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Alignment update 1
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26 changed files with 252 additions and 466 deletions
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@ -474,7 +474,7 @@ set one of these:
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P) Perm Affects: @cNOBITS@n
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1) BLIND DO NOT USE.
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2) INVIS The wearer becomes invisible.
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3) DET-ALIGN The wearer detects alignments.
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3) RESERVED DO NOT USE.
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4) DET-INVIS The wearer sees invisible objects and players.
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5) DET-MAGIC The wearer sees a magic flag on magical objects.
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6) SENSE-LIFE The wearer sees hidden mobs/players.
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@ -484,15 +484,15 @@ P) Perm Affects: @cNOBITS@n
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10) CURSE DO NOT USE.
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11) INFRA The wearer sees in the dark.
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12) POISON The wearer is poisoned.
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13) PROT-EVIL The wearer is protected from evil.
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14) PROT-GOOD The wearer is protected from good.
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13) RESERVED DO NOT USE.
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14) RESERVED DO NOT USE.
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15) SLEEP DO NOT USE.
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16) NO_TRACK DO NOT USE.
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17) FLYING The wearer can travel through room sector type IN FLIGHT.
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18) SCUBA The wearer can travel through room sector type UNDERWATER.
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19) SNEAK DO NOT USE.
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20) HIDE DO NOT USE.
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21) UNUSED DO NOT USE.
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21) SCAN Actively scanning for hidden threats.
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22) CHARM DO NOT USE.
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#2
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@ -572,45 +572,6 @@ I would type "all 13" to list everything in zone 13. I use this to check what
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people have done with their zone.
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See also: ^, RUMBLE-ALIASES
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#0
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ALIGNMENT GOOD NEUTRAL EVIL %ACTOR.ALIGN% %ALIGN% %ALIGNMENT%
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Different characters and mobs have different alignments depending upon their
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way of life. Because of this, they may be aggressive or friendly depending on
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the mix. Some objects cannot be used by certain alignments. For mobs alignment
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ranges from:
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-1000 to -350 Evil
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-350 to 350 Neutral
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350 to 1000 Good
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See also: ALIGNMENTS
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#2
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ALIGNMENTS
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Many good areas stick to a defined level range, such as 10-20 or 25-30. Do
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not try and make your new area cover the entire range of levels. Every area
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should have its moment in the sun. Conversely, it would be nice if there were
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something really unique and challenging to do at every stage in a characters
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history. Your area might be the most successful if you can gear it for a range
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of levels that people believe is otherwise boring or neglected.
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You should always try to match your mobiles to the area and the players you
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want to play there. For example, you should make the mobs in the area a
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similar level to the players you want to play there since a level X warrior
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should be able to kill a level X mobile if the warrior is at full health. Also,
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the quality of objects or mobiles should be matched with their level.
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Will your area be mostly good, neutral, or evil. If it is mostly good or
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mostly evil, is it strongly good or evil or just weakly aligned? In any case
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try not to make your area completely homogenous (equal). In neutral
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communities there is going to be some evil and good elements, and likewise with
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other communities. To some extent this goes along with the question about zone
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level, consider what seem to be "gaps" among the zones in the world as far as
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good or evil aligned areas for a particular level range, and try to fill those
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needs. Everyone's first tendency is to make extremists--The ultimate evil hell
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area, or the blindingly good paladin fortress. Keep in mind that there are
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many layers in between, and these are often more interesting.
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See also: ALIGN
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#2
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ANIMATE-DEAD
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@ -1650,7 +1611,6 @@ Excluding the subfield () returns the value. Adding a subfield adjusts it.
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cha/con/dex/int - Checks the stat. @RHELP TRIG-STAT@n. Subfield adjusts.
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str/wis() () is a subfield and allows a change to the variable.
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alias - The list of aliases of the mob or the player name.
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align() - The actor's alignment @RHELP ALIGN@n. Subfield adjusts.
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affect() - Checks the actor for the affect. @RHELP AFFECT@n
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armor - Checks the actor's armor class.
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canbeseen - Checks if the the mob can see the actor. @RHELP CANBESEEN@n
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@ -2366,18 +2326,6 @@ detach obj sword 1300 - You guessed it - same as above.
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detach sword all - detach all triggers from the sword.
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See also: ATTACH, TRIG-DETACH, TRIG-ATTACH, OLC, TRIGEDIT, TSTAT, STAT, ROOMFLAGS
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#2
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DETECT-ALIGNMENT
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Usage : cast 'detect alignment'
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Accumulative: Yes (Duration)
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Duration : 12 hours + level
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Level : Cleric level 4.
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Allows the caster to detect the alignment of those around them.
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Evil will show as a red aura, good in a blue aura.
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See also: "DETECT INVISIBILITY"
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#0
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DETECT-INVISIBILITY
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@ -2530,38 +2478,6 @@ when done type /fi to format with indent.
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See also: TEXT-EDITOR
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#2
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DISPEL-EVIL
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Usage : cast 'dispel evil' <victim>
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Accumulative: -
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Duration : Instantaneous
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Level : Cleric level 14.
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Save : Special
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This spell will only affect evil creatures. An evil person of level
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equal or less than caster will suffer 100 damage points.
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If the victim is higher level than caster, the spell will inflict
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(caster_level)d4 damage points, saving throw versus half damage.
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See also: DISPEL-GOOD
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#0
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DISPEL-GOOD
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Usage : cast 'dispel good' <victim>
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Accumulative: -
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Duration : Instantaneous
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Level : Cleric level 14.
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Save : Special
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This spell will only affect good creatures. A good person of level
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equal or less than caster will suffer 100 damage points.
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If the victim is higher level than caster, the spell will inflict
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(caster_level)d4 damage points, saving throw versus half damage.
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See also: DISPEL-EVIL
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#0
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DISPLAYS PROMPTS HIT-PNT-DISPLAY
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@ -2825,30 +2741,23 @@ of CircleMUD expect it first).
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i.e. a shot of whisky should have the keyword: whisky shot whisky
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a cup of slime mold juice keyword should be: juice cup slime juice
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3: SYSERR: Mob #5 both Aggressive and Aggressive_to_Alignment.
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Another harmless error. If your mob is aggressive there is no need to also
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make it aggressive to certain alignments since AGGR means it will attack any
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player it can see. Choose to make it aggressive to an alignment or aggressive
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to all.
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4: SYSERR: Object # (oedit-s-desc) has out of range level #.
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3: SYSERR: Object # (oedit-s-desc) has out of range level #.
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A simple one. Limit spell levels to the levels available, on TBA that would
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be 1-30.
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5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
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4: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
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SYSERR: Object # (oedit-s-desc) has out of range level #2147483647.
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These are really annoying. This happens when you use numbers larger than
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necessary. This will actually crash many older versions of CircleMUD. Just do
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not do it. Use realistic numbers.
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6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
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5: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
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There is no spell zero. Either select a spell or put -1 for none.
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7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
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6: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
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When making a drink container you will set how much it initially contains
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on creation and the max it can hold if a player were to fill it. Common sense
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@ -2930,7 +2839,7 @@ Objects : 42
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Triggers : 129
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Theme : Its purpose, hack & slash, quest, rescue princess, kill ogre...
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Completion : When do you expect to finish it, how is the progress going?
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Notes : Such things as zone alignment, economy, quests, special mobs and
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Notes : Such things as zone economy, quests, special mobs and
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objs, and anything else I should know about your zone. What
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makes it unique?
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@ -2985,8 +2894,8 @@ right. Parenthesis can be used to create priority.
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| | | (if actor age is not equal to 1)
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| < | less than | if %actor.dex% < 16
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| | | (if actor dexterity is less than 16)
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| > | greater than | if %actor.align% > 349
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| | | (if actor alignment is greater than 349)
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| > | greater than | if %actor.level% > 30
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| | | (if actor level is greater than 30)
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| <= | less than or equal | if %actor.exp% <= 2
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| | | (if actor experience is less than or equal to 1)
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| >= | greater than or equal | if %actor.mana% >= 1
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@ -4852,7 +4761,7 @@ MEDIT-AFF-FLAGS AFFECTIONS AFFECTS
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M) AFF Flags : @cNOBITS@n
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1) BLIND Mob is blind.
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2) INVIS Mob is invisible.
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3) DET-ALIGN NOT USED.
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3) RESERVED NOT USED.
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4) DET-INVIS Mob can see invisible characters and objects.
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5) DET-MAGIC Mob is sensitive to magical presence.
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6) SENSE-LIFE Mob can sense hidden life.
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@ -4863,15 +4772,15 @@ M) AFF Flags : @cNOBITS@n
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10) CURSE Mob is cursed.
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11) INFRA Mob can see in dark.
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12) POISON Reserved for internal use. Do not set.
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13) PROT-EVIL Mob is protected from evil characters.
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14) PROT-GOOD Mob is protected from good characters.
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13) RESERVED NOT USED.
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14) RESERVED NOT USED.
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15) SLEEP Reserved for internal use. Do not set.
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16) NO_TRACK Mob cannot be tracked.
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17) FLY Mob is flying.
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18) SCUBA Mob can breathe underwater.
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19) SNEAK Mob can move quietly without room being informed.
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20) HIDE Mob is hidden; can only be seen with sense life.
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21) UNUSED Unused (room for future expansion).
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21) SCAN Actively scanning for hidden threats.
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22) CHARM Reserved for internal use. Do not set.
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See also: INVIS, MEDIT-NPC-FLAGS, DG_AFFECT, TRIG-AFFECT
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@ -4903,20 +4812,9 @@ should be one of the following numbers:
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5) bludgeon
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#2
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MEDIT-EXPERIENCE MEDIT-XP MEDIT-ALIGNMENT
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MEDIT-EXPERIENCE MEDIT-XP
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(B) Exp Points: [ 115600] (E) Alignment: [ 1000]
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Alignment
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A number from -1000 to 1000 representing the mobs initial alignment.
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Evil -1000 to -350
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Neutral -349 to 349
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Good 350 to 1000
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The alignment of a mobile is determined entirely by you, depending on
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the type of area you are creating. The alignment can be from -1000
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(extremely evil) to +1000 (divinely good).
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(B) Exp Points: [ 115600]
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Experience is simply the number of experience points the mobile is born
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with. This is not the exact number of experience points the player will get
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@ -5019,7 +4917,7 @@ X) Delete Mob @RHELP MEDIT-DELETE@n
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Q) Quit
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Enter choice :
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#2
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MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE AGGR_GOOD AGGR_NEU AGGR_EVIL STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER
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MEDIT-NPC-FLAGS MEDIT-FLAGS SPEC STAYZONE AGGRESSIVE STAY-ZONE STAY_ZONE SCAVENGER NPCFLAGS NPC-FLAGS MOBFLAGS MOB-FLAGS SENTINEL AWARE NOCHARM MOB-NPC NPC_FLAGS HELPER
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NPC stands for non-player-character (mob)
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@ -5042,9 +4940,9 @@ L) NPC Flags : @cISNPC@n
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its hit points. If the WIMPY bit is set in conjunction with
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any of the forms of the AGGRESSIVE bit, the mob will only
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attack mobs that are unconscious (sleeping or incapacitated).
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8) AGGR_EVIL Mob will attack players that are evil-aligned.
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9) AGGR_GOOD Mob will attack players that are good-aligned.
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10) AGGR_NEU Mob will attack players that are neutrally aligned.
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8) RESERVED Not used.
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9) RESERVED Not used.
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10) RESERVED Not used.
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11) MEMORY Mob will remember players that initiate attacks on it, and will
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attack that player if it ever runs into him again.
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12) HELPER The mob will attack any player it sees in the room that is
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@ -5332,7 +5230,7 @@ MOBILE-FORMATS MOB-FORMATS MOB-FILES
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~
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<detailed description>
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~
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<mob flags> <affect flags> <alignment> <type flag>
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<mob flags> <affect flags> <reserved> <type flag>
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<level> <thaco> <armor class> <hitpoints> <damage>
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<coins> <experience points>
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<load position> <default position> <sex>
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@ -5382,11 +5280,11 @@ Message List:
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0 ) [5 ] 1, burning hands 30) [314] 2, Unknown
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1 ) [6 ] 1, call lightning 31) [399] 2, Unknown
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2 ) [8 ] 1, chill touch 32) [33 ] 1, poison
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3 ) [10 ] 1, color spray 33) [202] 1, !UNUSED!
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4 ) [22 ] 1, dispel evil 34) [203] 1, !UNUSED!
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5 ) [23 ] 1, earthquake 35) [204] 1, !UNUSED!
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6 ) [25 ] 1, energy drain 36) [205] 1, !UNUSED!
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7 ) [26 ] 1, fireball 37) [206] 1, !UNUSED!
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3 ) [10 ] 1, color spray 33) [202] 1, !RESERVED!
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4 ) [22 ] 1, dispel 34) [203] 1, !RESERVED!
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5 ) [23 ] 1, earthquake 35) [204] 1, !RESERVED!
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6 ) [25 ] 1, energy drain 36) [205] 1, !RESERVED!
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7 ) [26 ] 1, fireball 37) [206] 1, !RESERVED!
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=========================================
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MSG #, SKILL NUMBER, NUMBER OF ENTRIES, NAME (if applicable)
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0 ) [5 ] 1, burning hands
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@ -5901,9 +5799,9 @@ OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP O
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7) MAGIC Item has a magical aura and cannot be enchanted.
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8) NODROP Item is cursed and cannot be removed or dropped.
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9) BLESS Item is blessed (cosmetic).
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10) ANTI_GOOD Item cannot be used by good-aligned characters.
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11) ANTI_EVIL Item cannot be used by evil-aligned characters.
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12) ANTI_NEUTRAL Item cannot be used by neutral align characters.
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10) RESERVED Not used.
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11) RESERVED Not used.
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12) RESERVED Not used.
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13) ANTI_MAGIC_USER Item cannot be used by the Mage class.
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14) ANTI_CLERIC Item cannot be used by the Cleric class.
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15) ANTI_THIEF Item cannot be used by the Thief class.
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@ -6516,7 +6414,7 @@ this method is that if you accidentally wipe out your work on the MUD you will
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have a ready backup. Be careful cutting and pasting to the MUD; if you send too
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much text at once you will be disconnected.
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See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, ALIGN, BIAS
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See also: WORK, CARTOGRAPHY, LOCATION, THEME, PLOT, SIZE, BIAS
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#2
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PLAYER-SHOPS PLAYER-OWNED-SHOPS
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@ -7079,7 +6977,7 @@ what it takes to properly plan out your first zone. It is extremely important
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that you put some forethought into what you will be creating. Remember, zones
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are built for others to play. Be sure to make it something a player will enjoy.
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A zone proposal consists of an informal MUDmail to your Head Builder. It should
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contain: the location, level, alignment, theme, plot, size, and any other
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contain: the location, level, theme, plot, size, and any other
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important notes about the zone. Detailed descriptions and help files are
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available in the hallways starting from room 14 and 15.
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@ -7089,15 +6987,6 @@ deadlines, so take the time to give your zone character.
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Required Reading: @RHELP PLANNING, HELP STYLISTICS@n
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See also: EXAMPLE-PROPOSAL
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#2
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PROTECTION-FROM-EVIL PROT-EVIL
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Usage : cast 'protection from evil' [self]
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Accumulative: Yes (Duration)
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Duration : 24 hours
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Level : Cleric level 8.
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The meaning of this spell is not yet fully defined.
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#0
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PURGE DESTROY UNLOAD DELETE-MOBILE DISINTEGRATE DECOMPOSE CLEANUP
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@ -8396,12 +8285,12 @@ Enter choice :
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SEDIT-TRADE
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E) No Trade With : @cNOBITS@n
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Designates certain alignments or classes that the shop will not trade with:
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Designates certain classes that the shop will not trade with:
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1) Good 2) Evil
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3) Neutral 4) Magic User
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5) Cleric 6) Thief
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7) Warrior
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1) Sorceror 2) Cleric
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3) Rogue 4) Fighter
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5) Barbarian 6) Ranger
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7) Bard 8) Druid
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Currently will not trade with: @cNOBITS@n
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Enter choice (-1 for none):
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@ -8700,11 +8589,11 @@ The following room flags can be selected:
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16) * - DO NOT USE. Breadth-first search mark used by track and hunt.
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17) WORLDMAP - DO NOT USE. World Map style maps.
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Never set UNUSED or DO NOT USE bits, if you find them anywhere. If you
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Never set RESERVED or DO NOT USE bits, if you find them anywhere. If you
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do not know what a flag does, DO NOT SET IT!
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This requires repeating since it is so often ignored:
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@YIf a flag says UNUSED; DO NOT SET IT. If you do not know what it does; DO NOT SET IT!@n
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@YIf a flag says RESERVED; DO NOT SET IT. If you do not know what it does; DO NOT SET IT!@n
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See Also: TOGGLE
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#2
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@ -8973,18 +8862,18 @@ SPELLS
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7) charm person 8) chill touch 9) clone
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10) color spray 11) control weather 12) create food
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13) create water 14) cure blind 15) cure critic
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16) cure light 17) curse 18) detect alignment
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16) cure light 17) curse 18) reserved
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19) detect invisibility 20) detect magic 21) detect poison
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22) dispel evil 23) earthquake 24) enchant weapon
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22) reserved 23) earthquake 24) enchant weapon
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25) energy drain 26) fireball 27) harm
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28) heal 29) invisibility 30) lightning bolt
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31) locate object 32) magic missile 33) poison
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34) protection from evil 35) remove curse 36) sanctuary
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34) reserved 35) remove curse 36) sanctuary
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37) shocking grasp 38) sleep 39) strength
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40) summon 41) !UNUSED! 42) word of recall
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40) summon 41) !RESERVED! 42) word of recall
|
||||
43) remove poison 44) sense life 45) animate dead
|
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46) dispel good 47) group armor 48) group heal
|
||||
49) !UNUSED! 50) infravision 51) waterwalk
|
||||
46) reserved 47) group armor 48) group heal
|
||||
49) !RESERVED! 50) infravision 51) waterwalk
|
||||
52) identify
|
||||
|
||||
#2
|
||||
|
|
@ -8997,13 +8886,13 @@ SPELLS MAGICS SPELLBOOKS TOMBS SPELL-LEVELS SPELLS-STOCK SPELLLIST
|
|||
| Detect Magic 2 | Create Food 2 |
|
||||
| Chill Touch 3 | Create Water 2 |
|
||||
| Infravision 3 | Detect Poison 3 |
|
||||
| Invisibility 4 | Detect Alignment 4 |
|
||||
| Invisibility 4 | Reserved 4 |
|
||||
| Armor 4 | Cure Blind 4 |
|
||||
| Burning Hands 5 | Bless 5 |
|
||||
| Locate Object 6 | Detect Invisibility 6 |
|
||||
| Strength 6 | Blindness 6 |
|
||||
| Shocking Grasp 7 | Infravision 7 |
|
||||
| Sleep 8 | Protection from Evil 8 |
|
||||
| Sleep 8 | Reserved 8 |
|
||||
| Lightning Bolt 9 | Poison 8 |
|
||||
| Blindness 9 | Group Armor 9 |
|
||||
| Detect Poison 10 | Cure Crit 9 |
|
||||
|
|
@ -9013,8 +8902,8 @@ SPELLS MAGICS SPELLBOOKS TOMBS SPELL-LEVELS SPELLS-STOCK SPELLLIST
|
|||
| Poison 14 | Word of Recall 12 |
|
||||
| Fireball 15 | Earthquake 12 |
|
||||
| Charm 16 | Darkness 13 |
|
||||
| Identify 20 | Dispel Evil 14 |
|
||||
| Enchant Weapon 26 | Dispel Good 14 |
|
||||
| Identify 20 | Reserved 14 |
|
||||
| Enchant Weapon 26 | Reserved 14 |
|
||||
| Clone 30 | Sanctuary 15 |
|
||||
| | Call Lightning 15 |
|
||||
| | Heal 16 |
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue