DEMIGODS HANDBOOK for LEGENDS FORGE 5.0
Program and documentation written by Jeffrey D. Hoffman
Copyright (c) 1992, 1993, 1994.  Rights Reserved.

Chapter I
Welcome to the FORGE

The LEGENDS FORGE is a DemiGOD's playground.  Within the FORGE, your character
can bend and twist reality by creating your own realms, monsters, items, and
traps.  As a DemiGOD you have access to methods of travel not understood by
mere mortals, you can command the weather, and broadcast messages across the
realms when you arrive.

DemiGODs are created for the sole purpose of improving and expanding the realm.
Although the temptation is high to create awesome and powerful weapons and
armors, restrain yourself and make players compete for items of importance.
The last thing you want is a realm filled with over-powerful players who are
bored with everything because they can kill the most powerful monsters with
only a few attacks.


Chapter II: An Overview of the FORGE Command Parser

Within the FORGE your character has access to a variety of commands not
accessible within LEGENDS.  These commands allow your character to bend the
rules, forge new areas, destroy your own creations, and alter reality.  This
section is designed to give you an in-depth look at each of the commands that
the FORGE accepts.

The FORGE command parser is extensive, accepting well over one-hundred
different commands.  These commands were created to give a DemiGOD a chance to
experiment with the way each command feels.  As an example, a fun-to-be-around
DemiGOD like SlashStormBringer, a level fifty-three cleric, may wish to DESTROY
an item he created, while Rift, a level forty-three sorcerer and power-hungry
DemiGOD, may OBLITERATE one of his own creations.

Depending on how much power, or privilege, your character has will determine
which commands you will be able to access.  If you enter a command from the
listing below, and the FORGE informs you that you do not know how to perform
that action, then you know that that command is not included in your skills as
a DemiGOD.

Throughout this manual, I will refer to many of my characters such as
GeoffreyPhoenix, LithiumGodSlayer, SlashStormBringer, and Rift.  Since you have
already met their acquaintances in PLAYERS HANDBOOK, assume their race,
occupation, and level have not changed, but their abilities have been enhanced
with DemiGOD capabilities.

%E (The environment command)
During one of the many quests he designed for players, SlashStormBringer placed
clues all around the realm that guided any party of adventurers toward the
mountain StormGatherer.  Secretly trailing the most successful party, he
watched them follow the clues and eventually reach the base of the mountain.
For effect, Slash wanted some thunder to roar from the peaks above the players.

Using the %E command, Slash was able to perform the desired action.  By typing:

Command: %E Thunder roars from the peaks of StormGatherer

Everyone currently on-line heard the following message:

Thunder roars from the peaks of StormGatherer.

As you can see, this command allows a DemiGOD to broadcast any message that
follows the %E to every player that is on-line.  This command is extremely
useful in situations where a natural effect, sound, or detail is required to
add to the mood.


%LE (The LOCAL environment command)
On many nights, LithiumGodSlayer would invite any on-line players to join him
in the tavern for a drink or two while he spun tales of his great deeds.  Many
times other DemiGODs would ask Lithium to mention certain items or tasks that
would lead into their quests.  One story, which Lithium was using to lead
players into another of SlashStormBringer's quests, told of a mythological
creature that slept in the darkest corners of the swamps.  For effect, Lithium
wanted Michael Thull, the barkeeper to add a bit of information.  He typed:

Command: %LE Michael Thull adds, "I've 'erd it only wakes after midnight."

By using the %LE command, only the players currently in the room with Lithium
will see:

Michael Thull adds, "I've 'erd it only wakes after midnight."

%LM (The list monsters command)
There are times when you will be creating a new area, and after you have
populated it with monsters, you may want to know the location of one of your
wandering beasts.  Using the %LM command, you can select to see the location of
any monster in any zone that you have created.  If GeoffreyPhoenix were working
in zone 85, and wanted to find the location of his gray dragon, he would type:

Command: %LM 85

Searching for monsters in zone 85:
She-devil                   5410
Gray dragon                 5485
Black dragon                5399

As you can see, this command lists out the names of all the monsters you have
created, plus the room number that the monster can be found in.


ASKABOUT 
Within the FORGE, the ASKABOUT command functions in order to let you test the
conversations that you have created for your NPCs.  If the conversation you
create is designed to trigger the NPC into selling, purchasing, healing, or
changing the character's account, that trigger will not function.

As an example, LithiumGodSlayer was designing his own towne several thousand
rooms south of the original towne.  He had designed several NPC store owners.
When he tested each, he would see the message the NPC was supposed to speak,
but nothing would happen afterwards.  Returning to LEGENDS, he used the
ASKABOUT command, and suddenly his store keepers came to life, ready to barter
and trade for his items.

Command: askabout weapons

The storekeeper replies, "I'd be glad to show you what weapons I've got for
sale today.  Let's take a walk around me store, brave adventurer."


COPYMONSTER (shortcut CM)
Using this command, a DemiGOD can duplicate any monster you have created
provided it is in the same room with you.  The monster you select is duplicated
once, and all aspects of the two monsters are identical - except spells.

If the monster you are duplicating casts spells, you will have to update each
monster's spell book to contain all the spells you wish your monster to cast.

Command: cm black dragon

Are you sure you want to copy this monster? (Y/N): Y
Duplicated.

Command: look monsters

A black dragon curls its dark tail around a pile of burnt, skeletal remains.
A black dragon curls its dark tail around a pile of burnt, skeletal remains.


CREATE (FORGE, MAKE)
Using this command, your DemiGOD has the capability of forging one of the
following: an exit, event, item, monster, room, spell, or response for an NPC.
When you use this command, you must specify what you wish to create.  The
creation process includes filling in information required by LEGENDS in order
to make an object or room come to life.

Refer to Chapter III for complete information on the creation process.

Command: create item

... (Creation screen.)

Command: create monster

... (Creation screen.)


DESTROYEXIT (shortcut DE)
While creating a new area, GeoffreyPhoenix wanted to create a trapdoor that
caused players to fall into a lower level of his dungeon.  He also did not want
players to be able to reach that lower level via normal exits.  GeoffreyPhoenix
created the first room of the new dungeon off of an existing room.  Next, he
deleted the exit that lead to the new room, making it impossible for players to
reach the room normally.  He did it by typing:

Command: de E

Destroyed.

This command allows a DemiGOD to delete an exit that he has made in any single
direction.  Simply add the direction - N, S, E, W, U, or D - following the DE
and the exit in that direction will be destroyed.


DESTROYITEM (shortcut DI)
After making an item, there may be a time that you no longer want that item to
exist.  Using this command, you can destroy any item that you specify.  The
item, however, must be on the ground in the room in which you are currently
standing.

Command: di long sword

Destroyed.


DESTROYEVENT (shortcut DV)
The morning after one of Rift's hack'n'slash quests, one of his newly-created
dungeons was over-run with triggered traps, rampaging monsters, and a couple of
dead bodies.  Although the original purpose for the dungeon was completed, Rift
realized that in the future, this dungeon may have some purpose.  His morning
was spent cleaning the dungeon and removing all of the events (there were
one-hundred and thirty) that had been placed in his passages to challenge the
explorers.

In one room, Rift had designed an event in the form of a trip-wire that would
affect any player who tried to use the north exit.  In order to remove this
event, Rift typed:

Command: dv .N.NORTH.

Destroyed.

Notice the way that Rift uses this command.  Following the DV, Rift has entered
the COMMAND field from event editing screen.  (See EVENT CREATION for more
information.)  The DESTROYEVENT command will accept two forms of reference for
the event you are trying to destroy.  First, it will accept the exact command
line that you entered when you were creating (as seen above) or secondly, it
accepts the NOUN or object that may be part of the triggering command.

Here is another example.  Deeper inside Rift's dungeon, there is a room filled
with purple gas.  The gas is poisonous and causes 3d8 damage, every round, to
any player standing in the room.  To destroy this event, Rift typed:

Command: dv PURPLE GAS

Destroyed.


DESTROYMONSTER (shortcut DM)
In addition to destroying the events in his dungeon, Rift also ran across
several monsters he had created, but the explorers had never found.  Despite
their sleek and powerful design, Rift had no further use for the monsters, so
he intended on destroying them.  One such monster was a hideous deamon known as
Xccytrak.  Rift typed:

Command: dm Xccytrak

Destroyed.


DO (ACT, ACTION)
This fun-to-use command is designed to let you express your character's
emotions, reactions, and motions.  You use this command by typing DO and then
following it with a grammatically correct sentence that explains what you are
doing.  Understanding how this command works will only take a couple of
attempts.  As an example, if GeoffreyPhoenix would like to gasp in
astonishment, he would type:

Command: do gasps in astonishment.

GeoffreyPhoenix gasps in astonishment.


DROP (LEAVE)
This command allows you to drop any item you are currently carrying.  If you
are currently wearing the item, then the item is unreadied (provided it isn't
cursed) and then placed on the ground.  A cursed item is one that can not be
unreadied.  If you would like to drop some gold for another player to have, you
need to type DROP and then the amount of gold you would like to drop, followed
by the word GOLD.

Command: drop long sword

Dropped.

Command: drop 400 gold

Dropped.


EDITEVENT (shortcut EV)
Similar to the DESTROYEVENT command, this command allows you to edit an event
you have created.  You can refer to the event in one of two ways.  I will
illustrate these two methods by the following example.  LithiumGodSlayer was
working on a new dungeon, far deeper than any he had created before.  His quest
contained a multitude of events that would cause damage to the player, drop
them into pits, and send them to different parts of the dungeon.  One
particular trap he created was a pressure pad on the floor of a room that would
be triggered if a player tried to leave a particular room, heading south.

Having created the event, Lithium tested the event and discovered that the dart
struck, as designed, but inflicted more damage than he had expected.  He typed:

Command: ev .S.SOUTH.

The .S.SOUTH. was the COMMAND field from the event creation screen, and the
FORGE quickly brought up the required information, so that Lithium could make
the appropriate changes.

In another instance, Lithium had designed an event that filled a room with
water.  The water was flowing from a large hole in the wall and until the hole
was plugged with a round gem found a level below, the players could not get to
a key hidden in the next room.  The idea was great, but once again, Lithium had
set the damage factor a bit too high and quickly typed:

Command: ev WATER

This event, as he had created it, had no command that triggered it, because it
was always happening.  He simply referred to the event using the NOUN field of
the event creation screen.


EDITEXIT (shortcut EE)
LithiumGodSlayer was moving backwards through his dungeon, working from finish
to start to make sure that everything was set for his quest he was running that
evening.  He was still deep within his dungeon when he discovered that he had
forgotten to create a locked door that would keep players out of an important
area until they had found the key two levels up.  Lithium quickly determined
which exit he wanted to close off with a door and typed:

Command: ee n

... (Creation screen.)

Notice that, once again, the FORGE only requires you to enter a single letter
representing the direction of the exit that you want to create.  You can select
from N, S, E, W, U, or D.


EDITITEM (shortcut EI)
Many of the items you create within the FORGE will need to be changed.  For
example, if you created a special sword designed to do normal damage against
any monster, except when used against any kind of golem, the sword inflicted
triple damage.  Testing the sword out, you discovered that the damage done by
the sword was so large that all the fun was taken out of destroying golems.
Dropping the sword, you can edit the item using this command.

Command: ei long sword

... (Creation screen.)


EDITMONSTER (shortcut EM)
GeoffreyPhoenix was in a pretty bad position right now.  Had he not been inside
of the FORGE, where monsters do not attack DemiGODs, the eight-headed hydra he
had just created might have fried Geoffrey to a crisp.  Geoffrey had not
realized that when he was entering the monster's damage roll he had
accidentally added an extra zero, which changed the damaging capabilities of
the monster from 8-80 points of damage to 8-800 points of damage.  Geoffrey
decided now would be a good time to fix his little error by typing:

Command: em eight-headed hydra

... (Creation screen.)


EDITROOM (shortcut ER)
There will come a time when you go back through your own dungeons, forests, or
where-ever and you decide that one (or several) of your room descriptions could
use some re-wording.  This command allows you to return to the room editor and
edit the room title, description, its zone, and its visibility.

Command: er

... (Creation screen.)


EDITSETUP
When you first enter the FORGE, you are prompted for a screenful of messages
that will make your DemiGOD unique to any other DemiGOD in the game.  In many
instances, you may wish to change the messages you entered, and in order to do
so, you must use this command.

Command: editsetup

... (Creation screen.)


EDITRESPONSE (shortcut ET)
At the top of a mountain in the southwest corner of the StormGatherer mountain
range, SlashStormBringer had forged a wide ledge that crept around the mountain
side to a small, hidden area that protected a small, grass hut.  Within this
hut, Slash had created a hermit who, if properly motivated and questioned,
would give valuable information to a player.  After creating the hermit, Slash
also created the respones to each question that the Hermit would reply to.
Slash was testing the Hermit's response to any question about the 'staff of
leadership' when he discovered he had given some mistake information.  In order
to fix the problem, Slash typed:

Command: et Hermit, staff of leadership

The format this command uses is different from any other EDIT command.
Following the ET, Slash put the name of the character who knows the response he
wishes to edit.  That character must be in the room with Slash.  Next, slash
added a comma (,) and then typed the TOPIC that the character responds to.  In
this case, the Hermit was the character and 'staff of leadership' was the
topic.


EDITZONE (shortcut EZ)
Two weeks ago, Rift began work on his new zone, number ninety-eight, which
would hold the Forgotten Realm.  However, today Rift realized that his realm
would be better titled Realm of the Damned.  In order to change the name of the
zone, he typed:

Command: ez 98


EXAMINE (SEARCH)
Using this command, you will be able to make a more detailed examination of any
object currently in the room including items on the ground, monsters,
characters, doorways, or things within the description of the room like desks,
papers, etc.  This command will also allow you to examine an item you are
currently carrying.  If you simply enter search at the command line, you will
conduct a thorough search of the room for traps and secret passages.

Command: examine desk

There is a small note on the desk next to the ink blotter and feather.

Command: search

Your search turns up nothing unusual about this room.


EXPERT (shortcut EXP)
Using this command toggles between expert display on and off.  This alters the
way that you see a room when you either enter a new room, or you type LOOK.
Default display is with expert mode off, where the title and description of the
room, exits, items, and monsters are displayed.  If you turn expert mode on,
you will see only the title of the room, if any, and any monsters or players
currently in the room.

Command: expert

Expert display is now on.

Command: expert

Expert display is now off.


GET (TAKE) [ALL]
This command allows you to pick up any single item, or all the items in the
room.  You need to specify what you want to take, or append an ALL to the end
of the command to get everything.

Command: get long sword

Taken.

Command: take all

All taken.


GIVE (MOVE)
This command gives you the ability to place an item that is currently on the
ground in the inventory of a monster who is also in the current room with you.
For example, at the bottom of Rift's Hundred-Level Dungeon there lies a great
arch-lich named Dragwrath which, according to its description, wields a magical
ring bound on one of its fingers.  After creating the ring, Rift typed:

Command: give ring to Dragwrath

Dragwrath takes the ring of invulnerability (+3).

Since odds are highly against Dragwrath giving the magic ring to an adventurer
who happens to survive all the way to the bottom of the dungeon, Rift's
challenge at the end adds an even greater risk, since the arch-lich will have
to be killed before the ring can be retrieved.


HIDE
This command plays an important part in making an event work successfully.
This command allows a DemiGOD to make an item or monster he has made disappear
from the physical realm.  Once the item is gone, it is impossible for a player
to retrieve the item, except by triggering an event designed by the DemiGOD.
More information is available on this command in the chapter that explains
Event Creation.

Command: look items

A tattered, wool cloak is here.
A staff of leadership is here.
A small, wooden shield is here.

Command: hide staff of leadership

The staff of leadership (#75,829) has been hidden.

Command: look items

A tattered, wool cloak is here.
A small, wooden shield is here.


INVENTORY (shortcut INV)
If you ever need to know what items you are carrying, how much weight you are
carrying, or how much gold you have, this command will bring up a list showing
you everything.  It also displays which items you are carrying that you are
also wearing.

Command: inventory


LOOK (LIST)
The world that surrounds you is made up of rooms, exits, items, monsters, NPCs,
and other players.  There will be many instances when you are engrossed in some
small detail of a room, and then want a broad picture it.  Using this command
allows you to see the whole room, or just a list of specific things within the
room.  For example, entering just LOOK at the command prompt will display the
whole room.  Maybe you just want to see what exits are available to you.
Typing LOOK EXITS will list all the available exits, if they are visible to
you.  You can also LOOK ITEMS and LOOK PLAYERS.

Command: Look items

Crow bar (+0) of door bashing.
300 gold coins.


PULL (LIFT, PUSH, ROTATE, SHIFT, SLIDE, TURN, TWIST and just about anything
     else you can think of that would allow you to interact with an item in the
     room.)
Stepping into the circular chamber at the base of the Dark Tower, Lithium
searched the room extensively but was unable to discover a way out - except how
he came in.  Relaxing, momentarily, he paused and then approached the pillar in
the center of the room on which a singe torch burned.  Reaching up, he pulled
down on the torch, and with a whisper of movement, a secret passage slid open
in the northern wall.

Use this command to attempt to interact with an item in the room.  In some
instances, different things will occur - such as secret passages opening, a
trap being sprung on you, or nothing at all.

Command: pull torch

A section of the north wall silently slides open, revealing a dark corridor.


QUIT 
Quitting LEGENDS is done through this command.  Your character remains in the
same room you left him in until you log back in, or he is killed or teleported.

Command: quit


REARM
When working with several events in one room, it is often useful to be able to
rearm every event in the room.  This process could be done manually by editing
every event in the room.  However, if you have a string of thirty events to
edit, that process could result in lots of tired fingers and frustrated
DemiGODs.  On the other hand, using this quick command, all events in your
current location are re-armed.

Command: rearm

All events have been rearmed.

For more information on how and why an event should be armed and disarmed, see
the chapter on event creation.


REMOVE (UNREADY)
Having completed his mapping expedition into the Dungeon Nightmare,
GeoffreyPhoenix emerged from the dungeon and began walking through the fields
toward towne.  Realizing that it was still daylight out, he quickly doused his
torch, and put away his crossbow.  This command allows you to put away an item
you have readied.

Command: ready crossbow

You have readied a crossbow (+3,+8) of speed.

Command: remove crossbow

You remove the crossbow (+3,+8) of speed.


RESUME (ASSUME, SELECT)
Provided that you have the ability to have multiple characters, this command
allows you to take control of one of your other characters.  When you stop
controlling one of your characters to take control of another, he remains in
the room you left him in.  You will then become your other character, and can
continue playing from there.

Command: resume Netherstrike


SAY and " (', ASK, EXCLAIM, GRUMBLE, MENTION, MUMBLE, STATE)
Communication is a vital part of survival in the realms.  Using these commands,
you can speak or ask messages to other players who are standing in the room
with you.  Based on the command you use, your character will emote your message
in different ways.

Command: "Greetings my friend, how are you?

You ask, "Greetings my friend, how are you?"

Command: grumble I agree, the taxes in this realm are way too high.

You grumble, "I agree, the taxes in this realm are way too high."


STATUS (shortcut STAT)
When you use the STATUS command, you will see all of your character's current
attributes including hitpoints, spell points (if any), armor class, experience,
and any readied weapons and armor.

Command: status


SUMMON (CALL)
Rift had created several monsters in one area of his dungeon, and decided that
he wanted to use one of those monsters in a different room.  He had an item
that he wanted to be guarded by a Lamia, so he typed:

Command: summon lamia

Rift, as with all other DemiGODs, has to obey certain restrictions that the
FORGE enforces about summoning creations.  A creation from one zone can not be
summoned into another zone.  However, a monster can be summoned anywhere with
its own proper zone.  In addition, DemiGODs can summon only monsters they have
created themselves.


TELEPORT (JUMPROOM)
This is the preferred method of travel for all DemiGODs.  Using the messages
that you entered for your DemiGOD setup the first time you entered the FORGE,
your character will disappear from one room and appear in another room of your
own selection.  If you did not enter any message at all for your DemiGOD setup,
your character will disappear without anyone else noticing.

Command: teleport 782


TEST
Because the FORGE does not accept the ATTACK command, the ability for a DemiGOD
to determine the strength of his monsters was a necessity.  Using the TEST
command, you will see ten examples of what kind of damage the monster, if
attacked, would do.  The ten examples are random each time.  If the monster
casts spells, you will also be able to determine if the monster's spell
settings are correct.

For example, if LithiumGodSlayer was testing a new Dracolich he had just
created in the lowest levels of one of his dungeons, he would type:

Command: test Dracolich

Dracolich claws at someone, inflicting 168 damage.
Dracolich swings at someone, but fortunately misses.
Someone is engulfed in a sheet of blue flames, receiving 325 points of damage.
Dracolich critically hits someone, inflicting 560 damage.

As you can see, the FORGE demonstrates the monster's combat abilities.  Since
the monster is not really attacking anyone, the word 'someone' is used for
display purposes.  From this example, by the way, Lithium quickly realized that
his new pet was a bit too powerful with the blue-flame spell.


TITLE 
In addition to your character's name, you can give your character a title.
Your character's title should reflect something about your character.  Typing
TITLE ? will display your current title, should you forget what it is.  Also,
if your simply type TITLE, your title will be erased. 

Command: title destroyer of all things evil

GeoffreyPhoenix, destroyer of all things evil, is also here.

Command: title

You are no longer using a title


WHO
This command displays a list of every character that is currently active in the
realms.  You will see information containing their name, race, level, and
occupation.

Command: who


WIELD (READY, WEAR)
Simply buying a piece of armor, a weapon, or a torch is not enough.  Your
character must wield an item before LEGENDS considers it during combat.  Using
this command, you will attempt to put on any piece of armor, ready any weapon,
or ignite any light you are carrying.  If, for example, you are trying to put
on a pair of swamp boots and you are already wearing a pair of leather boots,
the leather ones will be taken off automatically.

Command: ready leather boots

You have readied a pair of leather boots.

Command: ready halberd

You have readied a halberd (+8,+9) [Godly might] of slay evil.


YELL (ANNOUNCE, PROCLAIM, PRONOUNCE, SCREAM)
Using the YELL command, your character fills his lungs with air and screams a
message from anywhere in the realm, and everyone else in the realm will hear
it. (For more information on yelling, see Chapter II, part II.)

Command: yell Help, I've fallen down the pit of forever falling!

You yell, "Help, I've fallen down the pit of forever falling!"


ZONES
This command will bring up a list of all of the zones in the realm.  In
addition to the reference number and the name of the zone, you will also see
how many rooms are in the zone.

Command: zones


Chapter III
The Mystical and Powerful Art of Forging

 "As a DemiGOD always remember that when two roads diverge in a forest, you
  should create the one in the middle."
                                        - SlashStormBringer.

Within the following pages lie the secrets to unlocking the true powers that
make your realm come alive.  Each section has been written to give both
technical and real-world examples of how each field of information works
together with another to become something of importance in the realm.


Part I: Exit creation

Using his great and awesome powers, a DemiGOD has the capability to create
twisting passages and great archways from any two points in the realm.  In
addition to dark corridors, the creator also can build open, closed, locked, or
hidden doors.  When presented with the capability of creating an exit, the
DemiGOD will see the following screen:

 Location 1:      Direction:         Location 2: 
                             One-way: 

Door status:      Lockpick adj:               Key: 
Description:



Description for location 1:

Description for location 1: (Closed)


Description for location 2:

Description for location 2: (Closed)


LOCATION AND DIRECTION:
The LOCATION 1 and LOCATION 2 fields represent the room numbers that this exit
will connect.  The DIRECTION field holds the direction that a player must pass
in order to go from room one to room two.  When you are creating a new room,
the FORGE will automatically insert the correct information into these fields,
which was gathered when you initially created the room.

For example, Rift had just finished a new treasure chamber off the main
corridor of his fortress.  The corridor was room 8,340 and the new treasure
chamber was 8342.  In order to get into the treasure chamber, a player would
have to travel west.  Following the creation of the room, the exit editor came
up and Rift verified that all the settings were correct:

Location 1: 8,340     Direction: W        Location 2: 8,342


ONE-WAY PASSAGES:
One-way doors are exits that a player can pass through from location one into
location two, but not travel backwards (i.e. from location two back to location
one.)  Making a standard passageway into a one-way passageway is simple.
Simply enter either a "T" if the exit is a one-way door, or "F" if it is not.

One-way doors can be very useful.  For example, if a DemiGOD would like to make
a pit that allows a player to descend to a lower level of a dungeon, he can
use a one-way door to make it impossible for a player to climb back up to the
higher level.

One-way doors also play an important role in creating a maze, such as the
swamps in the realm.  Let us examine one such situation.  Rift has just
finished creating two rooms of a maze: room 5,420 and 5,421.  A twisting,
one-way passage leads north from 5,420 to 5,421.  Since the passage is one-way,
Rift is free to create a new exit from room 5,421 south to another room in his
maze, 5,415.  From players' perspectives, they will move north from 5,420
ending up in 5,421.  If they attempt to return south, they will be in a
different room - making them get lost easily.


OPEN, CLOSED, OR LOCKED DOORS:
Creating a door is a simple process.  Using the KEYWORD, DOOR STATUS, LOCKPICK
ADJ, and KEY fields, you can created any kind of door you can imagine.

Just like an item or a monster, a door must have a name.  For a majority of the
doors you will design (with the exception of most hidden doors) the name of a
door is simply the material the door is made out of.  Take a look at any
pre-made door in the game.  Every door is made out of some-kind of physical
material: wood, metal, iron, etc.  When naming a door, use the KEYWORD field
and enter the kind of door it is.  For example, if you were creating a door
made from wood, you would want this exit's KEYWORD field to read:

Keyword: WOODEN DOOR

You can obviously guess that a door forged from iron would have IRON DOOR in
the KEYWORD field, and so on and so forth.

The status of a door can be one of the following: OPEN, CLOSED, or LOCKED.
Referring back to your experiences as a - gulp - mortal, you can easily
associate the open, closed, and locked status's of a door to real-life
situations.  According to the PLAYER'S HANDBOOK, the following information
about the above mentioned statuses holds true.

"Open doors can either be passed through by moving out of the room in the
direction that the door stands in, or they can be closed using the CLOSE
command. . . . Closed doors must be opened before you can pass through them,
obviously.  Using the OPEN command, you can open a door, and then pass through
it in the direction that it lies. . . . In order to open a locked door, you
must find the key for it.  Using the key, you can UNLOCK the door."


LOCKPICK ADJUSTMENT:
If you are creating a locked door it is important that you concern yourself
with the value that resides in this field.  This field holds a numeric value
ranging from 0 to 99.  The value in this field is used to determine if the door
is opened when a thief attempts to break in, using lockpicks.  

There is an easy way to determine the value you should use for this field.  In
general, this number represents the minimum experience level a thief has to be
in order to successfully pick the door.  However, if a thief has a high
dexterity, he can receive a bonus which would allow him to pick doors that he
could normally not at his experience level.

For example, GeoffreyPhoenix was three-months into the creation of a massive,
underground realm.  In one area, a massive set of locked doors guarded a
chamber which held fabulous treasures - the ultimate temptation for a thief.
In order to keep any unworthy thief from the valuables within the chamber,
GeoffreyPheonix set the lockpick adjustment to 30.  Having this setting,
Geoffrey could sleep easily at night knowing that unless the thief had a
dexterity of sixteen or better, odds were against any level 27 (or lower) thief
who tried to get inside.

Any number over 70 in this field makes the door impossible to be picked by any
thief in the realm.  In addition, if you would like to create a door that MUST
be picked in order to pass, you can leave the KEY field (described below)
blank.  This method adds to the diversity of players and races required by
LEGENDS.


LOCK AND KEY:
Just because a door is locked doesn't make the door useable by a player within
LEGENDS.  If you want a player to be able to open the door, provided he finds
a particular item or key you must specify the key for the door in the KEY
field.  The term "key" is a generic term.  Although most of the doors in
LEGENDS can be opened with one form of key or another, creativity permits you
to make any item useable to open a door.

The KEY field holds the keyword of the item (whether it is a key or not) that
will unlock the door.  If you are unfamiliar with the keyword of an item, refer
to the section on item creation.  For example, if you wanted your newly created
door to be opened with a lead key, your KEY field would look like this:

Door status: LOCKED     Lockpick adj: 18              Key: LEAD KEY

When creating the key for this door, you would want to take the same
information and place it in the KEYWORD field for the item:

  Keyword: LEAD KEY


HIDDEN DOORS:
Hidden doors have only recently begun to appear in the realm.  Aided by
powerful, silent magics and mysterious mechanisms hidden behind stone walls,
secret passages and hidden doors have become a favorite addition to any
DemiGOD's dungeon.  Simply defined, a hidden door is any form of door or
passage that can not be traveled through unless a special feat is performed,
which would cause the exit to be revealed.  Unlike a locked door, in which the
player must discover a special key that fits in the lock, a hidden door can be
designed to open only if the player says a special word or phrase, performs a
certain action, or solves some form of puzzle.

A hidden door can not be seen when a player types LOOK.  While moving from room
to room, a player who attempts to move through a hidden door, unless it has
been revealed, will see:

You can not move in that direction.

In fact, even if the hidden door has a keyword, such as a wooden door, a player
who attempts to open, close, lock, or unlock it will be told:

I do not understand what door you would like to unlock.

In order to create a hidden door, the status of the door must be set to HIDDEN,
as shown below:

Door status: HIDDEN     Lockpick adj:               Key: 

Once a door has been established as being hidden, the LOCKPIT ADJUSTMENT and
KEY field have no use in this exit, and thus can be ignored.  In addition, the
two DESCRIPTION fields which describe the door when it is closed (from both
ends) can be ignored.

In order to make a hidden door work, however, you must use an event.  Using the
special features of the event, you can cause a hidden door to not only open,
but also close.  Refer to the section on event creation for more information on
the interaction of hidden doors and events.


DESCRIPTIONS:
When creating a normal exit such as a passage or pathway there are three
different ways a DemiGOD can describe an exit.  When creating a door, there are
two additional ways to describe the exit.  Those five ways include the specific
description of the exit, two general descriptions of the exit from one side,
and two general descriptions from the other side.

First, the specific description of the door is held in the two-line field below
the word DESCRIPTION.  This field holds the message that a player will see if
he examines the door.  For example, Rift created an iron door and typed the
following description:

Description:
The rusty, iron door appears aged and malformed after years of standing, locked
within these dark passages.

Later, a player entered the room, discovered the door, and then typed:

Command: examine iron door

The rusty, iron door appears aged and malformed after years of standing, locked
within these dark passages.

Command: 

Keep in mind that an exit does not have to be a door in order to have a
description.  A good example lies within one of the corridors in Rift's
fortress.  In the description of one of his rooms, he mentioned an "archway
that lies in the north wall is decorated with strange runes."  Although the
exit in the north wall is nothing more than an archway, when he created the
exit, he entered ARCHWAY into the KEYWORD field and then a short message into
the DESCRIPTION field.  The result is demonstrated below.

Command: examine archway

The runes on the archway are sharply carved, but are like none you have ever
seen.


Below the specific DESCRIPTION field lies four additional fields.  These fields
are utilized by LEGENDS in order to display information to the player about the
exits that lead into and out of a room.

The first and third fields hold the description of the exit, as seen when a
player is standing in one of the rooms that the exit connects.  The first field
holds the description as seen from the first location, and the second field
holds the description as seen from the second room.  If you leave these fields
blank when you create the exit, the player sees nothing.  This is important if
you want to vary the way your rooms look, by implementing explanations of your
exit in your room description.  If the exit you are creating is a door, then
the first and third fields hold descriptions of the door, if it was open or
unlocked.

The second and forth fields hold the description of the door if it is closed or
locked.  These fields have no purpose to either non-door exits, such as
passages, or hidden doors.  If you leave these blank, then the player will not
see a description of the door, if it is closed, but he will still be able to
interact with it.

Here are two example exit screens taken from a section of Rift's dungeon.  The
first example is the most common, a standard passage that links two rooms.  The
second example demonstrates what a completed, locked door would look like.

Example I.I:
 Location 1: 168     Direction: N        Location 2: 169
                             One way: F

    Keyword: 
Door status: NONE     Lockpick adj:               Key: 
Description:



Description for location 1:
A twisting passageway leads north from here.
Description for location 1: (Closed)


Description for location 2:
A twisting passageway leads south from here.
Description for location 2: (Closed)


Example I.II:
 Location 1: 1352     Direction: E        Location 2: 1560
                             One way: F

    Keyword: WOODEN DOOR
Door status: LOCKED     Lockpick adj: 12              Key: TWISTED KEY
Description:
The wooden door appears strangely built into the wall.  There is a strange, 
almost twisted lock in the door.

Description for location 1:
The wooden door in open, permitting passage east from here.
Description for location 1: (Closed)
The wooden door in the east wall is closed.

Description for location 2:
The wooden door in the west wall is open, permitting passage.
Description for location 2: (Closed)
The wooden door is closed.


Part II: Event creation

All successful adventure games, whether they are classic text-adventures or
contemporary graphic-based role-playing games, have one thing in common:
puzzles.  Rarely do you see an adventure game which is entirely based on the
premise of "Mutilate anything that moves and grab all the gold you see."
Adventures today involve a great deal of thinking and cunning from its players,
who may spend hours trying to solve a puzzle in order to advance one step
further toward solving the adventure.

As a DemiGOD you have the capability of creating those puzzles and challenges
at any location in your part of the realm.  That ability is given to you in the
form of an Event.  Older DemiGODs may recognize an event as an updated or
improved version of the traps they had created.

Basically, an event allows a DemiGOD to define his own commands to perform
certain actions within a room.  An event can damage or heal a player, change a
player's location, summon a monster into the room, cause an item to appear,
remove an item from a player's inventory, open or close an exit in the room, or
even re-route where an exit leads.  In addition, an event can be used to make
it impossible to cast a spell in the room, or cause the room to fill with
poisonous gas.  In fact, when using events, your possibilities are endless.

When you create an event, the following screen will magically appear on your
monitor:

Location:                Seconds in room:             EVENT TRIGGER
 Command:  
    Item:        Destroy item: 

  Effect:                         Modify field: 
    Dice: +            Loop to command prompt: 

Message to player:

Message to room:


Disarmed:                                                         EVENT DISARM
 Command:  
    Item: 

Message to player:


EVENT LOCATION:
The LOCATION field holds the room number in which this event will occure.
Although this may be premature to discuss, there are times when creating an
event in one room and having it be activated in another is important.

Let us examine a twisted and horrible trap that Rift placed in level
ninety-eight of his Hundred-Level Dungeon.  Rift had placed a pit-trap in one
of his rooms.  If a player attempted to cross the room, despite the warning
signs, he would tumble into a pit which was hidden in the shadows.  Upon
reaching the bottom of the dark pit, the unfortunate victim would be instantly
killed.

If Rift were to descend to the bottom of the pit and then create the event, he
would be instantly killed himself as soon as he saved the event.  However, he
created the event at the top of the pit (room 9,530) but changed the LOCATION
field to 9,531 which was the room number for the bottom of the pit.  When he
saved the event, it appeared instantly in room 9,531 instead of in the room
with Rift, thus saving his own life and bringing the pit to life.

SECONDS IN ROOM:
As you will soon discover, events can be triggered not only by commands but
also by a specific time limit.  LEGENDS keeps track of the number of seconds a
player stands in a room.  If you would like an event to occur after a certain
number of seconds, you can specify that amount of time in the SECONDS IN ROOM
field.  There is one restriction to a timed event, and that is when it is
triggered.  By entering a numeric value in this field, you are basically making
it impossible to trigger the event prior to that amount of time expiring.

Allow me to use one this short example to illustrate this feature.  In one of
his events, LithiumGodSlayer set the SECONDS IN ROOM field to twenty-five
seconds:

Location: 4,189             Seconds in room: 25

His event was automatically triggered and caused the room to fill with water.
If you were to enter the room with this event and stood there for twenty-five
seconds, nothing in particular would happen.  You could stand there all day, if
you wanted, but still you would not see anything special occur - provided you
didn't type anything.  

After the twenty-five seconds passed, if you were still standing in the room,
any command you entered would cause Lithium's event to trigger.  Prior to that
time limit, you could have done anything you want, but the room would not have
filled with water.

TRIGGERING AN EVENT:
When an event is triggered, whatever action it was designed to do (damaging or
healing, summoning, etc.) is performed. There are three ways to trigger an
event: it can be set to go off automatically, the event can be triggered by a
specific command, or it can be triggered by the player interacting with a
specific object in the room.  In the following explanations, it is assumed that
the event has reached any time requirement, set by the SECONDS IN ROOM field.

AUTOMATIC EVENTS:
An automatic event is one that occurs no matter what command the player enters.
This form of event is useful for traps such as a poisonous cloud that damages a
player every round that he stands in the room, or for bringing a monster into
the room for a surprise attack right after the player enters the room, thinking
it is clear.  An automatic event is set by placing the word .AUTO. in the first
empty command field:

Command: .AUTO. 

A helpful hit:  In an automatic event, the second field, which is referred to
as the NOUN field is ignored.  This field can thus be used for your own
organization purposes.  By giving a name to the event you can easily return
later and edit the event.  For example, using the poison cloud mentioned above,
you could put the following in the command field:

Command: .AUTO. POISON CLOUD

Then, if you needed to edit the event, you could type:

Command: ev poison cloud

EVENTS TRIGGERED ON COMMAND:
The second method for triggering an event involves the use of a single command,
a select group of commands, or a command and object combination.  In order to
make your event operate, you can use either the first COMMAND field or both the
first and second fields together.  Although this may sound confusing, putting
this method to work is very simple.

Imagine a small, circular room like any room you might find in a dungeon.  In
this room lies a level which, when interacted with, will cause something to
happen.  The outcome of the event is not important at this point.  What is
important is the selection of commands that will cause this lever to operate.
The most common command would be to PULL the lever.  In addition, one could
also THROW the lever, as if throwing a switch.  Using these two commands, we
fill in the following information:

Command: .PULL.THROW. 

Note:  Syntax is extremely important here.  Notice that both the above
mentioned automatic trap and this trap use periods (.) to surround the trigger
of the command.  This is a requirement to make an event function properly.

If a player were to enter the room, they could pull or throw anything and the
event would be triggered.  This is because we have no limitation to what the
player must pull or throw.  This is an example of using an event with a single
set of commands.  This allows you to cause a set of commands to perform
differently within a room, no matter how the player uses them.

In order to limit the possibilities down to the lever that we want the player
to pull, we must enter the word LEVER into the second field:

Command: .PULL.THROW. LEVER

Our command set is now complete, and this event will now trigger provided the
player pulls or throws the lever in our dungeon room.

EVENTS TRIGGERED BY AN OBJECT:
The final method of triggering an event is by placing an event to occur upon
ANY interaction with an object in the room.  The object can be anything
including a monster, item, exit, or a single word out of the room description.
This method is easily implemented - place the name or keyword of the object
into the second gray field, leaving the first field blank.

For our example I will refer to a trap in one of LithiumGodSlayer's dungeons.
He had placed a small, red emerald in the room.  The event he wanted to create
would be triggered by any player who did anything to the emerald, whether it
was trying to take it, or just get near enough for a good look at it.  In this
field, Lithium entered:

Command:  RED EMERALD

This information is enough for LEGENDS to recognize that the event will trigger
upon any interaction with the red emerald from within this room.

EVENTS THAT REQUIRE AN ITEM
In addition to selecting the right command, a DemiGOD may also design an event
to require a specific item to be carried by the player when he triggers the
event.  By placing the keyword of the item in the ITEM field, LEGENDS will
check to see if the player is carrying that item when he tries to trigger the
event.

For example, imagine you created a suit of armor that was extremely strong, yet
light-weight because it was made out of a special metal.  In order to get this
suit of armor, a player had to go into the ruins of an old village, find a
slice of this metal and return it to the towne foundry.  You could create an
event in the foundry that would check for the sheet of metal in the player's
inventory so that when he asked for the special suit, the blacksmith would
take the sheet of metal and return a suit of armor.  In order to accomplish
this task, you would need to create the sheet of metal as an item and then put
the following information in the ITEM field of the event:

Item: SHEET OF METAL       Destroy item: 

Since the blacksmith will take the sheet of metal and forge it into a suit of
armor, you need to remove the item from the player's inventory, so you set the
DESTROY ITEM flag to true by entering a T into the field:

Item: SHEET OF METAL       Destroy item: T

THE EFFECT OF AN EVENT
An event can have one of nine different effects.  Each effect requires a
different amount of information in order to operate properly so learn the
following information well.  An event's effect is selected by entering one of
the three-letter commands from the following list:  ADD, DIS, MAK, OPE, REP,
SHF, SUB, SUM, TOG.  

In addition, all effects will require a numeric value which can either be a set
amount or a randomly generated value.  In order to generate a random number,
the event accepts a dice roll and an adjustment amount in the DICE field.  For
example, if you wanted to generate a number from one to ten, and then add three
to it, you would enter the following:

Dice: 1d10+3

On the other hand, if you want to have an event to use a set number, simply
leave the DICE field blank, but enter the number into the field directly
following the plus.  For example, if you wanted the event to always use the
number 782, then you would enter:

Dice: +782

The ADD, REP, and SUB effects require a character attribute in order to operate
properly.  For example, if an event damages a player, then it is affecting
their hitpoints.  If another event drains a player's magic ability, then the
event is affecting their spellpoints.  In order to program an event properly,
you enter a brief code that tells LEGENDS which aspect of the player you wish
to change.   Chart III.II.I contains a list of commonly affected attributes and
the code that an event will recognize.

Chart III.II.I:  Attributes and codes
                 Attribute                  Event code
                 -------------------------------------
                 Armor class                AC
                 Experience                 EXP
                 Gold                       G
                 Hitpoints                  HP
                 Location                   LOC
                 Maximum hitpoints          MHP
                 Maximum spellpoints        MSP
                 Spellpoints                SP

The ADD effect causes a random or set value to be added to a single player
attribute.  For example, at the end of one of Rift's quests, a player had to
return a magic staff to a room in an ancient temple.  If the wand was returned,
the player would receive one million experience points.  After setting up the
location and trigger fields for the event, Rift entered the following:

  Effect: ADD                        Modify field: EXP
    Dice: +1000000

The DIS effect causes a brief, one-line message to be displayed when the event
is triggered.  This is useful for adding atmosphere to a spooky dungeon cavern
or to cause a message to appear by performing a certain action.  The DIS effect
requires no other information in the MODIFY FIELD or DICE fields, as shown
below:

  Effect: DIS                        Modify field: 
    Dice: +

The MAK effect instructs an event to make an item appear in the room when the
event is triggered.  The item must be created in advance and then hidden with
the HIDE command.  When the item is hidden, you will see the reference number
of the item.  This number is what the event uses to recognize which item it
must make.  For example, Rift created a magical dagger known as the Kift
Dagger.  In order to make his event work, he typed:

Command: hide kift dagger

The Kift Dagger (#38,712) has been hidden.

Rift then used that information in his event that he created next:

  Effect: MAK                        Modify field: 
    Dice: +38712            

The OPE effect is used to open a door that leads out of a room.  With this
effect you can open any door in the room, whether it is closed, locked, or
hidden.  Primarily, this effect is used to open a hidden door.  In order for
this effect to work, create the exit ahead of time.  When you create the event,
simply put the direction of the exit to be opened into the MODIFY field.  For
example, in one of SlashStormBringer's dungeon passages, he placed a hidden
door on the eastern wall.  The exit was hidden behind a tapestry that hung on
the wall in front of it.  He created an event that would cause the exit to be
revealed (opened) if the player examined or moved the tapestry.  Since the exit
was on the east wall, he entered the following information:

  Effect: OPE                        Modify field: E
    Dice: +

The REP effect causes the current value of a player's attribute to be replaced
by a new value.  The two most common uses are to move a player into a different
location or to kill the player.  Let's take a look at what is required to move
a player into a new location.  GeoffreyPhoenix had created a dungeon chamber
that had a large trapdoor in the center of the room.  If a player stood in the
center of the chamber for more than ten seconds, the trapdoor would
automatically open and drop the player into the room below, which was location
5,398.  In his event, Geoffrey typed the following:

  Effect: REP                        Modify field: LOC
    Dice: +5398

The SHF effect is used to shift or change where an exit leads.  This effect is
the least used because of the reasons it is used.  The shift effect should be
used only in a situation where the action the player is performing is radically
changing the way a dungeon works.  For example, this could be used to make an
adventure that changes, based on what the player does.  If they choose one
option, it will affect them in the future because they will be sent down a
different, more difficult path than had they chosen a different option.  In
addition, two sets of events could be used to shift and exit back and forth. In
order to make this effect work, you must specify the direction the exit lies
and also the new ending location for the event.  For example, if an exit leads
west from a room, and you wanted the event to shift that exit into room 8,671
then you would enter the following:

  Effect: SHF                        Modify field: W
    Dice: +8671

The SUB effect is the third way to modify a player's attributes.  Using this
effect your selected value will be subtracted from any attribute.  For example,
Rift created an event that would cause a burst of flame explode from the floor
and engulf anyone who tried to pass through a certain hallway.  Being exposed
to the flame caused 3d50+80 points of damage, so Rift entered the following
information:

  Effect: SUB                        Modify field: HP
    Dice: 3d50+80

Similar to the make effect, the SUM effect is used to summon a hidden monster
into the room.  Once again, you need to create and hide the monster prior to
creating the event, and you also need to know the reference number of the
monster in order for the event to function properly.  For example, Rift wanted
an eight-headed hydra to enter its own lair once a player stumbled in.  In
order to do this, he created the hydra, and then typed:

Command: hide eight-headed hydra

The eight-headed hydra (#6,189) has been hidden.

Then Rift created the event and entered the following information:

  Effect: SUM                        Modify field: 
    Dice: +6189

The final effect is the TOG effect.  Using this effect, an exit is toggled open
and closed.  Each time the event runs, the exit you specify will either close
if it is open or open if it is closed.  For example, in his fortress Rift
wanted to create a giant portcullis but he did not want it to be opened by
normal methods.  After creating the exit, which was north from a particular
room, he created this event, which would allow him to wave his hand and the
gate would rise.  He entered:

  Effect: TOG                        Modify field: N
    Dice: +

EVENTS THAT LOOP TO THE COMMAND PROMPT
Let me start out with a demonstration of how this field is used before I
explain what it does.  During the first few days of being a DemiGOD
LithiumGodSlayer was working on a trap door that would open if a player pulled
on a certain book in his castle library.  While creating the event, he entered
the following information:

Effect: REP                        Modify field: LOC
    Dice: +2640            Loop to command prompt: F

After saving the event, he then tested it by typing the trigger command:

Command: pull black book

There is a satisfying click and suddenly the floor drops out beneath you ...
Nothing unusual happens.

2640:  Below the trapdoor.
(Room description.)

Then, LEGENDS displayed the new location he was standing in - below the
trapdoor, in room 2640.  According to his location, the event worked.  The
trapdoor opened, and he fell through and landed in a new location.  However,
the display was wrong - the "Nothing unusual happens" wasn't supposed to be
there.  Returning the event editor, he changed the LOOP TO COMMAND PROMPT
field:

Dice: +2640            Loop to command prompt: T

Now, when he tried the event, he saw the following:

Command: pull black book

There is a satisfying click and suddenly the floor drops out beneath you ...

2640:  Below the trapdoor.
(room description)

The LOOP TO COMMAND PROMPT is a requirement for many events.  However, if used
incorrectly, it can lead to disaster.  When a player enters a command, the
command parser in LEGENDS interprets his command in order to see what he is
doing.  In a nut shell, this field allows you to skip over the command prompt.
By way of this command, as you have seen, you can cause a command or multiple
commands to perform differently within a room.

One word of warning:  NEVER set this field to true when you are using an event
that triggers automatically.  There is only one situation that this is useful,
and that is for creating a string of rooms that move the player from point one
to point two.  This combination can be deadly if used in an event that causes
the player damage.  However, if you do use this option, the FORGE will now ask
you if you wish to trigger the event.  By way of this feature, DemiGODs can
avoid trigging an AUTO event but still create it.

LETTING THE PLAYER KNOW WHAT'S GOING ON
Using the MESSAGE TO PLAYER field, you can set the message that is displayed to
the player who triggers the event.  For the example above, with the black book
in Lithium's library, he entered the following information:

Message to player:
There is a satisfying click and suddenly the floor drops out beneath you ...

If the event causes damage or heals the player, you can place a %D anywhere
within the message and the amount of damage or healing will be displayed in the
message.  For example, if Lithium also made another event which caused a dart
to shoot from the wall inflicting 1d8+2 damage, he would type:

Message to player:
There is a click and suddenly a dart strikes your arm inflicting %D damage.

When the event is triggered, the player would see:

There is a click and suddenly a dart strikes your arm inflicting 6 damage.

Finally, if you leave this field empty, the player will see nothing when the
event is triggered.

LETTING THE ROOM KNOW WHAT IS GOING ON
For many events you may want to inform the other characters in the room that
someone just triggered an event.  In these instances, the MESSAGE TO ROOM field
is used.  Using the dart example from above Lithium added the following message
for atmosphere:

Message to room:
There is a click and suddenly %A grabs his arm, howling with pain.

The %A Lithium entered is used for inserting the name of the character that
triggers the event.  Imagine that GeoffreyPhoenix triggers this event.  Other
players in the room would see:

There is a click and suddenly GeoffreyPhoenix grabs his arm, howling with pain.

In addition, you can also use the %D substitution, explained above, in this
field also.  If you do not want the other players in the room to see a message,
leave this field blank. 


DISARMING AN EVENT
When an event is disarmed, it will no longer operate.  This is useful for
creating traps that must be disarmed before the player can proceed.  You can
disarm an event by entering a T into the DISARMED field.  On the other hand,
you can re-arm a disarmed event by entering an F into the same field.  If you
have a series of disarmed events in a room, using the REARM command is an easy
way to make them all functional again.

EVENTS THAT DISARM ON COMMAND
Using the same format as the command field that triggers an event, you can
create special actions to disarm an event.  For example, in one of the
passageways in his dungeon, Rift strung a trip-wire that caused a series of
arrows to be shot at the unlucky player who triggered the trap.  In order to
pass down the hallway without being damaged, the wire had to be cut.  Rift
entered the following information into the COMMAND field:


Disarmed: F
 Command: .CUT. WIRE

Notice, once more, that in order for the event to function properly, you must
place periods (.) around each command you want LEGENDS to accept.  If Rift
wanted to allow the player to break the wire also, he would enter:

 Command: .CUT.BREAK. WIRE

Just like the trigger command field, leaving the second field blank allows
LEGENDS to disarm an event by looking for a specific command.  Once that
command is used, no matter what format it is in, the event is disarmed.

In addition, an event can be set to disarm immediately (or automatically) after
it has triggered.  A useful example of this is with an automatic event that you
want to have disarm right after it triggers.  Entering a .AUTO. into the disarm
command field will cause the event to disarm right after it is triggered:

 Command: .AUTO. 

DISARMING WITH AN ITEM
Sometimes there may be an event you create that requires an item in order for
it to be disarmed.  For example, Rift later returned to change the wire from a
standard metal wire to a magical thread which couldn't be cut by normal knives.
In another section of his dungeon, he had created a magical dagger known as the
Kift dagger and he decided that this item would be required to cut the thread.
He added this information to the event:

Disarmed: F
 Command: .CUT. THREAD
    Item: KIFT DAGGER

INFORMING THE PLAYER
Finally, if you want to inform the player that their disarm worked, you can
enter a one-line message into the MESSAGE TO PLAYER field in this section.
This message is displayed to the user when the event is successfully disarmed.
If you leave this field blank, the player will not see anything.


CHAINING EVENTS
One additional note before I get into some examples.  The most useful aspect of
the event system is that you can create multiple events on one set of commands
to perform complex actions.  For example, in one of GeoffreyPhoenix's dungeons,
he designed a secret passage in one of his rooms.  When opened, he wanted a
zombie to walk out from the passage.  In order to do that, Geoffrey created two
events - the first opened the door and the second brought the mummy into the
room.  Both events made use of the fact that you can chain events by making
them trigger on the same commands.

Here are two examples of two different kinds of events.  The first event was
taken from Rift's one-hundred-level dungeon.  It is the example tripwire that I
mentioned above.  The second is the completed trap-door event from
LithiumGodSlayer's library.

Example II.I:
Location: 7,123             Seconds in room:               EVENT TRIGGER
 Command: .N.NORTH. 
    Item:        Destroy item: 

  Effect: SUB                        Modify field: HP
    Dice: 1d7+3            Loop to command prompt: T

Message to player:
You trip over a thin thread and suddenly are struck by a dart.
Message to room:
%A trips over a thin thread while trying to move north.

Disarmed: F                                                        EVENT DISARM
 Command: .CUT. THREAD
    Item: KIFT DAGGER

Message to player:
You successfully cut the thread with the Kift Dagger.

Example II.II:
Location: 2,639             Seconds in room: 0              EVENT TRIGGER
 Command: .PULL. BLACK BOOK
    Item:        Destroy item: 

  Effect: REP                        Modify field: LOC
    Dice: +2640            Loop to command prompt: T

Message to player:
There is a satisfying click and suddenly the floor drops out beneath you ...
Message to room:
%A reaches up, pulls on a book on the shelf, and suddenly disappears. 

Disarmed: F                                                        EVENT DISARM
 Command:  
    Item: 

Message to player:



Part III: Item creation

In addition to creating treasures, armors, weapons, shields, helmets, magical
items, and keys, the item editor also allows you to create items that are
hidden in the room as elaborate descriptions, items that can cause spells to be
cast at a person who tries to wield it., or even an item that teaches a
character a spell for examining it.

Summoning up your DemiGOD abilities, you can bring this screen to life:

 Keyword: 
 Display: 
  Weight:                           Cost: 

   Class: 
  To hit:  +     .*damage against: 

  AC adj: 

    Cast:      Charges: 

   Light:  rounds

Wield to:                      Cursed: 
   Store: 

Description of item:


THE KEYWORD OF AN ITEM
This field is extremely important because it is used extensively throughout
LEGENDS.  As you have already learned, this keyword is used in the exit editor
and also in the event editor.  In addition, the keyword you enter is used by
LEGENDS in order to determine if a player is trying to interact with this item.  

For example, GeoffreyPhoenix was creating a halberd (+12,+18) of Godly Might.
This is fine for how the item looks, but he did not want a player to have to
type "get halberd (+12,+18) of Godly Might" when they wanted to pick it up.  He
would rather make it nice and simple, like all the other items in the game.  In
order for a player to pick up this halberd, he wanted the player to be able to
type:

Command: get halberd

In order for this to work, he put the following information in the keyword
field:

Keyword: HALBERD

Since this field is so important to LEGENDS, the FORGE will automatically check
to see if an item has anything in this field.  If it is left blank, the item
will not be created.

DISPLAYING AN ITEM
When you enter a room or view your character's inventory, you see a list of
items that you are carrying.  Each item looks different because each item has a
different DISPLAY.  When you enter the way the item looks, keep in mind that
you do not need to add "A" or "AN" to the beginning of the item display.  When
GeoffreyPhoenix created the above mentioned halberd, in this field he put:

Display: halberd (+12,+18) of Godly Might

When Geoffrey types look, he sees the following:

A halberd (+12,+18) of Godly Might is here.

Notice that LEGENDS automatically adds the "A" at the beginning of the display,
and the "is here." at the end when the item is sitting in a room.

WEIGHT
Enter the weight of the object, in terms of pounds, into this field.  If the
item weights 9999.99 then the item can not be picked up by anyone, no matter
how strong.

COST
If the item you are creating will eventually end up in a store or if it even
has a remote possibility of being sold to a store, then it is important that
you enter a value, in terms of gold coins, into this field.  The value you
enter is used to determine how much the shopkeeper will sell the item for and
also how much the item is bought back for.

AN ITEM'S CLASS
Similar to a player's occupation, every item is classified into one of several
different classes.  Class plays an important role in determining which store
will buy an item.  Each store in towne purchases a different class of item.
Chart III.III.I lists the most common item classes and some several items that
belong to that class.

Chart III.IIII.I:  Item classes
                   Class        Example
                   -------------------------------------------------------
                   ACCESSORY    shield, gauntlets, boots, helmets.
                   ARMOR        field plate, bronze plate, chain mail.
                   DESCRIPT     (See below)
                   KEY          lock picks, pentagon key, square key.
                   LIGHT        torch, lantern, magical flame.
                   MAGIC ITEM   scroll of recall, lightning wand.
                   TREASURE     golden crown, ruby ring, emerald necklace.
                   WEAPON       sword, staff, battle axe, halberd.

For example, the halberd that GeoffreyPhoenix is making is considered a weapon
since it will be used to inflict damage upon opponents.  In this case, Geoffrey
entered the following:

Class: WEAPON

An item of DESCRIPT class is handled differently from any other item in the
game.  The DESCRIPT class was created because there was a need for DemiGODs to
create descriptions within descriptions in a room.  For example, Rift's
fortress contained a study.  According to the room description, within the room
"stands a large, wooden desk."  The desk was an important part of Rift's quest
because on the desk was a note which explained the answer to a difficult
riddle.  Rift, however, did not want to make the desk obvious in the room, so
he placed the information about it in the room description, as mentioned above.

In order to complete the effect, Rift created an item and gave it a KEYWORD of
DESK and the DESCRIPT CLASS.  By doing so, the item will not be displayed in
the room, but the player can still examine it.  A DESCRIPT class item can not
be picked up, which is convenient because most DESCRIPT items should not leave
the room because their invisibility would make them difficult to find again.  

Using the item's description field, Rift explained that their was a note on the
desk.  He wanted the player to have to examine the note in order to solve the
riddle, so he created a second item - the note.  Once again, he set the note's
class to DESCRIPT.  Finally, the effect was complete.  A player who entered the
room would see:

A giant study
". . .  A large, wooden desk resides in the northwest corner of the room. . ."

Command: examine wooden desk

The desk is neatly organized.  There is a note on the desk.

Command: examine note

It reads:  "The magic mouth speaks of coal."

Coal, in this case, was the answer to the above mentioned riddle.  As you can
see, DESCRIPT class items can be used to make very detailed rooms.  Since the
player can't see or pick-up a DESCRIPT class item, they have to concentrate
more on what a room looks like and less on the monsters that are in it.

AN ITEM THAT MAKES YOU HIT OPPONENTS BETTER
The TO HIT field, which follows the CLASS field, is used only if the item you
are creating will be readied by a player.  By entering a value into this field,
the player who wields this item will have a better (or worse) chance of hitting
an opponent in combat.  The higher the value the more a player will hit.  In
addition, a high number will cause the player to have a better chance of
critically hitting an opponent.  On the other hand, a lower number will make a
player miss more often.

For example, SlashStormBringer wanted to create a magic ring that, when worn,
would give the player a better chance of hitting, so in this field he placed
the following information:

To hit: 2 +

Usually it is very fair to use small numbers like 1 or 2 because a small
adjustment like that can make a big difference.  Unless you want to create a
ring that allows a player to critically hit an opponent every round, stay below
an adjustment of +5.  In addition, this adjustment lasts only the duration that
the item is readied.

WEAPONS THAT INFLICT DAMAGE
Let me point out right away that this field has no use unless the item you are
creating is of WEAPON class.  This field resides between the TO HIT and the +
field.  It holds any dice roll, representing the random amount of damage the
item can do.  For example, if LithiumGodSlayer was creating a battle axe that
could inflict up to thirty points of damage, this field would look like this:

To hit:  1d30+

ITEMS THAT ADJUST HOW MUCH DAMAGE YOU DO
Not only can items adjust how well you hit, they can also influence how much
damage you can do.  Although this field is used primarily for weapons, it also
plays an important role in creating magical rings, arm-bands, and helmets that
allow you to inflict bigger amounts of damage on opponents.  By entering a
positive or negative value inside the + field, when the item is readied, the
player will receive the adjustment to their damage roll.  Once again, this
adjustment lasts only while the item is readied.

In order to make his battle axe more powerful, Lithium wanted to change the
minimum amount of damage the axe could do from one point to ten points.  In
addition, adding ten points would cause the maximum amount of damage to change
from thirty to forty.  Lithium accomplished this by entering the following:

To hit:  1d30+10

WEAPONS THAT DO MORE DAMAGE AGAINST A CERTAIN MONSTER
If the item you are creating is of WEAPON class, you can make the item do more
damage than it normally would against a specific type of monster.  In addition
to doing more damage, the weapon will always successfully hit the specified
monster.  Using the fields that precede and follow the words *DAMAGE AGAINST
you can establish which race or alignment of monster against which you want
this weapon to be extra deadly.

For example, SlashStormBringer created a mace which would normally do 1d8+5
damage.  However, Slash wanted the mace to do triple damage against any undead
monster (zombies, ghosts, ghouls, vampires, etc.) that it was used in combat
against.  In order to do that, Slash entered the following information:

3.*damage against: UNDEAD

It is important to realize that in order for this item to work, Slash had to
create a series of monsters who's RACE was UNDEAD.  See the section on monster
creation for more information.

ITEMS THAT ALTER YOUR ARMOR CLASS
Items, when readied, can also affect a character's armor class.  By placing
either a positive or negative number in this field, a player's armor class is
modified automatically when the item is readied.  A positive number influences
the player's armor class in a good way by lowering it.  On the other hand, a
negative number raises the player's armor class.

ITEMS THAT IGNITE THE FORCES OF MAGIC
During your adventuring days as a -gasp once more- mortal you were bound to use
a magical item or two.  You may have used a scroll of recall, scroll of
healing, or lightning wand.  In any case, each magical item you used had a
specific spell that it was allowed to cast.  If you want to create an item that
will cast a spell when used, you can enter the name of the spell into the CAST
field.  For example, if you were creating a ring that could be used to bring
forth the spell Fire Storm, you would enter:

Cast: FIRE STORM     Charges: 8

The number of CHARGES an item has represents the number of times the spell can
be used via the item before its magical capabilities run out.  In this example,
the player could use the item eight times.  If you enter a -1 in the CHARGES
field, the item will never, ever run out of charges.

ITEMS THAT TEACH A CHARACTER A SPELL
The CAST field can also be used to teach a player a particular spell when he
examines or reads the item that has the spell within it.  The most common
example is of a scroll that has a special, newly created spell on it.  When the
player examines it, he suddenly learns how to cast the spell.  The CHARGES
field would hold the number of times the spell could be taught before the
scroll fades.  For example, if you were to create a magical spell called Flare
Lightning, you would enter the following information:

Cast: &AL=FLARE LIGHTNING     Charges: 3

Notice the syntax here.  In order to specify that an item is going to teach a
player a spell, you must place a &AL= prior to the name of the spell.

ITEMS THAT CAST A SPELL WHEN READIED
The second magical ability an item has allows the item to cast a spell upon any
character that wields the item.  Rift created a black cloak in the lowest level
of his one-hundred-level dungeon.  Rift wanted the cloak, when worn, to whisk
the character back to the start of the dungeon.  In order to do so, he created
a spell called Retreat.  When he created the item, he entered the following
information:

Cast: &CR=RETREAT     Charges: -1

Once again, take a good look at the syntax.  In this case, Rift used a &CR= to
signify that this item would cast a spell upon the item being readied.  The -1
charges means that the cloak can be worn an infinite number of times and it
will always cast the Retreat spell.

ITEMS THAT CAST A SPELL WHEN EXAMINED
With the correct syntax, you can create an item that casts a spell at the user
when he examines the item.  I must refer to another DemiGOD for this example.
Rosebud, a level one elf thief, was extremely playful and often created tiny
traps and puzzles within his already complex dungeons to discourage a player.
One of his most famous examples was a simply a scroll which could be found in
the middle of a hallway on a nameless level.

The scroll was designed to say "Dungeon survival tip #4:  Do not read explosive
runes."  Since the words on the scroll were one big explosive rune, the scroll
would blow up in the face of whoever read it.  In order to make the effect
work, Rosebud put the following information into the CAST field:

Cast: &CE=FIREBALL     Charges: -1

In this case, the &CE= signifies that the item will cast a spell when it is
examined.

ITEMS THAT ILLUMINATE
Only an item of class LIGHT can illuminate a room.  Using this field, a DemiGOD
can create an item that burns brightly for a specific number of rounds.  For
example, SlashStormBringer got really tired of constantly purchasing torches,
so he created a torch (+22) which he wanted to burn for 9999 rounds.  In order
to do this, Slash entered the following information:

Light: 9999 rounds

When the torch (+22) is readied, it will burn for nearly an eternity before
Slash will have to create another.

WHERE AN ITEM IS WIELDED
Just because an item is of class ARMOR, WEAPON, LIGHT, etc. doesn't mean that a
player can pick it up off the dungeon floor and ready it.  When you create an
item, you must specify a location (on the character's body) that it will be
readied or worn on.  Chart III.III.II lists all the possible places an item can
be worn and also lists some examples.

Chart III.III.II:  Wield to locations and examples
                   Location     Example
                   --------------------------------------------------
                   HEAD         Helmet, crown, or cap.
                   NECK         Necklace or pendant.
                   BODY         A suit of armor or tunic.
                   ARMS         A shield.
                   HANDS        A pair of gloves or gauntlets.
                   FINGER       A ring either non-magical or magical.
                   FEET         A pair of swamp boots
                   ABOUT        A cloak or a cape.
                   WEAPON       A sword, battle axe, halberd, etc.
                   LIGHT        A torch or lantern.

For example, GeoffreyPhoenix was knee-deep in the creation of a new suit of
armor as a reward for solving one of his quests.  Since the suit of armor is
something that a player would wear on his body, he entered the following
information:

Wield to: BODY

CURSED ITEMS AND WHY NOT TO USE THEM
Cursed items should be used rarely, if at all.  A cursed item is an item that,
when readied, can not be removed by natural means.  Basically, once you ready a
cursed item, you have to die in order to get it removed.

For quest purposes, however, using a cursed item can add a bit of spirit to an
otherwise standard-type quest.  For example, suppose you created a magical but
evil ring that would make the player able to critically hit every time he
attacked.  For your quest, you send some players on a mission to retrieve the
ring and bring it to a special place in order to melt it down.  If you make the
item cursed, you can build a separate quest around trying to find - and kill -
any player who succumbs to the power of the ring.  This would be a true test of
a player's alignment.

HOW OFTEN DOES AN ITEM APPEAR IN A STORE
Provided that the item you are creating can be sold into a store, you want to
vary how often the item will be in the storekeeper's inventory.  In addition,
you can also limit the number of replicas there are to sell that day.  The
STORE field requires a specific syntax, as you will see below, in order to
function properly.  For example, LithiumGodSlayer took the battle axe to the
weapon store, and prior to selling it, he decided that he wanted the item to
appear about a quarter of the time, and when it did show up, he wanted a
maximum of two to be available for sale.  In order to accomplish this, he
entered the following information:

  Store: 25%, 1d2.

Take a look at what he entered.  First, he entered the percentage chance that
the item would appear in the store.  Following that, he inserted a comma (,) a
space ( ) and then entered the dice roll for how many would be for sale on the
day this item comes in.  Finally, Lithium added a period (.) to conclude the
field.  

Here's another example.  If you were creating an item that you wanted to show
up most of the time, and there could be a lot for sale - such as a torch, or
lantern - you might enter something similar to this:

  Store: 85%, 1d9.

From this example you can tell that there is an eighty-five percent chance that
the item will appear in the store it is sold to.  In addition there can be up
to nine of them available for sale on that day.

SHORT DESCRIPTIONS FOR ITEMS
Using the DESCRIPTION OF ITEM field, you can enter a one-line message that
describes the item.  This message will be displayed if the player examines the
item.  For example, if GeoffreyPhoenix created a magical crossbow with Elven
runes on the side, he might enter the following information:

Description of item:
Despite the fact you are unable to read the Elven runes they are still magical.

Then, when a player examines the crossbow they will see the following:

Command: examine crossbow

Despite the fact you are unable to read the Elven runes they are still magical.

LONG DESCRIPTIONS FOR ITEMS
Sometimes you may have need for a longer description for an item.  A good
example for this is a book or a detailed scroll.  For those special occasions
you can use the DESCRIPTION field to instruct LEGENDS to display a text file
that resides on the BBS.  (Consult your sysop for information about getting
your text file onto his/her system.)

For example, in his library Rift had created several books with detailed
stories within them.  One of his books had a map drawn inside of it.  Rift used
a text editor to design the map using letters and numbers, named the file
BOOKMAP.TXT and then uploaded it to his BBS system.  When he created the item,
he entered the following information:

Description of item:
&TXT=BOOKMAP.TXT

Once again, syntax is important.  In order to trigger the long item
description, Rift had to place the prefix &TXT= before the name of his text
file, BOOKMAP.TXT.  When a player examines the item now they will see the
complex map Rift had drawn.

Here are three example items.  The first example is a magical flail that not
only improves the player's combat abilities, it also automatically hits
anything with evil alignment, and lowers the player's armor class by four
points.  The second example is that of a suit of armor, and the third is a
magical scroll for your reference.

Example III.I:
 Keyword: NIGHTMAN'S FLAIL
 Display: Nightman's flail (+3,+6) [Defender]
  Weight: 10.50                          Cost: 36751200

   Class: WEAPON
  To hit: 3 3d5+6     1.00*damage against: EVIL

  AC adj: 4

    Cast:      Charges: 

   Light:  rounds

Wield to: WEAPON                     Cursed: 
   Store: 45%, 1d3.

Description of item:
This powerful flail was forged with the sole responsibility of protection.

Example III.II:
 Keyword: ELVEN PLATE MAIL
 Display: Elven plate mail (+9,+3) of whisper movement
  Weight: 8.50                          Cost: 112300150

   Class: ARMOR
  To hit:  +     .*damage against: 

  AC adj: 12

    Cast:      Charges: 

   Light:  rounds

Wield to: BODY                     Cursed: 
   Store: 30%, 1d3.

Description of item:
The dull gray metal of this suit of armor shifts silently as you walk.

Example III.III:
 Keyword: SCROLL OF HEALTH
 Display: scroll of health (Great heal)
  Weight: .15                          Cost: 75126

   Class: MAGIC ITEM
  To hit:  +     .*damage against: 

  AC adj: 

    Cast: GREAT HEAL     Charges: 18

   Light:  rounds

Wield to:                      Cursed: F
   Store: 65%, 1d3.

Description of item:
This scroll, fabled to be only for Immortals, has the great heal spell.


Part IV: Monster creation

According to the LEGENDS role-playing environment, a monster is a very generic
term for any form of NPC in the game.  Using the monster editor, you can not
only create monsters and creatures with strange and unique abilities, you can
also create non-playing characters (NPCs) that a player can interact with.  By
adding various kinds of NPCs, such as shopkeepers, characters that have
information, etc., your section of the realm becomes an area that players must
think out their every move.  Instead of going through the game hacking and
slashing every other character they see, they will have to be wary of the
people they kill.  Accidentally killing an NPC that holds a critical piece to
the puzzle they are trying to solve would be a big mistake.

Note:  Experienced DemiGODs will want to study the following information.
Monsters and NPC characters have some powerful new features such as the ability
to use spells during combat and immunity to different forms of attack.

With only a thought, you can whirl up the chaotic forces of nature and
begin to forge an NPC.  Doing so brings forth this screen:

Name:          Zone:        Reference number:  0
Race:     Alignment: 

      Level:              Experience: 
 Hit points:        Cast chance: %
 Aggressive:                   Mobile: %

       Gold:      Gold roll:  upon resurrection

     Weapon:                Attack verb: 
     To hit:  +                           Armor class: 
Monster unaffected by: 

Description:


NAME YOUR CREATION
The most important part of any NPC is the name.  Without a name, you can not
edit the NPC, and players can not interact with him.  The name is used during
combat, during conversation, and is viewed when the player enters the room.
Enter the name of the NPC into the NAME field.  Leaving this field blank will
result in the monster not being saved.

For example, GeoffreyPhoenix was going to create a hungry, ravaging hell hound.
In order to make LEGENDS recognize his creation, he entered the following name:

Name: Hell hound

A ZONE IS WHERE YOU HANG YOUR HEART
The ZONE field is used to tell LEGENDS where a monster belongs when it has been
killed and how far the monster will follow a player.  By entering a specific
zone number into this field, when the monster is killed, it will be randomly
placed within the zone it belongs.  On the other hand, if you leave the ZONE
field blank then the monster is destroyed after it has been killed.  This is
useful for creating guardian monsters which, after being killed by a heroic
player, should disappear forever.

The third possibility with this field is a -1.  When a monster is set to zone
-1 and then killed, it will instantly become hidden, as if the player used the
HIDE command.  Under normal conditions, when an event summons a monster, the
event would then "technically" disarm because when it looks for the monster it
is supposed to summon, it wouldn't be able to find it.  However, making a
monster belong in zone -1 hides the monster back where it came from, when it is
killed.  In this case, the event could be used an infinite number of times and
the monster will continually return to the room.

RACE
Whether you are creating a monster or an NPC, it deserves a race.  By using the
RACE field, you can tell LEGENDS what race the monster belongs to.  The primary
use of this field is by a magical weapon.  For example, as mentioned above,
GeoffreyPhoenix was creating a hell hound.  The hell hound was a guardian for a
ruined temple and in order to defeat the monster, the players had to find a
special bardiche.  While creating the bardiche, Geoffrey entered the following
information in the item editor:

     2.00*damage against: UNDEAD HOUND

Since he wanted the bardiche to be able to hurt the hell hound, he needed to
set the monster's race to Undead Hound by entering the following:

Race: UNDEAD HOUND    Alignment: 

With these settings, the bardiche would be able to inflict double damage
against the hell hound.

GOOD VERSUS EVIL - ITS AN ALIGNMENT THING
A monster or NPC can have one of two alignments:  Good or Evil.  A monster will
fight only with a character or another monster of opposite alignment.  In
addition, players can gain experience only from attacking monsters of opposite
alignment.

LEVEL
A monster's experience level is equivalent to a player's experience level in
the following respects.  First, as the monster's level rises, its ability to
successfully hit an opponent increases.  High level monsters have a very good
chance of hitting a player, while a lower level monster will often fail.  In
addition, if the monster casts spells, its level is often used by the spell to
calculate damage.  Many spells multiply the damage they do by the level of the
caster.  Since the monster is the caster, you must be extra careful when
setting this field.

For example, Rift created a spell called Ghastly touch which would inflict
3d8+12 damage for every experience level of the caster.  If a level five
monster cast this spell, the worst damage that could be done would be 180.
However, if a level 20 monster cast this spell, the maximum damage inflicted
could be 720.  DemiGODs must be careful and consider this field well.  The
higher the monster's level, the more potential there is for monsters that
inflict ungodly amounts of damage.

RIFT'S METHOD FOR CALCULATING EXPERIENCE
Since LEGENDS is a multi-user environment, there is a lot of potential for
multiplayer combat against a single monster.  It would be unfair for only one
player to gain experience (when the monster was finally killed) when several
people contributed to the death of the creature.  In order to make it possible
for party-adventuring, a new method of granting experience was needed.  When a
player is in combat with a monster, every time he successfully strikes an
opponent, he gains a specific amount of experience.  That amount is held in the
EXPERIENCE field.

This field is often misunderstood and, as a result, leads to realms where
players can get tons of experience, advance thirty levels, and become
invincible after only a couple of minutes of play.  In order to prevent this,
you need to make several considerations when placing a value in this field.

Rift was working extremely hard on the fiftieth level of his hundred-level-
dungeon.  This level required an extremely powerful end-of-level guardian.  The
monster itself was a nasty creature with spells, sharp claws, a key hung round
its neck, and a lot of hitpoints.  A monster like this would grant a lot of
experience to any player who finished it off:  175,000 experience points.
Despite the large amount of experience the monster gave, after some quick
calculations, Rift entered the following information:

Level: 18             Experience: 11666

Why 11666 experience points?  Here's Rift's method.  The first thing you need
to do is discover what the average amount of damage done by a player is.  Watch
players and try to remember what is was like when you were a mere mortal.  How
much damage did your long sword or halberd inflict?  What about your first
magical weapon?  After journeying with a couple of players, Rift settled on
twenty-five as the average amount of damage done by a player.  The monster had
375 hitpoints so Rift figured (375 / 25 = 15) out that this monster would take
about fifteen successful hits to be killed.

Using that fifteen, Rift then figured out (175,000 / 15 = 11666) how much
damage the monster would give every time it was successfully hit.  

The equations for Rift's method are:

(Monster's hitpoints) / (Average damage done by all players) = (Hits to kill)
(Total experience to be granted) / (Hits to kill) = (Experience per round)

HITPOINTS
The HITPOINTS field holds the maximum number of hitpoints that this monster
has.  When the monster is killed and placed elsewhere in its zone, its
hitpoints are restored to this amount.

MONSTERS THAT DABBLE IN MAGIC
If the monster you are creating will have the capability to cast magical
spells, the CAST CHANCE field is used to specify what percentage of the time it
will cast a spell versus attack a player.  For example, if the CAST CHANCE of a
monster were set to 35%, then every time the monster prepared to attack a
player there would be a 35% chance the monster would cast a spell and a 65%
chance that the monster would attack the player using normal methods. 

If this field is set to zero, then the monster will always attack.  If this
field is anything but zero, then you will be able to edit the monster's spell
book at the end of the edit.  Information on editing a monster's spell book is
included after the examples below.

AGGRESSIVE VERSUS NON-AGGRESSIVE MONSTERS
Aggressive monsters will automatically attack any player who enters the room.
They will not wait to be attacked first.  A non-aggressive monster waits until
it is attacked first.  Once a non-aggressive monster is attacked, it becomes
aggressive until it is either calmed or it is killed.

You can specify if the monster is going to be aggressive by entering a T (for
aggressive) or an F (for not aggressive) into the AGGRESSIVE field.

MONSTERS THAT FOLLOW PLAYERS
The MOBILE field is used to specify the percentage chance that a monster will
follow a player out of a room.  A mobile monster will never go further than one
room outside of its assigned zone.  If this value is zero, the monster will not
move unless it is killed.  If this field is anything but zero, the monster may
follow a player during combat.

GOLD AND A MONSTER'S GOLD ROLL
The GOLD field allows you to specify how much gold a monster will start out
carrying.  This field makes it possible for you to create end-of-level
guardians with gold in their hands.  If a monster has been killed, and its GOLD
ROLL has a value within it (see below) then this field will reflect the amount
of gold the monster is currently carrying.

The reason the adjacent field is called GOLD ROLL is that the field holds a
dice roll that is used to calculate how much gold the monster will be
resurrected with when it has been killed and placed elsewhere in the zone.  For
example, LithiumGodSlayer was creating a monster that would wander one of his
dark tower levels and the monster would constantly have a small supply of gold.
In order to do so, Lithium entered the following data:

       Gold: 165     Gold roll: 3d57 upon resurrection

A MONSTER'S WEAPON
There are several fields used to designate which weapon a monster uses. Those
fields are the WEAPON, ATTACK VERB, and TO HIT fields.  The first field,
WEAPON, is simply a short description of the weapon that a monster uses.  For
example, GeoffreyPhoenix was creating a black, cat-dragon that, in addition to
breathing a fire spell, used a barbed-tail to inflict tremendous damage against
a player.  For the WEAPON field, Geoffrey needed to explain the weapon, so he
entered the following:

     Weapon: sharp, barbed tail               Attack verb: 
     To hit:  +

The next field is the ATTACK VERB field.  This field was designed to make every
monster's attack message a little different.  Without this field, a player
would see:

Ogre attacks you, inflicting 5 damage.
Troll attacks you, inflicting 10 damage.
Cat-dragon attacks you, inflicting 24 damage.

Instead, using this field allows you to make combat descriptive.  Now a player
would see:

Ogre smashes at you, inflicting 12 damage.
Troll swings at you, but fortunately misses.
Cat-dragon whips at you, inflicting 39 damage.

The ATTACK VERB field holds one thing - a verb which describes the type of
attack.  As you can see from the above listing, the cat-dragon GeoffreyPhoenix
is creating whips its tail at the player.  In order to create this effect,
Geoffrey entered the following information:

     Weapon: sharp, barbed tail               Attack verb: whips
     To hit:  +

As with almost every other field in the FORGE, syntax is important.  In this
case, the syntax for the field is how grammatically correct the message
appears.  Always add an "s" or "es" according to what the verb requires.  For
example, instead of just "whip," Geoffrey entered "whips."  On the other hand,
if Rift was creating a fire-breathing Imp, he would enter "breathes" instead of
"breathe."  Watch what a player would see if Geoffey did not add the "s:"

Cat-dragon whip at you, inflicting 29 damage.

The final part of creating a monster's weapon is the amount of damage the
monster inflicts.  Using the TO HIT field, much like the TO HIT field from the
item editor, you can specify the adjustments that a monster receives to its
chance of hitting an opponent, plus the damage the monster inflicts.

The first field is the adjustment a monster receives when it tries to hit an
opponent.  A positive number causes the monster to hit more often.  In fact,
the higher this number, the better chance a monster has of critically hitting a
player.  On the other hand, using a negative number, you can cause the monster
to hit a fewer number of times.

The second field holds the dice roll which is used to calculate damage.

The field directly following the + is the value that is added to the monster's
total damage.  For example, the black, cat-dragon that GeoffreyPhoenix had
created used its tail to inflict 3d15 damage.  In addition, each spike was
tipped with a bit of the creature's acidic blood, so the player would receive
an additional 8 points of damage for every attack.  In order to enter all of
this information, Geoffrey's creation screen had the following information:

     Weapon: sharp, barbed tail               Attack verb: whips
     To hit: 12 3d15+8

ARMOR CLASS
Similar to a player's armor class, the lower the value in this field the more
difficult it is to hit this opponent.  In addition, you can enter negative
numbers which make the monster even more difficult to hit, usually requiring a
magic item to even scratch the monster.  On the other hand, a higher number
will make a monster easier to hit.

A MONSTER'S IMMUNE SYSTEM
Certain monsters in the realm can not be affected by certain forms of attack.
Whether magical or physical in form, they just do not seem to have an impact on
the monster.  In addition, having monsters that are immune to certain forms of
damage causes players to have to team together to explore and fight enemies.
Imagine a fighter trying to kill a monster that is not affected by weapons, or
a cleric trying to kill a monster that can't be hurt by magic.

The MONSTER UNAFFECTED BY field is used to tell LEGENDS what forms of attack
the monster will be immune to.  Syntax is extremely important in this field
since it uses special three-letter code words for each different form of
attack, plus each is separated by periods (.).  Chart III.IV.I shows the ONLY
accepted code-letters in this field.  Below the chart, you will find an example
of how these are put into action.

Chart III.IV.I:  Immunities (in alphabetical order)
                 Code  Form of attack                   Example
                 -------------------------------------------------------
                 ACI   Immune to acid                   Gelatinous cubes
                 CAL   Immune to calm spells            Deamons
                 DEA   Immune to death spells           Undead creatures
                 ELE   Immune to electricity            Whisps
                 FEA   Immune to fear spells            Most monsters
                 FIR   Immune to fire attacks           Fire-breathing dragons
                 ICE   Immune to ice or cold attacks    Frost giants
                 PHY   Immune to physical spells        Stone giant
                 WEA   Immune to all types of weapons   Ghosts

In addition to its barbed-tail, GeoffreyPhoenix's cat-dragon could also breathe
fire.  Because of its natural ability to hold fire in the pit of its stomach,
Geoffrey thought it would only be natural to have fire-based magic have no
effect on the dragon.  In addition, the dragon was a highly-intelligent
monster, and would not be fooled by fear, death, or calming spells.  In order
to make his monster have such immunities, Geoffrey entered the following codes:

 Monster unaffected by: .FIR.FEA.DEA.CAL.

Notice, once more, the syntax that Geoffrey demonstrates here.  Each
three-letter code word is separated by periods.  By way of these four command
words, the monster will not be affected by the above mentioned attack forms.

DESCRIPTION OF A MONSTER
The DESCRIPTION field is used to describe how a monster looks when a player
types LOOK or enters the room for the first time.  This field holds a one-line
message which is used to give an idea about what monster the player is facing.
In addition to giving description, this field can also be left blank, and the
monster will not be visible to the player - but still be able to attack.

Here are two examples of monsters.  The first example is that of the cat-dragon
described throughout this section.  The second is an example of a monster you
might use in one of your dungeon pathways.

Example IV.I:
Name: Cat-dragon         Zone: 13       Reference number:  0
Race: DRAGON    Alignment: EVIL

      Level: 16             Experience: 1751
 Hit points: 225       Cast chance: 75%
 Aggressive: T                  Mobile: 65%

       Gold: 0     Gold roll:  upon resurrection

Weapon: sharp, barbed tail               Attack verb: whips
     To hit: 12 3d15+8                           Armor class: 1
Monster unaffected by: .FIR.DEA.FEA.CAL.

Description:
Crouched with anger and power, a black, cat-dragon grins with a curl of flame.

Example IV.II:
Name: Gelatinous cube         Zone: 35       Reference number:  0
Race: JELLO    Alignment: EVIL

      Level: 25             Experience: 578
 Hit points: 120       Cast chance: 0%
 Aggressive: T                  Mobile: 99%

       Gold: 16     Gold roll: 2d8 upon resurrection

     Weapon: Slow digestion               Attack verb: squirts
     To hit: 18 2d5+2                           Armor class: 8
Monster unaffected by: .ACI.FEA.CAL.

Description:
With a sick-sounding slide, a gelatinous cube slithers toward you slowly.


Part IV.II: The Monster Spell system

If the monster you are creating has the capability to cast spells, you will see
the following message once you have saved your creation:

Do you wish to edit this monster's spell book?  (Y/N):

Entering Yes will take you into the monster spell system.  The first thing you
will see is a list of any spells the monster currently knows.  Following that
list you will find a command prompt.  The following section details how each of
the commands works in this system.  Every spell that you add or take away
affects only the monster you are currently editing.

ADD (shortcut +)
In order to add a spell to the monster's spell book you must use the ADD
command.  Simply enter the name of the spell you would like the monster to
learn, following the ADD, and the monster will learn the spell, provided it
exists.  For example, GeoffreyPhoenix's cat-dragon needed a fire spell, such as
Flame Strike, in order to use fire as a weapon.  To cause the monster to learn
it, he entered:

Command: add flame strike

The cat-dragon has learned the Flame Strike spell.


DELETE (shortcut -)
Opposite of adding a spell, the delete command allows you to remove a spell
from this monster's spell book.  For example, GeoffreyPhoenix also added the
Rain of Fire spell, but later decided that the monster was too powerful with
that spell, so he edited the monster, entered the monster spell system, and
typed:

Command: delete rain of fire

Deleted.


EXIT
This command exits you from the spell system and returns you to the normal
LEGENDS command prompt.


LIST [KNOWN or AVAILABLE]
Using the LIST command you can bring up a list of either the spells that the
monster already knows or a list of all the spells in the game so you can find
the one you are looking for.  Simply type LIST and then either KNOWN or
AVAILABLE to see the respective list.  For example, if GeoffreyPhoenix wanted
to see what he had taught his cat-dragon, he would type:

Command: list known

The cat-dragon knows the following spells:
Flame strike

Command: list available

(Geoffrey would see a huge list of spells here.)


HOW DOES A MONSTER CHOOSE A SPELL TO CAST?
When a monster chooses to cast a spell, it will randomly cycle through its
known spells and cast one of them.  There is a specific pattern to this,
however, and it works like this.  The monster will start at the first spell it
knows and determine, randomly, if the spell is the one it wants to cast.  If
not, it goes on to the next and tries again.  Basically, you can be assured
that the closer the spell is to the beginning of the list, the more frequently
the spell will be cast.


Part V: Room creation

When you initially choose to create a room, LEGENDS assumes that the new room
will be built off of your current location.  If that is not the case, teleport
to the room you wish to build off and then create the room.

With very little concentration, you can turn your gaze on the wall which you
wish to forge through, and as the rock explodes into tiny particles, the
following screen appears before your very eyes:

      Title:  Zone:  Dark: 

TITLING YOUR ROOM
Throughout your explorations of the realm, you surely noticed that certain
rooms had titles while others did not.  The TITLE field is used to add a touch
of extra description to special, or outstanding rooms such as treasuries,
dungeon chambers, fields, etc.  If this field is left blank, then the room will
not display a title.

A ZONE IS WHERE YOU HANG YOUR HEART
Sound familiar?  This same sub-heading was used in the monster creation section
above.  Anyway, here's your crash course on zones.  A zone is used to
differentiate between all the different places a player can visit in a realm.
In reality, for example, you and I can tell the difference between a sewer and
a school hallway.  LEGENDS, however, could not.  So, a method was needed to
define distinct areas where monsters could roam.

A zone is a collection of rooms in which monsters are free to roam.  In
addition, it is useful for DemiGODs because they can call up quick totals to
see how many rooms are in their zones by using the ZONES command.

In order to add a room to a zone, simply enter the zone number into the ZONE
field.  The zone must exist in order for the room to become a part of the zone.

AFRAID OF THE DARK?
The DARK field allows you to set whether the room has a light source or whether
the player will have to bring one.  If this field is set to True, then the
player needs a light source to see within.  Otherwise, a False will make it
possible for the player to see any time.

ENTERING A ROOM DESCRIPTION
Once you have completed entering the information into the above fields, you
will be prompted if you want to save the room.  If you select No, then the room
will be lost and you will be returned to the command prompt.  Otherwise, you
will automatically enter the description editor, which is basically a simple
word-processor.  The following section describes all of the commands you can
use to edit your room description.

At the top of the screen you will see the word DESCRIPT.  This means that
you are now in the simple editor.  The editor automatically word-wraps for you,
and you can use the arrow keys to move through each line of text. Once you have
completed your room description, you MUST add a blank line at the end of your
paragraph.  In order to do so, move your cursor to the end of the last line and
then press CONTROL-N.  A less-than sign (<) will appear at the far right side
of the screen, designating that a blank line is now present.

Finally, in order to save your description, you must press CONTROL-W.  The
description you have entered will be saved, and you will be returned to the
room editor.  

EDITING THE EXIT INTO THE NEW ROOM
If you are creating a new room, you will automatically be moved into the exit
editor which will allow you to make any doors, passages, etc. into the new room
you have just created.  Refer to the section of exit creation for more
information on the exit editor.

Here is a sample room, and below it resides the description that would be
entered using the simple editor.

Example V.I:
      Title: The foothills of Mount Tharwin Zone: 35 Dark: F

You find yourself in a large and curving area just below the western-most peaks
of Mount Tharwin.  The extensive array of mountain sides expands upward a great
distance away, making you realize you still have much traveling to do.  <


Part VI: Response Creation

As the complexity of your quests begins to increase, you will come upon a time
when you will need to give the player a great deal of information.  One way is
to send the player on a quest to find a particular item which may have a long
description attached to it (see the section on item creation).  The second
possibility is to allow an NPC in the game to give the information to the
player, when the NPC has been properly questioned.

Using responses can add a great deal of realism to a quest, because instead of
a clue being written on a scroll, a player can go out and find a certain NPC,
ask a specific question, and the NPC will respond, bringing life to both the
NPC and your quest.  Players use the ASKABOUT command to trigger a specific
response with an NPC.

With barely a whim of thought, your DemiGOD skills can bring this screen to
life right before your eyes:

Character:          Topic: 

MAKING A CHARACTER RESPOND
The first concern you have with creating an NPC response is to name the
character that will respond to a specific topic.  For example, many pages back,
I mentioned a hermit that SlashStormBringer had created near the top of
StormGatherer Mountain.  Slash had created a monster in order to make the
hermit, but he made it unaggressive and of Good alignment.  In addition, he
simply named the creature:  

Name: Hermit

In order to make the hermit respond to a question, Slash had to put the
hermit's name into the CHARACTER field:

Character: HERMIT

The FORGE will automatically capitalize the name, but that is not a problem.
The name in the CHARACTER field must equal the name of the character you wish
to have respond to a particular topic.

THE TOPIC OF CONVERSATION
The second field on the screen is the TOPIC.  Whatever word or words you place
in this field will be what the player must enter with the ASKABOUT command in
order to get the NPC to respond to this topic.  For example,
SlashStormBringer's hermit knows of the resting location of a magical polearm
known as the Staff of Leadership.  For the hermit's topic, Slash entered:

Character: HERMIT         Topic: STAFF OF LEADER

Despite the fact that 'STAFF OF LEADERSHIP' does not fit within the TOPIC
field, Slash has filled it with as much of it as can fit.  The result still
works, however.  A player who knows the proper topic can type:

Command: askabout staff of leadership

Then, LEGENDS would display the response that the hermit has because the player
asked about the correct topic.

THE RESPONSE
Once you have completed both of these two fields, you will be asked if you wish
to save this response.  If you select No, the things you have done will be
lost.  Otherwise, by hitting Yes, you will be automatically entered in the
same, simple text-editor that is used by the room creator.  The instructions
for using the editor are as follows:

Once the screen clears, you will be in the simple editor.  The editor
automatically word-wraps for you, and you can use the arrow keys to move
through each line of text.  Once you have completed typing how and what the NPC
will say, you MUST add a blank line at the end of your paragraph.  In order to
do so, move your cursor to the end of the last line and then press CONTROL-N.
A less-than sign (<) will appear at the far right side of the screen,
designating that a blank line is now present.  Finally, in order to save your
response, you must press CONTROL-W.  The message you have entered will be
saved, and you will be returned to the command prompt.

Here is the completed example of SlashStormBringer's hermit:

Character: HERMIT         Topic: STAFF OF LEADER

As you complete your question, the Hermit's eyes sparkle suddenly.  "The
ssstaff?  You sssee the staff?" he questions.  "I know of the resssting place
of the ssstaff, oh yessss I do!  You must earn my trussst, though because
before I will tell you of the resssting place of the ssstaff of leadership you
mussst find the mystical feather of slow falling which I once posssesssed as a
fighter when I was your age."

A couple of notes, here.  As you can see, Slash has put a lot of life into his
character by making the hermit come to life as he speaks.  Adding descriptions
such as the slurred 'S'es and the repeated phrases shows a bit of mental
unstableness to the hermit who has lived a long time alone in the peaks.  In
addition Slash has used this response to lead the player into their next quest.


Part VII: Spell Creation

To complete your powers as a DemiGOD, some of you will be able to weave and
unravel the threads of the magical powers that flow so strongly through the
realms.  Using your DemiGOD powers you can create spells of epic powers, epic
destruction, and epic healing.  You can remake or update any of the known
magics by adding new spells or altering existing ones.

Great strength and concentration is required to bring forth this screen:

        Name: 
    Location: 
Spell points:                      Experience: 

      Effect:                      Field: 
 Attack type:                   Maximum field: 
        Dice: +         Damage*Level: 

      Target:                   Transfer points: 
  Effect all: 

Display:


NAMING THE SPELL
The name of the spell is the most important aspect of spell creation.  Without
a name, a spell can not be cast.  Thus without a name, a spell does not exist.
To allow your spell to exist, simply enter the name of the spell into the NAME
field.  For example, Rift was working on an updated version of the acid arrow
spell.  He called it:

Name: Rift's improved acid arrow

WHERE A SPELL IS LOCATED
The LOCATION field is used to tell LEGENDS which master spell book this spell
can be located within.  There are only eight possibilities for this field, and
chart III.VII.I shows them all with descriptions of each master spell book.
You must place your spell within one of the master spell books in order to be
able to use it in the future.  For example, Rift's acid arrow spell was written
for sorcerers, so he entered the following information:

Location: mSORCERER

Chart III.VII.I:  The master spell books
                  Book        Description
                  -------------------------------------------------------------
                  mCLERIC     All the spells available to clerics.
                  mSORCERER   All the spells available to sorcerers.
                  mJESTER     All the spells in the jester spell book.
                  mAVENGER    All the spells in the avenger spell book.
                  mRANGER     All the spells known to rangers.
                  mSCOUT      All the spells that can be cast by scouts.
                  mMONSTER    Spells hidden to all occupations except monsters.
                  mITEM       Spells that are currently used on items.

SPELL POINTS AND EXPERIENCE
Unless the spell is cast via a magical item, a spell will use up the caster's
spell points.  The number of spell points required by the spell are entered
into the SPELL POINTS field.  In addition, unless the spell is cast through a
magical item, the spell will grant experience to the caster.  That value is
entered into the EXPERIENCE field.  This experience value should reflect only
what is earned from casting the spell.  Any additional experience from killing
an opponent will be automatically added.

A SPELLS EFFECT
Similar to an event, a spell can cause one of several different effects to
occure when it is cast.  There are a total of seven different effects that a
spell can achieve:  ADD, CALM, DAMAGE, HEAL, REPLACE, RMOVE, and TELEPRT.  Each
effect requires different amounts of information, which is detailed in the
following paragraphs.

In addition, most spells will require a numeric value which can either be a set
amount or a randomly generated value.  In order to generate a random number,
the spell accepts a dice roll and an adjustment amount in the DICE field.  For
example, if you wanted to generate a number from one to ten, and then add three
to it, you would enter the following:

        Dice: 1d10+3

On the other hand, if you want to have a spell to constantly use a specific
number, simply leave the DICE field blank, but enter the number into the field
directly following the plus.  For example, if you wanted the spell to always
use the number 782, then you would enter:

        Dice: +782

The ADD, DAMAGE, HEAL, and REPLACE effects require a character attribute in
order to operate properly.  For example, Rift's acid arrow spell is designed to
drain hitpoints from a selected target.  Another spell may cause a player's
spellpoints to be restored.  In order to program a spell to affect the correct
player attribute, you must use a specific code.  Chart III.VII.II contains a
list of commonly affected attributes and the code that a spell will recognize.

Chart III.II.I:  Attributes and codes
                 Attribute             Spell code
                 --------------------------------
                 Armor class           AC
                 Experience            EXP
                 Gold                  G
                 Hitpoints             HP
                 Location              LOC
                 Maximum hitpoints     MHP
                 Maximum spellpoints   MSP
                 Maximum weight        MW
                 Spellpoints           SP

The ADD effect causes the spell to add a randomly generated amount to a
player's attribute.  This is the least used spell effect, but could be used to
create a spell that would increase players' maximum weight allowances, increase
their battle status, or make them a little easier to be hit.  I'll use
LithiumGodSlayer's Weight-Lifting spell as an example:

      Effect: ADD                     Field: MW
        Dice: 3d100+25

The CALM effect makes the spell work just like any existing calm spell.  When
cast, a selected target, or everyone in the room, depending on the settings,
will instantly become calm, and will not attack the caster unless they are
immune to the effects of a calm spell.  The CALM effect requires no additional
dice values in order to function properly.  For example, a working calm effect
would appear:

       Effect: CALM                     Field: 
        Dice: +

The DAMAGE effect can also be viewed as an effect that allows you to subtract
values from a player's attribute.  Notice, however, that when this effect is
used, LEGENDS considers it a hostile action against any target, which justifies
the reason it is called DAMAGE.  Once the spell has been successfully cast, the
opponents struck by the spell will become enraged and attack back.  The DAMAGE
effect uses a dice roll value.  For example, Rift's acid arrow spell was
designed to do a minimum of twenty damage and a maximum of thirty six.  In
order to make the spell work, Rift entered:

      Effect: DAMAGE                     Field: HP
        Dice: 2d9+18

The HEAL effect is used to heal or add points back to a player's attribute.
This is considered a positive effect by LEGENDS, and the player receiving the
points will not become hostile towards you in any way.  For example,
SlashStormBringer designed a healing spell that worked better than Great Heal,
called Greater Mass Heal.  For the effect, he entered:

      Effect: HEAL                     Field: HP
        Dice: 8d25+25

The REPLACE effect is used to replace one value in a player's attribute with
another value.  By way of this effect you can do one of two extremely useful
things.  First, the REPLACE effect could be used to make a teleportation spell
that returns a player to a specific location.  As you can already guess, the
Recall spell is a good example of this.  Secondly, you can use this effect to
create a spell that kills something automatically.  An example of this is the
Powerword Kill spell.  For my example, however, I will refer to a different
realm which was divided into two separate places - a Good area and an Evil
area.  In order for Evil characters to return home (after pillaging the towne
and looting the players) they would use a scroll of Split.  The Split spell was
like an Evil Recall spell which would cause the player to return to an evil
healers:  (In this case, the dice roll is the room location of the Evil
healers.)

      Effect: REPLACE                     Field: LOC
        Dice: +8912

The RMOVE effect is used in all of the fear spells, the vanishing spells, and
the shadow flee spell.  With this effect, the caster causes a target to
automatically be moved out of one of the available exits in a room.  The RMOVE
effect requires no additional dice roll or field name.  Example:

      Effect: RMOVE                     Field: 
        Dice: +

The final effect is the TELEPRT effect.  This command causes a target to be
randomly teleported anywhere within the game.  This effect requires no special
dice roll or field name.

      Effect: TELEPRT                      Field: 
        Dice: +

MAXIMUM FIELDS AND HOW THEY'RE USED
Certain spells, especially the healing ones, may cause a player's hitpoints or
spellpoints to go above and beyond what they should be.  Obviously it would be
extremely unfair for a player to use a healing spell that caused him to have
689 hitpoints out of 15 maximum.  Because you can use the HEAL effect on any
attribute, LEGENDS provides a way for you to specify a field that can be used
to make sure that the affected player's attribute never goes higher than
another.

For example, a healing spell affects a player's hitpoints.  However, when the
spell is cast, a player's hitpoints should never go above their maximum
hitpoints.  Referring to Chart III.VII.II we discover that the code for a
player's maximum hitpoints is MHP.  When creating the spell, we would enter
that code into the MAXIMUM field like this:

      Effect: HEAL                     Field: HP
 Attack type:                   Maximum field: MHP
        Dice: 2d25+25         Damage*Level: F

FORMS OF ATTACK
During the section on monster creation it was explained that monsters could be
immune to weapons and spells.  Every spell is different, but the way that it
damages a player can be classified into a general form: fire, for example, ice,
acid, or a physical attack such as stones or insects.  The ATTACK TYPE field
allows you to specify which type of attack this spell will use.  You are NOT
limited to the list in Chart III.VIII.III and any new 'forms' of attack can be
used when creating immunities for monsters .

CHART III.VII.III: Forms of spell attacks and their codes
              Code  Form of attack                      Example spell
              -------------------------------------------------------------
              FIR   Spell creates burning flames        Flame strike
              ACI   Spell uses acid to damage           Acid arrow
              ICE   Spell conjures ice to inflict pain  Conjure icy winds
              ELE   Electricity is used to damage       Call lightning
              PHY   A physical form like stones         Rain of stones
              FEA   Conjures fear in the heart          Fear
              DEA   Instantly kills or highly damages   Gaze of destruction
              CAL   Calms a monster                     Calm

SPELLS THAT INCREASE POWER WITH THE CASTER
The DAMAGE*LEVEL field is designed to accept either a True or a False.  This
field allows you to program the spell to increase in power as the level of the
caster increases.  Basically, if you set this field to True, the spell's damage
roll will be multiplied by the level of the caster when it is invoked.  You
must be careful when you plan out your spell using this field - using settings
that are too high can cause high level players to slay anything in sight.  

Some players would think that a spell that causes 3d5 points of damage is
pretty wimpy during the first few levels that they cast.  A level one player
can inflict three to fifteen points of damage.  However, simply advancing to
level ten can cause the spell to inflict as much as 150 points of damage.  Keep
that in mind when you create a spell that increases as the level of the caster
increases.

SPELLS THAT AFFECT A TARGET VERSUS THE WHOLE ROOM
Spells can affect either a single opponent, such as the Call Lightning spell,
or everyone (who has a different alignment than the caster) in the room, such
as the Chain Lightning spell.  If you want to create a spell that affects a
single person, set the TARGET field to True and the AFFECT ALL field to false.
On the other hand, if you want the spell to affect everyone, then set the
TARGET field to false and the AFFECT ALL field to True.

VAMPIRIC SPELLS?
A vampiric spell is basically a more chilling way to describe a spell that
transfers the points lost by the victim to the caster.  For example, Life Steal
is a spell that causes the victim to receive a certain amount of damage and
those points are then transferred to the caster, so as the victim becomes
weaker, the caster becomes stronger.  On the other hand, a spell that HEALS
another player but still transfers points will cause the caster to lose
hitpoints while the target is healed.

Entering a True into the TRANSFER POINTS field will cause the spell to transfer
the points when the spell is cast.  A False causes the spell to operate
normally.

THE SPELL'S DISPLAY
The final field you must enter is the DISPLAY field which is what both the
caster and the victim will see when the spell is cast.  For example, Rift's
acid arrow had the following display:

Display:
received a deadly blow by an acidic force, which inflicts %D damage.

However, when the spell is cast against an ogre, the caster would see:

Ogre receives a deadly blow by an acidic force, which inflicts 33 damage.

Let's discuss syntax.  LEGENDS will automatically place the victim's name at
the beginning of your display message when the spell is cast.  Always assume,
when you write your message, that it will read:  <Character's name> "Your
message here."  In addition, you can place a %D anywhere within the field and
LEGENDS will place the amount of damage done by the spell in place of the %D.
If you leave the %D out, then neither the victim nor the caster has any idea
how much damage was done by the spell.

The following example is of Rift's completed Improved Acid Arrow spell:
Example VII.I:

Name: Rift's Improved Acid Arrow
  Location: mSORCERER
Spell points: 18                     Experience: 250

      Effect: DAMAGE                     Field: HP
 Attack type: ACI                  Maximum field: 
        Dice: 2d9+18         Damage*Level: F

      Target: T                  Transfer points: F
  Effect all: F

Display:
receives a deadly blow by an acidic force, which inflicts %D damage.
