" elite=2 alignment=10000 factions="* inclination(-10000)" prefix="great,fantastic,fey" leveladj=1 enable="breeding number(1/20) theatre number(1/20) enchantment/charm number(1/20)" behave="CombatAbilities Aggressive(-GOOD -NEUTRAL)" mobresist="cold electricity poison gas 100% fire 50% always non-magical-weapons 50%" areablurbs="Skill_TurnUndead=\"Turn undead at +2 levels\" Skill_ControlUndead=\"Control undead at -2 levels\" " absorb="enhanced -100% theatre -100% enchantment/charm -100% breeding 100% charming" mixrace="Fey" roomcolor="UP ^b" roomadjs="30 fantastic" aeffect="Emoter(min=2 max=4 chance=25;sound You hear high-pitched laughter.;sound The shrill voices of the wee-people warn of your advance.;visual Everything around you has taken on an aspect of nature.;visual You feel the connection of land and people in the surrounding terrain.;visual This area looks like a beautiful marriage between nature and civilization.)"
  81. "Gladsheim" category="Outer,Central" opposed="Acheron" promotions="Jarl(20),Heisir(5),Thegn(1)" alignment=10000 factions="* inclination(-10000)" prefix="giant,viking" leveladj=3 enable="combat_lore number(1/20) martial_lore number(1/10)" behave="CombatAbilities Aggressive(-GOOD -NEUTRAL)" adjstat="adjmax=true str=4 con=4" adjsize="height=2 weight=4" areablurbs="Skill_TurnUndead=\"Turn undead at +1 levels\" Skill_ControlUndead=\"Control undead at -1 levels\" " absorb="enhanced -100% combat_lore 100% charming" mixrace="Giant" roomcolor="UP ^B" roomadjs="30 awesome,awe-inspiring" aeffect="Emoter(min=2 max=4 chance=25;sound You hear the thunderous call of giants in the distance.;sound The earth rumbles at the approach of a nearby giant.;visual Everything around you has taken on a gargantuan aspect.;visual You feel tiny compared to the surrounding area.)"
  82. "Limbo" category="Outer,Central" opposed="Nirvana" promotions="^rRed^?(20),^gGreen^?(5),^WDeath^?(1)" alignment=0 factions="* inclination(-10000)" prefix="slaad" leveladj=2 mobcopy=1 absorb="enhanced -100% evasive 100% charming" enable="evasive number(1/10)" behave="CombatAbilities" mixrace="Slaad" roomcolor="UP ^G" roomadjs="30 undefined" aeffect="Emoter(min=2 max=4 chance=25;sound You hear the wails of lost souls.;sound You hear the infinite echo of bygone ages.;visual You feel lost.;visual Souls drift past you aimlessly.;visual The soul of a lost little boy peers into your heart.;visual You meander aimlessly.)"
  83. "Pandemonium" category="Outer,Central" opposed="Arcadia" promotions="Very(20),Truly(5),Incredibly(1)" elite=1 alignment=-5000 factions="* inclination(-10000)" prefix="marooned,lost" leveladj=1 mobresist="always slash blunt pierce 50%" enable="criminal number(1/20) foolishness number(1/10)" behave="CombatAbilities Aggressive" areablurbs="Skill_TurnUndead=\"Turn undead at -1 levels\" Skill_ControlUndead=\"Control undead at +1 levels\" " absorb="enhanced -100% foolishness -100% criminal 50% singing 50% playing 100% charming" mixrace="Demon" roomcolor="UP ^R" roomadjs="30 noisy,cacaphonous" aeffect="Emoter(min=2 max=4 chance=50;sound You hear the howling winds ripping souls apart.;sound A creepy cry for help permeates your flesh.;sound Howls and cries shake your being.;sound A scream comes from above.;sound The noise of a thousand apes rebounds around you.;sound You hear a high-pitched whistle.;sound The clash of two enormous beasts gives you a start.;sound You hear the sweet sound of two love birds interrupted by their slaughter.;sound A loud BANG!;sound You hear a crash of metal.;sound You hear breaking glass.;sound Hundreds of dogs howl at the non-existant moon.;sound A clash of battle resounds from the walls.;sound You hear a dying man's last breath.)"
  84. "Abyss" category="Outer,Lower,[Elite]" opposed="Seven Heavens" promotions="Lord(20),Baron(5),Prince(1)" alignment=-10000 elite=2 factions="* inclination(-10000)" prefix="demon,demonic" leveladj=0 mobresist="cold electricity fire gas 50%" mobcopy=1 enable="illusion number(1/5) corruption number(1/10)" behave="CombatAbilities Aggressive" areablurbs="Skill_TurnUndead=\"Turn undead at -2 levels\" Skill_ControlUndead=\"Control undead at +2 levels\" " absorb="enhanced -100% illusion -100% corruption 100% charming" mixrace="Demon" roomcolor="UP ^R" roomadjs="30 abyssal,demonic" aeffect="Emoter(min=2 max=4 chance=25;sound The wind howls a forlong song.;visual You feel hopeless and lost in this alien terrain.;smell Phew!;smell What stinks?;smell An odeous aroma assaults your senses.)"
  85. "Tarterus" category="Outer,Lower" opposed="Twin Paradises" promotions="Lord(20),Baron(5),Prince(1)" alignment=-10000 factions="* inclination(-5000)" prefix="demodand,corrupted" leveladj=-1 mobresist="acid poison 100% cold fire 50% always non-magical-weapons 50%" enable="transmutation number(1/5)" behave="CombatAbilities Aggressive" areablurbs="Skill_TurnUndead=\"Turn undead at -3 levels\" Skill_ControlUndead=\"Control undead at +3 levels\" " absorb="enhanced -100% transmutation 100% charming" mixrace="Demodand" roomcolor="UP ^R" roomadjs="30 deceptive" aeffect="Emoter(min=2 max=4 chance=25;sound You hear whispers.;visual The shadows shift around you.;visual The terrain twists and distorts before your eyes.;visual You think you see movement.;visual Something shifts in the corner of your eye.)"
  86. "Hades" category="Outer,Lower" opposed="Elysium" promotions="Private(20),Corporal(5),Sergeant(1)" alignment=-10000 factions="* inclination(0)" prefix="daemon,shade" leveladj=-1 mobresist="paralysis 100% poison fire ice acid 50% always non-magical-weapons 100%" enable="Undead_WeakEnergyDrain" behave="CombatAbilities" areablurbs="Skill_TurnUndead=\"Turn undead at -4 levels\" Skill_ControlUndead=\"Control undead at +4 levels\" " absorb="enhanced -100% stealthy -100% death 100% charming" mixrace="Yugoloth" roomcolor="UP ^r" roomadjs="30 wasted,compassionless"
  87. "Gehenna" category="Outer,Lower" opposed="Happy Hunting Grounds" promotions="Private(20),Corporal(5),Sergeant(1)" alignment=-10000 factions="* inclination(5000)" prefix="barghest,cursed" leveladj=0 mobresist="always non-magical-weapons 100%" enable="cursing number(1/20) dirty_fighting number(1/10)" behave="CombatAbilities Aggressive" areablurbs="Skill_TurnUndead=\"Turn undead at -3 levels\" Skill_ControlUndead=\"Control undead at +3 levels\" " absorb="enhanced -100% cursing -100% dirty_fighting 100% charming" mixrace="Barghest" roomcolor="UP ^r" roomadjs="30 volcanic,bleak,broken" aeffect="Emoter(min=2 max=4 chance=25;sound You hear rocks come crashing from above.;sound A booming volcano erupts in the distance.;visual The jagged terrain saps your spirits.;visual You feel the oppressive environment weigh heavily upon your spirits.;visual The bleak terrain depresses you.)"
  88. "Nine Hells" category="Outer,Lower,Elite" opposed="Olympus" promotions="Lieutenant(20),Captain(5),General(1)" elite=1 alignment=-10000 factions="* inclination(10000)" prefix="devil,devilish" leveladj=-1 mobresist="cold 50% fire 100% always non-silver-weapons 100% always non-magical-weapons 100%" enable="stealing number(1/20) martial_lore number(1/10)" behave="CombatAbilities Aggressive" areablurbs="Skill_TurnUndead=\"Turn undead at -2 levels\" Skill_ControlUndead=\"Control undead at +2 levels\" " absorb="enhanced -100% stealing -100% combat_fluidity 100% charming" mixrace="Devil" roomcolor="UP ^r" roomadjs="30 oppressive,diabolic" aeffect="Emoter(min=2 max=4 chance=25;sound You hear the sounds of breaking bones.;sound Battle rings out all around you.;sound You hear the clash of swords and armor.;sound Warcries fill the air.;sound The sounds of war are everywhere.;sound You hear a primal scream as warriors engage in combat.;smell You smell blood and sweat in the air.)"
  89. "Acheron" category="Outer,Lower" opposed="Gladsheim" promotions="Lieutenant(20),Captain(5),General(1)" alignment=-5000 factions="* inclination(10000)" prefix="spirit,fallen" leveladj=1 mobresist="mind 100% magic 50%" enable="martial_lore number(1/5) weapon_use number(1/5)" behave="CombatAbilities Aggressive" areablurbs="Skill_TurnUndead=\"Turn undead at -1 levels\" Skill_ControlUndead=\"Control undead at +1 levels\" " absorb="enhanced -100% martial_lore -100% weapon_use -100% shield_use 100% charming" roomcolor="UP ^r" roomadjs="30 war-torn" aeffect="Emoter(min=2 max=4 chance=25;sound The sounds of tortured souls rise above the surroundings.;sound Evil, malicious laughter erupts from nowhere.;sound Muhahahaha!;visual You feel the weight of the world pressing upon your soul.;smell The smell of fire and brimstone pervades the area.)"
  90. "Concordant Opposition" category="Outer,Central,Elite" opposed="Concordant Opposition" promotions="Very(20),Truly(5),Incredibly(1)" elite=1 alignment=0 factions="* inclination(0)" prefix="normal,balanced" leveladj=4 absorb="enhanced -50% neutralization -50% communing -50% warding -50% plant_growth -50% shape_shifting -50% weather_mastery -50% preserving -50% plant_control -50% animal_affinity -50% deep_magic -50% breeding -50% rock_control -50% nature_lore -50% water_lore -50% water_control -50% moon_summoning -50% moon_altering 100% charming" behave="Druidness" roomcolor="UP ^g" roomadjs="30 balanced" aeffect="Emoter(min=2 max=4 chance=25;visual You feel balanced.;visual You feel drawn to neutrality.;visual You see the error of you ways.;visual You feel normal.)"
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