 
             -- IMPLEMENTOR'S HANDBOOK for LEGENDS version 6.1 --
            Documentation and program written by: Jeffrey D. Hoffman 
                 Copyright (c) 1992-1995.  All Rights Reserved. 
 
Forward 
 
Section I: The Joy of Implementing 
 
  "As an Implementor always remember that when two roads diverge in a forest,
   you should create a new one in the middle." - SlashStormBringer.
 
 This documentation delves deep into the heart of the LEGENDS game engine and
 explain the intricate ways that items, monsters, events, and everything else
 interact to form the believable world you will be implementing ideas into.
 Each section outlines the screen (known as the gray editing screen) which
 allows you to create and modify aspects of the world.
 
 There is, however, a limit to what I can explain and dictate inside these
 pages.  It is important that as an Implementor you strive to discover new
 things that can be done with each of the different things you can create.
 Despite the fact that I have designed the whole system, there are many times
 when, while creating a quest, I will discover that I can do something I never
 knew about - something I had never expected I could do.  This is especially
 important in regard to events.  There is tremendous power in the event system
 that only LEGENDS has.  Not a day goes by that I am not awe-struck by the
 capabilities that events have.
 
 If you are reading this, two things have happened.  You have received the
 power of an Implementor and the realm is in your hands.  It is yours to craft
 and expand as your heart desires.  The second thing that has happened is that
 you are doing the right thing - reading about the powers you have possess.  I
 have gone to the core of LEGENDS and brought out a wealth of knowledge that I
 am giving to you now.  So, together our journey begins ...
 
                                        Jeffrey D. Hoffman, creator. 
 
Section II: Final notes 
 
 First, this documentation assumes complete understanding of how LEGENDS is 
 played.  Knowledge of the commands, features, and ways items-monsters-players
 interact with the LEGENDS world is expected.  Even if you have experience with
 previous versions of LEGENDS, your knowledge will be limited because of the
 recent changes in the game.
 
 Secondly, I would also like to discuss genders, as I always do.  To avoid
 confusion in this documentation, I will universally refer to players as a She
 despite the fact that characters may be portrayed as either male or female, if
 you are a creative, innovative player.
 
 Thirdly, I have switched references from DemiGOD to Implementor, because after
 all, you are implementing new ideas and new areas -- being God-like has
 nothing to do with this ability.  Implementing requires thought whereas being
 a God simply requires storming around, larger-than-life, wearing a toga and
 leaves in your hair -- which, by the way, has nothing to do with LEGENDS.
 (Grin.)
 
 
                           -- Table of Contents -- 
 
        Chapter I .............................. The privileged commands 
        Chapter II ..................... Implementation of atm. messages 
        Chapter III ............................ Implementation of exits 
        Chapter IV ............................ Implementation of events 
        Chapter V .............................. Implementation of items 
        Chapter VI .......................... Implementation of monsters 
        Chapter VII ......................... Implementation of response 
        Chapter VIII ........................... Implementation of rooms 
        Chapter IX ............................ Implementation of spells 
        Chapter X .............................. Implementation of zones 
 
 
Chapter I: The privileged commands 
 
 Implementors have whole slew of new commands available at their fingertips to 
 forge new areas in the realm.  Although what abilities you have depend on the 
 decision of the God of the realm (also known as your SYSOP), the following 
 section outlines all of the commands and how they are used.  This section does 
 not waste space examining the commands that are repeated in the PLAYERS 
 HANDBOOK. 
 
 One important note is that almost all of the commands which you will use to 
 implement ideas in LEGENDS are condensed to one- or two-letter commands.  The 
 name of the command will follow the condensed version in parenthesis (). 
 
 %E     (ENVIRONMENT) 
 The environment command projects a message of your specification to every 
 player who is currently on-line, regardless of location in the realm.  This is 
 a valuable command for Implementors who understand the value of detail and 
 special effects in role-playing. 
 
  Command: %E Thunder roars from the peaks of StormGatherer. 
 
 All players and other Implementors on-line would see: 
 
  Thunder roars from the peaks of StormGatherer. 
 
 %LE    (LOCAL ENVIRONMENT) 
 As suggested by the name of the command, the local environment command 
 projects a message to players who are local to you - i.e., in the room with
 you when you perform the command.  This is another valuable tool for
 Implementors who want to spice up a meeting or action.  It can be used to give
 life to NPCs or cause interesting magics or actions occur to yourself or
 others in the room.
 
  Command: %LE Michael Thull adds, "I've 'erd it only wakes after midnight." 
 
  Michael Thull adds, "I've 'erd it only wakes after midnight." 
 
 CM     (COPYMONSTER) 
 This command allows you to duplicate a monster or NPC which is standing in the 
 room with you at the time of the command.  All attributes about the monster 
 are copied exactly.  Note, however, this command does not copy any spells that 
 the monster knows, and therefore you must individually edit each monster if it 
 has a spell casting percentage greater than zero. 
 
  Command: cm thirteen-headed hydra 
 
 CREATE [ATMOSPHERE, EVENT, EXIT, ITEM, MONSTER, RESPONSE, ROOM, 
SPELL, ZONE] 
 This is the tool of implementation.  By specifying the type of idea you wish 
 to add into the game, you can access any of the built-in editing screens. 
 These screens are described in the extensive chapters starting with the third. 
 
 DV     (DESTROYEVENT) 
 As the name suggests, this command allows you to remove events from a room by 
 destroying them.  You specify the event by adding its command field following 
 the DV.  For example, to destroy an event that triggers on .PULL.PUSH. you 
 would type: 
 
  Command: dv .pull.push. 
 
 DE     (DESTROYEXIT) 
 You can remove an existing exit that connects rooms with this command.  Like 
 all other DESTROY commands, this is change is permanent.  Specify the exit you 
 wish to destroy by adding the direction of the exit leading off from your 
 current location.  For example, to destroy an exit leading northwest from a 
 chamber, you would type: 
 
  Command: de nw 
 
 DI     (DESTROYITEM) 
 Any guesses to what this command does?  Odds are pretty sound that this 
 command allows you to destroy an item that is currently in the room with you. 
 You must identify the item you wish to destroy by the word(s) that were used 
 in the item's keyword field when you created it.  For example, a flaming 
 halberd with a keyword of HALBERD would be destroyed like this: 
 
  Command: di halberd 
 
 DM     (DESTROYMONSTER) 
 Monsters, from time to time, no longer have any use in method of the realm, 
 and therefore should be destroyed.  Anyone with an intelligence of five or 
 more can figure out that this command is the tool to use to do so.  For 
 example, I happened to find a pesky little Tarrasque (you know, those huge 
 monsters sent to destroy the world) wandering around the courtyard of my 
 fortress the other day.  Needless to say, it was causing quite a stir -- 
 eating the villagers, stepping on mountains, etc. --- so I happened to type: 
 
  Command: dm tarrasque 
 
 EA     (EDITATMOSPHERE) 
 To make changes to an existing atmospheric message you have created, use this 
 command and specify the keyword of the atmosphere.  The edit screen will 
 appear and you can change the message as you like. 
 
   Command: ea ghostwind 
 
 EI     (EDITITEM) 
 Mistakes happen.  To deal with mistakes in the items you create, use the 
 edititem command to return to the editing screen which allows you to change it 
 as needed.  You must identify the item you wish to edit, which must also be in 
 the room with you, by appending the keyword of the item after the EI command. 
 
  Command: ei halberd 
 
 EV     (EDITEVENT) 
 Mistakes happen.  To deal with mistakes in the events you create, use the 
 editevent command to return to the editing screen which allows you to change 
 it as needed.  You must identify the event you wish to edit by specifying 
 either the first- or second-command field.  The first example depicts the 
 command used to edit an event that triggers upon .PULL.PUSH.  The second 
 command is editing an event that triggers upon any interaction with a coffin. 
 
  Command: ev .pull.push. 
           ev coffin 
 
 EE     (EDITEXIT) 
 Mistakes happen.  To deal with mistakes in the exits you create, use the 
 editexit command to return to the editing screen which allows you to change it 
 as needed.  Specify the exit you wish to edit by specifying the direction of 
 the exit from your current location. 
 
  Command: ee nw 
 
 EM     (EDITMONSTER) 
 Mistakes happen.  To deal with mistakes in the monsters you create, use the 
 editmonster command to return to the editing screen which allows you to change 
 it as needed.  Specify the monster you wish to edit, which must be standing in 
 the room with you, by appending the name of the monster following the EM 
 command. 
 
  Command: em tarrasque 
 
 ET     (EDITRESPONSE) 
 Mistakes happen.  To deal with mistakes in the responses you create, use the 
 editresponse command to return to the editing screen which allows you to 
 change it as needed.  Immediately following the command you must specify the 
 name of the NPC who's response you wish to edit, followed by a comma (,), and 
 concluded with the topic you want to edit. 
 
  Command: et lord paramount, champions' test 
 
 ER     (EDITROOM) 
 Mistakes happen.  To deal with mistakes in the rooms you create, use the 
 editroom command to return to the editing screen which allows you to change it 
 as needed. 
 
  Command: er 
 
 EU     (EDITSETUP) 
 When teleporting from room to room, Implementors can have a custom message 
 displayed to the players in the room which she leaves and in the one she 
 arrives into.  The editsetup command allows you to change your teleportation 
 messages. 
 
  Command: eu 
 
 ES     (EDITSPELL) 
 Mistakes happen.  To deal with mistakes in the spells you create, use the 
 editspell command to return to the editing screen which allows you to change 
 it as needed.  You must specify the smell book which contains the spell you 
 created, followed immediately by the name of the spell you wish to edit.  For 
 example, to edit the cleric spell cure light wounds, you would type: 
 
  Command: es cleric cure light wounds 
 
 EZ     (EDITZONE) 
 Mistakes happen.  To deal with mistakes in the zones you create, use the 
 editzone command to return to the editing screen which allows you to change it 
 as needed.  Specify the zone you wish to edit immediately after the EZ 
 command. 
 
  Command: ez 14 
 
 FA     (FINDATMOSPHERES) 
 This command will list out all atmospheric messages that have been written for 
 a specific zone.  Identify the zone you wish to view immediately following the 
 FA command.  You will see a list of the messages in that zone including all 
 keywords, and the message itself. 
 
  Command: fa 14 
 
 FV     (FINDEVENTS) 
 This command will list all events that are in your current location room. This 
 listing includes a variety of important information.  First, in parenthesis, 
 the location that the event affects.  Secondly the triggering commands and 
 command noun (if any) are listed adjacent to a long string of periods (.).  In 
 the event is disarmed, these letters are printed in dark gray, while an active 
 event is listed in green.  Finally, the effect and any values that are used 
 during that effect are listed. 
 
  Command: fv 
 
 FM     (FINDMONSTERS) 
 This command lists all monsters that were created to wander in a specified 
 zone.  This exhaustive list contains all monsters in the zone, and at a 
 glance, displays what monsters are dead, which are alive, and other various 
 stats.  First, the monsters name is printed in color based on their alignment: 
 green is good, blue is neutral, red is evil, and dark gray is dead.  Following 
 that is a list of stats include the monster's level, how much experience they 
 grant upon being slain, their current hitpoints, and the percentage chance of 
 casting a spell.  In addition, the damage that the monster causes is also 
 listed.  Finally, the location of the monster is listed.  After the list is 
 completed, you will see a total amount of experience available if someone 
 killed all of the monsters. 
 
   Command: fm 14 
 
 GIVE 
 The ability to move an item from your current location into the inventory of a 
 monster also in the room is accomplished with the give command.  Once an item 
 is given to a monster, which by nature are greedy little creatures, the 
 monster must be slain before the item can be recovered. 
 
  Command: give tattered rags to nimweaver 
 
 HIDE 
 As discussed in the fourth chapter, events can bring items and monsters into 
 the current location for purposes of an adventure.  Those items and monsters 
 must be hidden before the event can access them.  This is performed by, 
 obviously, the hide command.  Specify the item or monster to be hidden, and 
 that item or monster will be moved into hiding.  Most importantly, you will 
 see the reference number of the object when you use the hide command, which is 
 what you use to specify that object when you unhide it with an event. 
 
  Command: hide thirteen-headed hydra 
 
 NC     (NEWCHARACTER) 
 Implementors have the capability of having multiple characters.  Having 
 multiple characters means you can have multiple characters on-line, each in 
 different zones, if you like, and see all of the interesting things that are 
 going on in those areas.  You can use the ONLINE, OFFLINE, and RESUME commands 
 in conjunction with multiple characters.  When used, the NC command saves your 
 current character and starts a new one for you. 
 
  Command: nc 
 
 OFFLINE 
 When used alone, the offline command will remove any characters are appear on 
 the WHO'S ONLINE listing that aren't really in the game (which sometimes 
 happens.)  However, if you specify one of your multiple characters who is 
 listed on-line, they will no longer appear on the WHO'S ONLINE listing. 
 
  Command: offline lithiumgodslayer 
           offline 
 
 ONLINE 
 This command allows you to bring one of your multiple characters on-line by 
 making them appear on the WHO'S ONLINE listing.  This command only functions 
 on your own characters.  Once a character is on-line, they remain on-line
 until you have used the offline command to remove them - even if you quit,
 your other characters will remain on-line.
 
  Command: online lithiumgodslayer 
 
 REARM 
 This command will instantly reactivate any and all events that are in the 
 current location with you.  It will not, however, put items or monsters that 
 need to be hidden back into hiding. 
 
  Command: rearm 
 
 REPLACE 
 Replace is the most powerful command available to an Implementor.  This 
 command is used to directly alter any attribute about a player -- and it is 
 because of this fact that this command can also cause irreparable damage to 
 the player or worse.  For all practical purposes, this command is used for 
 quick fixes that can not be altered using the editplayer command. 
 
 RESUME 
 This command allows you to assume control of any of the other characters you 
 have created using the newcharacter command.  When you assume control of a 
 different character, the one you have left control of remains on-line and 
 appears on the WHO'S ONLINE listing.  You can use the offline command to 
 remove them from that list, or keep that character online and you will see 
 messages from that character if anything interesting happens with her. 
 
  Command: resume lithiumgodslayer 
 
 SUMMON 
 This command will bring any monster that is suppose to be in the zone you are 
 currently standing within into your current location.  Monsters from different 
 zones can not be summoned, and neither can players.  You can only summon 
 monsters you have created yourself. 
 
  Command: summon thirteen-headed hydra 
 
 TELEPORT or JUMPROOM 
 These twin commands move your character instantly from your current location 
 into a new, specified location.  You can not teleport to a location that does 
 not exist.  The messages you have defined using the editsetup command come 
 into play when you use these commands. 
 
  Command: jumproom 3782 
 
 WHO 
 This listing displays first the level of the player, along with three-letter 
 shorts for their race and occupation.  Immediately following that is the 
 current location of the player and the zone number that they are standing 
 within.  Finally their character's name and their real BBS name is also 
 listed. 
 
 ZONES 
 This command brings up a list of all zones that have been defined in the 
 realm.  In addition to the number and name of the zone, it also lists how many 
 rooms are within that zone, and finally it specifies how many rooms make up 
 the entire realm. 
 
  Command: zones 
 
 
Chapter II: Implementation of atmospheric messages 
 
 Atmospheric messages are simply one-line descriptions that are displayed to 
 players, at random, who are on-line and in specific zones.  When you create an 
 atmospheric message, you will be asked for three things.  First a keyword, 
 which you must specify so that later you can call up this message if you need 
 to edit it.  It should be a unique message as to avoid confusion with other 
 messages.  Secondly, you need to specify the zone that this message will be 
 displayed to.  Finally, you need to enter the message itself, exactly as it 
 should appear when displayed to a player. 
 
 
Chapter III: Exit implementation 
 
 Exits connect one location to another.  Exits consist of their open 
 connectives or blocked passages (such as a door or secret passage) that must 
 be opened first.  Exits can be examined, and they can also be one-way doors 
 which can not be progressed through backwards. 
 
Section I: The edit screen 
 
 Location 1:               Direction:          Location 2:           
                             One-way:   
 
    Keyword:                      
Door status:            Lockpick adj:                 Key:                      
Description: 
                                                                                
                                                                                
 
Description for location 1: 
                                                                                
Description for location 1: (Closed) 
                                                                                
 
Description for location 2: 
                                                                                
Description for location 2: (Closed) 
                                                                                
 
Section II: Descriptions of the editing screen 
 
 LOCATION AND DIRECTION 
 The LOCATION 1 and LOCATION 2 fields represent the room numbers that this exit 
 connects.  The DIRECTION field holds the direction that a player must 
 pass in order to go from room one to room two.  During room creation, this 
 information will automatically be inserted when this screen comes up. 
 
 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).  Simply enter either a "T" if the exit is a one-way door, or 
 "F" if it is not. 
 
 DOORS 
 Doors are created by a combination of settings in the KEYWORD, DOOR STATUS, 
 LOCKPICK ADJ, and KEY fields.  In order for players to interact with a door, 
 it must have a keyword which is set, of course, in the aptly named field. 
 Usually, this field will hold the material of the door, such as 'wooden door.' 
 
 Once the keyword is established, you must set the current status of the door. 
 A door status can be any of the following: CLOSED, LOCKED, or HIDDEN. This 
 status represents the original state of the door.  A closed door can be 
 opened, but can not be locked.  A locked door must be unlocked and can also be 
 locked with the appropriate key.  A hidden door can not be seen or 
 interacted with until an event opens it. 
 
 LOCKPICK ADJ represents the level that a thief must be before they will have a 
 good chance at opening this door.  Consider this field an adjustment to their 
 ability.  For example, if this field is set to 20, a thief of level 14 (unless 
 highly, highly skilled) will be unsuccessful at opening this door. However, if 
 that thief returned at level 20, odds are in her favor she will be able to 
 open it.  Of course, this field only has importance if the door has a status 
 of LOCKED.  A value of 99 makes it impossible for a thief to unlock the door. 
 
 If the door status is LOCKED, you can specify the keyword of the item that 
 will open this door in the, as you probably can guess, key field.  If you 
 leave this field blank, the door will still be locked but will have no form of 
 visible lock.  It can, however, be picked by a skilled thief. 
 
 DETAILED DESCRIPTION OF THE DOOR 
 Exits can have a two-line description connected with them provided you have 
 supplied a keyword.  Keep in mind that a simple passageway does not require a 
 door to have a keyword (such as a STONE ARCHWAY) which can then allow you to 
 describe the exit in the DESCRIPTION field instead of creating a hidden item 
 that explains the archway. 
 
 DOORS, AS THEY APPEAR IN THE ROOM 
 The DESCRIPTION FOR LOCATION fields represent four different descriptions for 
 the exit you are creating, based both on the room you are viewing the exit 
 from, along with the status of the door.  The first and third fields hold the 
 message that is displayed in the room when this exit is open, or if it has a 
 door status of NONE.  The second and last fields are important only if the 
 exit you have created is a door.  They hold the message that is displayed when 
 the door is closed or locked. 
 
 Leaving any of these fields empty is acceptable.  Often, I leave these blank 
 in order to describe the exit in the room description instead.  Players will 
 still be able to interact with an exit even if it is 'invisible' by not having 
 a description in these fields. 
 
Section III: Example exits 
 
 Here are a couple of example exits taken from a section of an upcoming 
 adventure.  The first example details the most common type of exit: one that 
 connects to places without a door.   
 
 Location 1:       318     Direction: SE       Location 2:       328 
                             One way: F 
 
    Keyword:                      
Door status: NONE       Lockpick adj:                 Key:                      
Description: 
                                                                                
                                                                                
 
Description for location 1: 
A mighty stone archway stands in the southeast corner of this chamber.          
Description for location 1: (Closed) 
                                                                                
 
Description for location 2: 
A mighty stone archway stands in the northwest corner of this chamber.          
Description for location 2: (Closed) 
                                                                                
 
 
 Location 1:       352     Direction: E        Location 2:       360 
                             One way: F 
 
 This second examine details a locked door that can only be opened with a rusty 
 iron key found elsewhere in the dungeon. 
 
    Keyword: IRON PORTCULLIS      
Door status: LOCKED     Lockpick adj: 99              Key: RUSTY IRON KEY       
Description: 
The forge of Thor is visible beyond this iron portcullis which stands strong in 
the east wall despite the centuries it has guarded here, unopened.              
 
Description for location 1: 
The iron portcullis is raised, leading east into the ancient forge.             
Description for location 1: (Closed) 
An iron portcullis stands solid in the eastern wall.                            
 
Description for location 2: 
The iron portcullis from which you entered stands open to the west.             
Description for location 2: (Closed) 
The iron portcullis stands solid in the west wall.                              
 
 
Chapter IV: Event implementation 
 
 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 from its players, who may 
 spend hours trying to solve a puzzle in order to advance one step further 
 toward solving the adventure. 
 
 Events are the key to implementing your wildest ideas for puzzles, traps, and 
 even interactions between NPCs and characters.  In its simplest form, an event 
 allows you to define commands which can over-write the built-in command parser 
 in LEGENDS.  When the player enters that command, the event is triggered, and 
 its actions are performed in addition to, or instead of what normally would 
 happen.  Events can also happen automatically, after a certain amount of time, 
 or occur upon any interaction with a specific object in the room. 
 
Section I: The edit screen 
 
     Location:                    Effect location:        
      Seconds:       
      Command:                                           
    Item test:                                
 Destroy item:                      Ability check:     
       Effect:                      Optional data:                      
  Random roll:       +                       Loop:   
     Disarmed:               Automatically disarm:        
 
Message to player upon triggering event: 
                                                                                
Message to effect location upon triggering event: 
                                                                                
Message to player when item test fails: 
                                                                                
Message to player when ability check fails: 
                                                                                
 
Section II: Description of the edit screen 
 
 LOCATION AND EFFECT LOCATION 
 Upon creation, your current location is automatically placed into the LOCATION 
 and EFFECT LOCATION fields.  Almost always, you will be designing an event for 
 your current location, but certain situations require you to build an event in 
 a different room, but have it saved and placed into another room. You do so by 
 changing the LOCATION of the event. 
 
 On the other hand, if you change only the EFFECT LOCATION field, you can cause 
 the event to cause its effect in a different room.  For example, in the 
 Champions' Test, you encountered a chamber of switched that, when pulled, 
 opened or closed one of six portcullises in an adjacent corridor.  The 
 switches were each events that affected a different location. 
 
 TIMED EVENTS 
 By placing a number higher than zero in the seconds in room field, you can 
 cause an event to be triggered only after that specified number of seconds 
 have passed in a room.  Remember the Lair of the Dragon in the Champions' 
 Test?  There was a time-based event that if the player hung around for more 
 than thirty seconds, it would summon a dragon into the room, thus teaching the 
 player a valuable lesson. 
 
 COMMANDS TO TRIGGER AN EVENT 
 There are three ways for an event to be triggered, thereby causing the action 
 is have been programmed to do to be performed.  First, the event can be set to 
 go off automatically (known as an auto-event).  Second, the event can be 
 triggered by a single command, one of many commands, or a combination of 
 command and a noun (or object).  Third, an event can be triggered by any 
 interaction with an object in the room. 
 
  AUTO-EVENTS 
  An event with a command of .AUTO. is one which is executed (provided any 
  tests that are required prove positive) upon EVERY command. 
 
  COMMAND-TRIGGERED EVENTS 
  By placing a series of commands, each surrounded by periods (.), you can 
  define the exact commands that a player must use in order to trigger this 
  event.  For example, if you want the event to trigger if the player moves 
  northwest out of a room, the command would be: 
 
    Command: .NW.NORTHWEST.                            
 
  In addition, you can add further limitations by specifically indicating a 
  particular object (such as a monster or item) that the player must interact 
  with in conjunction with this command.  For example, an event that requires 
  pulling or throwing switch 7 would appear: 
 
    Command: .PULL.THROW.         SWITCH 7             
 
  OBJECT-TRIGGERED EVENTS 
  By leaving the first of the two command fields empty and placing an object 
  (such as a monster or item) in the second field, this event would be 
  triggered upon any interaction with that object - whether it is simply 
  examining the object, attacking it, trying to pick it up, etc.  For example,
  if you have a sleeping beholder that makes up at the slightest approach, you
  could set an event that has this command:
 
    Command:                      BEHOLDER             
 
 ITEMIZED TEST 
 The ITEM TEST field, through comments and new ideas, has been granted more 
 advanced capabilities.  It serves to functions.  First, you can test for a 
 specific item in the player's inventory that is required for the event to 
 trigger.  You specify the item by placing its keyword into this field.  For 
 example, there is a broken switch in the Champions' Test that requires a 
 wooden rod to be inserted in order to throw the switch.  The item test field 
 looks like this: 
 
   Item test: WOODEN ROD                     
 
 The second capability of an event lies in its ability to test a player's 
 attribute (outside of their ability scores).  For example, the guilds of 
 MidDraaven make a lot of use of this field in their events that make it 
 impossible for a character of differing occupation to join specific guilds. In 
 the mages guild, a character who is not a mage should be told that they can 
 not join the guild.  In the ITEM TEST field, I programmed the following test: 
 
   Item test: PLAYERS->OC = "MAGE"           
 
 If you preface the ITEM TEST field with PLAYERS-> you can test certain 
 attributes about the player.  Chart IV.I lists the various attributes that can 
 be tested, along with possible values of those traits.  Numbers do not require 
 the quotes (") surrounding their value. 
 
 Chart IV.I:  Attributes, codes, and examples for item tests 
              Att  Description             Example values 
              ------------------------------------- 
              AC   Armor class             Any number from -25 to 25. 
              AL   Alignment               GOOD, EVIL, or NEUT. 
              EXP  Experience              Any number from 0 to 100,000,000. 
              G    Gold                    Any number from 0 to 1,000,000,000. 
              HP   Hitpoints               Any number from 1 to 99,999. 
              OC   Occupation              FIGHTER, THIEF, MAGE, or CLERIC. 
              LOC  Location                Any number greater than 0. 
              MHP  Maximum hitpoints       Any number from 1 to 99,999. 
              MSP  Maximum spellpoints     Any number from 1 to 99,999. 
              RA   Race                    HUMAN, ELF, DWARF, etc. 
              SP   Spellpoints             Any number from 1 to 99,999. 
 
 DESTROY ITEM 
 This field has significance only if you are using the item test field to test 
 specifically for an item in the player's inventory.  This field allows you to 
 determine if the item you are testing for will be removed from their inventory 
 upon triggering of the event. 
 
 ABILITY CHECK 
 Events can determine if a player is strong, quick, or intelligent enough to 
 perform a certain action by adding an ability check.  A player's ability is 
 checked prior to the event's trigger.  This field can hold one of the 
 following: STR, DEX, CON, INT, WIS, or CHA.  These six values are shorthands 
 for the attributes you rolled when you generated your character.  If the 
 player fails the attribute check, the event does not trigger. 
 
 THE EFFECT OF AN EVENT 
 By the time you have reached this field, you have completed the information 
 pertaining to how the event will be triggered.  Now you must program what the 
 event will do when it is triggered.  There are a total of thirteen different 
 effects that an event can have.  Each effect, in turn, requires different 
 information to make the event function.  The effect is selected by entering 
 one of the three-letter commands from the following list: ADD, ARM, DIS, DRM, 
 ENR, MAK, REP, SUB, SUM, TOG, TXT, UMK, and USM. 
 
 Most of the above listed effects require a random or specific value.  These 
 numbers are programmed into an event by way of the RANDOM ROLL field.  The 
 field to the left of the plus (+) sign holds a random dice value.  The field 
 to the right of the plus (+) holds an adjustment to that dice roll.  If you 
 leave the first field blank, then the second field becomes a constant value 
 when the event is triggered.  Here is an example of generating a random number 
 from 3 to 13. 
 
  Random roll: 1d10  +     3 
 
 On the other hand, here is an example which always produces the same number 
 every time the event is triggered. 
 
  Random roll:       +    29 
 
  ADD 
  The ADD effect causes a random or a set value to be added to a player 
  attribute.  You specify the attribute you wish to add to by placing its 
  keyword in the OPTIONAL DATA field.  See chart IV.I for the keywords for a 
  variety of player attributes. 
 
       Effect: ADD                  Optional data: PLAYERS->EXP         
  Random roll:       +  4000 
 
  ARM 
  With this effect you can arm another event that is location in room of the 
  effect location.  You specify the command of the event you wish to arm in the 
  optional data field.  In the following example, I am arming an event that 
  triggers upon examine or search. 
 
       Effect: ARM                  Optional data: .EXAMINE.SEARCH.     
  Random roll:       +        
 
  DIS 
  You can display a one-line message to the user with an event that has an 
  effect of DIS.  No additional data is required. 
 
  DRM 
  This is the opposite of the ARM command.  It will disarm an event in the room 
  of the effect location.  You specify the command of the event you wish to arm 
  in the optional data field.  In the following example, I am disarming the 
  event that triggered upon examine or search. 
 
       Effect: DRM                  Optional data: .EXAMINE.SEARCH.     
  Random roll:       +        
 
  ENR 
  This event command enrages a monster, meaning it causes a monster in the room 
  to become aggressive and attack the first character of opposite alignment it 
  sees.  You specify the reference number of the monster you wish to enrage in 
  the random roll field.  For example, if the reference number of an ogre you 
  wish to enrage is 13789, this event would look like this: 
 
       Effect: ENR                  Optional data:                      
  Random roll:       + 13789 
 
  MAK 
  To make an item appear from hiding, you use the MAK effect.  This will take 
  the reference number of the hidden item from the random roll field.  In the 
  following example, I am making a long sword (reference number 699) appear 
  from hiding: 
 
       Effect: MAK                  Optional data:                      
  Random roll:       +   699 
 
  REP 
  This command allows you to replace a player's attribute with a new value. 
  This is especially good at replacing a player's location with a new room. It 
  uses the random roll field to determine what the player's attribute should be 
  replaced with. 
 
       Effect: REP                  Optional data: LOC                  
  Random roll:       +  1829 
 
  SUB 
  This event command will subtract a random or preset number from a player's 
  attribute specified in the optional data field.  This is good for causing 
  damage to a player. 
 
       Effect: SUB                  Optional data: HP                   
  Random roll: 1d9   +     4 
 
  SUM 
  An event which is built around this command will summon a monster, who's 
  reference number is specified in the random-roll field, into the room with 
  the player.  This monster must be hidden before it can be summoned into the 
  room.  In the following example, I am summoning a dracolich (number 3119) 
  from hiding. 
 
       Effect: SUM                  Optional data:                      
  Random roll:       +   319 
 
  TOG 
  Toggling an exit from open to closed or from hidden to open, and vise versa, 
  is rather common and easily achieved with the TOG command.  By specifying the 
  direction of the exit you wish to toggle open, closed, or hidden in the 
  optional data, the event will intelligently change the status of the door 
  upon execution. 
 
       Effect: TOG                  Optional data: SW                   
  Random roll:       +       
 
  TXT 
  Similar to the display command, this event will automatically display a text 
  file from the TXTFILES\ directory on your BBS.  Specify the file name in the 
  optional data field. 
 
       Effect: TXT                  Optional data: GARGOYLE.TXT         
  Random roll:       +       
 
  UMK 
  This is the opposite of the MAK command.  It will cause an item, specified by 
  reference number in the random roll field, to disappear from the current 
  location and move into hiding.  For example I will hide the above mentioned 
  long sword (reference number 699). 
 
       Effect: UMK                  Optional data:                      
  Random roll:       +   699 
 
  USM 
  This is the opposite of the SUM command.  It will cause a monster, specified 
  by reference number in the random roll field, to disappear from the current 
  location and move into hiding.  For example, I will hide the above mentioned 
  dracolich (reference number 3119). 
 
       Effect: USM                  Optional data:                      
  Random roll:       +  3119 
 
 LOOP 
 Loop is both incredibly important for most events and also has the potential 
 of trapping your character forever.  The loop field orders LEGENDS to skip the 
 normal command parser when this event is triggered.  What this means is that 
 if you had an event that triggered on .GET.TAKE. and it looped, then once the 
 event was finished executing, the command prompt would appear -- instead of 
 LEGENDS then processing the player's command to get something. Events that do 
 not loop will allow LEGENDS to process the player's command upon completion of 
 the event. 
 
 Most events will have precedence over the LEGENDS command parser, so they will 
 LOOP back to the command prompt.  However, where Implementors get into trouble 
 is with an .AUTO. event that loops.  An .AUTO. event, as you already know, is 
 triggered by ANYTHING, and when it loops - well, EVERY COMMAND is ignored by 
 the LEGENDS command parser, thereby trapping you and making it impossible to 
 do anything but quit. 
 
 DISARM AND AUTOMATIC DISARM 
 The DISARM field serves two purposes.  First, if you wish to immediately 
 disarm the event you are creating (meaning it is never active in the first 
 place) you can put a value of 87000 into this field.  Why 87000?  That is the 
 number of seconds in a day, because events disarm for until a specific number 
 of seconds have passed in the day.  As a result, a value of 87000 is never 
 reached, and the event never rearms.  Secondly, if the event has been 
 triggered and disarmed, you can edit it to rearm it or use the REARM command, 
 by placing a 0 in this field. 
 
 On the other hand, you can instruct an event to disarm upon triggering by way 
 of the AUTOMATICALLY DISARM field.  Although normally zero, which means the 
 event never disarms (unless disarmed by another event) you can set this field 
 to anything from 1 to 87000.  This is the number of seconds that must pass 
 after the event has been triggered before the event will rearm (by itself) and 
 can be triggered again.  If you place a value of 87000 into this field, the 
 event will never rearm unless rearmed by another event. 
 
 DISPLAYING THE EFFECTS OF AN EVENT 
 There are four fields associated with information that is relayed to the user 
 when an event is triggered or attempts to trigger.  These four fields, which 
 are appropriately named for their function and should not require explanation 
 more than what information you can put inside them.  Leaving any of these 
 descriptions blank will causing nothing to be displayed, but the event will 
 trigger as normal. 
 
  MESSAGE TO PLAYER UPON TRIGGERING EVENT: 
  This is the message that is displayed to the user when an event is triggered 
  automatically.  In the event that the event does some visible form of damage 
  or other type of effect that requires the number of points lost to be 
  displayed, you can position a %D anywhere in the string and upon triggering, 
  it will be replaced with the dice roll value. 
 
  MESSAGE TO EFFECT LOCATION UPON TRIGGERING EVENT: 
  This message is broadcast to all of the players who are standing in the room 
  number equal to the event's effect location.  You can position a %A anywhere 
  in this description and it will be replaced with the character name who 
  triggers this event.  In addition, like the previous message, a %D will be 
  substituted with any random roll value, if it is needed to be displayed. 
 
  MESSAGE TO PLAYER WHEN ITEM TEST FAILS: 
  This message is shown only to the player who tries to trigger this event in 
  the itemized test fails - meaning the player does not have a specific item, 
  or an attribute isn't right. 
 
  MESSAGE TO PLAYER WHEN ABILITY CHECK FAILS: 
  As you can guess, this message is also only shown to the player if, when they 
  try to trigger this event, they fail the ability check you have established. 
 
 CHAINING EVENTS 
 Event-chaining is the most important skill you can learn for creating events. 
 More often than not, a single event will not complete a puzzle or trap that 
 you wish to create.  As a result, you must learn to make multiple events with 
 the same command triggers.  When more than one event has the same command 
 triggers, each event that falls into this category is executed at the same 
 time.  As a result, with a couple of events that trigger on the 
 .EXAMINE.SEARCH. commands, you could cause an item to appear in the room, a 
 secret door to open, and a monster to be awakened -- all from a single 
 command. 
 
Section III: Sample events 
 
 I have included a couple of examples.  The first event is taken directly from 
 an event that is located in the Healers in MidDraaven.  If you didn't already 
 know, you can stand in the Cleric's Guild, which is above the healers, and 
 watch other characters enter and leave the sanctuary grounds below through a 
 window.  This is accomplished with a series of simple events. 
 
     Location:     38             Effect location:     39 
      Seconds:     0 
      Command: .S.SOUTH.                                 
    Item test:                                
 Destroy item: F                    Ability check:     
       Effect: DIS                  Optional data:                      
  Random roll:       +     0                 Loop: F 
     Disarmed:      0        Automatically disarm:      0 
 
Message to player upon triggering event: 
                                                                                
Message to effect location upon triggering event: 
%A just entered the sanctuary from the healers.                                 
Message to player when item test fails: 
                                                                                
Message to player when ability check fails: 
                                                                                
 
 In this second example, I have demonstrated what one of the events which 
 checks to see that a player is a member of the fighter guild before the Guild- 
 Master will answer anything that is asked with the ASKABOUT command. 
 
     Location:     41             Effect location:     41 
      Seconds:     0 
      Command: .ASKABOUT.                                
    Item test: FIGHTER GUILDRING              
 Destroy item: F                    Ability check:     
       Effect: NIL                  Optional data:                      
  Random roll:       +                       Loop: F 
     Disarmed:      0        Automatically disarm:      0 
 
Message to player upon triggering event: 
                                                                                
Message to effect location upon triggering event: 
                                                                                
Message to player when item test fails: 
"You must become a member of the guild before you can seek assistance."         
Message to player when ability check fails: 
                                                                                
 
 
Chapter V: Item implementation 
 
 Items are defined as anything that are in the room that a player can examine, 
 and in most cases pick-up, ready, and use.  Items can be 'invisible' on the 
 screen but still interacted with.  These kind of items are known as 
 description items.  Normal items are the remaining kind that can be removed 
 from the room.  These include treasures, armors, weapons, shields, helmets, 
 magical items, keys, etc. 
 
Section I: The editing screen 
 
      Keyword:                                  (Reference #: 0) 
      Display:                                                    
       Weight:                                  Cost:           
 
        Class:            
       To hit:          +         .  *damage against:                      
       AC adj:     
Attribute mod:                         Attribute adj:     
         Cast:                               Charges:     
        Light:      rounds 
 
     Wield to:                                Cursed:   
        Store:            
 
 Description of item: 
                                                                                
 
Section II: Description of the edit screen 
 
 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.  This field should hold a short hand version of the entire name of the 
 item.  For example, if the item you are creating is a halberd (+12,+18) of 
 Godly Might, the appropriate keyword would be HALBERD. 
 
 WHAT AN ITEM LOOKS LIKE 
 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.  The 
 above mentioned halberd would have a display of: 
 
      Display: halberd (+12,+18) of Godly Might                   
 
 WEIGHT 
 This field holds the weight of the object, in pounds.  If you make an item 
 weight 9999.99 pounds, the item become immobile and can not be picked up, no 
 matter how strong the player is. 
 
 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. 
 
 CLASSIFICATION OF ITEMS 
 Items must be grouped into classes, similar to players and their occupation. 
 The reason behind this is that the shopkeepers in MidDraaven determine what 
 items they purchase and sell based on the item's class.  As a result, Dvorak 
 Thorbane, who purchases weapons, will not purchase an item with a class of 
 ARMOR.  So, refer briefly to chart V.I for a list of some sample classes that 
 are already being used in LEGENDS. 
 
 You can create your own class of items without problem - which is a surefire 
 way to keep an item out of a store, unless you create a shopkeeper who 
 purchases and sells that class of item. 
 
 Chart V.I:  Item classifications 
             Class        Example 
             ------------------------------------------------------- 
             ACCESSORY    Shield, gauntlets, boots, helmets. 
             ARMOR        Field plate, bronze plate, chain mail. 
             DESCRIPT     (See below) 
             LIGHT        Torch, lantern, magical flame. 
             MAGIC ITEM   Scroll of recall, lightning wand. 
             THIEF        Lock picks, keys, thief tools. 
             TREASURE     Golden crown, ruby ring, emerald necklace. 
             WEAPON       Sword, staff, battle axe, halberd. 
 
 The DESCRIPT class of items are handled differently from all other classes. 
 Items of this class can not be picked up, and they are invisible in the room - 
 meaning that even if you give a description in the DISPLAY field, the players 
 who enter the room will still be unable to see the item.  This is used 
 primarily for adding layered details to a room.  For example, if the room 
 description mentions a wooden desk, you could create a DESCRIPT-class item of 
 the wooden desk that players could examine and get description of. 
 
 TO HIT OR NOT TO HIT 
 The TO HIT field improves or hinders a player's ability to hit an opponent 
 during combat.  This field is used only in the item is wielded.  Their ability 
 increases approximately one level for every point in this field.  For example, 
 if you entered a 5 into the TO HIT field, a level 1 player who wields this 
 item would hit with the skill of a level 6 character.  Likewise, a negative 
 number will reduce a player's ability to hit an opponent. 
 
 SETTING THE DAMAGE FACTOR OF A WEAPON 
 Immediately following the TO HIT field are two fields that are connected with 
 a plus (+).  These fields should look remarkably familiar if you have created 
 an event, as they serve similar purposes.  These two fields generate random 
 numbers and adjust those random numbers.  The first field holds a standard 
 dice roll.  The second field holds an adjustment (either positive or negative) 
 which is added to a randomly generated value when the player uses this weapon 
 to attack something. 
 
 WEAPONS THAT CARRY A GRUDGE 
 You can 'enchant' a weapon to be merciless against a specific race of monster 
 by way of the *DAMAGE AGAINST fields.  Basically, this kind of weapon will 
 always hit a specified opponent, and can cause damage greater than against any 
 other monster.  You specify this by placing a multiple in the first field. 
 This number must be greater than one.  The value you enter is how many times 
 the damage is multiplied against a specific monster.  You specify the monster 
 in the field immediately to the right by entering the exact RACE of the 
 monster this weapon dislikes.  For example, if I were creating a lance that 
 was designed to slay a dragon by always hitting and inflicting four times that 
 amount of damage against the dragon, I would enter the following: 
 
      To hit:   1 1d12 +  3     4.00*damage against: DRAGON               
 
 ITEMS THAT ALTER YOUR ARMOR CLASS 
 When wielded, armors tend to lower a player's armor class.  In addition, 
 magical items often perform the same function.  You can create an item which 
 modifies a player's armor class by entering a value into the AC ADJ field. 
 This value is subtracted from the player's armor class when the item is 
 wielded. 
 
 ATTRIBUTE MODIFICATION AND ADJUSTMENT POINTS 
 Another ability that items have is to modify a player's attributes (outside of 
 hit adjustment, damage, and armor class).  The ATTRIBUTE MOD and ATTRIBUTE 
ADJ 
 fields allow you to specify these modifications.  There are two ways to use 
 these fields.  The simplest way is to specify the player's attribute in the 
 first field and the adjustment in the second.  For example, I created a ring 
 of regeneration that allows a player to heal faster during rest periods by 
 adjusting their Healing Rate Adjustment (HRA) by two points: 
 
Attribute mod: HRA                     Attribute adj:   2 
 
 Likewise, a negative value in the ATTRIBUTE ADJ field will cause an attribute 
 to be lowered.  See chart V.II for an extended list of player attributes. 
 
 The second capability of this field is to modify a player's immunities and 
 resistances.  Like monsters, players can become immune or resistant to 
 specific forms of damage by wielding items.  This is accomplished by way of 
 two keywords: NE and RE.  These keywords can be placed as a prefix in the 
 ATTRIBUTE MOD.  NE stands for no effect, meaning that the form of damage 
 following causes no damage to the player.  RE means resistance, and the player 
 will take only half value from the damage form following.  For example, if you 
 wanted to create a shield that allowed a player to receive half damage from 
 fire, you would enter: 
 
Attribute mod: RE FIR                  Attribute adj:     
 
 The ATTRIBUTE ADJ field is not used by resistances or immunities.  Another 
 example is one in which players, when wielding this item, are immune to any 
 form of acid attack. 
 
Attribute mod: NE ACI                  Attribute adj:     
 
 Chart V.III lists the forms of attack available in LEGENDS.  Consult this 
 chart for information on all the kinds of attacks you can use the NE and RE 
 prefixes with. 
 
 Chart V.II:  Extended list of player attributes 
              (These are in addition to the attributes in chart V.I.) 
              Att  Description 
              ------------------------------------------ 
              HPA  Adjusts how many hitpoints are gained when you advance. 
              HRA  Adjusts how fast you heal in real-time. 
              MW   The maximum allowance of weight a player can carry. 
              NA   Number of attacks per rounds. 
              SPA  Adjusts how many spellpoints are gained when you advance. 
              SRA  Adjusts how fast you regain spell points in real-time. 
 
 Chart V.III: Forms of attack 
              Form  Description 
              ------------------------------------------ 
              ACI   Acid clouds, acid-breath attacks. 
              DEA   Death gaze. 
              ELE   Lightning, electrocution. 
              FIR   Fireballs, flame attacks. 
              ICE   Iceballs, frost, sleet, and hail attacks. 
              PHY   Wind, invisible force, crushing forces. 
              WEA   Bladed weapons, pole-arms, hammers, maces, etc. 
 
 ITEMS THAT IGNITE THE FORCES OF MAGIC 
 Magical items are ones that can conjure a spell, such as a scroll of healing. 
 You specify the spell that this item invokes when used in the CAST field.  You 
 can limit the number of times the spell cast be cast by placing a number in 
 the CHARGES field.  A -1 in the CHARGES field will cause the weapon to cast 
 the spell indefinitely.  For example, if I was creating an item which casts 
 chain lightning three times, I would enter: 
 
         Cast: CHAIN LIGHTNING               Charges:   3 
 
 ITEMS THAT ILLUMINATE 
 This field only has use if the item is of class LIGHT and will wield to the 
 LIG position (see below).  This specifies the number of rounds that a light 
 will burn for once it has been wielded.  For example, to create a light that 
 is basically indefinite (nearly 10,000 rounds worth of light!) you would 
 enter: 
 
        Light: 9999 rounds 
 
 HEA IS WHERE YOU WIELD YOUR HELMET 
 In order to make an item 'wearable,' you must specify a position the item 
 will be placed on a character.  Not all items can be wielded, of course, such 
 as a gem or scroll, but armor, weapons, amulets, shields, etc. all have 
 specific places on the body that they belong.  Chart V.IV explains all of the 
 positions available on a character's body and examples of items that belong 
 there.  For example, if you were creating a weapon, it would wield to the 
 weapon slot, and you would enter: 
 
     Wield to: WEA 
 
 Chart V.IV: Wielding locations for items 
             Location  Example 
             -------------------------------------------------- 
             HEA       Helmet, crown, or cap. 
             NEC       Necklace or pendant. 
             BOD       A suit of armor or tunic. 
             ARM       A shield. 
             HAN       A pair of gloves or gauntlets. 
             FIN       A ring either non-magical or magical. 
             BEL       A belt. 
             FEE       A pair of swamp boots 
             ABO       A cloak or a cape. 
             WEA       A sword, battle axe, halberd, etc. 
             LIG       A torch or lantern. 
 
 CURSED ITEMS 
 Cursed items, as you may or may not know, are items that, once wielded, can 
 not be removed from the body unless magically uncursed at the healers or the 
 player dies while wearing the armor.  Cursed items are established by placing 
 a T or F in the CURSED field.  The common ground for a cursed item is that the 
 reason you make it so a player can't take it off is because it is evil in some 
 way (such as armor that RAISES a player's armor class instead of lowering it). 
 
 STORE-STOCK ITEMS VS. SINGLE-APPEARANCE 
 If the item you are creating will end up in a store or has the possibility of 
 ending up there, you need to pay attention to the STORE field.  This field 
 determines whether or not the shopkeeper (once s/he has had the item in 
 inventory) will continue to carry the item once it is purchased back by 
 another player.  Let me start with the easiest option - leave this field 
 blank.  When a store owner purchases the item, when the next player purchases 
 it out of the store owner's inventory, it will NOT reappear the next day. 
 
 On the other hand, by way of a formatted line of text, you can specify how 
 often the item will return to the store and then how many the store owner will 
 have in-stock that day.  The format is: 
 
                  (%chance of appearing), (number appearing). 
 
 You replace the %chance of appearing with a number between 1 and 100, and the 
 number appearing with a dice roll that randomly picks the number of this item 
 that will be available for sale.  For example, if you were creating a rare 
 magic item that would be for sale in the stores, and you wanted it to have a 
 25% chance of appearing and at most three available for sale, you would enter 
 the following: 
 
        Store: 25%, 1d3.  
 
 ITEM DESCRIPTIONS 
 The DESCRIPTION OF ITEM field holds a one-line message which is displayed to 
 the user when they examine this item.  If your item requires a longer 
 description, and you can upload a file to your BBS, you can use the &TXT= 
 prefix to specify the name of the text file that will be displayed when a 
 player examines this item.  For example, an ordinary flaming halberd could be 
 described like this: 
 
Magical flames leap across the blade of this powerful weapon.                   
 
 Whereas, a tablet or scroll may have more information written upon them than 
 can be contained in one line.  If you uploaded a file called SCROLL1.TXT and 
 it was placed in the TXTFILES\ directory of your BBS, you would enter the 
 following to make the scroll print SCROLL1.TXT when examined: 
 
&TXT=SCROLL1.TXT                                                                
 
Section III: Item examples 
 
 The first example I have created for you is an example magical weapon that, by 
 all standards, would be extremely valuable based on the power it gives the 
 player.  Not only does it do a large amount of damage, it lowers the wielder's 
 armor class, doubles its damage capability against undead creatures, plus 
 automatically gives the wielder a second attack per round during combat. 
 
      Keyword: NIGHTMAN'S FLAIL                 (Reference #: 32,948) 
      Display: nightman's flail (+3,+4) [Holy defender]           
       Weight:   16.00                          Cost:   3998255 
 
        Class: WEAPON     
       To hit:   3 3d5  +  6     2.00*damage against: UNDEAD               
       AC adj:   4 
Attribute mod: NA                      Attribute adj:   1 
         Cast:                               Charges:     
        Light:      rounds 
 
     Wield to: WEA                            Cursed: F 
        Store:            
 
 Description of item: 
This flails seems to radiate a glowing field of light which protects you.       
 
In this second example, I have put together a ring which, when wielded, will 
cause a player to become invisible. 
 
      Keyword: SILVER RING                      (Reference #: 32,949) 
      Display: Silver ring of invisibility                        
       Weight:     .18                          Cost:    988292 
 
        Class: MAGIC ITEM 
       To hit:   0      +  0     0.00*damage against:                      
       AC adj:   0 
Attribute mod: V                       Attribute adj:  -1 
         Cast:                               Charges:   0 
        Light:      rounds 
 
     Wield to: FIN                            Cursed: F 
        Store:            
 
 Description of item: 
It is difficult to make out the shape of this ring as light flows into it.      
 
Finally, I would like to demonstrate what a common key would look like, because 
not everything you create in LEGENDS will have magical abilities like the items 
in the previous two examples. 
 
      Keyword: RUSTY IRON KEY                   (Reference #: 0) 
      Display: rusty iron key, on an equally rusty chain,         
       Weight:     .35                          Cost:           
 
        Class: KEY        
       To hit:   0      +  0     0.00*damage against:                      
       AC adj:   0 
Attribute mod:                         Attribute adj:   0 
         Cast:                               Charges:   0 
        Light:      rounds 
 
     Wield to: NEC                            Cursed: F 
        Store:            
 
 Description of item: 
This key appears have seen a lot of use over time before being discarded.       
 
 
Chapter VI: Monster implementation 
 
 The term monster is cosmetic in the respect that more often than not you will 
 be creating monsters.  However, in all senses, monsters are nothing more than 
 non-playing characters (character's controlled by the computer instead of a 
 player) and in that respect, monsters are identical to shopkeepers, as 
 shopkeepers are also non-playing characters (NPCs).  So, in a nut shell, this 
 edit screen allows you to create NPCs which can serve as monsters, shopkeepers 
 and more. 
 
Section I: The edit 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:     
                     Attacks per round:   
 
Unaffected by:                          
 Resistant to:                          
 
Description: 
                                                                                
 
Section II: Definition of the edit screen 
 
 WHAT'S IN A NAME? 
 To LEGENDS, name is everything, because without a name players can not 
 interact with this NPC and you can not edit it, so as a result, the game will 
 not save a monster that you create if it does not have a name.  The name you 
 specify is what players use to interact with this NPC. 
 
 NPC ZONE 
 The ZONE field serves two purposes.  First and foremost, it limits the 
 wandering area of a monster to a specific set of rooms.  Secondly it makes for 
 clean organization of monsters.  Using the FM command, you can easily see 
 where your monsters are that are assigned to a specific zone.  A monster 
 assigned to a zone will not follow a player outside of a zone more than one 
 room.  In addition, when the monster is resurrected, it will appear randomly 
 inside of the specified zone. 
 
 NPC RACE 
 Remember the grudges that items can carry?  This is the field that those items 
 look at to see if they are especially angry at this race of monster.  You 
 place a generic race of the monster in this field, although for the most part, 
 monsters are of a race equal to their name, such as Ogre, Orc, or Dragon.  On 
 special occasions, NPCs like shopkeepers are human, dwarven, etc. and 
 skeletons, zombies, etc. are usually UNDEAD creatures. 
 
 GOOD, EVIL, OR NEUTRAL - ITS AN ALIGNMENT THING 
 NPCs can have one of three alignments: GOOD, EVIL or NEUT.  Enter one of these 
 three keywords in the ALIGNMENT field.  A good monster will only attack evil 
 players, whereas an evil monster will only attack good players.  In addition, 
 a neutral monster will attack either or, it does not matter. 
 
 LEVEL 
 A monster's experience level should be the equal to the experience level of
 the players you expect to have attacking this monster.  The higher the level
 of the monster, the more skilled they are.
 
 EXPERIENCE 
 When a monster is killed by a player, the player gains experience provided 
 they are of differing alignment.  The amount of experience a player gains is 
 found in the EXPERIENCE field. 
 
 HITPOINTS 
 Logically, the HITPOINTS field holds the maximum number of hitpoints that this
 monster has.  This is the value that its hitpoints will be restored to when 
 the monster is resurrected. 
 
 MONSTERS WITH MAGICAL ABILITY 
 The CAST CHANCE field allows you to specify what percentage of their attacks 
 against a player will be with magical spells.  For example, a cast chance of 
 35% would mean the monster would attack 65% of the time using its weapon and 
 35% of the time with magic.  When the monster has a cast chance, you will be 
 able to edit its spellbook at the end of the edit. 
 
 AGGRESSIVE 
 A monster that is aggressive with begin combat with a player by itself.  Since 
 party adventuring is common in the realm, it would be unfair for the monster 
 to automatically initiate combat with the first person in a party, so to 
 compensate, you can adjust the 'aggressiveness' of a monster down between 60 
 to 99% which will make a monster attack different people randomly.  Monsters 
 that have a 0 in this field are not aggressive at all. 
 
 MOBILITY 
 If you set the MOBILE field greater than 0, then the monster has that 
 percentage chance of following a player, provided the two are in combat.  If 
 you set this field to 99%, the monster will always follow whomever it is in 
 combat with. 
 
 GOLD AND GOLD ROLL UPON DEATH 
 You can set the amount of gold a monster has in its inventory by entering a 
 value into the GOLD field.  This gold will be dropped by the monster when it 
 is killed.  When the monster is resurrected, the dice roll you put in the GOLD 
 ROLL field will be used to randomly generate a new amount for the monster's 
 inventory. 
 
 CARRYING A BIG STICK 
 You can implement the weapon of your choice into the monster by way of the 
 WEAPON field.  This is the description of the weapon that players see when 
 they examine this monster.  Immediately right of this field is the ATTACK VERB 
 field.  This holds the verb that best describes the monster's attack type. 
 For example, if the monster attacked with a sharp tail, it may slash at a 
 player, so you would type: 
 
    Weapon: sharp, barbed tail                       Attack verb: slashes     
 
 Next, the common TO HIT field (remember this from the item editor?) allows you 
 to establish the skill and damage done by the monster.  The TO HIT field 
 allows you to specify how many skill levels above the monster's current level 
 does it attack at.  For every point, you are basically raising the skill of 
 the monster by one level.  Immediately right of this field is the damage and 
 the damage adjustment fields, which are separated by a plus (+) sign.  The 
 first field holds the dice roll which is used to calculate damage, and the 
 value immediately right is added onto that damage roll on a successful hit. 
 
 ARMOR CLASS 
 As you can probably figure out, the armor class of the monster is established 
 by placing a value less-than-or-equal-to 25 in the ARMOR CLASS field.  As with 
 players, the lower this value, the more difficult it becomes to hit the 
 monster.  Armor class can reach below zero. 
 
 MULTIPLE ATTACKS PER ROUND 
 If you would like the monster to attack more than once during combat, you can 
 up the NUMBER OF ATTACKS from 1 to any number up to 9. 
 
 THE NPC'S IMMUNE SYSTEM 
 The UNAFFECTED BY and the RESISTANT TO fields allow you to specify the exact 
 forms of damage that do not do damage or cause only half damage to the 
 monster.  The previous chart V.III lists all forms of attack in LEGENDS that 
 a monster can be resistant or immune to.  To set this field, collect the 
 three-letter forms of each attack type and then chain them together with 
 periods (.).  For example, if you would like to make a monster that is immune 
 to fire and electricity, and resistant to ice, you would put the following: 
 
Unaffected by: .FIR.ELE.                
 Resistant to: .ICE.                    
 
 THE NPC'S DESCRIPTION 
 In the DESCRIPTION field, you specify what this NPC looks like when a player 
 sees him/her/it standing in the room.  If you leave this field blank, the 
 monster is invisible but can be attacked. 
 
Section III: Implementing monster spells 
 
 If the monster you have created, as mentioned above, has a percentage chance 
 of casting a spell, you will be asked if you wish to edit the monster's 
 spell book when you go to save your changes.  Answering yes will bring up the 
 spell book editor for this monster. 
 
 While in this editor, you can use a variety of commands to alter the spells 
 known by this monster.  These commands are listed in the following section. 
 While in combat, the monster will randomly choose one of the spells from its 
 spell book.  However, not all spells are equal.  The first spell the monster 
 learns has the highest chance of being cast.  The second spell has a lesser 
 chance of being cast, and so on.  By the time you have added five or six 
 spells, the odds of the last being cast are so minute you may never see the 
 effects of that spell from that monster. 
 
 +      (ADD A SPELL) 
 This command, followed by the name of the spell you wish to add, will cause 
 the monster to learn the specified spell. 
 
  Command: + poison 
 
 -      (FORGET A SPELL) 
 This command will, obviously, remove a specified spell from the list of known 
 spells. 
 
  Command: - poison 
 
 EXIT 
 This command will exit you from the spell book editor and return you to the 
 game. 
 
 LIST KNOWN 
 This command combination will list out the spells known by this monster that 
 you have added using the + command. 
 
 LIST AVAILABLE 
 Using this combination will list out all of the spells available to monsters. 
 There are a series of standard CONE OF ... spells which are designed for 
 all-purpose forms of acid, ice, fire, and lightning attacks, which you will 
 see listed. 
  
Section IV: Example monsters 
 
 I've tossed a couple of monsters in your general direction.  This first 
 example is that of a popular undead creature known as the zombie. 
 
Name: Zombie Lord                  Zone: 47       Reference number:  0 
Race: UNDEAD                  Alignment: EVIL 
 
      Level: 26             Experience:       13880 
 Hit points:     189       Cast chance: 18% 
 Aggressive: 87%                Mobile: 99% 
 
       Gold:         648     Gold roll: 3d300  upon resurrection 
 
     Weapon: Torn claws                               Attack verb: slashes     
     To hit:   3 2d4   +  1                           Armor class:   1 
                     Attacks per round: 2 
 
Unaffected by: .ICE.DEA.                
 Resistant to:                          
 
Description: 
The stench of death crawls around the animated dead of a Zombie Lord here.      
 
 This second example is that of a great Feyr, a powerful nightmarish creature 
 spawn from magic and dreams. 
 
Name: Great feyr                   Zone: 69       Reference number:  0 
Race: FEYR                    Alignment: NEUT 
 
      Level: 38             Experience:       26000 
 Hit points:     299       Cast chance: 33% 
 Aggressive: 56%                Mobile: 50% 
 
       Gold:                 Gold roll:        upon resurrection 
 
     Weapon: Mucus-dripping jaws                      Attack verb: slashes     
     To hit:   8 2d6   +  2                           Armor class:  -2 
                     Attacks per round: 4 
 
Unaffected by:                          
 Resistant to:                          
 
Description: 
                                                                                
 
 
Chapter VII: Response implementation 
 
 Responses can be classified into two separate functions.  The first, and most 
 common, is a response designed to give information to a player when an NPC is 
 properly questioned.  The second is to initiate a business transaction (i.e. 
 bartering for a service) between the player and an NPC shopkeeper. 
 
Section I: The edit screen 
 
Character:                              Topic:                           
   Action:                      
 Ignoring:                                                    
 
Section II: Description of the edit screen 
 
 CHARACTER 
 This field defines the name of the NPC that will respond to a specific topic 
 when asked by the player.  This field must match the words you entered into 
 the NAME field on the monster creation screen. 
 
 TOPIC 
 This is the word or series of words that a player must use in order to invoke 
 this response in an NPC.  For example, if I wanted to make it so that Dvorak 
 Thorbane knows about a mythical weapon known as the stone claymore, I would 
 enter the following: 
 
Character: DVORAK THORBAN               Topic: STONE CLAYMORE            
 
 Although any topic can be used to initiate bartering, I recommend that you use 
 the PURCHASE, SELL, HEAL, WITHDRAW, or DEPOSIT topics that are used already 
in 
 the stores of MidDraaven.  Those commands are recognized by LEGENDS and it 
 automatically searches for responses that match them.  However, as in the 
 Copper Cup Inn, I used a topic of ROOMS to initiate the purchase of a room for 
 the night.  (See below.) 
 
 ACTION (also known as ESTABLISHING A BUSINESS) 
 This field determines any action the NPC will take when the player asks about 
 this response.  If the NPC is only responding to a player with information, 
 then this field can be left blank.  However, in the case of store creation, 
 you have several options for this field. 
 
  BUY "<ITEM CLASS>" 
  The PURCHASE keyword instructs the NPC to purchase an item from the player. 
  You must specify the class of the item that the NPC will buy from the player 
  by placing that class within quotes (").  Using this keyword also causes an 
  additional set of gray fields to appear after you have saved your changes. 
  (See below) 
 
  CHECKIN 
  This keyword allows a player to purchase a room at an inn, and quit the game. 
 
  DEPOSIT GOLD 
  This keyword is the opposite of WITHDRAW GOLD and allows a player to put 
  money into their accounts. 
 
  HEAL 
  This keyword, when placed in the action field, causes the NPC to become a 
  healer, and she will list her services to the player, allowing them to choose 
  one. 
 
  SELL 
  Placing the SELL keyword into this field causes the NPC to list out all of 
  her inventory and try to sell one of the items to the player.  Using this 
  keyword also causes an additional set of gray fields to appear after you have 
  saved your changes.  (See below) 
 
  WITHDRAW GOLD 
  This keyword allows a player to withdraw gold from their account when this 
  topic is asked about. 
 
 IGNORE THE IGNORING FIELD 
 The ignoring field is on-screen for one reason.  This field holds the 
 reference numbers of the players who are being ignored by the store owners 
 because they asked too much or too little to a degree that insulted the NPC. 
 In the event that you are creating a shopkeeper and you mistakenly get thrown 
 out of their store, you can edit the response and clear this line - use CTRL-Y 
 to clear the line instantly - and make it possible for you to enter the store 
 again. 
 
Section III: Additional editing for the BUY and SELL actions 
 
 As mentioned above, the BUY and SELL keywords for the ACTION field will 
 trigger a second set of inputs that will appear on the screen after you have 
 completed your previous changes. 
 
 BUY ACTION 
Highest % of price willing to buy back at:   % 
Highest % of price willing to listen to before throwing player out:   % 
 
 The first field represents the highest percentage (of the items original cost) 
 that an NPC will pay for an item.  This field should be less-than the 
 percentage of the original price that the player bought the item for. 
 Depending on the attitude of the NPC, this field could range from 51 to 75%. 
 
 The second field represents the highest price the NPC will tolerate before 
 throwing the player out.  I recommend using 95 to 99% for this field. 
 
 SELL ACTION 
Lowest % of price willing to accept:   % 
Lowest % of price willing to listen to before throwing player out:   % 
 
 The first field represents the lowest price the NPC will accept for an 
 item.  During the bartering process this is the percent of the total cost of 
 an item that an NPC will work towards.  Depending on the attitude of the NPC, 
 this field could range from 51 to 75%. 
  
 The second field determines what price will insult the NPC enough to throw the 
 player out of her store.  I recommend using a value between 1 and 5% for this 
 field. 
 
Section IV: Editing 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. 
 
Section V: Example responses 
 
 The first response is an example of what a response for a storekeeper might 
 look like.  This example would allow a player to sell an item back to this 
 NPC storeowner. 
 
Character: DERNIK STONEWILL             Topic: SELL                     
   Action: BUY "WEAPON"         
 Ignoring:                                                    
 
Highest % of price willing to buy back at: 51% 
Highest % of price willing to listen to before throwing player out: 98% 
 
Dernik steps from behind the counter and glances toward the items you are 
carrying.  "So," he comments.  "You're interested in selling some of the things 
you have found on your exploration quest.  Let's take a look at what you have." 
 
 The second example is one of a simple response based on a question to the same 
 NPC concerning the magical, mythical stone claymore. 
 
Character: DERNIK STONEWILL             Topic: STONE CLAYMORE            
   Action:                      
 Ignoring:                                                    
 
Dernik runs his hand through his long beard and states, "I've heard some rumors 
about the weapon, but really, I've never seen it.  The talk at the guildship of 
WeaponsCrafters indicates that Dvorak Thorbane, in MidDraaven, knows who forged 
the mighty weapon."  He pauses, "If it exists, any way." 
 
 
Chapter VIII: Room implementation 
 
 Rooms are also known as locations, which of course, make up the various places 
 players can visit in the realm.  Rooms are divided into sections by way of 
 zones.  Zones, in turn, accumulate rooms and the monsters assigned to those 
 zones wander within those rooms.  In order to build a room, you must first 
 teleport to the location you wish to build off of, and then use the CREATE 
 ROOM command and specify the direction to build. 
 
Section I: The edit screen 
 
       Title:                                           Zone:     Dark:   
                                                    No magic:   
 
Section II: Description of the edit screen 
 
 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. 
 
 THIS REALM IS ZONED 
 Specify the zone that this room is included within by placing that zone number 
 inside of the - you guessed it - ZONE field.  If the zone you are placing this 
 room into does not exist, you will have to create the zone following the room 
 creation. 
 
 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. 
 
 NO-MAGIC ROOMS 
 You can specify rooms in which it is not possible to cast a magical spell or 
 use a magic item by marking the NO MAGIC field as True.  If magic can be 
 performed as normal, place an F in this field. 
 
 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 DE.  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. 
 
Section III: An example room 
 
 Here is a sample room, and below it resides the description that would be 
 entered using the simple editor. 
 
      Title: The foothills of Mount Tharwin            Zone:  35 Dark: F 
                                                   No magic: 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.  < 
 
 
Chapter IX: Spell implementation 
 
 The ability to spell weave is an incredible ability, indeed.  Spells conjure a 
 variety of forces, including fire, ice, acid, paralysis, etc.  They can have 
 sustained effects on a player, or they can wear out quickly. 
 
Section I: The edit screen 
 
       Name:                           
   Location:                              Spell points:     
                                Minimum level to learn:    
Attack type:     
     Effect:                       Attribute to affect:      
       Dice:       +                          Duration:       
                   Multiply duration by caster's level:   
     Target:                Multiply by caster's level:   
 Affect all:                           Transfer points:   
   On-going:   
 
       Words to chant to cast this spell:                           
    Message displayed when spell is cast: 
                                                                                
Message seen by victim of on-going spell:                                
 Message of expiration of on-going spell:                                
 
Section II: Description of the edit screen 
 
 NAME OF SPELL 
 There are two terribly important fields on this screen - the first is the NAME 
 field.  In this field you establish the name of the spell that players will 
 use to cast this spell. 
 
 LOCATION 
 This is the second of the two important fields.  In the LOCATION field, you 
 must establish which of the two spell books this spell belongs to.  The two 
 options are mCleric or mMage.  Notice that both start with a lower cast 'm' 
 and follow with the occupation that is able to learn and cast the spell.  If 
 the spell you are creating will be used only on an item, you can place the 
 spell into the mItem location.  Finally, if this spell is for monsters to 
 cast, the location is mMonster. 
 
 SPELL POINTS 
 Enter the number of points it takes to cast this spell, provided this spell is 
 one that players will cast, into this field. 
 
 MINIMUM LEVEL TO LEARN 
 If this spell is one that can be learned by players, you can establish the 
 level the player must reach before this spell will become visible to them. 
 Enter that level into this field. 
 
 ATTACK TYPE 
 This field is only important if the spell you are creating will be used in 
 combat to inflict damage upon another creature or player.  Remember chart 
 V.III?  It listed out the various forms of attack that LEGENDS is currently 
 aware of.  You insert a three-letter representation of the form of the attack 
 that this spell uses.  You can also create your own type of attack by entering 
 a new three-letter combination into this field. 
 
 EFFECT OF A SPELL 
 Like events, you must instruct LEGENDS what effect this spell will cause when 
 cast upon another character or monster.  There are five possible effects: ADD, 
 CUR, REP, RES, SUB.  Each of these affects use the ATTRIBUTE TO AFFECT and 
 DICE fields differently.  You can increase the numeric value that a spell 
 produces by marking the MULTIPLY BY CASTER'S LEVEL field as true.  For 
 example, a damaging spell would increase the total amount of damage it does as 
 the caster advances in levels.  The five spell effects are listed below. 
 
  ADD 
  When cast at another character, the ADD effect will cause a player's or 
  monster's attribute to be increased by a certain amount.  You specify the 
  amount (random or fixed) in the dice field.  The attribute you wish to affect 
  is placed into the ATTRIBUTE TO AFFECT field. Consult charts IV.I and V.II 
  for a list of attributes that can be added to. 
 
  CUR 
  The CUR effect causes a player to be cursed of a duration-effect spell.  You 
  specify the attack type of the spell that this one cures in the ATTRIBUTE TO 
  AFFECT field.  For example, the poison spell that monsters attack with is of 
  attack type POI, and the cure poison spell CURes POI spells. 
 
  REP 
  This is the replace effect.  It will replace a player's or monster's 
  attribute with a random or fixed value.  You specify the value using the DICE 
  field, and the attribute you wish to affect is placed in the ATTRIBUTE TO 
  AFFECT field.  Consult charts IV.I and V.II for a list of attributes that can 
  be replaced.   
 
  RES 
  This effect allows you to alter a player's resistance and immunities with a 
  spell.  By specifying either RE or NE in the ATTRIBUTE TO AFFECT field, you 
  determine if this spell will cause resistance or immunity, respectfully.  The 
  attack type you will be defending against in put into the DICE field. 
  Consult chart V.III for a list of attack types you can put in the DICE 
  field. 
 
  SUB 
  This effect is the opposite of the ADD effect.  This will subtract a value 
  from a player's or monster's attribute.  Specify the attribute to subtract 
  from in the ATTRIBUTE TO AFFECT field.  Consult charts IV.I and V.II for a 
  list of attributes that can be subtracted from.  The random roll in the DICE 
  field and its adjustment determine the value subtracted by this spell. 
 
 DURATION SPELLS 
 A duration spell is one that affects a player over a long course of time, such 
 as the Armor or Bless spells.  If this spell is going to be a duration spell, 
 specify the number of seconds it will last in the DURATION field.  Do not turn 
 a spell that has an effect of REP, RES, or CUR into duration spells.  At the 
 end of a duration spell, the effects of the spell, unless it is a damaging 
 spell, are reversed.  For example, the Armor spell, which lowers your armor 
 class, raises your armor class back to normal when the spell expires. 
 
 If you want the spell's duration to increase as the level of the caster 
 increases, mark the MULTIPLY DURATION BY CASTER'S LEVEL as true.  
Otherwise 
 the spell will remain a fixed duration. 
 
  ON-GOING SPELLS 
  Although this field appears lower on the screen, the ON-GOING field is 
  important only for duration spells.  This field determines if the spell will 
  continue to affect the player every round.  An example which explains this 
  better is the Poison spell used by monsters.  This is an on-going spell which 
  causes new damage to the user every round.  On the other hand, the Armor 
  spell is not an on-going spell, as it only affects the player's armor class 
  when it is cast at them, and then once more when it expires. 
 
  DISPLAYING DURATION SPELLS 
  In addition, there are two fields at the bottom of the screen that also
  relate to duration spells.  First, if the spell is an on-going spell, you can
  specify a short message which is displayed to the user every round to let
  them know that they are still affected by this spell.  Within the message you
  can insert a %D that will be replaced by any damage or healing that the
  player receives as a result of this spell.  Leave this field blank and the
  player will see nothing.
 
  The second field holds the message that is displayed to the user when the
  duration spell expires.  There are no macros that can be placed in this
  message.  Leave this field blank and the player will see nothing when the
  spell expires.
 
 TARGETING VS. AFFECTING EVERYONE 
 The TARGET and AFFECT ALL fields are opposites.  You can either mark one or
 the other, but you can not mark both and you can not leave both false either.
 The TARGET field means that the spell must be cast a specific character or
 monster in the room.  If the AFFECT ALL is marked, then the spell does not
 need a target, but will affect everyone who is not of the caster's alignment.
 For example, Magic Missile is a target spell, while Flame Storm is an affect
 all spell.
 
 TRANSFERING POINTS 
 By marking the TRANSFER POINTS field, you are instructing this spell to return
 any points added or subtracted from another player back to the caster.
 Vampiric Touch is a good example here.  That spell subtracts hitpoints from a
 target and adds those hitpoints to the caster's.  This field is only useful if
 the spell's effect is ADD or SUB.
 
 CHANTING 
 In the aptly named field, you can specify the words that the spell caster will
 chant when she is invoking this spell.  You do not need quotation marks (") in
 this field - only the words that will be spoken.  If you leave this field
 blank, no words are spoken when the spell is cast.
 
 SEEING THE AFFECTS OF A SPELL
 Like events, you need to make sure that the caster sees the affects of her
 spell, along with the player or monster who receives the spell.  Enter the
 message that is displayed to everyone in the room when a spell is cast into
 the MESSAGE DISPLAYED WHEN SPELL IS CAST field.
 
 Within this message, you can use two different macros that will be replaced 
 with more important information when the spell is cast.  First, a %A inserted 
 in this field will be replaced by the name of the player who receives the 
 spell.  Inserting a %D in this field will be replaced by the damage or points 
 healed that this spell causes.  Finally, a %C will be replaced with the name 
 of the character who casts the spell.  None of these macros are required by 
 the software. 
 
Section III: Example spells 
 
 The first spell I am including as an example is the mage spell Flame Strike. 
 
       Name: Flame Strike              
   Location: mMage                        Spell points: 215 
                                Minimum level to learn: 32 
Attack type: FIR 
     Effect: SUB                   Attribute to affect: HP   
       Dice: 1d4   +6                         Duration:       
                   Multiply duration by caster's level: F 
     Target: T              Multiply by caster's level: T 
 Affect all: F                         Transfer points: F 
   On-going: F 
 
       Words to chant to cast this spell: Marring rewot             
    Message displayed when spell is cast: 
A pillar of flame explodes around %A, inflicting %D damage.                     
Message seen by victim of on-going spell:                                
 Message of expiration of on-going spell:                                
 
 The second example is a little more complicated.  This is an example of a 
 duration spell which causes damage to a player over a long period of time, 
 (a minute per level!) based entirely on the level of the monster which uses 
 this spell against a player. 
 
       Name: Leprocy                   
   Location: mMonster                     Spell points:   0 
                                Minimum level to learn:  0 
Attack type: POI 
     Effect: SUB                   Attribute to affect: HP   
       Dice: 1d12  +    18                    Duration:    60 
                   Multiply duration by caster's level: T 
     Target: T              Multiply by caster's level: F 
 Affect all: F                         Transfer points: F 
   On-going: T 
 
       Words to chant to cast this spell:                           
    Message displayed when spell is cast: 
%C reaches out and grasps %A with a decaying, flesh-dripping hand.              
Message seen by victim of on-going spell: You decay for %D damage.       
 Message of expiration of on-going spell: You have stopped decaying.     
 
Chapter X: Implementing zones 
 
 Creating a zone is nothing more than establishing a name for a zone and having 
 LEGENDS assign you a number.  When you use the CREATE ZONE command, you will 
 be supplied with an empty zone, which requires only a name.  Enter the name as 
 you would like it to appear on the zone listing, and save your changes.  Once 
 you have returned to the command parser, you can use the ZONES command to find 
 out the number you have received for your zone. 

